{ "conversations": [ [ { "actor": "Soona, the Programmer", "dialogue": "\"And now if you'll just connect that here...\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's done. I believe we're ready.\" The lieutenant wipes his brow." }, { "actor": "Soona, the Programmer", "dialogue": "\"We're ready to try, at least. Please, put on these headphones, there should be two extra sets. I've configured the channels so that only your microphone is set to broadcast, officer. We'll all be able to listen, but anyone we reach will only hear *your* voice.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"You will need to transmit your connection request while I attempt to locate the warship's public frequency. You will likely encounter some interference, but it's important to keep transmitting your request until you're acknowledged. Ready?\"" }, { "actor": "You", "dialogue": "\"Wait, what if they *never* acknowledge me?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Then it will be exactly like every other moment of every other day. I ask again: Are you ready?\"" }, { "actor": "You", "dialogue": "\"Not yet.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Too late. I've begun transmitting...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_snowing\"]) == false]" }, { "actor": "Shivers", "dialogue": "A soft rustling. Between your ears, a winterscape with fast falling snow..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_shivers_snow\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Go ahead, officer.\"" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.restock_trap_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_husband_back\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, hello, sweetie. So nice to see you again.\"" }, { "actor": "You", "dialogue": "\"I've changed my mind. I'll tell Morell you're worried.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, you're such a dear! Thank you, sweetie.\"" }, { "actor": "You", "dialogue": "\"The water lock on the canal is broken, so your husband is probably just stuck on the other side of the coast.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, my! What happened to the water lock?\"" }, { "actor": "You", "dialogue": "\"Word around the canal is some weird new cryptid destroyed it.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, now you're just having fun at an old woman's expense! In any case, thank you for looking into this. It takes a weight off my shoulders.\"" } ], [ { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_main_hub_reached\"]]" }, { "actor": "Feld Mural", "dialogue": "The once-bright mural towers above you, saying \"FELD ELECTRICAL R&D.\"" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.mural_look_in\"] and IsKimHere() == false) == false]" }, { "actor": "You", "dialogue": "Why do I feel like I know this place?" }, { "actor": "Feld Mural", "dialogue": "Indeed. Somehow you knew it was here. An urban ruin gutted by looters that once used to consume money and dispense warmth and light." }, { "actor": "Shivers", "dialogue": "You felt it, before, when it rained in Martinaise and you *felt* the cold of the rain. The feeling persists. It has been in you ever since." }, { "actor": "You", "dialogue": "Listen to the wind again." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_shivers_white_succeeded_two\"]]" }, { "actor": "Shivers", "dialogue": "Suddenly there's a sigh, carried on the molecules around you, moving, flowing from high pressure to low pressure. Like that of a woman emptying her lungs. She wraps the collapsing stone box in front of you in her breath, flowing through it..." }, { "actor": "You", "dialogue": "Where does it go?" } ], [ { "actor": "Logic", "dialogue": "Okay, so the speedfreaks want to start a club for dance music. That much checks out. Youths like music. You feel as though you might have liked music more when you were young too... but you digress." }, { "actor": "You", "dialogue": "Mmmhm. (Rub your chin.) What's the *gist* of it." }, { "actor": "Logic", "dialogue": "The gist of it is: They want to turn the church into a club, but a suspicious element has overtaken the building. It's very important to understand what the *gist* of things is -- always consult the gist before making up your mind. This is going well." }, { "actor": "Logic", "dialogue": "Of course, not everything is 100% clear here but when is it ever? Congratulations, kids. Your story *sort of* checks out." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_andre_logic_hint_confronted_him\"]]" }, { "actor": "Logic", "dialogue": "All in all, you really can't tell what that mean programmer grandma was talking about." }, { "actor": "You", "dialogue": "Maybe everything isn't quite as you've been told? Take a moment to analyse." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"ice.andre_logic_whitecheck_success\"]]" }, { "actor": "Logic", "dialogue": "A number of things don't add up. Let's take a look!" }, { "actor": "Drama", "dialogue": "How about: \"Gather around, kids!\"" }, { "actor": "You", "dialogue": "\"Okay kids, now gather around...\"" }, { "actor": "Noid", "dialogue": "The young speedfreak puts down a busted capacitor and looks at you." }, { "actor": "Egg Head", "dialogue": "The one with the large head seems very enthusiastic about whatever you have planned." } ], [ { "actor": "Empathy", "dialogue": "Good, you're up. Listen, there's something that's been bothering you for a few days now." }, { "actor": "You", "dialogue": "What is it?" }, { "actor": "Empathy", "dialogue": "It's a suspicion, or a feeling, really, that things are not quite *in hand* around here..." }, { "actor": "Logic", "dialogue": "An earth-shattering deduction from your psyche. What will those guys come up with next?" }, { "actor": "Empathy", "dialogue": "Every day things seem to spin more and more wildly out of control. The centre isn't holding. And despite your efforts to *moderate* and *contain* these energies, things only seem to be getting worse." }, { "actor": "You", "dialogue": "Let's get right to it: What needs to be done?" }, { "actor": "Empathy", "dialogue": "You've got to find out who bears *la responsabilit\u00e9*." }, { "actor": "You", "dialogue": "Alright, give it to me. *I'll* accept responsibility. (Proceed.)" }, { "actor": "Empathy", "dialogue": "Whoa, whoa, *whoa*. This isn't some kind of *dictatorship*. You can't simply seize la responsabilit\u00e9 for yourself. It must be given by a legitimate authority..." }, { "actor": "Empathy", "dialogue": "Like a committee." }, { "actor": "Authority", "dialogue": "You don't need no stinkin' committee. You're the Law." }, { "actor": "You", "dialogue": "Do we really have time for all this?" }, { "actor": "Empathy", "dialogue": "There is always time to follow best practices. Once someone's decided to *cut corners* for the sake of expediency, who knows what else they're capable of?" }, { "actor": "Volition", "dialogue": "Swift, decisive action." } ], [ { "actor": "Electrochemistry", "dialogue": "Whoa! In your hand: *pyrholidon* -- the double rainbow of synthetic hallucinogens. Rare and gritty, a product of the age of atomic power." }, { "actor": "You", "dialogue": "Look at the little puck of liquid." }, { "actor": "Electrochemistry", "dialogue": "What a funny little cap! Don't let the *scary* medical warnings throw you off. It's an inadequate antidote to radiation poisoning, but a *potent* antidote to *boredom*." }, { "actor": "You", "dialogue": "That's really not what I'm looking for. [Ignore thought.]" }, { "actor": "Electrochemistry", "dialogue": "No problem. This one's for the brave and sensitive ones anyway. It could improve your human interactions. But -- you threw that chance away. No matter, in a few hours you'll get the urge again. Maybe then you'll choose more courageously?" } ], [ { "actor": "Samaran Butter", "dialogue": "[Action/Check: Condition: Variable[\"canal.samaran_vis_calc_wc_success\"]]" }, { "actor": "Perception (Sight)", "dialogue": "The crumpled SAMARAN BUTTER billboard still soaks in the canal, marked by tyre tracks." }, { "actor": "You", "dialogue": "Look at the opposite bank." }, { "actor": "Visual Calculus", "dialogue": "Still speeding, the vehicle made a loop and vanished into the fog along the coast." }, { "actor": "You", "dialogue": "\"Yup -- *I* did this.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Clearly, yes. Dwelling on it longer only makes it worse.\"" }, { "actor": "You", "dialogue": "Why the Linnea G22?" }, { "actor": "Visual Calculus", "dialogue": "Very sturdy but light motor carriage. More likely than most to survive that jump." }, { "actor": "Encyclopedia", "dialogue": "The Linnea G22 is not a particularly popular model due to its peculiar proportions, which the manufacturer's design team probably thought about for too long." }, { "actor": "You", "dialogue": "What now?" } ], [ { "actor": "Photo of Tattoos", "dialogue": "An intricate web of blue lines stretches across the torso of the hanged man, from the right shoulder to the solar plexus. Each time the lines intersect, a small white star is formed in their crossing. Hundreds of fading asterisks riddle his skin; their concentration is highest around his heart." }, { "actor": "Photo of Tattoos", "dialogue": "It almost looks like the electronic patterns inside a radiocomputer or an old filament memory, but not quite." }, { "actor": "You", "dialogue": "Who are you?" }, { "actor": "Photo of Tattoos", "dialogue": "Gone." }, { "actor": "You", "dialogue": "What's the meaning of this tattoo?" }, { "actor": "Photo of Tattoos", "dialogue": "For you to discover. You've gotten as far as you will without assistance." }, { "actor": "Suggestion", "dialogue": "Someone close to the victim might know." }, { "actor": "Encyclopedia", "dialogue": "Someone who knows about history could tell you." }, { "actor": "You", "dialogue": "[Put the photo away.]" } ], [ { "actor": "Coalition Warship Archer", "dialogue": "\"We have transmitted our summary to the Committee of Responsibility. Please continue standing by...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Horseback Antenna", "dialogue": "\"Wie kannst du... unseren Jungen... auf einem dieser *Dinger*...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_archer_working_soona\"]) == false]" }, { "actor": "Noid", "dialogue": "\"Damn spookers. Can't keep 'em off our back...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Coalition Warship Archer", "dialogue": "\"Firewalker, this is Archer. Are you there?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"To be honest, I mostly just want to ride on Coalition Warship Archer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let me make a prediction, detective. You are not going to see the inside of a Coalition warship anytime soon.\"" }, { "actor": "You", "dialogue": "\"This has *got* to be better than your DynaWave.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"An Esterhaz is certainly nothing to sniff at.\" The lieutenant nods. \"But if you compare the feature sets, I would say they're more-or-less equivalent.\"" }, { "actor": "You", "dialogue": "\"That's okay. As long as it works.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It should. Assuming we can find a way to replace the frequency dial.\"" }, { "actor": "You", "dialogue": "\"Do you think we'll actually be able to reach the Coalition with this?\"" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"reputation.kim\"] > 1]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"reputation.kim\"] > 5) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"To be perfectly frank, I have my reservations about this whole antenna scheme. But who knows? We may yet be surprised.\"" }, { "actor": "You", "dialogue": "\"This has *got* to be better than your DynaWave.\"" } ], [ { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: Variable[\"seafort.books_hub_reached\"]]" }, { "actor": "Reading Materials", "dialogue": "Softcovers, serialized *fantastique* and detective stories, 'Animal Adventures', a magazine for electrical engineering, and an international thriller. Also: light erotica and some historical novels from the century past." }, { "actor": "You", "dialogue": "\"Critical theory books... What do you think this means?\"" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: Variable[\"seafort.generator_philosopher_clicked\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Again, I am not a philosopher. But whoever has lived here -- they have *some* education. And a certain *set* of interests.\"" }, { "actor": "Rhetoric", "dialogue": "Interesting..." }, { "actor": "You", "dialogue": "\"Critical theory books... What do you think this means?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno doesn't give a shit. Cuno's not hooked on the book. Tryna get me hooked on it, teachers and shit...\"" }, { "actor": "Rhetoric", "dialogue": "This means we have a critical theory loving vagrant here... interesting." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Rhetoric", "dialogue": "There it is again! There's a spectral scent haunting this pier, no doubt. And it smells like..." }, { "actor": "Perception (Smell)", "dialogue": "Sea brine, mostly. Because it's a pier." }, { "actor": "Rhetoric", "dialogue": "Years of turmoil, of hopes and dreams ground beneath the inexorable tides of capital." }, { "actor": "You", "dialogue": "I *still* don't smell anything." }, { "actor": "Rhetoric", "dialogue": "Absolute rubbish. Your politico-olfactory cortex doesn't deceive you. The smell is coming... from that balcony over there!" }, { "actor": "You", "dialogue": "You mean from that scary-looking girl in the old lady coat?" }, { "actor": "Rhetoric", "dialogue": "Certainement! A precocious communist youth, a symbol of a kinder, more hopeful future. Now's your chance to *establish contact* with your revolutionary brothers and sisters." }, { "actor": "Inland Empire", "dialogue": "A chance to establish contact with the future! What a beautiful, *terrible* thought..." } ], [ { "actor": "Horrific Necktie", "dialogue": "*Bratan*, now is the time!" }, { "actor": "You", "dialogue": "Time for what?" }, { "actor": "Horrific Necktie", "dialogue": "Oh... you will see. (It feels like the tie is rubbing itself against your chest like a cat in heat.)" }, { "actor": "Horrific Necktie", "dialogue": "First, the spirits -- the blue medicinal spirits. Grab the bottle and uncork it! It is time to unleash the Other-World." }, { "actor": "You", "dialogue": "You know what, I'm done with this crazy talking necktie bullshit!" }, { "actor": "Horrific Necktie", "dialogue": "But, *bratan*... no. Please uncork it. I can make it good again." }, { "actor": "You", "dialogue": "Necktie, you and I are done. Both professionally -- and as friends. Begone! (End the tie.)" }, { "actor": "Horrific Necktie", "dialogue": "The lifeless necktie looks like a colourful intestine of some dead animal: oily, alien and otherwise disgusting. What could have driven a man to wear something so repulsive around his neck?" }, { "actor": "Inland Empire", "dialogue": "Seems you'll never learn the answer to that question." } ], [ { "actor": "You", "dialogue": "\"Where did the horse-faced woman go?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"I don't really use words like that to describe my clients, and maybe you shouldn't either\u2026\" He purses his lips. \"Seeing as you're a cop and all.\"" }, { "actor": "You", "dialogue": "\"Yeah, you're right.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Anyway, I can't help you there. A lot of women come and go here.\"" }, { "actor": "You", "dialogue": "\"By the way -- where were you when it happened?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Where was *I*? How do you think I know the crazy shit you pulled off out there? I was *there* -- out on the balcony, protecting my establishment.\"" }, { "actor": "Reaction Speed", "dialogue": "That's actually true. You remember him, from the corner of your eye, right behind you on the Whirling balcony..." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"So yeah.\" He looks around, aloof. \"I guess I'm what you call a bad ass.\"" }, { "actor": "Suggestion", "dialogue": "It really took courage. Don't pick at him." }, { "actor": "You", "dialogue": "\"If you say it as two different words like that, it sounds like there's something wrong with your ass.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yeah, well...\" He scoffs. \"Fuck you too then. You have any more questions, or stylistic pronunciation advice?\"" }, { "actor": "Empathy", "dialogue": "He's not too offended. The experience has changed something in him." }, { "actor": "You", "dialogue": "\"Are Lena and Morell still in town?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Ah, them! Nice people -- but no. Lena said they were going back to Jamrock. I saw them pass by, outside.\" He waves at the windows. \"This was *before* the fight started.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"I'm glad she got out of here before all that. Bullets flying and stuff... people inside were quite terrified you know. I had to take action and step outside too...\"" } ], [ { "actor": "You", "dialogue": "\"You mentioned some kind Ecclesiastes own the church. Who are these Ecclesiastes?\"" }, { "actor": "Andre", "dialogue": "\"Oh yeah, that's a Meteoran name for the Founding Party. Thought it'd be cool to use it.\"" }, { "actor": "Rhetoric", "dialogue": "If you don't know what the Founding Party is, there might be a way to mask it with minor demagoguery." }, { "actor": "You", "dialogue": "(Mask it.) \"Now humour me, Andre -- what is the Founding Party?\"" }, { "actor": "Andre", "dialogue": "\"Come to think of it, I've never really looked them up, you know. I can't give you a precise definition, but they're a very powerful religious organization.\"" }, { "actor": "You", "dialogue": "(Nod.) \"Good. Now, let's talk about something else.\"" }, { "actor": "Andre", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"Who exactly are these people inside the church?\"" }, { "actor": "Andre", "dialogue": "\"Truth is, I don't really know. None of us do. I don't even know how many there are... all we've seen are glimpses.\"" }, { "actor": "Savoir Faire", "dialogue": "Glimpses? Who are these people, secret agents? Stealth operatives?" }, { "actor": "You", "dialogue": "\"You haven't even seen them and you want the police involved?\"" }, { "actor": "Andre", "dialogue": "\"Well...\" he leans in for emphasis, \"there's also *the machinery*...\"" }, { "actor": "Inland Empire", "dialogue": "This machinery is of the deeply mystical variety." }, { "actor": "Andre", "dialogue": "\"When I first scouted the place, back in February, it was abandoned. Empty. Took some time getting the crew together, so about two weeks ago we came here hoping to set the stuff up. Suddenly there are all these strange *machines* lying around in there.\"" }, { "actor": "Noid", "dialogue": "\"One of them has wires running into bowls of water. Wires. Into *water*. Never seen anything like it.\"" } ], [ { "actor": "Perception (Hearing)", "dialogue": "The remaining windows rattle from a strong gust of wind. They're covered in a thick layer of grime. They must have been like this for forty years." }, { "actor": "You", "dialogue": "\"Lieutenant, can you make out what's inside?\" (Point at the windows.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No.\" He shakes his head. The windows rattle in their frames. \"I won't even try. You know...\" He takes his glasses off." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I had a partner once. They called him Eyes, because he had to show me things. It's that bad.\"" }, { "actor": "Empathy", "dialogue": "This partner of his, Eyes -- things didn't end well. It saddens him to say his name. Don't even ask. He wouldn't answer. Maybe some other small talk?" }, { "actor": "You", "dialogue": "Just nod. [Finish thought.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"The theatrical suicide attempt -- we need to talk about it.\"" }, { "actor": "You", "dialogue": "\"Yes. I want to talk about it as well.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes. Well. I was able to re-contextualize it as a dark joke.\" He pauses thoughtfully. \"I will not be able to re-contextualize it the next time.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I understand you sometimes employ *extreme* interrogation tactics, but I want you to understand: that was *too* extreme.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We can't have RCM officers going around, putting guns in their mouths. We can't afford to have that image. Few institutions can.\"" }, { "actor": "You", "dialogue": "\"Understood. 100%. It won't happen again.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good. I'm glad we had this talk.\" He nods. \"After you.\"" } ], [ { "actor": "Interfacing", "dialogue": "As you hold your ledger's clip under the headlamp, an iridescent hologram appears: a street grid and the veins of a great river. A familiar sensation washes over you..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"There she is: Revachol West.\" There's a note of pride in the lieutenant's voice." }, { "actor": "Damaged Ledger", "dialogue": "Around the borders of the watermark are dozens, no, *hundreds* of micro-perforations." }, { "actor": "You", "dialogue": "Look at the perforations." }, { "actor": "Damaged Ledger", "dialogue": "There are many of them. And they are divided into three separate rows." }, { "actor": "You", "dialogue": "(Let's look at something else.)" }, { "actor": "Damaged Ledger", "dialogue": "Right. The meaning of the perforations remains opaque to you." }, { "actor": "You", "dialogue": "Look at the perforations." }, { "actor": "Damaged Ledger", "dialogue": "There are many of them. And they are divided into three separate rows." }, { "actor": "You", "dialogue": "(Let's look at something else.)" }, { "actor": "Damaged Ledger", "dialogue": "Right. The meaning of the perforations remains opaque to you." } ], [ { "actor": "Savoir Faire", "dialogue": "You close your eyes and vacate your skull, leaving your brain to wonder: where did that little fluttering light go?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "TOTAL DARKNESS! You sink down the darkest fathoms of your own personal deep, vertebrae by vertebrae -- THROUGH THE UNFORMED SKULLS OF YOUR SPINE." }, { "actor": "Ancient Reptilian Brain", "dialogue": "HERE IT WILL BEGIN." }, { "actor": "You", "dialogue": "Where did the music go?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Oh, don't worry, *the music* is still there. It's *you* who's gone." }, { "actor": "You", "dialogue": "Concentrate on hearing." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Nothing. Just the immaculate silence of your spinal fluid. Electrified." }, { "actor": "Perception (Hearing)", "dialogue": "It comes to you like a blue whale. You sense it stir the tranquillity of the deep -- a single note of bass passing through. Then it's gone. Back to *el silencio*." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"ice.andre_composure_heard_beat_underwater\"]) == false]" }, { "actor": "You", "dialogue": "Where did the church go?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "\"WHO FUCKING CARES?!\"" }, { "actor": "You", "dialogue": "I'm scared." }, { "actor": "Ancient Reptilian Brain", "dialogue": "GOOD. YOU SHOULD BE." } ], [ { "actor": "Endurance", "dialogue": "You see that seagull up there? Remind you of anybody?" }, { "actor": "You", "dialogue": "Um... me?" }, { "actor": "Endurance", "dialogue": "Exactly!" }, { "actor": "You", "dialogue": "Why am I like a seagull?" }, { "actor": "Endurance", "dialogue": "Think about the seagull's story. It's one of endurance -- and adaptation. The seaside was paradise once. They were birds of that paradise." }, { "actor": "Endurance", "dialogue": "Then their paradise became *shit city*. And what did they do? They became urban survivors! Eating burgers out of trash cans! Killing and eating pigeons!" }, { "actor": "Endurance", "dialogue": "No time for that sentimental bullshit. They're hustlers, getting shit done. They're one pair of track pants away from gangsters. Just like you." }, { "actor": "You", "dialogue": "I guess I *am* a bit like the seagull." }, { "actor": "Endurance", "dialogue": "Exactly. The seagull does what it takes -- and so do you. You've got that same spirit in you. When the time comes, you'll push yourself." } ], [ { "actor": "Bust of Kras Mazov", "dialogue": "A plaster cast bust depicts a middle-aged man with impressive sideburns. The name on the plinth reads 'Kras Mazov'." }, { "actor": "You", "dialogue": "Who is Kras Mazov?" }, { "actor": "Bust of Kras Mazov", "dialogue": "Seems like a good guy judging by the moustache. By the way... doesn't he kind of look like *you*?" }, { "actor": "You", "dialogue": "\"Father Mazov, the hero of the working class!\" (Salute the statue.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "A warm feeling fills you as you look into Mazov's marble eyes. The hallway behind the door is empty; no one else heard your courageous salute." } ], [ { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "In your hand, you hold four-fifths of \"Dick Mullen and the Mistaken Identity.\"" }, { "actor": "You", "dialogue": "Start reading." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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..." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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..." }, { "actor": "Esprit de Corps", "dialogue": "An extremely unprofessional and *hurtful* stereotype that's offensive to all upstanding officers of the law." }, { "actor": "You", "dialogue": "I don't need to read this. I'm already living it. (Close the book.)" }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "In your hand, you hold \"Dick Mullen and the Mistaken Identity.\" The brittle paperback feels fragile to the touch." } ], [ { "actor": "You", "dialogue": "Look under the boxes of carton." }, { "actor": "Trash Container", "dialogue": "You see: milk, an egg-rest with one broken egg in it, some pasta wrapper... Picking up the soggy packages somehow feels familiar." }, { "actor": "Interfacing", "dialogue": "You've done this before. The movements are recorded in your elbows, the methodology in your fingers... you're used to this." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_interfacing_has_done_dumpsters_before\"]]" }, { "actor": "You", "dialogue": "Used to what -- dumpster diving?" }, { "actor": "Interfacing", "dialogue": "No, searching for evidence in the trash." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"hobocop\")) == false]" }, { "actor": "You", "dialogue": "Dive further..." }, { "actor": "Trash Container", "dialogue": "A box falls into pieces in your hands: Batiste *Soleil* cereal. There are plastic pasta packages below, and *Turbo* noodles. Nothing of note, however." }, { "actor": "You", "dialogue": "Time for bed. Crawl inside..." }, { "actor": "Trash Container", "dialogue": "The smell of rotten food rises up at you as you climb inside the trash container." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant averts his eyes as you crawl into the trash container." } ], [ { "actor": "Conceptualization", "dialogue": "Paintbrush -- check, heavy fuel oil -- check... Now the only thing left to do is paint the wall." }, { "actor": "Conceptualization", "dialogue": "The paintbrush in your hand is like a loaded revolver. What will it be, desperado? Quite a few things come to mind..." }, { "actor": "You", "dialogue": "\"I LOVE YOU CUNO\"" }, { "actor": "Conceptualization", "dialogue": "You've spoken. The wall will now silently repeat the message. For a decade or so, until the sea air degrades the paint, adding another layer of *detritus* to the city." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Very poetic.\" The lieutenant nods in appreciation -- it doesn't sound sincere. \"Real poetry. Should we return to our murder investigation? I hear there's a really *bad* one we're supposed to solve.\"" } ], [ { "actor": "You", "dialogue": "Attempt to narrow the receiving mode manually." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_interfacing_rc_success\"]]" }, { "actor": "Interfacing", "dialogue": "Your grip is firm, yet controlled. The swelling in your headset guides your hands as much as your hands guide the bronze horse head. It's almost like you're hearing *through* the horse itself..." }, { "actor": "Soona, the Programmer", "dialogue": "\"That's very good. Just a bit more to the left...\"" }, { "actor": "Horseback Antenna", "dialogue": "\"... Nein, Liebling!\"" }, { "actor": "Interfacing", "dialogue": "The signal is clear, the storm has passed. This is another voice, a live voice, on the other end of this invisible bridge you've established..." }, { "actor": "Soona, the Programmer", "dialogue": "\"Try it now, officer.\"" }, { "actor": "You", "dialogue": "\"Coalition Warship Archer. This is RCM Officer Firewalker. Please acknowledge.\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Coalition Warship Archer", "dialogue": "\"Firewalker, this is Coalition Warship Archer. We are acknowledging and accepting you.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Aha, excellent! You are connected. Now be quick, I don't know how long I'll be able to preserve the signal.\"" }, { "actor": "Authority", "dialogue": "This is it... you're finally getting to speak with those who hold *real* power." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_authority_power\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_interfacing_rc_success\"]) == false]" }, { "actor": "Empathy", "dialogue": "There is so much you wish you could ask, but you probably only have time for one or two questions before the signal is lost..." }, { "actor": "Coalition Warship Archer", "dialogue": "\"Please be advised that you are speaking on the public frequency. What is your request?\"" } ], [ { "actor": "You", "dialogue": "\"I found eight sets of footprints, but there's only seven of you... Where is the eighth Hardie boy?\"" }, { "actor": "Titus Hardie", "dialogue": "\"What are you talkin' about, madman? There's no eighth Hardie boy. There's seven of us and we're all here.\" He sizes you up." }, { "actor": "Titus Hardie", "dialogue": "\"Or what -- *you* want to be the eighth Hardie boy? We ain't hiring!\" He shakes his head." }, { "actor": "Glen", "dialogue": "\"Actually, boss, we've been talking and we think she could maybe...\"" }, { "actor": "Suggestion", "dialogue": "This person Glen wants to hire -- he really respects her." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"XP.gardner_confirmed_shes_not_eight_hardie\"]]" }, { "actor": "Reaction Speed", "dialogue": "Hmmm... *She*? So there is an eighth Hardie and it's a Hardie girl?" }, { "actor": "Titus Hardie", "dialogue": "\"Shut the *fuck* up, Glen!\" he roars. \"I do the talking here! Now what the fuck do you want, cop?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Logic", "dialogue": "It has to be good if he won't let you pursue it. Looks like the lieutenant thinks so too..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"So let me get this straight... there *is* an eighth Hardie boy, it's a *she* and you don't like us talking about her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"That's right, we're not talking about this. This is a private Hardie boys matter, nothing to do with your shit. *And*...\" He points at the lieutenant." }, { "actor": "Titus Hardie", "dialogue": "\"You're not cops here. Don't go digging around, if you don't want a bullet in the back of your head. I'm watching you.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good -- we're all watching each other.\" The lieutenant adjusts his spectacles. \"Officer, your question?\"" }, { "actor": "Esprit de Corps", "dialogue": "There's no point in pushing it further, he thinks. This is already a victory. We'll learn more about this eighth Hardie sooner or later." }, { "actor": "You", "dialogue": "\"Me and Evrart talked. He promised you'd cooperate.\"" } ], [ { "actor": "You", "dialogue": "\"Titus sent Elizabeth away and said her services were no longer needed.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh yes. She came to see me. Said Titus Hardie is the most stubborn man she's ever met and you...\" He shakes his finger at you. \"You are on a whole new level of *difficult*.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Honestly, Harry,\" he says with a chuckle. \"Jamming a wedge between a man and his legal counsel is no small achievement. Sounds like you're handling this like a supercop.\"" }, { "actor": "You", "dialogue": "\"This is how I operate.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Goddamnit, Harry... Please warn me first if I ever make it to your shit-list. And I promise to extend you the same courtesy.\" He laughs." }, { "actor": "Evrart Claire", "dialogue": "\"To tell you the truth, I'm actually quite interested to see how this whole thing between you and Titus is gonna play out. You guys really deserve each other.\"" }, { "actor": "You", "dialogue": "\"Do you know there's a mega rich light-bending guy inside one of the containers outside?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Mega rich light-bending guy? Oh my god! How did that get in there?\"" }, { "actor": "You", "dialogue": "\"I don't know how he got in there.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Damn it to hell, Harry!\" He slams his fist on the table. \"I specifically told my guys to check all the containers for mega rich light-bending guys.\"" }, { "actor": "You", "dialogue": "\"I think he wants to take down the proletariat, Evrart.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Honestly, Harry, we might be moving a spot of drugs through this harbour, but I won't be caught transporting the light-bending mega-rich.\" He shakes his head. \"I have a reputation to protect.\"" }, { "actor": "You", "dialogue": "\"You should be honoured by the presence of this magus. He was of half-Revacholian blood and amassed his wealth using the mysterious bond of nationhood.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Harry, it's beginning to dawn on me that you're a real fascist. A mega-fascist who imagines mega rich light-bending fascists. I love it! Thank you for sharing this facet of yourself with me.\"" }, { "actor": "Evrart Claire", "dialogue": "He bursts out laughing. \"I shudder to think what you're going to tell me next, Harry.\"" }, { "actor": "Drama", "dialogue": "Not for one second did he believe there's an actual mega rich person somewhere in his containertown." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Very noble of you. Are we done here?\"" }, { "actor": "You", "dialogue": "\"Thanks for this.\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods." }, { "actor": "You", "dialogue": "\"Hey, Kim, what do all these holes mean?\" (Point to the dots on the watermark.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Those are *perforations*. They represent your record as an officer of the RCM. They're your statistics, as it were. I should have guessed you'd keep a record, officers often do. Let's take a look...\"" }, { "actor": "Rhetoric", "dialogue": "*Alpha male officers who are proud of their numbers* often do -- it's meant." }, { "actor": "Physical Instrument", "dialogue": "Son, here is where we score your life performance. You better hope it's good." }, { "actor": "Kim Kitsuragi", "dialogue": "\"The first row represents your years of service. *Eighteen* years? Okay -- not bad at all. What did you do before you volunteered?\"" }, { "actor": "You", "dialogue": "\"Got drunk like a megastar?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, that *does* seem quite likely. Your youth coincided with some heady days for Revachol. But let's move on, shall we?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This next row -- the one that wraps all the way around -- is your number of closed cases. *Closed* is good. It means finished. You've got, let's see...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Wow, more than 200!\"" }, { "actor": "You", "dialogue": "\"I would have thought there'd be more.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's *quite* a lot, even for someone who's been on the force for nearly two decades. Usually clearing more than 10 cases a year puts you in the 90th percentile of *all* RCM officers...\"" }, { "actor": "You", "dialogue": "\"I used to be good. That's some solace I guess. What's the last number?\"" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_traps_2_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, sweetie. How are you?\" She sounds tired." }, { "actor": "Perception (Sight)", "dialogue": "Dark circles around her eyes. She's absolutely exhausted." }, { "actor": "Empathy", "dialogue": "She asked about you because she's afraid to hear about the traps. But that's what she really wants news of." }, { "actor": "You", "dialogue": "\"That's all for now, ma'am.\" [Leave.]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_refused_to_restock_trap\"] and Variable[\"whirling.lena_refused_to_restock_trap_leave\"] == false) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: ((Variable[\"coast.morell_before_lena_day_2\"] or Variable[\"coast.morell_before_lena_day_2_wokim\"]) and Variable[\"whirling.lena_worried_special_goodbye_done\"] == false) == false]" } ], [ { "actor": "Inland Empire", "dialogue": "Stop. Just up ahead: danger." }, { "actor": "Hand/Eye Coordination", "dialogue": "You are prepared. Don't put away your friend. Your weapon." }, { "actor": "Interfacing", "dialogue": "Raindrops slip from the barrels of your Nachtwey A80 pistol." }, { "actor": "Authority", "dialogue": "Why don't you take out your trusty Villiers instead?" }, { "actor": "Logic", "dialogue": "There really isn't much of a difference between these two guns..." } ], [ { "actor": "You", "dialogue": "Present an investment plan that is sure to fail." }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: Variable[\"cargo.mrlb_concept_wcheck2\"]]" }, { "actor": "Conceptualization", "dialogue": "What's worse than throwing money at something that's already failed?" }, { "actor": "You", "dialogue": "\"You should invest in the RCM!\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He should what?\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"The volunteer police force? And why would I do that?\"" }, { "actor": "You", "dialogue": "\"Because if you don't, who will?\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"I don't believe in handouts, especially for people who *volunteered* for their positions...\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Still, the idea of a privatized police force is *extremely* forward thinking. You could even say it's *ultra* ultraliberal...\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Tell me, if you could invest in the RCM, where would you direct your resources?\"" }, { "actor": "Half Light", "dialogue": "Bigger guns! Large-calibre motherfuckers that leave exit wounds the size of grapefruits." }, { "actor": "Interfacing", "dialogue": "The latest technological wonders." }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: Variable[\"cargo.mrlb_halflight_guns\"]]" } ], [ { "actor": "Jean Vicquemare", "dialogue": "\"Look what the tide brought in,\" the man says in a measured tone. Suddenly, his expression changes and he tilts his head..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: CheckEquipped(\"shirt_t500\") and (CheckEquipped(\"shoes_t500\") or CheckEquipped(\"gloves_t500\") or CheckEquipped(\"hat_t500\"))]" }, { "actor": "Jean Vicquemare", "dialogue": "\"I wanna call you a teapot, but I'm honestly kind of impressed... no idea where you got all that gear -- but there's no doubt in my mind that some bad, bad people are looking for it...\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Also, you look like a fucking idiot.\"" }, { "actor": "Rhetoric", "dialogue": "Whatever this is, it is completely unimportant compared to what you've just *seen*." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.vicquemare_main_hub_reached\"]) == false]" }, { "actor": "You", "dialogue": "\"Cuno, you still have my back, right?\"" }, { "actor": "Cuno", "dialogue": "\"We're all pigs here.\" He nods to you, then straightens his back." }, { "actor": "Esprit de Corps", "dialogue": "Even though we're all pigs here, you and Cuno are more pigs than the rest of the pigs. He'll have your back -- only later." }, { "actor": "You", "dialogue": "\"No one else seems bothered by my *style*.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Bothered by it? Harry, you're a *goddamn* cop! They're afraid of you!\"" }, { "actor": "Half Light", "dialogue": "Now that you start thinking about it -- maybe they *were* afraid of you..." } ], [ { "actor": "You", "dialogue": "\"Titus Hardie gave me a recording. On it, the deceased says he intends to rape someone.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She puts her coffee cup down." }, { "actor": "Perception (Hearing)", "dialogue": "With a soft ring, as the porcelain meets the metal table." }, { "actor": "Empathy", "dialogue": "This does not surprise her." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Did he?\" A smile flits across her face. \"I never said he was a good man. Or that he had good intentions -- only that he was never bad to me.\"" }, { "actor": "Rhetoric", "dialogue": "She doesn't care. If anything, she sounds amused." }, { "actor": "You", "dialogue": "\"On this tape he specifically identifies *you* as the target.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Mmm. Where did they get this recording, exactly?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Intercepted radio chatter. It sounded authentic enough.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Does he says he's gonna do it *Soldier of the Apocalypse*-style?\" She arches her brow." }, { "actor": "You", "dialogue": "\"No.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Then you didn't get the Greatest Hits, officer.\" She shakes her head slowly. \"It's probably for the best... Hm. Hang on...\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Did he say *whores* a lot?... Was he pretty much on the verge of *doing it Co Hoi-style*?\"" }, { "actor": "You", "dialogue": "\"Yes. The word *whore* was used.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"He liked the way it *sounded* when he said it. As to Co Hoi...\" The young woman lights a new cigarette with the butt of her old one." } ], [ { "actor": "You", "dialogue": "The mug, I'm getting that mug too." }, { "actor": "Trash Container", "dialogue": "You pick out a broken mug, with an oddly racist depiction of *the yellow man* frolicking in saffron." }, { "actor": "You", "dialogue": "(Take the mug.)" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"backyard.gary_mugs\"]) == false]" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mhm...\" The lieutenant briefly glances at the mug, then returns his sight to the trash." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"] or Variable[\"character.interactable_tutorial_seen\"]]" }, { "actor": "You", "dialogue": "Time for bed again. Crawl inside for real..." }, { "actor": "Trash Container", "dialogue": "The smell of rotten food rises up at you as you climb inside the trash container." }, { "actor": "You", "dialogue": "[Close the lid.]" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_main_hub_reached\"]]" }, { "actor": "Feld Mural", "dialogue": "The once-bright mural towers above you, saying \"FELD ELECTRICAL R&D.\"" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.mural_look_in\"] and IsKimHere() == false]" }, { "actor": "Esprit de Corps", "dialogue": "Somewhere in Martinaise, Lieutenant Kitsuragi is consulting his notebook... A sudden draught turns a page between his hands. You're going to need him if you want to listen to the wind." }, { "actor": "You", "dialogue": "Listen to the wind." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.feld_mural_shivers_white_succeeded\"]) == false]" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.feld_mural_shivers_white_failed_thrice\"]) == false]" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_shivers_white_failed_twice\"]]" }, { "actor": "Shivers", "dialogue": "For what? A song carried on the breeze? Or children laughing, far away? You walk and walk these city streets and deserted coast, and all it ever tells you -- is cold." }, { "actor": "You", "dialogue": "No. There is something else. In the wind." }, { "actor": "Shivers", "dialogue": "*THERE IS NOTHING ELSE.* The thought makes your bones rattle, like the skeleton of some deserted building ready to collapse." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Let's start from the top.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You humiliated me. I don't care what your political beliefs are, but you painted me with the same brush. Publicly.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have been defamed over *live radio*. That has never happened to me before. And it *never* will again.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"If you ever dare do anything like that again -- even close to it -- I will have you sanctioned. That was abhorrent.\"" }, { "actor": "Volition", "dialogue": "This hurts. It should. Apologize and try to make it right." }, { "actor": "You", "dialogue": "Say nothing." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's finish this case.\" The lieutenant shakes his head. \"I want to be done with it, now.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There's no doubt the twins heard Speedfreaks FM,\" he says, still tempering his anger. \"I still don't know how, without a radio -- but they did.\"" }, { "actor": "You", "dialogue": "\"Hold up, Kim. Aren't you going to say anything about meeting your radio heroes?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Nope.\"" }, { "actor": "Authority", "dialogue": "The final word on this matter has been spoken." }, { "actor": "You", "dialogue": "\"We're not any closer to knowing *how* they heard it, though, are we?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No... We're not.\" The lieutenant's gaze travels toward the coast, toward the fishing village so far away." } ], [ { "actor": "Limbic System", "dialogue": "Here we are again, my broken bird. The waves are coming... carrying you away... but you can't go. No -- you have to stay. Always half-aware of yourself." }, { "actor": "Limbic System", "dialogue": "You're not *cooperating* brother-man." }, { "actor": "You", "dialogue": "Why?" }, { "actor": "Limbic System", "dialogue": "It's your disgusting *body*. Even through your sleep, you feel a vague discomfort suffusing it. Your belly and your sides are unpleasantly tender. You wish you could curl up into a foetal ball of safety, but you cannot -- because of the PAIN." }, { "actor": "Pain Threshold", "dialogue": "And there's a lot of it. Ever present in your organs. It's like every one of them has their own *nasty* song to sing." }, { "actor": "Logic", "dialogue": "That pain in your right side is your enlarged liver, by the way. As for your kidneys... you've really been compounding the damage lately. And, trust me, you don't want me to do the maths." }, { "actor": "Empathy", "dialogue": "Every cell in your body is moaning in agony, asking, \"What did we ever do to you?\"" }, { "actor": "You", "dialogue": "I'm sorry, cells! It's all me! It's my fault!" }, { "actor": "Limbic System", "dialogue": "*Now* you're finally thinking about something other than yourself. Let's see how far that'll get you." }, { "actor": "You", "dialogue": "Hey, what is this? I was on the express to Zero-Holm!" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Now, you've gone off the rails, baby, now you're stuck sitting here by the tracks, admiring the wreck around you. You just can't help it: looking at yourself, the sum total of your *accomplishments*..." }, { "actor": "Ancient Reptilian Brain", "dialogue": "You're just stuck here. In the half-world. Could try looking at other people. *Really* looking. But why would you want to start doing that?" } ], [ { "actor": "Composure", "dialogue": "*Something* isn't right about this game." }, { "actor": "You", "dialogue": "Take a closer look." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "Despite his limp, the man in the uniform moves with efficient grace. His motions are measured and precise." }, { "actor": "Gaston Martin", "dialogue": "The jolly-looking man in the checkered jacket moves lazily. Like a giant tomcat stretched out in the sun..." }, { "actor": "Gaston Martin", "dialogue": "...then suddenly he leans forward and uses the 0-end of the measuring tape to nudge his opponent's balls further from the small brown sphere in the pit. As he does this, he complains about his back." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "Apparently oblivious to his partner's treachery, the uniformed man grabs a ball and takes aim again." } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "\"Do I know how to turn back time...?\" He gives you a sideways glance. \"Is that a trick question?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.fascha_dq_asked_someone_the_q\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "A question for an answer, huh? The answer must be really obvious." }, { "actor": "You", "dialogue": "\"I don't joke around about time, Gary.\" (Stare at him intently.)" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Phew...\" He scratches his head. \"I don't know what to tell you. I mean of course there are *theories* out there...\"" }, { "actor": "Inland Empire", "dialogue": "The further out, the better." }, { "actor": "You", "dialogue": "\"What kind of theories are we talking about here?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Well, there's a very interesting cryptid known as the Semper Maa. And a certain tribe of ancient kipts who practiced 'digital castigation,' though frankly I don't know how *compelling* you'll find that theory...\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"But then, there are rumours going around that the Seolites have developed a technology that allows them to move through time like it's a corridor. Back and forth, you see.\"" }, { "actor": "Logic", "dialogue": "No. They haven't." }, { "actor": "You", "dialogue": "\"What's this 'digital castigation'?\"" } ], [ { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tracks_viscal_wc_success_done\"]]" }, { "actor": "Visual Calculus", "dialogue": "The tracks are as they have ever been. A bit more worn, perhaps. Fortunately, the street sweeper still hasn't noticed their presence." }, { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "This is significant somehow." }, { "actor": "Visual Calculus", "dialogue": "Maybe. Probably." }, { "actor": "Inland Empire", "dialogue": "An ominous warning of bad things ahead." }, { "actor": "You", "dialogue": "I think I got it. [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_third_merc\"] == true) == false]" }, { "actor": "De Paule", "dialogue": "\"Ruud? Ruud is the killer --\" The armoured woman smiles a vicious smile. \"Ruud 'The Killer' Hoenkloewen -- he doesn't talk much.\"" }, { "actor": "Ruud Hoenkloewen", "dialogue": "\"... all of you fucking cunts inside out...\"" }, { "actor": "You", "dialogue": "\"What was that, Ruud?\"" }, { "actor": "Ruud Hoenkloewen", "dialogue": "\"... rip you open...\"" }, { "actor": "Conceptualization", "dialogue": "Perhaps it's for the best. Him not talking *too* much." }, { "actor": "You", "dialogue": "\"Okay. Let's just keep talking -- no one needs to die today.\" (Back off.)" }, { "actor": "Kortenaer", "dialogue": "\"This... talking-shit won't help you.\" The man shakes his head and staggers forward." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"gun_villiers\") or CheckItem(\"gun_ruby\") or CheckItem(\"spirit_bomb\")) == false]" }, { "actor": "You", "dialogue": "Light the spirit bomb and launch it at him." }, { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_throw_the_spirit_bomb_at_kortenaer\"]) == false]" }, { "actor": "Hand/Eye Coordination", "dialogue": "You throw the bomb and it's way off." }, { "actor": "Horrific Necktie", "dialogue": "IT'S A *FIASCO*, BRATAN!" }, { "actor": "Perception (Sight)", "dialogue": "Even at this distance, you can still make out the ugly tie suspended in blue liquid. It looks extremely worried." } ], [ { "actor": "Shivers", "dialogue": "A shift in temperature. The air chills around you. Dust settles on the stony floor." }, { "actor": "You", "dialogue": "Rub your sides for warmth." }, { "actor": "Shivers", "dialogue": "A former architect stands before a slice of window, a room plan in her hand. A cold wave has made the air in the building stand still and frozen, with temperatures falling down to -20\u00b0C." }, { "actor": "You", "dialogue": "Her face..." }, { "actor": "Shivers", "dialogue": "...is red from the cold. She's breathing on her fingers clasping the plan. Traces of sadness are visible in her expression." }, { "actor": "You", "dialogue": "Look around yourself..." }, { "actor": "Shivers", "dialogue": "It's clean and empty, with new tapestry embellishing the walls. A standard HB graphite pencil has fallen off a three-legged stool in the middle of the room." }, { "actor": "Conceptualization", "dialogue": "She had an eye for beauty." }, { "actor": "You", "dialogue": "The plan..." }, { "actor": "Shivers", "dialogue": "... faint pencil lines on paper depict the same place, but a missing eastern wall connects the room with the neighbouring apartment. Ideas for arranging the furniture have been jotted down." }, { "actor": "You", "dialogue": "Her face..." } ], [ { "actor": "You", "dialogue": "\"Are there any *invisible* cryptids?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"What an interesting question! And the answer is: yes, there are!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course. All fairy tales have someone or something invisible in them.\"" }, { "actor": "You", "dialogue": "\"You're right Kim, it's childish, but I need to know.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay. I won't spoil your fun,\" the lieutenant concedes. \"What is the invisible cryptid?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"It's the *Col Do Ma Ma Daqua*,\" the woman corrects her glasses. \"Its name means 'thin whisper of sound'. And that's *precisely* what it is -- self-replicating sound waves, invisible and intangible! The Col Do Ma Ma is very afraid of us, which makes it incredibly difficult to track...\"" }, { "actor": "Encyclopedia", "dialogue": "\"Col Do Ma Ma Daqua\" can also be translated as \"a whisper light and low.\"" }, { "actor": "You", "dialogue": "\"Why is the Ma Ma Daqua so afraid of us?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"That is a sad story.\" She frowns. \"A group of university students assisting with the field work, in their enthusiasm for the project and, no doubt, because they were preoccupied with impressing their professors, nearly drove it to *extinction*.\"" }, { "actor": "You", "dialogue": "\"Extinction?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "She nods gravely. \"They tried to communicate with it, and had no other means but sound. So they started sending out sound waves at frequencies they thought might match the Ma Ma Daqua's. And what happens when a sound wave meets another sound wave of the same frequency, dear?\"" }, { "actor": "Suggestion", "dialogue": "This lady really should be a teacher. She's really good at the explaining things thing." } ], [ { "actor": "Half Light", "dialogue": "A threat? Retaliate immediately. You'll see -- they'll fall over like bitch-leaves. These boys ain't got the *cojones*." }, { "actor": "You", "dialogue": "\"Don't fuck with me, boys. I'm one of the bad cops.\"" }, { "actor": "Fuck the World", "dialogue": "\"Whoa... c'mon, man...\" He raises his open palms. \"We're just talking here. Just words, nothing wrong with that.\"" }, { "actor": "Pissf****t", "dialogue": "\"Yeah, no need to throw your authority in our faces.\"" }, { "actor": "Authority", "dialogue": "That's right! Way to put them in the little boys corner!" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You wanna talk? Let's talk, boys.\" His eyes meet yours. \"Ask them.\"" }, { "actor": "Empathy", "dialogue": "He liked how you decisively shut down a situation that could have turned into a farce." }, { "actor": "You", "dialogue": "\"Your rhetoric is confusing. Are you a part of the SKULLS or not?\"" }, { "actor": "Pissf****t", "dialogue": "\"We're not *franchised* SKULLS -- well, not yet. Once we get our name out there, we'll have a chance to join them.\"" }, { "actor": "You", "dialogue": "\"I see.\"" }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: Variable[\"plaza.pissandfuck_put_the_punks_to_their_place\"]]" }, { "actor": "Fuck the World", "dialogue": "\"But in a non-threatening and definitely legal way,\" the other one quickly adds and whispers something to his friend." }, { "actor": "Perception (Hearing)", "dialogue": "\"We'll fuck the system from the inside later, just be cool now. The damage will be tenfold.\"" }, { "actor": "Pissf****t", "dialogue": "\"Right on, Fuck,\" the blond agrees and provocatively spits on the pavement. \"So what's happening now?\"" } ], [ { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: Variable[\"whirling.medicine_steal_hub_reached\"]]" }, { "actor": "Medicine Cabinet", "dialogue": "This medicine cabinet is stocked with drugs, plus an old toothbrush, and..." }, { "actor": "You", "dialogue": "Search for the Preptide again." }, { "actor": "Electrochemistry", "dialogue": "There it is, the orange sun wearing blister pack. You feel almost *nostalgic* for it." }, { "actor": "You", "dialogue": "[Close the cabinet.]" } ], [ { "actor": "Bed", "dialogue": "And then -- sleep doesn't come." }, { "actor": "You", "dialogue": "But I *want* to sleep..." }, { "actor": "Bed", "dialogue": "Obviously -- you're in bed with your eyes closed. But it's not happening." }, { "actor": "You", "dialogue": "Why?" }, { "actor": "Bed", "dialogue": "Maybe it's the bed's fault?" }, { "actor": "You", "dialogue": "Check the blanket." }, { "actor": "Bed", "dialogue": "It barely covers your toes, stretching over your soft belly. This is your body here, intimate and warm, breathing..." }, { "actor": "Composure", "dialogue": "A bit tense in the muscles -- relax." }, { "actor": "Half Light", "dialogue": "Breathing, are you sure? Your heart beats a little bit faster at this unnerving thought." }, { "actor": "Inland Empire", "dialogue": "Under your thrumming eyelids, you see a dizzying array of colours. You won't get off this carousel quite so easily." }, { "actor": "You", "dialogue": "Check the pillow." }, { "actor": "Bed", "dialogue": "Its synthetic filling has separated into hard lumps. The pillowcase smells oddly." }, { "actor": "Perception (Smell)", "dialogue": "Smells of alcohol and sweat. And grease." }, { "actor": "You", "dialogue": "Check the pillow." }, { "actor": "Bed", "dialogue": "Its synthetic filling has separated into hard lumps. The pillowcase smells oddly." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_traps_2_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, sweetie. How are you?\" She sounds tired." }, { "actor": "Perception (Sight)", "dialogue": "Dark circles around her eyes. She's absolutely exhausted." }, { "actor": "Empathy", "dialogue": "She asked about you because she's afraid to hear about the traps. But that's what she really wants news of." }, { "actor": "You", "dialogue": "\"I ran into your husband on the coast.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Goodness! How is he? Did he say why he hasn't returned yet?\" The old woman clasps her hands together over her blanket." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_greeting_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_kim_there_no_task_greet\"] and IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He's fine, ma'am. He couldn't get back earlier because the water lock on the canal was broken. Now he's just finishing up some work.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, yes, that's my Morell -- he's bound to catch a cold, staying out there for so long... \"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"But I am so relieved to hear that he's okay. Thank you for putting an old woman's heart at ease, if even a little.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "I don't care what it is." }, { "actor": "Electronic Doorbell", "dialogue": "Twelve name cards on the call box read:" }, { "actor": "You", "dialogue": "(Empty card.)" }, { "actor": "Electronic Doorbell", "dialogue": "This button looks new, but someone has removed the name card. Nothing happens when you try to ring it." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_greeting_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hmm... this button looks new. I wouldn't be surprised if it hasn't been connected yet. Is it the dicemaker's?\" He takes a step back, inspecting the other names on the list." }, { "actor": "You", "dialogue": "\"East Delta Pinball (Entrance from building B).\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one answers your call." } ], [ { "actor": "Mainframe", "dialogue": "A machine stands in the corner, watched over by the figures on the stained glass window. It's turned on and quivering with soft electricity." }, { "actor": "Reaction Speed", "dialogue": "Another radiocomputer! Could it bear connection to the one in the Doomed Commercial Area?" }, { "actor": "Interfacing", "dialogue": "This is the Rehm Prefect, radiocomputer model number RC7024, equipped with a Feld mainframe and a Rehm-compatible Interim printer." }, { "actor": "Encyclopedia", "dialogue": "The Rehm Prefect is the governmental version of the commonly used Rehm Civic. Although mostly based on the same technology, the Rehm Prefect is equipped with better noise attenuation circuits." }, { "actor": "Inland Empire", "dialogue": "Better not touch it. Who knows what evils it may hide." }, { "actor": "You", "dialogue": "Back off. [Leave.]" } ], [ { "actor": "Working Class Woman", "dialogue": "\"What with?\" She tries hard to focus on the book stand." }, { "actor": "Reaction Speed", "dialogue": "What *with*? A lot of things! For example, people tend to go *missing*." }, { "actor": "Authority", "dialogue": "This citizen thinks she can do without your assistance? Don't buy it. They all need help." }, { "actor": "Physical Instrument", "dialogue": "Help her by... carrying things? Uhm... maybe she needs a weightlifter? Maybe she needs you to *fight* her husband? No, that's not it..." }, { "actor": "You", "dialogue": "\"Maybe your *cockatoo* is missing?\"" }, { "actor": "Working Class Woman", "dialogue": "\"I don't mean to disrespect, sir, but *you* are being a bit of a cockatoo here.\"" }, { "actor": "Working Class Woman", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Ma'am, I was asking about your cockatoo. Is it missing?\"" }, { "actor": "Working Class Woman", "dialogue": "\"I don't even have a cockatoo. And guess what?\"" }, { "actor": "Rhetoric", "dialogue": "It's a trap. Never ever say *what*." }, { "actor": "You", "dialogue": "\"Alright, cockatoo not missing. I just wanted to make sure.\"" }, { "actor": "Working Class Woman", "dialogue": "\"Great.\" She turns her attention back to the bookstand." }, { "actor": "You", "dialogue": "\"Great. Got it.\"" }, { "actor": "Working Class Woman", "dialogue": "\"Wonderful.\"" } ], [ { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_black_wire_plugged_out\"]) == false]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_soona_with_her_project\")--[[ Variable[ ]]]" }, { "actor": "Ice Cream Maker", "dialogue": "This orange machine is buzzing like an old submarine. It has a hand-cranked ice cream churner on top and an electric freezer that appears to be frozen shut." }, { "actor": "You", "dialogue": "Crack open the lid." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.icecreammaker_whitecheck_open_the_fridge\"]]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"kvalsund_multitool\")) == false]" }, { "actor": "Physical Instrument", "dialogue": "The ice squeaks beneath the prybar -- you could *swear* you succeeded! -- but the lid simply won't budge." }, { "actor": "You", "dialogue": "What is this..." }, { "actor": "Ice Cream Maker", "dialogue": "You see the prybar's metal handle bending, right before your very eyes." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: CheckItem(\"kvalsund_multitool\")]" }, { "actor": "Interfacing", "dialogue": "You're still holding the wrong tool! Do it with the Kvalsund multitool, you even have one..." } ], [ { "actor": "Stereo 8 Player", "dialogue": "The compact tape player is still and silent. Seems it has completely broken down now." }, { "actor": "Encyclopedia", "dialogue": "The machine was made in Revachol by a company called Lemercier -- their logo depicts the triple-towered Delta skyline. It was supposedly built to last." }, { "actor": "Interfacing", "dialogue": "There is no fixing this one." }, { "actor": "Kim Kitsuragi", "dialogue": "\"This would have been *very* helpful with the 'Megamix'.\" He stares at the tape player. \"But it isn't anymore.\"" }, { "actor": "Half Light", "dialogue": "Fuck is that going to achieve? Being a smart-ass... making your nostrils flare." }, { "actor": "You", "dialogue": "\"It's not *my* fault.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course,\" he notes. \"We should try to find a new tape player. Perhaps we can talk to Roy at the pawnshop south of here -- he had stuff.\"" } ], [ { "actor": "Lilienne's Twin", "dialogue": "The scruffy-haired little boy kicks a stone. He can't be more than five years old." }, { "actor": "Lilienne's Other Twin", "dialogue": "The other one looks indistinguishable from him. He watches his brother kick the stone with his tongue lolling out of his mouth." }, { "actor": "You", "dialogue": "\"You guys look identical.\"" }, { "actor": "Lilienne's Twin", "dialogue": "The stone-kicking one becomes frantic all of a sudden, as if that's something to be scared of -- the obvious fact that you just stated." }, { "actor": "Lilienne's Other Twin", "dialogue": "\"He looks just like me,\" the other one says." }, { "actor": "You", "dialogue": "\"Bye.\" [Leave.]" } ], [ { "actor": "Stock Certificate", "dialogue": "The pearlescent paper adamantly resists being held open -- it demands struggle at both ends. The print inside is just as taxing due to its fine and curlicued font. The most attractive part is the image emblazoned across the top." }, { "actor": "Hand/Eye Coordination", "dialogue": "Feisty little thing! But don't worry -- it's under control." }, { "actor": "Rhetoric", "dialogue": "Devious use of Swish there. It's a font literally *designed* to win legal agreements by way of being almost unreadable through flamboyance." }, { "actor": "You", "dialogue": "Look at the top of the document." }, { "actor": "Stock Certificate", "dialogue": "Inside an oval frame is a grey sketch of a curly-haired girl enthusiastically riding an industrial drill. It's churning up hard chunks of rocky ground and scattering them into the air. In the hole created beneath is a silvery river of liquid metal." }, { "actor": "Conceptualization", "dialogue": "An underground kingdom of shimmering spillways! Silver stars melted down and filtered for their precious discharge. What a place of inspiration!" }, { "actor": "Physical Instrument", "dialogue": "Her form is terrible! She needs to straighten her back and increase the downward pressure on that machine. Has *no one* taught her about ergonomics?" }, { "actor": "You", "dialogue": "Attempt to read the words." }, { "actor": "Stock Certificate", "dialogue": "Each letter is shaped like a laugh line being pulled in a million different directions. They're all grinning at you -- pleased with practically being indecipherable." }, { "actor": "Perception (Sight)", "dialogue": "You can do this. Maybe squinting will help?" }, { "actor": "Logic", "dialogue": "Start with the biggest letters in order to learn the characteristics of the style. Then work your way down." }, { "actor": "You", "dialogue": "Focus on the header." }, { "actor": "Stock Certificate", "dialogue": "A bold, black mesh curves around the oval image at the top of the document. It almost looks as if it were penned with intention. Perhaps it was. You're starting to think it might actually *say* something." } ], [ { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: Variable[\"doomed.seen_furnace\"]]" }, { "actor": "Central Furnace", "dialogue": "A thick layer of coal dust covers the furnace, colouring it pitch-black." }, { "actor": "You", "dialogue": "Smear your hands with coal." }, { "actor": "Central Furnace", "dialogue": "A lush layer of coal now covers your skin, sinking into the wrinkles. Your hands look ancient." }, { "actor": "Inland Empire", "dialogue": "You feel the spirit of Ramout Karzai, ancient hero of Graad, pulsing through you. All that's left is to cover your face in war-paint." }, { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.furnace_concept_warpaint_your_face\"]) == false]" }, { "actor": "Conceptualization", "dialogue": "Maybe you could *paint* something with this coal? Leave a cave painting for future archaeologists... no, that would be stupid." }, { "actor": "Physical Instrument", "dialogue": "Still, it's good you have this dirt on you. Real men wear *coal* for make-up." }, { "actor": "You", "dialogue": "Look inside the furnace." }, { "actor": "Central Furnace", "dialogue": "It's dark and grimy here. In the darkness, you can hear *chatter*. It's coming from above. A voice -- or several voices -- talking to each other, near the smoke chamber upstairs." }, { "actor": "Perception (Hearing)", "dialogue": "The echo is so prominent, it's impossible to discern what the voices are saying. Or what's producing them." }, { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: Variable[\"plaza.flaubert_greeting_done\"]]" }, { "actor": "Pissf****t", "dialogue": "\"That ride is fucking lightning!\" the young man exclaims." }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.flaubert_total_cunt\"]) == false]" }, { "actor": "Fuck the World", "dialogue": "\"Hey, Pissf****t, look who it is! Shrunken cop head material!\"" }, { "actor": "You", "dialogue": "\"Do you guys know Cindy the SKULL?\"" }, { "actor": "Pissf****t", "dialogue": "\"Oh yeah, Cindy's a right proper SKULL...\" The young man's eyes glaze over, his voice filled with longing." }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: (Variable[\"pier.cindy_rhetoric_communist\"]) == false]" }, { "actor": "Fuck the World", "dialogue": "\"Yeah,\" the other guy lights up too. \"A true artist of the future, just like Arno van Eyck.\"" }, { "actor": "Pissf****t", "dialogue": "\"By the way, if you see Cindy, give her our regards,\" he adds, returning from whatever void he was just visiting." }, { "actor": "Rhetoric", "dialogue": "For all their nihilistic posturing, these young men are not lacking in youthful idealism." }, { "actor": "Empathy", "dialogue": "Odd. There isn't a hint of hate in them. It's like they're 'Pissf****t' and 'Fuck the World' out of some kind moral obligation." }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Esprit de Corps", "dialogue": "The lieutenant, on your left, is unusually lenient toward them." } ], [ { "actor": "Door, Room #3", "dialogue": "The door is closed." }, { "actor": "You", "dialogue": "Knock." }, { "actor": "Door, Room #3", "dialogue": "\"Who is it?\" A woman's voice answers -- muffled by the door." }, { "actor": "Drama", "dialogue": "Tired. Controlled." }, { "actor": "Esprit de Corps", "dialogue": "Somewhere not far from here the lieutenant is preparing her file. \"Klaasje Amandou,\" he writes. You realize the detective should be here for what comes next. It could prove... *dangerous* to go in alone." }, { "actor": "You", "dialogue": "Knock." } ], [ { "actor": "Knick-knacks Stand", "dialogue": "You see rows of toy soldiers guarding the rest of the trinkets displayed on the table: some on horseback, others in rags, others yet in bright blue uniforms. All are stern and unyielding in their duty." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_inland_buy_done\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "Try to find something pretty and cool here. Then use it to win her back!" }, { "actor": "You", "dialogue": "Inspect the blue uniforms." }, { "actor": "Knick-knacks Stand", "dialogue": "They're not all blue. These figurines also wear gold coats and caps, complimented by orange trousers. They are variously posed, wielding swords and rifles with bayonets." }, { "actor": "You", "dialogue": "(Point at the blue figurines.) \"Are these royalist soldiers?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Which ones?\" The man peers from his glass box. \"Ah, those! Yes, they are. I find the paint job a bit gaudy, but children like bright colours indiscriminately.\"" }, { "actor": "You", "dialogue": "Purchase the Headless FALN Rider and his cap." }, { "actor": "Bird's Nest Roy", "dialogue": "\"Did I mention that this figurine is supposed to be lucky? Always carry it with you.\" He grins." }, { "actor": "Suggestion", "dialogue": "That was a very smooth salesman's grin that almost comes off as earnest. You should learn from him." }, { "actor": "You", "dialogue": "Inspect the knights on horseback." }, { "actor": "Knick-knacks Stand", "dialogue": "Big men on big horses clad in lamellar armour and carrying flintlocks. The kind that would mow down a line of enemy soldiers in the blink of an eye." } ], [ { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_black_wire_plugged_out\"]) == false]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_soona_with_her_project\")--[[ Variable[ ]]]" }, { "actor": "Ice Cream Maker", "dialogue": "This orange machine is buzzing like an old submarine. It has a hand-cranked ice cream churner on top and an electric freezer that appears to be frozen shut." }, { "actor": "You", "dialogue": "Crack open the lid." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.icecreammaker_whitecheck_open_the_fridge_2\"]) == false]" }, { "actor": "Physical Instrument", "dialogue": "Ice squeaks beneath your Kvalsund multitool, but your fingers slip away from the tool, the lid shut as tightly as before." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.breakerbox_greeting_done\"]]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_black_wire_plugged_out\"]) == false]" }, { "actor": "Logic", "dialogue": "Unplugging the ice cream maker will allow it to defrost." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]" }, { "actor": "Interfacing", "dialogue": "Maybe you could get better grip with some gloves..." } ], [ { "actor": "You", "dialogue": "Why's he shifting around like that? Analyze Gary's composure." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_white_check_succeeded\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_white_check_succeeded_failed\"]]" }, { "actor": "Composure", "dialogue": "Okay, he keeps shifting uncomfortably, but you can't make head or tail of this sound -- and honestly it's rude to stare, so stop." }, { "actor": "You", "dialogue": "\"Gary, do you know how to turn back time?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Do I know how to turn back time...?\" He gives you a sideways glance. \"Is that a trick question?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.fascha_dq_asked_someone_the_q\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "A question for an answer, huh? The answer must be really obvious." }, { "actor": "You", "dialogue": "\"I don't joke around about time, Gary.\" (Stare at him intently.)" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Most certainly, Harry.\" The big man nods merrily. \"Nothing brightens my day like brainstorming these things with you.\"" }, { "actor": "You", "dialogue": "\"Tell me about Titus Hardie and his crew.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, they are simply fine young men -- all seven of them! Exemplary Union members. Always working to advance their position in the local socialist-democratic movement. Core members.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Old Theo used to run them, but things really *kicked into gear* when Titus took the reins and named the group after himself.\" He starts laughing. \"Gotta love his initiative.\"" }, { "actor": "You", "dialogue": "\"What more can you tell me? Who's second in command? Who's the most violent?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Harry, they're almost all of them *great* guys, born leaders. Whatever happened, I'm sure they only had the best interests of Revachol in mind.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Work with them -- hell, interview them! But don't fight them. They really are just like you -- men who like beer, women, and some *order* on the streets.\"" }, { "actor": "Half Light", "dialogue": "Separate one from the herd." }, { "actor": "You", "dialogue": "\"So let me ask you this... Which one of Hardie's boys is your least favourite?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, that would definitely be Fat Angus. His feet smell from a city-block away and he's always having noisy stomach troubles. Horrible, revolting guy.\"" }, { "actor": "You", "dialogue": "\"So let's say something happens to Fat Angus... let's say a citizen's arrest...\"" } ], [ { "actor": "Ancient Reptilian Brain", "dialogue": "There is nothing. Only warm, primordial blackness. Your conscience ferments in it -- no larger than a single grain of malt. You don't have to do anything anymore." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Ever." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Never ever." }, { "actor": "You", "dialogue": "(Simply keep on non-existing.)" }, { "actor": "Ancient Reptilian Brain", "dialogue": "An inordinate amount of time passes. It is utterly void of struggle. No ex-wives are contained within it." }, { "actor": "You", "dialogue": "This is great!" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Yes. It. Is." }, { "actor": "You", "dialogue": "Gimme some more." }, { "actor": "Ancient Reptilian Brain", "dialogue": "You got it, sweet brother! Nothing upon nothing, upon nothing!" }, { "actor": "You", "dialogue": "I like nothing." }, { "actor": "Ancient Reptilian Brain", "dialogue": "I know you do, baby... I know..." }, { "actor": "You", "dialogue": "How about you cough up some more of that sweet oblivion?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Coming right up, sir. Smooth passage..." }, { "actor": "You", "dialogue": "Allons-y, let's go!" }, { "actor": "Ancient Reptilian Brain", "dialogue": "All right. Nothingtown to Fuck-All-Borough!" }, { "actor": "You", "dialogue": "A return trip to The Silence please!" } ], [ { "actor": "Empathy", "dialogue": "You were too pushy last time. Think this through, try to really *understand* the psychological bond Cuno has with Cunoesse." }, { "actor": "You", "dialogue": "Okay. So what's the deal with Cunoesse?" }, { "actor": "Empathy", "dialogue": "Just look -- while Cuno has no problem being near you, she always hides behind the fence, afraid for her life, like she's *done* something. Something very bad." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punchhub_reached\"]]" }, { "actor": "Empathy", "dialogue": "She came up with that psychopathic scheme of screaming for help before. Cuno just wanted to talk to you about his name. Cunoesse was the one who wound him up and directed him." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cunoesse_main_hub_reached\"]) == false]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"yard.cunoesse_reaction_speed_shes_a_girl\"]]" }, { "actor": "Empathy", "dialogue": "And then there's the fact that she's a girl. And appears to be a little younger, certainly smaller. And yet Cuno is afraid of her. What's up with *that*, Cuno?" }, { "actor": "Empathy", "dialogue": "All in all, Cuno respects madness. You cannot hope to outdo her on that front. You must win yourself a few minutes with him alone." }, { "actor": "You", "dialogue": "(Act on it, try and separate them.) \"Cuno! Psst...\"" }, { "actor": "Cuno", "dialogue": "\"Fuck you whispering about?\" he whispers back." }, { "actor": "Empathy", "dialogue": "He's whispering too. He's going with it. But watch what happens..." }, { "actor": "Cunoesse", "dialogue": "\"Fuck you *f****ts* whispering about?!\"" } ], [ { "actor": "Ancient Reptilian Brain", "dialogue": "There is nothing." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Again." }, { "actor": "You", "dialogue": "Just lie there, passed out." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Well, *almost* nothing. There is the ground below you. That's still there. And the small light that's on -- fluttering -- somewhere in the Basal Ganglia." }, { "actor": "You", "dialogue": "Who's that?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "That's me, blue eyes. That's me." }, { "actor": "You", "dialogue": "Nice and quiet." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Is it? The world is gone, you're no longer reacting to outward stimuli. Yet still..." }, { "actor": "Limbic System", "dialogue": "...a bitter, caustic sense of loss remains. Even in the darkness, great sorrows slip in the water -- slimy." }, { "actor": "You", "dialogue": "Yeah, that's the stuff!" }, { "actor": "Limbic System", "dialogue": "Here in the Paleo-Mammalian Cortex we call it -- *the shadow*." }, { "actor": "Limbic System", "dialogue": "Because it's always there." }, { "actor": "Perception (Smell)", "dialogue": "Tell him! Tell him!" }, { "actor": "Limbic System", "dialogue": "Ah, yes. And in the olfactory system they call it The Apricot Chewing Gum Scented One. It's unhealthy of them to linger on it so. But -- as they say -- what do you do?" }, { "actor": "You", "dialogue": "Smelled like betrayal." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Yeah, man. Fuck *everything*. Total blackout forever." } ], [ { "actor": "Endurance", "dialogue": "You feel something in your chest. An unnatural pressure. It's spreading to your left arm, your jaw..." }, { "actor": "Pain Threshold", "dialogue": "We've been here before. You've got this." }, { "actor": "Half Light", "dialogue": "Fucking shit, I'm scared. What do I do? Who do I call?" }, { "actor": "Composure", "dialogue": "Don't go grabbing at your chest and screaming bloody murder. Keep your cool. Remember -- looking good always makes you feel better." }, { "actor": "You", "dialogue": "The end of the world is here." }, { "actor": "Endurance", "dialogue": "Don't think this is a sign of anything other than your heart failing." }, { "actor": "You", "dialogue": "Let it all go." }, { "actor": "Endurance", "dialogue": "There's no shame in surrendering now. We all do, it gets *so* dark. You don't even see her face, like you always thought you would. You only see pain and fear." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_punchhub_reached\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Cuno's Cuno, pig!\" The boy points to his chest with both thumbs." }, { "actor": "Logic", "dialogue": "It's always *Cuno*, never *I*. Clearly the kid's using the third-person perspective as a shield." }, { "actor": "Half Light", "dialogue": "Cuno... Primal. Violent." }, { "actor": "You", "dialogue": "\"Got it -- I had another question.\"" }, { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"Cuno, I found your shack.\" (Point to the shack.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"XP.befriend_the_cuno\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"You found Cuno's secret door to Cuno's secret shack?! It was closed for five thousand years. How the fuck did you get in?\"" }, { "actor": "You", "dialogue": "\"Before we go on with that let's talk about how you said it was just some roofing material some gimps left behind. That was a *lie*.\"" }, { "actor": "Cuno", "dialogue": "\"Pig, that's the past. You and Cuno are *now*. Let's talk about how you opened the secret door, fucking at Cuno's kingdom.\"" }, { "actor": "You", "dialogue": "\"I *phase-shifted* through the roofing material.\"" }, { "actor": "Cuno", "dialogue": "\"Shit... get the fuck out of here! You can't do that.\"" }, { "actor": "Cunoesse", "dialogue": "\"He can't do that, Cuno! He's tryin'a fuck at you again!\"" } ], [ { "actor": "Reaction Speed", "dialogue": "Is that an Insulindian phasmid? It looks like an Insulindian phasmid. Quick -- catch it before it scuttles away!" }, { "actor": "You", "dialogue": "Pirouette toward the phasmid." }, { "actor": "Fishing Rod", "dialogue": "Beautiful leap! But this isn't a phasmid in your hand -- it is a fishing rod." }, { "actor": "Evrart Claire", "dialogue": "\"What are you trying to accomplish, Harry?\"" }, { "actor": "You", "dialogue": "\"Uh, it's a novel fishing method.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Perhaps we should try it out in the wild sometime.\"" } ], [ { "actor": "Cuno", "dialogue": "\"Okay, so, we've got the old fuck.\" The kid whispers, his eyes bugging out of his skull with excitement." }, { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Cuno", "dialogue": "A crooked little smile. \"Oh fuck, he's practically dyin' to big up how he did it. Just get him to cough it up. Cuno's got your back.\"" }, { "actor": "You", "dialogue": "\"How do you think the questioning is going?\"" }, { "actor": "Cuno", "dialogue": "\"Good.\" He nods. \"I think it's going really fucking well.\" He leans closer. \"Just cut it with the punching shit, alright? Makes us look like we got nothing.\"" }, { "actor": "Composure", "dialogue": "You hear that? He thinks you're very close..." }, { "actor": "You", "dialogue": "\"I'm trying to get him to confess...\"" }, { "actor": "Cuno", "dialogue": "\"Yes, Cuno can see that. You got this. Think of like...\" He rubs his nose. \"... what *other* shit he's done too. Cuno can tell he's a killer.\"" } ], [ { "actor": "Saint-Batiste Pharmaceutics", "dialogue": "A small cabinet on the wall is filled with various medicine bottles, nasal sprays and blister packs. They all bear the Saint-Batiste Pharmaceutics logo." }, { "actor": "Frittte clerk", "dialogue": "\"Uhm, just ask me if you need anything from Saint-Batiste. We don't stock prescription meds, but we do have nosaphed, drouamine, magnesium and hypnogamma.\"" }, { "actor": "You", "dialogue": "\"I'll take some Hypnogamma.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Mkay, here. I hope Saint-Batiste makes you feel better or something.\"" }, { "actor": "You", "dialogue": "\"What do those products do?\"" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm... I don't know, let's see... Nosaphed is a nasal spray. Drouamine is a really good painkiller. Magnesium is a dietary supplement. Hypnogamma is...\" She stops." }, { "actor": "Frittte clerk", "dialogue": "\"I don't really know what Hypnogamma is. I guess it makes you feel less shit? It's recommended to use after lots of partying, studying, or exercising.\"" }, { "actor": "You", "dialogue": "\"Can you be a little more... specific?\"" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm...\" She chews her bubblegum absent-mindedly. \"No, sorry. I'm not, like, a doctor or anything.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.sense_viscal_greeting_done\"]]" }, { "actor": "Glen", "dialogue": "Starting from the right: Boot size 44. Blond man in his thirties. Overbearingly masculine." }, { "actor": "Composure", "dialogue": "Wants the world to know he's a macho-macho man: tobacco-chewing and knuckle cracking. Who else do we have here?" }, { "actor": "Theo", "dialogue": "Sitting on his right: standard working boots, size 45 or 46. Eldest in the room, probably mid-fifties. Smoker, quiet." }, { "actor": "Endurance", "dialogue": "Coughs a lot." }, { "actor": "Alain", "dialogue": "Across, at the other table: hobnailed working boots, size 43. Gang tattoos. Mesque or Saramirizian. In his late thirties/early forties." }, { "actor": "Encyclopedia", "dialogue": "He spent his youth in Villalobos, a housing project in the Jamrock Quarter. There were incarcerations. Hard to say what else -- the ink is fading." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardeie_scan_the_room_encyclo_fired\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "A symmetric burn on his neck, resembling the letters *Los Los*. Has he tried to burn it off, leave that life behind?" }, { "actor": "Titus Hardie", "dialogue": "And then -- standard working boot, steel reinforced toes, size 46. The big dick. Wide at the shoulders and lean at the hips. Rugby cap, fingerless gloves, and numerous scars, a little under forty." }, { "actor": "Perception (Sight)", "dialogue": "The emblem on his vest says 'Rowing club'. A little patch below it reads: 'T. Hardie, Captain'." }, { "actor": "Eugene", "dialogue": "In the far corner: standard working boot, steel reinforced toes, size 44. Forty-something, non-alcoholic beverage in hand. (You squint.) Is that a *plectrum*?" }, { "actor": "You", "dialogue": "And the little guy?" }, { "actor": "Shanky", "dialogue": "Size 41, with the light step. Not a child after all -- an older man with a rat-face; mean watery eyes and two front teeth missing." }, { "actor": "Fat Angus", "dialogue": "In the middle, heaving and wheezing: big guy, boot size 46, deep marks. Probably carried the victim over. He alone is 130 kilos; add the man in armour and you could easily exceed 220." }, { "actor": "Perception (Smell)", "dialogue": "Awful smell. His feet stink from all the way over there, despite having boots on." }, { "actor": "Visual Calculus", "dialogue": "In conclusion: these seven are the actors on the crime scene. The footprints were theirs, but there's a *discrepancy*." } ], [ { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" }, { "actor": "You", "dialogue": "\"You... liked Klaasje *a lot*.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I considered her a good friend, yeah.\"" }, { "actor": "You", "dialogue": "\"There are... other things I... ask about.\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Go ahead -- it's your body.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hngh...\"" }, { "actor": "Esprit de Corps", "dialogue": "And mine too, he thinks -- but keep on. This must be done." }, { "actor": "You", "dialogue": "\"Would you say that Lely was... a *likeable* person?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I didn't like him. Hardened mercenaries aren't particularly likeable types.\"" }, { "actor": "You", "dialogue": "\"You don't feel... sympathy for mercs? It's hard work.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Plenty of broken people who don't come with that kind of body count. Besides, they're paid well for what they do.\"" }, { "actor": "You", "dialogue": "\"I have other questions.\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" } ], [ { "actor": "Horseback Monument", "dialogue": "A cardboard sign hangs from the arm pointing out to sea. Written in shaky marker pen are the words: 'PALE SWALLOWS ALL'. What was once a gesture of great power has been hijacked to signal the ceaseless march of annihilation." }, { "actor": "Horseback Monument", "dialogue": "Your eyes glide over the horse, over its patina green coat. Something about the mount's sad animal-eyes makes you pause..." }, { "actor": "You", "dialogue": "Was it worth it?" }, { "actor": "Horseback Monument", "dialogue": "The thought rings hollow in your silent mind. It's even quieter on the roundabout, under the brilliant sun." }, { "actor": "Kim Kitsuragi", "dialogue": "You can feel the lieutenant's stillness next to you..." }, { "actor": "You", "dialogue": "It's fucking lonely at the top." }, { "actor": "Horseback Monument", "dialogue": "The doom crier above seems to agree." }, { "actor": "Shivers", "dialogue": "A figure in a day dress, cuddled up in an armchair... she looks up and smiles at you across the living room." } ], [ { "actor": "Coalition Warship Archer", "dialogue": "\"We have transmitted our summary to the Committee of Responsibility. Please continue standing by...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Horseback Antenna", "dialogue": "\"Wie kannst du... unseren Jungen... auf einem dieser *Dinger*...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_archer_working_soona\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Officer, I'm afraid the connection is beginning to collapse...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Coalition Warship Archer", "dialogue": "\"Firewalker, this is Archer. Are you there?\"" } ], [ { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_intro_done\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"It's not often that I see officers from the RCM in my pawnshop.\" The man at the counter turns to you slowly." }, { "actor": "Bird's Nest Roy", "dialogue": "\"What can I do for you?\" he asks." }, { "actor": "Empathy", "dialogue": "His courtesy is not insincere, but he prefers being alone with his projector, just watching the movement of light across the walls of the shop." }, { "actor": "You", "dialogue": "(Shake your head.) \"It's shameful, how insufficient the police presence is in these parts!\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I haven't had any problems myself... though some of my customers have complained about inconsistent law enforcement.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Who are your customers usually?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"All kinds of people come through here... Locals, travellers. People looking for a deal. People looking for a keepsake. People who are terminally bored.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"As you can see... I have a wide selection of goods for everyone to choose from.\"" }, { "actor": "You", "dialogue": "(Nod.) \"Quite the collection indeed.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"It keeps me entertained.\" His attention is drawn once more to the play of light and shadow on the walls behind you." }, { "actor": "Composure", "dialogue": "He's well composed, but underneath it you sense *psychedelic* processes, bubbling. Some kind of drug maybe?" }, { "actor": "Electrochemistry", "dialogue": "Entertained? He might be high -- if he is, on what?" }, { "actor": "You", "dialogue": "\"I wanted to ask about my, uh... missing gun. Again.\"" } ], [ { "actor": "You", "dialogue": "Touch it with your finger, gently. (Proceed.)" }, { "actor": "The Hanged Man", "dialogue": "A black trickle of liquid runs into his throat from the wound..." }, { "actor": "You", "dialogue": "Put your finger in." }, { "actor": "The Hanged Man", "dialogue": "Your index fits right in there. A tight tunnel of flesh opens up -- tissue damage -- wide enough for two fingers. As you push both in, you reach through his mouth, right into his brain stem." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"doomed.fridge_corpse_in_fridge\"]]" }, { "actor": "You", "dialogue": "Push deeper." }, { "actor": "The Hanged Man", "dialogue": "Your fingers slide into the remains of his limbic system. There is no resistance. It's gelatinous. The slug-like structures are damaged too, the tearing extends deep into both hemispheres." }, { "actor": "Encyclopedia", "dialogue": "This is what he used to regulate his emotions with..." }, { "actor": "Inland Empire", "dialogue": "The ululations of the limbic system have ended. All is quiet." }, { "actor": "You", "dialogue": "Push deeper." }, { "actor": "The Hanged Man", "dialogue": "Your fingers are all the way in now, reaching toward the inside of his skull. The cavity goes further, but the entry wound isn't wide enough for the rest of your hand to follow..." }, { "actor": "Physical Instrument", "dialogue": "All the muscles in your body harden. Time to *enter* him." }, { "actor": "You", "dialogue": "Punch a hole through his mouth." }, { "actor": "The Hanged Man", "dialogue": "The cartilage gives in with a crack, like some fruit. Just like that your hand is in his head. Strange fluid streams down your wrist -- and then you feel it, with the tip of your finger..." }, { "actor": "Perception", "dialogue": "Sharp, serrated material. The edges cut right into your skin." }, { "actor": "Pain Threshold", "dialogue": "The pain is barely noticeable under the adrenaline rush." } ], [ { "actor": "Visual Calculus", "dialogue": "Is there something here that would indicate a sniper used this place as a nest for taking the shot? Just some urban detritus, a bottle and a dilapidated old comms tower." }, { "actor": "Endurance", "dialogue": "The wind picks up. Fine sea foam lashes your face. It feels like needles. You can take it -- just raise your collar, detective." }, { "actor": "Perception", "dialogue": "In the distance you can hear the breakers roar." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't see it, officer. I don't see a person take a shot here and hit something there...\" He looks east, over the coast. \"In the Whirling-in-Rags.\"" }, { "actor": "You", "dialogue": "Maybe the campfire was used by the perpetrator?" }, { "actor": "Visual Calculus", "dialogue": "To warm his hands before he pulled the trigger? There are no markings on the ground for a tripod, he would have had to lie on a mattress. This is simply not a good spot for a 1.2 kilometre shot." }, { "actor": "You", "dialogue": "Maybe the assailant climbed the comms tower, took the shot there?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's not possible to climb that ladder and even if it were -- why? There's no platform up there to aim from.\" The lieutenant looks up, raising his collar." }, { "actor": "Endurance", "dialogue": "He looks like he's cold out here at the tip of the coast. The jacket is warm, but not for this weather." } ], [ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "Look in the suspect transport enclosure." }, { "actor": "Coupris Kineema", "dialogue": "The cage at the back of the motor carriage looks rather uncomfortable. Four shiny hubcaps are stacked against the seat. Their silver edges sparkle in the dark." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I confiscated these four a little while back. We can take them to the pawnshop down by the Martinaise Canal.\"" }, { "actor": "You", "dialogue": "\"What *are* those things?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They're spinner hubcaps -- frivolous things you put on your wheels. When the wheels come to a stop,\" he makes a spinning motion with his hands, \"the caps keep on spinning. There's no real use for them, it's just for vanity.\"" }, { "actor": "Suggestion", "dialogue": "A vanity he wouldn't mind." }, { "actor": "Interfacing", "dialogue": "Honestly, that sounds like an *amazing* physics demonstration." }, { "actor": "You", "dialogue": "\"Thanks. I appreciate your help.\" (Take the spinners.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods as you take the spinners." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_intro_done\"]]" }, { "actor": "You", "dialogue": "Close the door. [Leave.]" } ], [ { "actor": "You", "dialogue": "\"Titus says he's got a tape where the deceased discusses committing rape. Tell me about it.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"You haven't listened to it?\" She blows a column of smoke in the air. \"You sure you don't want to hear it before questioning me?\"" }, { "actor": "You", "dialogue": "\"This is my investigation. I run it my way.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Of course, officer. I'll cooperate.\" She taps her cigarette as she nods. \"I'm guessing he tried to give you the Doorgunner Megamix, yeah?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"They've got him saying he'd like to rape and kill. Do Revachol *Soldier of the Apocalypse*-style. It really upset the boys.\" Ash falls from her cigarette as she shrugs. \"I never said he was a good man -- only that he wasn't bad to me.\"" }, { "actor": "You", "dialogue": "\"You like this kind of stuff?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"We're all scraping up any happiness we can find, officer. Going around with our little scouring sticks -- you, your first love, Mr. Soldier of the Apocalypse here...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Did he tell you he had actually *done* any of those things -- here in Martinaise, I mean?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"No. We were too busy laying waste to our own nervous systems to direct any of the *fury* outward. He seemed...\" She pauses. \"He seemed happy, I guess. At ease. As much as a man like him could be.\"" }, { "actor": "Suggestion", "dialogue": "There is a small measure of pride in her about this. That she could comfort and quell the rage in such a being." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"That's about it, I think. It's not a very long tape.\" She takes another drag of her cigarette." }, { "actor": "You", "dialogue": "\"I'll ask one last time: Do you still deny that he assaulted you in any way?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I'm quite sure he didn't, officer.\" The young woman looks at you, bored, but smiles politely." }, { "actor": "You", "dialogue": "\"That'll be all about the tape. Thank you for your time.\"" } ], [ { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_interfacing_white_succeeded\"]) == false]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_made_fourth_prank_call\"]) == false]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: Variable[\"coast.payphone_hub_reached\"]]" }, { "actor": "Payphone", "dialogue": "You pick up the handset. There's a tone -- the machine is operable." }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_kim_one_time_grump\"]) == false]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_kim_said_stop\"]) == false]" }, { "actor": "You", "dialogue": "Put 10 cents in and dial the long phone number again." }, { "actor": "Payphone", "dialogue": "You dial the number again -- twenty six pulls of the rotary dial. The machine eats the coin and a terrifying ocean of distance rustles in your ear..." }, { "actor": "Payphone", "dialogue": "In the middle of it -- a familiar ring. Small. Distorted." }, { "actor": "Payphone", "dialogue": "Calling..." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"coast.morell_before_lena_day_2\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_before_lena_day_2_wokim\"]) == false]" }, { "actor": "Logic", "dialogue": "A little missing person's puzzle might be just the thing to take your mind off the hangover." }, { "actor": "Authority", "dialogue": "You hear that? Someone's *missing*. There could be *foul play* afoot!" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_authority_missing\"]]" }, { "actor": "You", "dialogue": "Missing persons aren't really my style." }, { "actor": "Authority", "dialogue": "You don't have a *style*, you have a *duty*. Now start asking questions, like a real law enforcement official." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_logic_said_good_against_hangover\"]]" }, { "actor": "You", "dialogue": "\"This sounds more like a side thing. I need to take care of my *main thing* -- then I'll get back to this.\" [Leave.]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Of course, sweetie. I'm probably working myself up over nothing anyway. I'll be right here.\" She glances out the window toward the bay." } ], [ { "actor": "Abandoned Lorry", "dialogue": "The movie stars are still smiling from the walls. There's a radio transmitter in the front and a pull-out toolbox tucked under the driver's seat. Some tools lie scattered near the pedals." }, { "actor": "You", "dialogue": "Pull out the pull-out toolbox." }, { "actor": "Abandoned Lorry", "dialogue": "A metallic drawer slides out from the seat: It's empty, except for a folded newspaper." }, { "actor": "You", "dialogue": "Push in the pull-out toolbox." }, { "actor": "Abandoned Lorry", "dialogue": "The pull-out toolbox slides back into its nest. The rest is as it was: radio, posters, a trace of motor oil smell under all the cigarettes." }, { "actor": "You", "dialogue": "Remove the radio transceiver." }, { "actor": "Abandoned Lorry", "dialogue": "It takes a few moments, but eventually the transceiver slides from its greased socket mount with an eminently satisfying *chhhnk*." }, { "actor": "Hand/Eye Coordination", "dialogue": "Nearly the same sound produced by the action on a good breechloader, you can't fail to notice." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"This has *got* to be better than your DynaWave.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"An Esterhaz is certainly nothing to sniff at.\" The lieutenant nods. \"But if you compare the feature sets, I would say they're more-or-less equivalent.\"" }, { "actor": "You", "dialogue": "\"That's okay. As long as it works.\"" } ], [ { "actor": "Perception (Hearing)", "dialogue": "The dry grass crackles under your feet as you stop. Far away birds' wings touch the still surface of the sea..." }, { "actor": "You", "dialogue": "What is that flutter?" }, { "actor": "Perception (Hearing)", "dialogue": "The flock of quail departs; now more than a hundred metres away... a hundred and two... a hundred and five..." }, { "actor": "You", "dialogue": "Underneath the flutter..." }, { "actor": "Perception (Hearing)", "dialogue": "On the islet? There is almost no wind under the rain quietly falling on the reeds. Bulrushes swaying on the waterline, long dried leaves chafing against each other. The soft raindrops..." }, { "actor": "Conceptualization", "dialogue": "Like a silent orchestra tuning -- at the beginning of some major work." }, { "actor": "Shivers", "dialogue": "The great ghost of the air is holding its breath." }, { "actor": "You", "dialogue": "To the west..." }, { "actor": "Perception (Hearing)", "dialogue": "A silent hiss, sea air moving through the needles of a pine tree." }, { "actor": "You", "dialogue": "\"Kim...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Jean Vicquemare", "dialogue": "\"I don't *want* to. But you discovered a new species. And solved the murder...\" He shrugs." }, { "actor": "Jean Vicquemare", "dialogue": "\"So I *have* to. Jude?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsTHCCookingOrFixed(\"the_waste_land_of_reality\") or SubstanceUsedOnce(\"alcohol\") == false) == false]" }, { "actor": "Judit Minot", "dialogue": "\"Honestly -- anything that ends this *trial* is okay with me.\" A quick nod." }, { "actor": "Esprit de Corps", "dialogue": "But he's been drinking, she thinks. This is exactly how he gets out of this every time. It's bad for him, but..." }, { "actor": "Trant Heidelstam", "dialogue": "\"Agreed. The public relations potential of this is too valuable to let go.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Okay.\" He sighs. \"We have vehicles in the square. And the perpetrator needs to be taken into custody. Let's go.\"" }, { "actor": "Inland Empire", "dialogue": "Now! Now you will *finally* get to know who you are!" }, { "actor": "You", "dialogue": "\"Wait. I have a *few* questions before we go. About who I am.\"" }, { "actor": "Jean Vicquemare", "dialogue": "The man looks westward, impatiently." }, { "actor": "Perception (Hearing)", "dialogue": "Jingling his car keys in his pocket." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "The woman gazes steadily at the waves. A sudden gust picks up her dark hair and lets it fall again, tussled, wild. She brushes a few stray locks from her eyes, and only then spots you approaching." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye, so here you are. It's late and it's snowing. The snow is...\" She extends her hand and catches a snowflake in her palm. \"...Well, it's not really snow, it's slush.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Know that you're not the first guy to bring a girl to Land's End. This is what locals call a *make-out spot*. That is not going to happen here today -- I just want to make that clear, dimples.\" She turns to face the sea once more." }, { "actor": "Empathy", "dialogue": "Her thoughts are still elsewhere -- with distances across the water, and with the water itself." }, { "actor": "Encyclopedia", "dialogue": "Across the rusty water -- that's La Delta, the financial district. In the mist-covered distance, towers rise as a rebuke to the poverty of this coast." }, { "actor": "You", "dialogue": "\"Kim, we ready to do this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "Keeping a tactful distance, the lieutenant takes out his notebook, demonstrating complete disinterest in your \"date.\"" }, { "actor": "Authority", "dialogue": "Don't be fooled. He's watching you to make sure you don't act unprofessionally." }, { "actor": "You", "dialogue": "(Look at her) \"You seem surprised that I made it.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "She chuckles. \"Drinking men aren't known for keeping their appointments.\"" } ], [ { "actor": "You", "dialogue": "\"Would you say that Lely was... a *likeable* person?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I didn't like him. Hardened mercenaries aren't particularly likeable types.\"" }, { "actor": "You", "dialogue": "\"I have other questions.\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" }, { "actor": "You", "dialogue": "\"Do you have an... alibi? For when Lely was shot?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Man, I was with the boys the whole night. I hope they at least bothered to impress *that* upon you.\"" }, { "actor": "You", "dialogue": "\"There were... ten minutes they couldn't account for.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"You mean, the length of a toilet break? That wouldn't even have been enough time.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No one takes a...\" -- the lieutenant winces from the pain -- \"fifteen-minute leak.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Look, fuck you, man. I might have also stopped by the bar.\"" }, { "actor": "Drama", "dialogue": "She speaketh truth." } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_greeting_done\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_introhub_reached\"]) == false]" }, { "actor": "Measurehead", "dialogue": "\"YOUR BODY BETRAYS YOUR DEGENERACY.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Yeah, Measurehead, his body totally betrays his degeneracy,\" the young woman at the giant's side agrees." }, { "actor": "Physical Instrument", "dialogue": "Your body does *not* betray your degeneracy, that's a lie. You're in great shape." }, { "actor": "Authority", "dialogue": "Don't say anything, size him up first." }, { "actor": "You", "dialogue": "\"What do you mean, my body betrays my degeneracy?\"" }, { "actor": "Measurehead", "dialogue": "\"YOU HAVE SUCCUMBED TO *AL GUL*.\" His face contorts in disgust -- as if he were smelling a dead rat." }, { "actor": "Measurehead", "dialogue": "\"YOU REEK OF IT. AN INVISIBLE SWORD OF *AL GUL* EMERGES FROM YOUR THROAT. YOU CANNOT SEE IT, BUT OTHERS CAN. IT IS MAKING THE WOMAN IN MY COMPANY SICK.\"" }, { "actor": "You", "dialogue": "\"Wait, uhm... *Al Gul*?\"" }, { "actor": "Measurehead", "dialogue": "\"YES -- *AL GUL*." }, { "actor": "Logic", "dialogue": "He means *alcohol*." } ], [ { "actor": "Esprit de Corps", "dialogue": "Okay, the man with the sunglasses and his *hypothetical Station 41*. Weird, right?" }, { "actor": "You", "dialogue": "I know! Super weird." }, { "actor": "Esprit de Corps", "dialogue": "There's something we're missing here... something you can't put our finger on. You know what -- just ask him. I know it sounds crazy (and you'll probably get laughed at). But still..." }, { "actor": "You", "dialogue": "It's impossible. I don't want to waste my time." }, { "actor": "Esprit de Corps", "dialogue": "Of course. Yes. It's preposterous." } ], [ { "actor": "Perception (Hearing)", "dialogue": "The remaining windows rattle from a strong gust of wind. They're covered in a thick layer of grime. They must have been like this for forty years." }, { "actor": "You", "dialogue": "Try to see inside." }, { "actor": "Perception (Hearing)", "dialogue": "Dripping water falls from a high place. All you can see is the shadow of a collapsing staircase." }, { "actor": "Visual Calculus", "dialogue": "There's rust and corrosion on the bars, they're foaming with it. And a small layer of white salt from the sea." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"So...\" (Point to your face.) \"I shaved.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, uhm...\" The lieutenant stares at your shaven face, his eyes narrowed. \"Uhhhh...\" he mumbles. \"I don't know what to say.\" He coughs. \"Perhaps...\"" }, { "actor": "You", "dialogue": "\"I knew I shouldn't shave! I knew it and still did it. What an idiot...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No-no, it's... okay, I guess.\" He keeps staring at you, dumbfounded. \"I may have preferred the mutton chops, they sort of seemed to... cover the...\" He stops." }, { "actor": "Endurance", "dialogue": "Damage." }, { "actor": "Rhetoric", "dialogue": "Yeah -- damage. He means damage." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Either way, good on you.\" The lieutenant gathers himself. \"You were saying...?\"" }, { "actor": "You", "dialogue": "\"I think you should know that I can't remember *anything*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "No response. He just arches his brow." }, { "actor": "Rhetoric", "dialogue": "He's having trouble processing it. *Believing* it even." }, { "actor": "You", "dialogue": "\"I really don't remember anything. There was drinking involved.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Have you tried concentrating on something other than your personal affairs?\"" }, { "actor": "Empathy", "dialogue": "There is a sudden, harsh edge to his voice. Like he's tired of hearing about your \"personal affairs.\"" } ], [ { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: Variable[\"plaza.flaubert_greeting_done\"]]" }, { "actor": "Pissf****t", "dialogue": "\"That ride is fucking lightning!\" the young man exclaims." }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.flaubert_total_cunt\"]) == false]" }, { "actor": "Fuck the World", "dialogue": "\"Hey, Pissf****t, look who it is! Shrunken cop head material!\"" }, { "actor": "You", "dialogue": "\"Do you know anything about the murder that took place here?\" (Point to the yard.)" }, { "actor": "Fuck the World", "dialogue": "\"Murder?\"" }, { "actor": "You", "dialogue": "\"A man was hanged in the backyard of the Whirling-in-Rags.\"" }, { "actor": "Fuck the World", "dialogue": "\"Yeah, sure, we'll gladly tell you everything we know about it.\" He clears his throat. \"It was a man.\"" }, { "actor": "Pissf****t", "dialogue": "\"Also, he was hanged.\"" }, { "actor": "You", "dialogue": "\"Anything else?\"" }, { "actor": "Pissf****t", "dialogue": "\"He was hanged from a tree.\"" }, { "actor": "Fuck the World", "dialogue": "\"Yeah, I mean... duh.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"These punks don't know anything. Let's just move along.\"" }, { "actor": "Fuck the World", "dialogue": "\"Hey! Stop right there! How does one know anything?\"" }, { "actor": "Encyclopedia", "dialogue": "Ah -- this sounds like epistemology. A field so occupied by thought that it begins to question thought itself." } ], [ { "actor": "Dolores Dei", "dialogue": "Dolores Dei -- the innocence of humanism, internationalism, and the welfare state -- turns around to face you. She has an airship bag in her hand. She seems to be in a hurry." }, { "actor": "Suggestion", "dialogue": "Okay, don't say you need to 'talk' right away. Melt the ice first -- this way you're *already* talking." }, { "actor": "Volition", "dialogue": "But you don't even *want* to talk to her! She would only be cold and mean. Let her go." }, { "actor": "Encyclopedia", "dialogue": "Let her *go?* This is the holy queen of the territories of Mundi and Insulinde! Think of the historic knowledge we could glean! This is a once-in-a-lifetime opportunity -- to win her back!" }, { "actor": "You", "dialogue": "\"Go. Good bye.\" [Leave.]" }, { "actor": "Dolores Dei", "dialogue": "...is what you want to say. But you don't. Hammers clang in the distance. Children laugh..." }, { "actor": "You", "dialogue": "I want to go!" }, { "actor": "Dolores Dei", "dialogue": "Where? There's water all around. She turns her face and it's illuminated by the sign of the video rental... Red and cyan..." }, { "actor": "Volition", "dialogue": "I can't help you. I am totally useless. Everything I've said is lies. I want the exact same bad things you want. To stand here, like a pillar of salt, saying..." } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.horseback_monument_scaffolding\"]]" }, { "actor": "Horseback Monument", "dialogue": "An old monument stands in the middle of the traffic island. It is surrounded by scaffolding that has been haphazardly erected around it." }, { "actor": "You", "dialogue": "What did this king do?" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.monument_white_succeeded\"]]" }, { "actor": "Encyclopedia", "dialogue": "Even by the standards of the Filippian kings, Old Sumptuous Filippe was known for his profligacy." }, { "actor": "You", "dialogue": "In what way?" }, { "actor": "Encyclopedia", "dialogue": "Well, he blew through the whole national treasury, starting the decline of one of the penultimate century's greatest superpowers: the Suzerain of Revachol..." }, { "actor": "Encyclopedia", "dialogue": "His own maladministration foreshadowed the fall of the monarchy during the Antecentennial Revolution, an end to his family line and the monarchy on the Insulindian isola." }, { "actor": "You", "dialogue": "How did he manage to blow through *the entire national treasury*?" }, { "actor": "Encyclopedia", "dialogue": "Stories have it that he had his bedroom converted into a treasure chamber where he stored unfathomable wealth: *krugerrands*, bars of gold, ornate weaponry, armour, and various chalices." }, { "actor": "Encyclopedia", "dialogue": "He called it the *Sol Aurum*. It was obscene. There were whispers he slept on a huge pile of gold-dipped feathers like some obese dragon, instead of a bed like a normal person." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] == true and CheckEquipped(\"neck_tie\") == true) == false]" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities, you call me Evrart, I call you Harry!\"" }, { "actor": "You", "dialogue": "\"Fine by me.\"" }, { "actor": "Evrart Claire", "dialogue": "\"So Harry, what can I help you with today?\"" }, { "actor": "You", "dialogue": "\"I did it, Evrart. I turned it off.\"" }, { "actor": "Evrart Claire", "dialogue": "\"What?\" The big man looks at you, confused." }, { "actor": "You", "dialogue": "\"The shady brew. You told me to make it even shadier. I didn't. It had alcohol in it. Now there's no alcohol.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Did I? Well done then, Harry. I like not knowing about it and I'm sure you made the right call. I spend the whole day delegating tasks, and it's a great relief to see people taking initiative.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I don't even want to know what all of that means -- brew, shady, alcohol, turned off. I'm gonna let the world *surprise* me.\"" }, { "actor": "You", "dialogue": "\"I met a girl named Acele who said she's working with you.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Funny...\" The big man lets out a lazy yawn. \"That doesn't ring any bells, Harry.\"" }, { "actor": "You", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Funny,\" the lieutenant says, looking up from his notebook. \"She was trying to set up a narcotics operation in the old church on the coast.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Yes. Your lost gun.\" His face turns serious. \"My best men are on it. They're turning every stone, searching every playground, asking kids, grandmas, everyone.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Your gun *will* be found, Harry. Let me assure you of that.\" He winks at you. \"It's just a matter of time and... *effort*.\"" }, { "actor": "Rhetoric", "dialogue": "The only way to find it seems to be working with him. He might even be holding your gun hostage..." }, { "actor": "You", "dialogue": "\"Wait... the gun may have been bought from Roy's pawn shop. Have your men factored that in?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Yes, thank you for the *hot tip* regarding your lost gun, Harry. My men have indeed\" -- he makes air quotes -- \"*factored in that you pawned it*.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Now please... let the professionals do their job. Kick back, Harry, relax! I have *great guys* on this. You focus on what's important \u2013 building our relationship for the good of Martinaise.\"" }, { "actor": "Reaction Speed", "dialogue": "It did not come as a surprise to him. He might actually not be bullshitting." }, { "actor": "Inland Empire", "dialogue": "It did not come as a surprise to him. He might actually not be bullshitting." }, { "actor": "You", "dialogue": "\"Does this mean if I do things for you I will get my gun back?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Damn it, Harry, that's exactly what it means!\"" } ], [ { "actor": "Endurance", "dialogue": "You were right, br\u00f6ther. (There's a sudden tightness in your lower intestine.)" }, { "actor": "You", "dialogue": "What? What's going on?" }, { "actor": "Endurance", "dialogue": "Back there, in your sleep. All the weak-willed delinquents, dilly-dalliers, foreign moneylenders, insane anarchists, and yes -- the w\u00f6\u00f6men -- they've run this place to ruin." }, { "actor": "You", "dialogue": "I didn't actually say that." }, { "actor": "Endurance", "dialogue": "But you did. Not with words, but you *did*, br\u00f6ther. (The tightness spreads to your gut.)" }, { "actor": "You", "dialogue": "I *do* feel like everything's gone to shit..." }, { "actor": "Endurance", "dialogue": "It has, br\u00f6ther, but we are going to turn back time! (A solemn gurgle emanates from your stomach.)" }, { "actor": "Endurance", "dialogue": "I will send you back to the time when the sun had not yet vanished, when it was still setting into the sea. The time of the Suzerain, the time when love was still possible." }, { "actor": "You", "dialogue": "Even if it was possible, what would it accomplish?" }, { "actor": "Endurance", "dialogue": "To go back with the knowledge and the experience you have now and do it all over? Do it *richtig* this time?" }, { "actor": "Endurance", "dialogue": "Protect the Suzerainty, clean up the city, revive disco music, and get her back? You could save Revachol. You could be the *man*, br\u00f6ther." }, { "actor": "Inland Empire", "dialogue": "Her?" }, { "actor": "Volition", "dialogue": "No one, don't ask about her." }, { "actor": "You", "dialogue": "Wait, get who back?" } ], [ { "actor": "Endurance", "dialogue": "Do you know what today is?" }, { "actor": "You", "dialogue": "Huh?" }, { "actor": "Endurance", "dialogue": "Of course. It's been too long since this has happened for you to recognize the feeling." }, { "actor": "Endurance", "dialogue": "It's your first day sober." }, { "actor": "You", "dialogue": "How did I let it come to this? I need to get my buzz on *immediately*." }, { "actor": "Endurance", "dialogue": "No, you don't. You're well into detoxing now. *Reality* is beginning to come into focus -- just look around." }, { "actor": "You", "dialogue": "Reality... (Study your surroundings with your newly sober eyes.)" }, { "actor": "Endurance", "dialogue": "Yes, you're beginning to see the world for what it is, even through the mental fog. And yourself, too -- what you've made yourself into." }, { "actor": "You", "dialogue": "Oh, how I've missed this clarity!" }, { "actor": "Endurance", "dialogue": "Don't get too excited. Clarity is still many months away for you -- difficult, confusing, very emotional months. Shall we keep going?" }, { "actor": "You", "dialogue": "No, I can't handle this, I'm done. I'm going to find a drink *right now*. [Discard thought.]" } ], [ { "actor": "Codex Urik", "dialogue": "The title reads: \"Codex Urik: the Industrious Dweorgr of Wirr\u00e2l\". It's an introductory race creation and dweorg cultural backstory manual." }, { "actor": "You", "dialogue": "What does this mean?" }, { "actor": "Codex Urik", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.game_wc_wirral_boolean\"]) == false]" }, { "actor": "Conceptualization", "dialogue": "You see an old, out-of-shape drunkard of a cop incapable of solving a simple case. Imaginary worlds can't save you." }, { "actor": "You", "dialogue": "[Put the book away.]" } ], [ { "actor": "A Folded Library Card", "dialogue": "The library card is folded into two and still slightly wet to the touch. The front side reads: \"Central Jamrock Public Library Card. Issued to Billie M\u00e9jean, expires July '53.\"" }, { "actor": "Logic", "dialogue": "Billie is a unisex name. Could be the deceased *or* his family member?" }, { "actor": "You", "dialogue": "Look inside." }, { "actor": "A Folded Library Card", "dialogue": "Whoever owns this card is an avid reader: you find a list of books written in blue pencil: 'Radiothriller', 'Stand a Little Less Between Me and the Sun'. The last one in the list is 'The Glinting Curve', by M. Thibault. A library stamp indicates that the book has been returned." }, { "actor": "Conceptualization", "dialogue": "Most of these titles seem to be in the sci-fi genre. Some thrillers too." }, { "actor": "You", "dialogue": "Look at the backside." }, { "actor": "A Folded Library Card", "dialogue": "\"If lost, please return the card to the library. Dial 005-02-55-211 or visit us at Meroe Street 78, Jamrock. Business hours: 09.00 to 18.00.\"" }, { "actor": "Logic", "dialogue": "You already decided to let the station handle the case, so there's no need to call the library." } ], [ { "actor": "Cleaning Lady", "dialogue": "\"Give me a moment.\" An elderly woman is leaning on her broom, her knuckles white as bone. She seems to be having difficulty breathing." }, { "actor": "Cleaning Lady", "dialogue": "\"The cold never does any good for my bronchitis...\" She sneezes into a dirty handkerchief." }, { "actor": "Endurance", "dialogue": "This woman's health is failing her. There's not much to do, not in this damp." }, { "actor": "You", "dialogue": "\"First, I'm the policeman that asked you to open the door. Are you sure you don't want to see my badge?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"I already told you I don't care about any badges.\"" }, { "actor": "You", "dialogue": "\"Are you alright? Should I call a doctor?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"I'm fine, fine, don't you worry about me!\" She starts coughing, red spots appearing on her cheeks." }, { "actor": "Empathy", "dialogue": "You're still worried. It's very worrying." }, { "actor": "Cleaning Lady", "dialogue": "\"Now, what do you want from me, policeman?\"" }, { "actor": "Logic", "dialogue": "She's the cleaning lady. She knows the floor plan and the residents." }, { "actor": "You", "dialogue": "\"I am looking for the parents of a kid named Cuno.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"De Ruyters are at the end of this hallway, right next to the communal bathroom.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"We can't assign *la responsabilit\u00e9* if we don't go through the proper channels.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But here's the thing, detective. *We're* the proper channels. Doing our work, right here on the ground, is how we'll solve this case. There's no need to bring the Coalition into this.\"" }, { "actor": "You", "dialogue": "\"How does this compare to your DynaWave, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It doesn't, frankly. Don't get me wrong, this appears to be a *fine* transceiver for a general audience, but it's not something a serious radio-head would use.\" He shrugs." }, { "actor": "You", "dialogue": "\"That's fine. I'm not interested in 'pissing competitions,' as you know.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course not, detective. This is *strictly* business.\" The lieutenant smiles to himself." }, { "actor": "You", "dialogue": "Examine the transceiver." }, { "actor": "Office Radio", "dialogue": "There's nothing obviously remarkable about it. It's about the size of a common pasta box, with knobs of molded plastic. What else is there to say?" }, { "actor": "Conceptualization", "dialogue": "If this transceiver were a person, it would be an accountant at a large logistics firm. Perfectly competent, but unexceptional." }, { "actor": "You", "dialogue": "Examine the transceiver." }, { "actor": "Office Radio", "dialogue": "There's nothing obviously remarkable about it. It's about the size of a common pasta box, with knobs of molded plastic. What else is there to say?" } ], [ { "actor": "You", "dialogue": "Put 10 cents in and dial a random number: 005-51-17-912." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Still calling..." }, { "actor": "Authority", "dialogue": "Again? Seriously?" }, { "actor": "Payphone", "dialogue": "Someone with a masculine voice picks up:" }, { "actor": "Payphone", "dialogue": "\"Hello, Girard speaking!\"" }, { "actor": "Conceptualization", "dialogue": "Hello, Girard. Technically speaking, you're electricity." }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_concept_electricity\"]) == false]" }, { "actor": "Drama", "dialogue": "What *you* are is a *surprise*, get his wife on the phone..." }, { "actor": "You", "dialogue": "\"Hey, Girard, get your wife for me, will you?\"" }, { "actor": "Payphone", "dialogue": "\"Wh-who is this?\" The man does not understand." }, { "actor": "You", "dialogue": "\"It's Pierre, now put her on. I don't like waiting.\"" }, { "actor": "Payphone", "dialogue": "\"Who the fuck do you think you are talking to me like that?\" The voice on the phone is suddenly very agitated." }, { "actor": "You", "dialogue": "Hang up. [Leave.]" } ], [ { "actor": "A Brief Look at Infra-Materialism", "dialogue": "The book fits quite snugly into your palm. It would also fit comfortably into a jacket pocket." }, { "actor": "You", "dialogue": "Keep reading." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "You flip forward a few pages until you come upon a chapter titled 'Mental Projection and Transference'..." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "When a community has achieved a sufficiently high degree of revolutionary fervour, infra-materialists believe that second-level effects may be observed." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "At this second level, certain hyper-revolutionary individuals may even develop the ability to extend their thoughts into material space and vice versa." }, { "actor": "You", "dialogue": "\"Hey, Kim. You'd say that we share a pretty special connection, right?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I would say we share a perfectly average connection for two law officials working a case.\"" }, { "actor": "You", "dialogue": "\"It's way more than average. Haven't you noticed that we're always finishing each other's...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "Your words hang in the air as the lieutenant scribbles something in his notebook. At some point he realizes you're waiting for him and looks up with a tightly knit brow." }, { "actor": "You", "dialogue": "\"... sentences.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at you evenly for a moment, then returns to his notebook without a word." }, { "actor": "You", "dialogue": "Forget it." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "As we were saying, it's generally believed that these effects are only exhibited by certain *hyper-revolutionary* individuals, generally less than .01% of the revolutionary population..." } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (IsHourBetween(21, 2)) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.has_shack\"]]" }, { "actor": "Washerwoman", "dialogue": "\"Our tenant, the policeman. I hope the waves don't keep you up at night. What can I help you with?\"" }, { "actor": "You", "dialogue": "\"Have you heard a radio on the coast in the last week or so?\"" }, { "actor": "Washerwoman", "dialogue": "\"A radio? Hah -- no, we play no radio here. There is one in the shack, but it's never used.\"" }, { "actor": "You", "dialogue": "\"Are you *sure* you didn't hear any radio playing?\"" }, { "actor": "Washerwoman", "dialogue": "\"These ears know every sound that belongs to this coast. I would know if I heard anything different.\"" }, { "actor": "You", "dialogue": "\"We good, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"Thank you, Kim.\"" } ], [ { "actor": "You", "dialogue": "\"Ren\u00e9... I need to go back in time. Can you help me?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"What?!\" The old soldier scowls at you, unamused." }, { "actor": "Empathy", "dialogue": "He thinks you're playing a joke on him." }, { "actor": "Gaston Martin", "dialogue": "\"Now, now...\" His partner raises both hands in a calming gesture. \"I'm sure the officer means it figuratively. Like a forensic technique or something, right?\"" }, { "actor": "You", "dialogue": "\"No, I literally need to go back in time. For Revachol.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"*Bon sang*, son. You must have a loose screw up there or something.\" He taps on his temple. \"Sounds like you really mean it.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Alright, I will entertain this... *fantasy*, if you tell me, what interest does an RCM officer have in... 'time travel'?\"" }, { "actor": "Gaston Martin", "dialogue": "\"Oh, you're in for a treat, officer. Seeing the playful side of old Ren\u00e9 is about as rare as a red rainbow.\"" }, { "actor": "Encyclopedia", "dialogue": "Not actually *that* rare. It's just that red, or monochrome, rainbows usually occur at sunrise or sunset, when blue and green wavelengths are scattered before reaching water droplets. Fewer eyes to see them then." }, { "actor": "You", "dialogue": "\"I'm not sure, to be honest. Just going with the flow.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Exactly what history needs.\" He spits on the ground between the two of you. \"More drifters, confused wanderers, weightless men...\"" }, { "actor": "Rhetoric", "dialogue": "There's so much bitterness in his voice it barely even registers as sarcasm." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I can't help you officer,\" he says coldly. \"There are no second chances in life. We don't deserve them. This is the world we shaped -- a reflection of what we are. Wasted, ugly, and numb.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities, you call me Evrart, I call you Harry!\"" }, { "actor": "You", "dialogue": "\"Is that my name?\"" }, { "actor": "Evrart Claire", "dialogue": "For a fraction of a second the big man looks at you inquisitively. \"Experiencing partial amnesia, are we, Harry?\"" }, { "actor": "Rhetoric", "dialogue": "It might be a good idea to hide your confusion, see what his game is first." }, { "actor": "You", "dialogue": "\"Nah, my memory is fine -- I'm just testing you.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm very glad to hear it. Some of my associates here in Martinaise told me you had trouble remembering things -- I am relieved they were mistaken.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm sure you had some concerns you thought I might be able to address.\" He pauses to look at a brown folder on his desk. \"And you were probably right.\"" }, { "actor": "Perception (Sight)", "dialogue": "The huge block letters on the folder read \"HARRIER DU BOIS\". There's something in small writing just above that..." }, { "actor": "Perception (Sight)", "dialogue": "\"Revachol Citizens Militia.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I see you have gotten hold of some of our old documents.\" The lieutenant turns to Evrart. \"They should have been destroyed some time ago.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Mr. Kitsuragi...\" He leaves the rest of this sentence hanging in the air and lets his smug smile deliver the rest of the message." }, { "actor": "Drama", "dialogue": "\"Don't you worry, I've got plenty on you too, my rigid friend.\"" } ], [ { "actor": "Mountain of Board Games", "dialogue": "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 Wirr\u00e2l-related merchandise." }, { "actor": "You", "dialogue": "\"I want to buy the *Wirr\u00e2l* game.\"" }, { "actor": "Plaisance", "dialogue": "\"If you say so.\" She gives you a curious glance. \"But you better stay away from those immoral occult rituals.\"" }, { "actor": "Tutorial Agent", "dialogue": "You've acquired an interactable item. Investigate this item further by going to the INTERACT tab in your INVENTORY." }, { "actor": "You", "dialogue": "Look through the pile of Wirr\u00e2l-related items." }, { "actor": "Mountain of Board Games", "dialogue": "An endless variety of sourcebooks, lorebooks, and codices litter the table. The top-most book is titled \"Welkin Compendium, Second Edition.\"" }, { "actor": "Mountain of Board Games", "dialogue": "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 Wirr\u00e2l: Cavern of Velkraag.\"" }, { "actor": "Conceptualization", "dialogue": "Books in a *board game* section? Who wants to read books!?" }, { "actor": "You", "dialogue": "Hm, maybe I'm not into all this binoclard stuff." }, { "actor": "Mountain of Board Games", "dialogue": "A towering mountain of colourful board game boxes and Wirr\u00e2l codices." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "\"There's an old catatonic lady in the old fish market, on the other side of the bay. She needs help.\"" }, { "actor": "Titus Hardie", "dialogue": "The big man laughs, nearly spitting out his beer. \"What's that, copper? You want us to help little old ladies now?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"If you wanna be the local law enforcement, these kind of things fall on your shoulders.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, yeah. We'll send someone out. Who is -- wait... It's *The Pigs*, isn't it?\"" }, { "actor": "You", "dialogue": "\"Yup. Her.\"" }, { "actor": "Titus Hardie", "dialogue": "He pushes up his cap. \"God, poor lady. Don't worry. We'll handle this. I think she's got some family in Couron or something... Bastards left her alone when she got sick, we've been getting complaints.\"" }, { "actor": "Eugene", "dialogue": "\"Hey,\" Eugene interjects. \"Wasn't Evrart's B Team looking for her the other day? They said something about her... I dunno, finding something?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, I think you're right, Gene.\" Titus gives him a beer salute and turns to you. \"She have something of yours, pig?\"" }, { "actor": "Authority", "dialogue": "Whatever you do, do not admit to these punks you lost your gun. You will suffer if you do." }, { "actor": "You", "dialogue": "\"She had my gun.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_pigs_authority\"]]" }, { "actor": "Authority", "dialogue": "You absolute fool." }, { "actor": "Titus Hardie", "dialogue": "\"You're fucking with me.\" The big man slams his beer onto the table. \"Your gun! She had your fucking gun!\"" }, { "actor": "Shanky", "dialogue": "\"Sure did, boss!\" The rat-man's face is twisted with a smile. \"Heard him loud and clear -- the pig's lost his gun to The Pigs!\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_full_story_hub_reached\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I understand.\" She puts her coffee mug on the table." }, { "actor": "Composure", "dialogue": "Just like that. No resistance -- her shoulders are slouched, her feet long and straight." }, { "actor": "You", "dialogue": "\"Chill. I'm the cool cop, remember?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She cracks a weary smile. \"I'm sorry for wasting your time. I should have known you'd... that you'd find out.\"" }, { "actor": "Rhetoric", "dialogue": "This is good. Clear the air first -- between you two -- then move on to questions." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_rhet_penitent\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_time_for_questions_route\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Why *did* you waste our time then?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Because of the Hardies -- I couldn't just dispense with them, they were only trying to help me.\" She looks at her feet. \"Out of the shit I'd gotten into.\"" }, { "actor": "Authority", "dialogue": "Is she implying the Hardie boys are THE LAW?!" }, { "actor": "You", "dialogue": "\"Cool. I'm satisfied with this explanation.\"" } ], [ { "actor": "You", "dialogue": "\"My *style*? What about it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"For starters, you're wearing *the exact same* outfit I first met you in...\" He holds his nose." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Have you even *smelled* that jacket? It's like some wretched night-wandering creature died in it.\"" }, { "actor": "Perception (Smell)", "dialogue": "You have developed a bit of a *rind* over the past few days." }, { "actor": "Composure", "dialogue": "The lieutenant's right. You're the acrid sweet smell of decay that makes people evacuate the room." }, { "actor": "You", "dialogue": "\"It's disco, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"If by 'disco' you mean 'ungainly and sad,' then yes, it's *extremely* disco.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You know the expression 'The clothes make the man'? The right outfit, in the right situation, can make all the difference in the world.\"" }, { "actor": "You", "dialogue": "\"I'm not taking 'style' tips from someone who dresses like a mega-binoclard.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes. And this 'mega-binoclard' knows how to sew a lapel and center a back vent.\" The lieutenant raises one eyebrow at you." }, { "actor": "Composure", "dialogue": "That's why his clothes fit so well..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"So if you want to wake up next to anyone other than *Commodore Red*, you might do well to take notes.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Anyway, we should probably get back to the case. Let's go.\"" } ], [ { "actor": "Soona, the Programmer", "dialogue": "\"And now if you'll just connect that here...\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's done. I believe we're ready.\" The lieutenant wipes his brow." }, { "actor": "Soona, the Programmer", "dialogue": "\"We're ready to try, at least. Please, put on these headphones, there should be two extra sets. I've configured the channels so that only your microphone is set to broadcast, officer. We'll all be able to listen, but anyone we reach will only hear *your* voice.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"You will need to transmit your connection request while I attempt to locate the warship's public frequency. You will likely encounter some interference, but it's important to keep transmitting your request until you're acknowledged. Ready?\"" }, { "actor": "You", "dialogue": "\"Not yet.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Too late. I've begun transmitting...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_snowing\"]]" }, { "actor": "Shivers", "dialogue": "A soft rustling. The snow seems to have gotten between your ears somehow..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_shivers_snow\"]]" }, { "actor": "You", "dialogue": "Where's the sound coming from?" }, { "actor": "Shivers", "dialogue": "Every lightswitch, every motor carriage, every doorbell, tea kettle, and radio in Martinaise, all mingled with electrical interference caused by scattered thunderstorms over Ozonne." }, { "actor": "Soona, the Programmer", "dialogue": "\"Officer? Are you in order? We're waiting for you to start...\"" } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_know_revachol_ice_city\"]]" }, { "actor": "Electronic Doorbell", "dialogue": "They don't want to talk to you." }, { "actor": "You", "dialogue": "\"ARTEMITEP's Boxing for Young Athletes & Gym.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_punched_the_doorbell\"]) == false]" }, { "actor": "Electronic Doorbell", "dialogue": "All you hear is static, but no one answers the call." }, { "actor": "You", "dialogue": "\"24h Window.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but nothing happens." }, { "actor": "Interfacing", "dialogue": "Try again, you didn't press it hard enough." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_interfacing_press_again_24h_window\"]) == false]" }, { "actor": "You", "dialogue": "\"ARTEMITEP's Boxing for Young Athletes & Gym.\"" } ], [ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_greeting_done\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_tommy\"]]" }, { "actor": "Reaction Speed", "dialogue": "This is the one the man pointed to. His friend's lorry." }, { "actor": "You", "dialogue": "Try the door handle." }, { "actor": "Abandoned Lorry", "dialogue": "The door is locked. The handle looks shiny, like it's recently replaced." }, { "actor": "Interfacing", "dialogue": "There's no picking this lock. The owner has put special care into it. It's a recessed design." }, { "actor": "You", "dialogue": "Try to peek in the window." }, { "actor": "Abandoned Lorry", "dialogue": "The glass on the side windows is tinted and covered with dust. You can barely make out the shape of a seat and two steering levers." } ], [ { "actor": "Soona, the Programmer", "dialogue": "\"If you'll please carry that amplifier and cables, officer. We have quite a lot to carry...\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Script: PassTime();\nPassTime();\nPassTime();\nPassTime()]" }, { "actor": "Soona, the Programmer", "dialogue": "\"And now if you'll just connect that here...\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's done. I believe we're ready.\" The lieutenant wipes his brow." }, { "actor": "Soona, the Programmer", "dialogue": "\"We're ready to try, at least. Please, put on these headphones, there should be two extra sets. I've configured the channels so that only your microphone is set to broadcast, officer. We'll all be able to listen, but anyone we reach will only hear *your* voice.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"You will need to transmit your connection request while I attempt to locate the warship's public frequency. You will likely encounter some interference, but it's important to keep transmitting your request until you're acknowledged. Ready?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Good. Beginning transmission.\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_snowing\"]) == false]" }, { "actor": "Shivers", "dialogue": "A soft rustling. Between your ears, a winterscape with fast falling snow..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_shivers_snow\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Go ahead, officer.\"" } ], [ { "actor": "Cuno", "dialogue": "\"Been waitin' for you to fucking man up.\" He nods at the building behind him. \"In there is Cuno's violent dad. On steroids. Cuno's dad does steroids *and* speed. If you can take him, you can have half the speed.\"" }, { "actor": "You", "dialogue": "\"How much material are we talking about?\"" }, { "actor": "Cuno", "dialogue": "\"Like half.\" He says very confidently." }, { "actor": "You", "dialogue": "\"Half of what?\"" }, { "actor": "Cuno", "dialogue": "\"A baggie... but like in this vial.\"" }, { "actor": "Visual Calculus", "dialogue": "That's half a *gram*, sir." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_yard_viscal_half_a_gram\"]) == false]" }, { "actor": "You", "dialogue": "\"I've made up my mind, Cuno. And this is what's going to happen...\" (Conclude.)" }, { "actor": "Cuno", "dialogue": "\"Okay, Cuno's listening?\"" }, { "actor": "You", "dialogue": "\"I'm not going in there.\"" }, { "actor": "Cuno", "dialogue": "\"Cuno sees you're too pussy to face Cuno's dad. It's okay. Come back when your balls are big-time.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"I want to buy the FALN pants after all.\"" }, { "actor": "Cuno", "dialogue": "\"Here, pig. We FALN now. Performance buddies.\" Cuno unzips his jacket again and pulls the pants out of the plastic wrapping." }, { "actor": "Cuno", "dialogue": "\"Cuno can already see you soaring through the air like a fucking eagle.\" He looks at you with pride. \"Pig's in Cuno's debt now. Money-debt.\"" }, { "actor": "Rhetoric", "dialogue": "Money-debt doesn't mean anything. He's just saying words. You're not in his debt." }, { "actor": "You", "dialogue": "\"Cuno, I need a fridge to stash the body.\"" }, { "actor": "Cuno", "dialogue": "\"For the fuck-gimp? Good thing you asked The Cunmeister.\" He nods, trying to look older. \"Cuno knows a fridge, perfect for freezing f****ts.\"" }, { "actor": "You", "dialogue": "\"Really? I don't believe it.\"" }, { "actor": "Cuno", "dialogue": "\"Cuno knows all kinds of shit. Cuno gets *around*.\"" }, { "actor": "You", "dialogue": "\"Where can I find this perfect fridge, then?\"" }, { "actor": "Cuno", "dialogue": "\"Baconman's in a rush. But what's in it for the Cuno?\" He crosses his arms. \"What's the return on Cuno's investment?\"" }, { "actor": "Half Light", "dialogue": "Don't fuck it up, you *need* a fridge." }, { "actor": "Suggestion", "dialogue": "Now is the time to be humble. Say the *sir* thing." }, { "actor": "You", "dialogue": "\"Fine, Cuno... *Don't* help me then.\" (Back off.)" } ], [ { "actor": "Working Class Woman", "dialogue": "\"What with?\" She tries hard to focus on the book stand." }, { "actor": "Reaction Speed", "dialogue": "What *with*? A lot of things! For example, people tend to go *missing*." }, { "actor": "Authority", "dialogue": "This citizen thinks she can do without your assistance? Don't buy it. They all need help." }, { "actor": "Physical Instrument", "dialogue": "Help her by... carrying things? Uhm... maybe she needs a weightlifter? Maybe she needs you to *fight* her husband? No, that's not it..." }, { "actor": "You", "dialogue": "\"Protect and serve, madam! I found your husband.\"" }, { "actor": "Working Class Woman", "dialogue": "\"God damn it, I already told you -- my husband isn't missing!\" She crosses her arms." }, { "actor": "You", "dialogue": "\"Well, I found him nevertheless. I'm that good.\"" }, { "actor": "Working Class Woman", "dialogue": "\"Very well, then. Where is he?\" She's getting impatient, her hands now picking on a random book cover." }, { "actor": "You", "dialogue": "\"Our hammer toting comrade was at the bottom of those stairs.\"" }, { "actor": "Working Class Woman", "dialogue": "\"Excuse me?!\" She blinks. \"I don't follow.\"" }, { "actor": "Empathy", "dialogue": "There's something else hiding in her voice though -- a trace of worry." }, { "actor": "You", "dialogue": "\"I found a working class drunk and I thought he might be yours.\"" }, { "actor": "Working Class Woman", "dialogue": "\"Right, 'cause working class women come with alcoholic husbands.\" She glances over your shoulder towards the drunk. \"You know what?\"" }, { "actor": "Rhetoric", "dialogue": "Remember, about that *what* -- never-ever say *what*." }, { "actor": "You", "dialogue": "\"Something bad I guess? I'm sorry, I say stupid things sometimes, I didn't mean to annoy.\"" }, { "actor": "Working Class Woman", "dialogue": "\"You were right. I do have an alcoholic husband. Although not that one.\"" }, { "actor": "Reaction Speed", "dialogue": "Hah! Blam! Knew it." } ], [ { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_made_it_to_main_hub\"]) == false]" }, { "actor": "Rosemary", "dialogue": "\"Good to see you, friend! Do I have *deals* set up for you, buddy-boy!\" He spreads his arms as if wanting to embrace you." }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"coast.idiot_teq_story_end_reach\"]]" }, { "actor": "You", "dialogue": "\"I'm a police officer, not your 'friend'.\"" }, { "actor": "Rosemary", "dialogue": "\"So whadda'ya want?\" He tilts his head. \"I got smokes. They're cheap. Very cheap. I got pilsner. Great deal. You won't get a better deal on that piss... Spirits I can let go for 300 re\u00e1l. I also have speed. And by *speed* I mean amphetamine.\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\") and Variable[\"TASK.report_to_the_tribunal_done\"] == false) == false]" }, { "actor": "You", "dialogue": "\"Here's the money for a pilsner.\"" }, { "actor": "Rosemary", "dialogue": "\"Bottoms up, captain!\" He hands you an ugly brown bottle." }, { "actor": "You", "dialogue": "\"Sell me some speed.\"" }, { "actor": "Rosemary", "dialogue": "\"Here you go, friend.\" He hands you a tiny bottle with a straw. The powder looks clotted and quite mouldy." }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kimintro_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "A bespectacled man in an orange bomber jacket is tapping his foot on the floor. Looks like he's waiting for someone -- you." }, { "actor": "Kim Kitsuragi", "dialogue": "As you approach, he narrows his eyes and extends his hand in greeting." }, { "actor": "Esprit de Corps", "dialogue": "If an assault were launched on this building right now -- if the windows came crashing down and the whole world descended upon you -- this man would hurl himself in death's way to save you. You are sure of this -- but why?" }, { "actor": "You", "dialogue": "[Action/Check: Condition: CheckItem(\"jacket_suede\")]" }, { "actor": "Perception (Sight)", "dialogue": "On the sleeve of his bomber jacket -- as well as on its back -- are the same enigmatic white rectangles as on your blazer." }, { "actor": "You", "dialogue": "Hold on, who is he to me?" }, { "actor": "Esprit de Corps", "dialogue": "He is your half-brother." }, { "actor": "You", "dialogue": "Don't shake his hand." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hello, I'm Kim Kitsuragi.\" He looks unfazed. \"Lieutenant, Precinct 57. You must be from the 41st...\"" }, { "actor": "Empathy", "dialogue": "It's barely noticeable, but he might be *a bit* annoyed at your rudeness. Then he lets it go -- more important matters need tending to." }, { "actor": "Kim Kitsuragi", "dialogue": "You realize he is waiting for your name." }, { "actor": "Inland Empire", "dialogue": "This is your chance to come up with a really good name for yourself. Get *creative* -- conceptualize!" } ], [ { "actor": "Knick-knacks Stand", "dialogue": "You see rows of toy soldiers guarding the rest of the trinkets displayed on the table: some on horseback, others in rags, others yet in bright blue uniforms. All are stern and unyielding in their duty." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_inland_buy_done\"]]" }, { "actor": "You", "dialogue": "Inspect the figurines in rags." }, { "actor": "Knick-knacks Stand", "dialogue": "This set of soldiers isn't meant to look impressive. A few have rifles, but most of them carry pistols -- some even shovels and tall sticks." }, { "actor": "You", "dialogue": "(Point at the figurines in rags.) \"Are these even soldiers?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"You're probably talking about the revolutionaries, yes?\" the man behind the glass answers. \"Yes -- they are soldiers. Revolutionary soldiers.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I think their poverty has been exaggerated for effect. When you place them next to the royalists, it doesn't seem like they could possibly win.\"" }, { "actor": "You", "dialogue": "\"The contrast is meant to be disheartening. As it ought to be.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I don't like either set very much, to be honest, but there are many parents among my customers.\"" }, { "actor": "Inland Empire", "dialogue": "He seems to have his own take on the conflict played out in perpetuity by these toys. Might be interesting to find out what it is..." }, { "actor": "You", "dialogue": "Inspect the figurines in rags." }, { "actor": "Knick-knacks Stand", "dialogue": "This set of soldiers isn't meant to look impressive. A few have rifles, but most of them carry pistols -- some even shovels and tall sticks." }, { "actor": "You", "dialogue": "(Point at the figurines in rags.) \"Are these even soldiers?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"You're probably talking about the revolutionaries, yes?\" the man behind the glass answers. \"Yes -- they are soldiers. Revolutionary soldiers.\"" } ], [ { "actor": "You", "dialogue": "\"These men, they didn't do it!\"" }, { "actor": "Kortenaer", "dialogue": "\"Yeah? Who did then?\"" }, { "actor": "Inland Empire", "dialogue": "You should implicate *yourself*. Throw yourself onto the embrasure, chest first!" }, { "actor": "You", "dialogue": "(Point to yourself) \"It was me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, wait!\" The lieutenant winces and quickly turns to the mercenary leader. \"He didn't.\"" }, { "actor": "Composure", "dialogue": "He is tense, like a steel spring under full load." }, { "actor": "You", "dialogue": "\"I did it because I'm a delusional washout cop who thinks he's a superstar. I just *do* shit.\"" }, { "actor": "Kortenaer", "dialogue": "\"You think this is *funny*?\" There's a dangerous gleam in his eye. \"What if I just shot one of your pals here for fun, huh?\"" }, { "actor": "Kortenaer", "dialogue": "\"How about the kipt?\" He points his gun at Elizabeth. \"That'd be fucking *funny*...\"" }, { "actor": "Elizabeth", "dialogue": "\"Listen, please!\" She raises both hands. \"This cop and this drumhead court martial won't decide who...\"" }, { "actor": "Half Light", "dialogue": "He's gonna do it, he's gonna shoot her!" }, { "actor": "You", "dialogue": "Say nothing. Just stand there." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_you_think_this_is_funny\"] == true]" }, { "actor": "Kortenaer", "dialogue": "He pulls the trigger. A plume of smoke erupts from the muzzle." }, { "actor": "Perception (Hearing)", "dialogue": "The shot rings in your ears -- a low tinny ring. Then the Hardie boys yell something..." }, { "actor": "The Gardener", "dialogue": "\"I'm okay... I'm okay...\" The woman staggers backward, crouches, then grabs her left side. Her white shirt soaks a blood red around her abdomen and she gasps for air." } ], [ { "actor": "Cuno", "dialogue": "\"For the fuck-gimp? Good thing you asked The Cunmeister.\" He nods, trying to look older. \"Cuno knows a fridge, perfect for freezing f****ts.\"" }, { "actor": "You", "dialogue": "\"I thought you would! Where is it?\"" }, { "actor": "Cuno", "dialogue": "\"Baconman's in a rush. But what's in it for the Cuno?\" He crosses his arms. \"What's the return on Cuno's investment?\"" }, { "actor": "Half Light", "dialogue": "Don't fuck it up, you *need* a fridge." }, { "actor": "Suggestion", "dialogue": "Now is the time to be humble. Say the *sir* thing." }, { "actor": "You", "dialogue": "Convince *the Cuno* to spill the beans." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_fridge_red_check\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Cuno's a poor kid from a poor neighbourhood. Say your job is on the line. He'll sympathize." }, { "actor": "You", "dialogue": "\"Kid, this is *serious*. My job is on the line. If I don't get this sorted, I might actually get fired...\"" }, { "actor": "Cuno", "dialogue": "\"The fuck are you doing right now?\" He looks at you suspiciously. \"The fuck is this shit?!\"" }, { "actor": "Rhetoric", "dialogue": "Don't pay attention to him. Just keep telling your sad story." }, { "actor": "You", "dialogue": "\"I've lost almost everything, Cuno. My memory, my money, even my name... I *can't* lose my job too! Please, PLEASE help me...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Cuno", "dialogue": "\"Cuno's never seen anything so lame...\" he says mostly to himself. \"Listen, pig... If you were Cuno, the fuck would you care?\"" } ], [ { "actor": "You", "dialogue": "\"I noticed your room is close to mine. I have a personal question.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_sunday_night_story_interupted\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Yes, you're just one room away.\" She pours herself more coffee. \"Very personal.\"" }, { "actor": "Logic", "dialogue": "Good. Yes. This means she could have heard something. Like what you were doing before you blacked out." }, { "actor": "You", "dialogue": "\"That's all. Just wanted to establish that.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Funky.\"" }, { "actor": "You", "dialogue": "\"Nice room you've got here.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Yeah, it's pretty *De Luxe*.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sense_klaasje_laundry_sad_inland\"]]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_suggestion_phrase_cleverly\"]) == false]" }, { "actor": "Suggestion", "dialogue": "No one likes to talk about their dirty laundry and their empty bottles. Maybe if you phrase it emotionally..." }, { "actor": "You", "dialogue": "\"That door there...\" (Point to it.) \"Did you know it leads to a downstairs *elevator*?\"" } ], [ { "actor": "You", "dialogue": "\"But my shit already *is* together!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, it's not officer.\"" }, { "actor": "You", "dialogue": "Say nothing -- just nod." }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should go talk to the locals, find something else to do while the wind changes. It's pretty bad right now.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"tc.turn_off_tutorial_node\"]) == false]" }, { "actor": "Tutorial Agent", "dialogue": "You've gained a Thought! When this dialogue is over, go to your THOUGHT CABINET and INTERNALIZE it for special bonuses and effects." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Give it half an hour, get yourself together, then come back and have another go.\"" }, { "actor": "You", "dialogue": "Let go of your nose without throwing up." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_endurance_didnt_vomit\"]]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: CheckItem(\"ammonia_ampoule\")]" }, { "actor": "Endurance", "dialogue": "You crack open the ammonia ampoule and breathe in. The odour of death is still stronger. It's a spell of the mind telling you to run -- and your stomach to wring itself empty. With your eyes squinting you stand in it." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_greeting_done\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_midgreet_leave\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Here we go. Nice and easy. No way out, little guys, not out of this jam...\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "There's a cylinder on the ground in which the man is arranging some netting. It looks like some kind of trap. He notices you." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Who's there? Oh, the police. Hello, officer.\"" }, { "actor": "Composure", "dialogue": "His self-conscious enthusiasm renders his movements ungainly. He looks like your understanding of a scientist." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_hello\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.locate_morell\"]]" }, { "actor": "You", "dialogue": "\"You must be Morell, the cryptozoologist?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"To what do I owe the pleasure?\"" } ], [ { "actor": "Conceptualization", "dialogue": "Why does art inspire you so much?" }, { "actor": "You", "dialogue": "It does, yes -- but what *is* art?" }, { "actor": "Conceptualization", "dialogue": "Excellent question. Art is a diverse range of visual, literary, auditory, and performative creativity! It's an expression of imagination and technical skill. Additionally, it's history, criticism and pure enjoyment..." }, { "actor": "Conceptualization", "dialogue": "In short, art is the highest form of human communication -- representation, narrative, emotion and agency intertwined." }, { "actor": "You", "dialogue": "Would I fit into the art world? I mean..." }, { "actor": "Conceptualization", "dialogue": "Have you looked in the mirror lately? You have the exact features of a savage art critic, with that beard and those clothes! Dishevelled and *prophetic*. Perhaps you should try to critique architecture too!" }, { "actor": "You", "dialogue": "Hold on, is architecture also art?" }, { "actor": "Conceptualization", "dialogue": "Of course not, it's autism. Box-drawing. Masturbation with a ruler and a sextant or whatever they use. You should demean and criticize the genteel institution of architecture. While extolling the virtues of the *pure* arts." }, { "actor": "You", "dialogue": "I guess I *have* been feeling critical lately." }, { "actor": "Conceptualization", "dialogue": "Yes! You seek substance. No vapid representations and reproductions of social mores, as made manifest in stuffy biennials, we're talking real *living art* here. Become the Art Cop. Half art critic -- half cop." }, { "actor": "You", "dialogue": "Wait, but don't I have to be 100% cop -- to get the case finished and all that?" }, { "actor": "Conceptualization", "dialogue": "Quit being so indecisive. What are you going for here? Some kind of indecisive and *camp* aesthetic now? Strike a bold shape here. Go art or go home." }, { "actor": "You", "dialogue": "No. I cannot risk another copo-diversion at this point. Go away! (Opt out.)" }, { "actor": "Conceptualization", "dialogue": "Bravo! Continue, then, in the mediocre and vulgar epigones of the world. So what if everything is incomprehensibly shit and you can see it. Take no responsibility." }, { "actor": "Visual Calculus", "dialogue": "This was a good call. That guy probably thinks forensics is autism too." } ], [ { "actor": "Visual Calculus", "dialogue": "Is there something here that would indicate a sniper used this place as a nest for taking the shot? Just some urban detritus, a bottle and a dilapidated old comms tower." }, { "actor": "Endurance", "dialogue": "The wind picks up. Fine sea foam lashes your face. It feels like needles. You can take it -- just raise your collar, detective." }, { "actor": "Perception", "dialogue": "In the distance you can hear the breakers roar." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't see it, officer. I don't see a person take a shot here and hit something there...\" He looks east, over the coast. \"In the Whirling-in-Rags.\"" }, { "actor": "You", "dialogue": "Look over the water -- to the Whirling-in-Rags." }, { "actor": "Visual Calculus", "dialogue": "There, 1.2 kilometres over the cold water of the bay, blue from the distance and the air, you see the smallest rectangle, barely visible." }, { "actor": "Visual Calculus", "dialogue": "The light is off on the third floor of the Whirling-in-Rags. The young woman is gone, in Precinct 57. Safe, closed off. Her form no longer moves behind the glass there..." } ], [ { "actor": "You", "dialogue": "\"I heard him and I'm on it. \"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, affirmative. Officer is in pursuit of his firearm.\" There's static." }, { "actor": "Mack Torson", "dialogue": "\"Oh god, I...\" The man is fighting back tears." }, { "actor": "Jules Pidieu", "dialogue": "\"Officer, do you need further assistance? Over.\"" }, { "actor": "You", "dialogue": "\"I am in dire need of financial assistance.\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_badge_done\"]]" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, I hear you. I don't have the authority to grant your request, but....\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: DayCount() > 2]" }, { "actor": "Jules Pidieu", "dialogue": "\"Do you need anything else? Over.\"" }, { "actor": "You", "dialogue": "\"I have successfully located my 9mm Villiers pistol. It's on me now and I won't lose it again.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, sir. Roger that. And very glad to hear it. I will make relevant changes to the report.\"" } ], [ { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_clothes_hub_reached\"]]" }, { "actor": "Siileng", "dialogue": "\"You keep coming back. That's good, officer! Keep browsing those clothes, keep saving that economy!\"" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_asked_pay_net_worth\"]]" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_rhetoric_why_eco_needs_saving\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Save the economy? That sounds off." }, { "actor": "You", "dialogue": "\"I want to buy those itchy pants.\"" }, { "actor": "Siileng", "dialogue": "\"You won't regret it, officer!\" The street vendor smiles broadly." }, { "actor": "You", "dialogue": "[Leave for now.]" } ], [ { "actor": "Ceiling Fan", "dialogue": "The fan is spinning." }, { "actor": "You", "dialogue": "Grab the tie." }, { "actor": "Ceiling Fan", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.fan_caught_the_tie\"]) == false]" }, { "actor": "Ceiling Fan", "dialogue": "[Action/Check: Condition: IsHourBetween(0, 21) and DayCount() == 1]" }, { "actor": "Ceiling Fan", "dialogue": "[Action/Check: Condition: Variable[\"whirling.fan_heart_damage\"]]" }, { "actor": "Savoir Faire", "dialogue": "Oh no, it's happening again. You didn't catch it and now there's numbness in your left arm, plus half your chest." }, { "actor": "Pain Threshold", "dialogue": "You can take this one too. Just breathe in slowly." }, { "actor": "You", "dialogue": "Grab your arm." }, { "actor": "Ceiling Fan", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.fan_pain_threshold_heart\"]) == false]" }, { "actor": "Ceiling Fan", "dialogue": "[Action/Check: Condition: Variable[\"whirling.ceiling_fan_heartattack_felt\"]]" }, { "actor": "Ceiling Fan", "dialogue": "It's even worse this time. Maybe you should stop trying to catch the tie?" }, { "actor": "Ceiling Fan", "dialogue": "Still happening. Definitely worse than the last time." } ], [ { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"ice.andre_volition_exit_used\"]) == false]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"ice.andre_greeting_done\"]) == false]" }, { "actor": "Andre", "dialogue": "You see a youngish man bleaching the tips of his hair with a toothbrush. He puts the toothbrush down and extends his hand in greeting." }, { "actor": "Andre", "dialogue": "\"Hello, I'm Andre. It's a pleasure to meet you.\"" }, { "actor": "Conceptualization", "dialogue": "There is definitely something futuristic about his hair, aggressively so. You get the sense that *this* is what the future will look like..." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"ice.andre_conceptualized_hair\"]]" }, { "actor": "Conceptualization", "dialogue": "Imbecilic. Yes, should the future ever come, it will look deeply imbecilic. Like this guy." }, { "actor": "You", "dialogue": "Don't shake it." }, { "actor": "Andre", "dialogue": "\"This is my posse: Noid...\" He pauses with his hand still hanging in the air." }, { "actor": "Noid", "dialogue": "The young man with earrings looks at you suspiciously." }, { "actor": "Andre", "dialogue": "\"...and Egg Head.\"" }, { "actor": "Egg Head", "dialogue": "\"Egg!\" he yells. The tape player high above his head continues to blast strange music." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viquemare_esprit_wc_firefighters\"]) == false]" }, { "actor": "Esprit de Corps", "dialogue": "There's something that binds you to him. Some kind of an outfit maybe...? A uniform!" }, { "actor": "You", "dialogue": "A firefighters uniform?" }, { "actor": "Esprit de Corps", "dialogue": "Exactomundo!" }, { "actor": "You", "dialogue": "\"I'm going to ask you straight: are you or have you ever been a firefighter?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Well that depends,\" the man with sunglasses says tilting his head. \"Define *fire*.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Stop it, Jean...\" she says quietly and turns to you. \"No, he has never been a firefighter. No one here is a firefighter.\"" }, { "actor": "You", "dialogue": "\"*Now* will you answer some questions for me?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"No,\" he says calmly, then just keeps staring at you." }, { "actor": "You", "dialogue": "\"Why not?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Cause it's not my job. Why don't you go and fucking do yours and solve this damn hanging?\"" }, { "actor": "You", "dialogue": "\"Let's talk about something else then.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Or...OR...\" The man with sunglasses raises his index finger. \"We could go back to doing our jobs. This was stupid...\"" } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation\"] and Variable[\"TASK.doomed_investigation_done\"] == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"We're inside the chimney of an old central furnace. It's strange, I know.\" She looks at the ruddy bricks that make up the walls -- even though they've been repainted there are still signs of coal-black soot here and there." }, { "actor": "Novelty Dicemaker", "dialogue": "\"But when I arrived here, all the other rooms were taken, so I had to build myself a makeshift home. Besides, I don't really have to pay any rent here, so that's a plus.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_the_witch\"]) == false]" }, { "actor": "Authority", "dialogue": "Does it mean she's *unlawfully* occupying a part of the house? Shameful!" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Creative.\" The lieutenant looks around the spacious room, its ceiling fading into shadows above." }, { "actor": "Reaction Speed", "dialogue": "When she arrived here, there was no room anywhere else... She must've known the other businesses." }, { "actor": "You", "dialogue": "\"Hey, where are we anyway? What is this place?\" (Look around the room.)" }, { "actor": "Novelty Dicemaker", "dialogue": "\"We're inside the chimney of an old central furnace. It's strange, I know.\" She looks at the ruddy bricks that make up the walls -- even though they've been repainted there are still signs of coal-black soot here and there." }, { "actor": "Novelty Dicemaker", "dialogue": "\"But when I arrived here, all the other rooms were taken, so I had to build myself a makeshift home. Besides, I don't really have to pay any rent here, so that's a plus.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_the_witch\"]) == false]" }, { "actor": "Authority", "dialogue": "Does it mean she's *unlawfully* occupying a part of the house? Shameful!" } ], [ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_greeting_done\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_ladydriver_cabin_located_tommy\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "This is the one he pointed to. The green lorry..." }, { "actor": "You", "dialogue": "Try the door handle." }, { "actor": "Abandoned Lorry", "dialogue": "The door is locked. The handle looks shiny, like it's recently replaced." }, { "actor": "Interfacing", "dialogue": "There's no picking this lock. The owner has put special care into it. It's a recessed design." }, { "actor": "You", "dialogue": "How am I going to get this open?" } ], [ { "actor": "Alice", "dialogue": "\"It will take just a moment, officer...\"" }, { "actor": "Alice", "dialogue": "Her voices fades out into the familiar radio static." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.call_station_lazareth_done\"]) == false]" }, { "actor": "Alice", "dialogue": "\"...\"" }, { "actor": "Alice", "dialogue": "\"...\"" }, { "actor": "Nix Gottlieb", "dialogue": "You hear a man clearing his throat briskly, then an answer: \"Gottlieb. What'd ya want?\"" }, { "actor": "Perception (Hearing)", "dialogue": "He's carelessly chewing on a piece of hard candy." }, { "actor": "You", "dialogue": "\"Just a routine check-up.\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"Oh,\" the man is unpleasantly surprised. \"It's you.\"" }, { "actor": "Suggestion", "dialogue": "Was that a snarl or a suppressed groan? No love for you here." }, { "actor": "You", "dialogue": "\"I've been shot...\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"Ah, it's you. Walking, talking, though?\"" }, { "actor": "You", "dialogue": "\"Yes, but...\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_gottlieb_call_counter\"] >= 2 and Variable[\"plaza.kineema_gottlieb_drinking_2\"] == false) == false]" }, { "actor": "Nix Gottlieb", "dialogue": "\"Great! Any other complaints?\"" } ], [ { "actor": "Damaged Ledger", "dialogue": "The Ledger of (Oblivion Induced) Mental Health is just as shabby as the Damaged Ledger was: a bunch of sodden papers sags from the clipboard in your hand." }, { "actor": "You", "dialogue": "Can I read the case files now?" }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_logic_white_system_for_reading_case_files\"]]" }, { "actor": "Logic", "dialogue": "Yes! You can piece them together using the alphanumeric code on the margin. It always begins with HDB41, then date of initialization and time of arrival on the scene. Followed by the title. For example: HDB41120117:00 (THE NEXT WORLD MURAL)." }, { "actor": "You", "dialogue": "How long does it take to read a case?" }, { "actor": "Logic", "dialogue": "It takes about half an hour to piece one together, using the system you've devised. Where do you want to start?" }, { "actor": "You", "dialogue": "THE UNSOLVABLE CASE" }, { "actor": "Damaged Ledger", "dialogue": "AKA LESLIE & BURKE, AKA THE PUBLIC INDECENCY DRUNK & THE PROPERTY DAMAGE DRUNK is a *cursed* case. It has been passed from unsuspecting officer to unsuspecting officer for ten years. On January 29, THE UNSOLVABLE CASE made its way to you. Why you accepted it is unclear. Every officer and indeed most civilians in Jamrock know it's UNSOLVABLE." }, { "actor": "Electrochemistry", "dialogue": "You were so drunk you didn't remember what it was when you signed on. That, or you were high." }, { "actor": "Damaged Ledger", "dialogue": "Leslie will always take his pants off when he's drunk. Burke will always trash everything. It's just what they do. It is their nature -- you cannot change the nature of a man. And you can't lock them away, because public indecency and small-scale property damage are not punishable by incarceration." }, { "actor": "Damaged Ledger", "dialogue": "The only way for Leslie to stop displaying his genitals, and for Burke to stop attacking things, would be for them to *stop drinking alcohol*. Which in their forties, or fifties -- it's hard to tell because of their distorted features -- is a medical improbability." }, { "actor": "You", "dialogue": "Couldn't we just keep them off the streets?" }, { "actor": "Damaged Ledger", "dialogue": "You would think that, but you're wrong. Where's the fun in exposing your genitals, or breaking stuff in your own home? No, Leslie and Burke are on the corner of Main Street and Perdition, because that's where the *action* is." }, { "actor": "Logic", "dialogue": "Can you keep *yourself* off the streets?" }, { "actor": "You", "dialogue": "Proceed." }, { "actor": "Damaged Ledger", "dialogue": "Threatening, fines, dragging them to the station, locking them up in the hell holes they live in, locking them up in the station, hypnotherapy -- even trying to get a local gang of *zemlyakis* to take them out (the zemlyakis gave them ethanol so Burke and Leslie would expose and rampage even harder) -- you tried it all. And still the complaints wouldn't stop. As they hadn't stopped for *ten years*." } ], [ { "actor": "Shelf of Romance Stories", "dialogue": "The shelves are littered with romantic tales from across time and space." }, { "actor": "You", "dialogue": "\"Storekeep, what's on this shelf?\"" }, { "actor": "Plaisance", "dialogue": "\"Oh, such wonderful, beautiful stories. Stories of love!\" She sighs wistfully. \"You should definitely buy these.\"" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: Variable[\"doomed.book_wc_trigger_bad_romance\"]]" }, { "actor": "You", "dialogue": "\"To be honest, I'm looking for something more *real*.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"Storekeep, what's on this shelf?\"" }, { "actor": "Plaisance", "dialogue": "\"Oh, such wonderful, beautiful stories. Stories of love!\" She sighs wistfully. \"You should definitely buy these.\"" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: Variable[\"doomed.book_wc_trigger_bad_romance\"]]" }, { "actor": "You", "dialogue": "\"To be honest, I'm looking for something more *real*.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" } ], [ { "actor": "Barbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.barbell_main_hub_reached\"]) == false]" }, { "actor": "Barbell", "dialogue": "A barbell lies on the floor. The colour has worn off its weight plates." }, { "actor": "Physical Instrument", "dialogue": "It's 60 kg. Your triceps hum at the sight of these weights. Show the world what kind of beast it's dealing with. Lift them." }, { "actor": "Visual Calculus", "dialogue": "There are no collars on the barbell. This is a safety hazard." }, { "actor": "Inland Empire", "dialogue": "Why does it feel so familiar?" }, { "actor": "You", "dialogue": "\"Look, Kim, it's a trap. There are no collars on the barbell.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're right, the weights may fall off. Better not touch it then.\"" }, { "actor": "You", "dialogue": "\"What kind of a bastard would just remove the collars? It should be a felony.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It would be a violation of EPIS safety regulations if the gym was still operating. But it isn't. No one's supposed to come here anymore.\"" }, { "actor": "You", "dialogue": "Is this familiar because I'm a weightlifter?" }, { "actor": "Inland Empire", "dialogue": "No, it's not that... It's the stale smell of rubber, the squeaky sound of sneakers, your bruised knee against the mat. And a whistle... then the feeling is gone." }, { "actor": "Logic", "dialogue": "It's just a memory." }, { "actor": "Endurance", "dialogue": "A memory from another life -- when you were young and fit." } ], [ { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "In your hand, you hold four-fifths of \"Dick Mullen and the Mistaken Identity.\"" }, { "actor": "You", "dialogue": "Examine the cover." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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." }, { "actor": "Esprit de Corps", "dialogue": "Needless to say, it violates nearly every RCM regulation for a detective to investigate a murder in which he is a suspect." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Are you really reading that, detective?\"" }, { "actor": "You", "dialogue": "\"I'm just skimming it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's probably for the best. Those books aren't exactly famed for their tight plotting.\"" }, { "actor": "Drama", "dialogue": "It's much more about the dark and deadly atmossssphere." }, { "actor": "You", "dialogue": "Start reading." } ], [ { "actor": "Interfacing", "dialogue": "The pockets of these new jeans are perfect for sticking your hand into. Makes you look cool, calm, and collected. As your hand enters the pocket, your fingers brush against something... soft, yet crinkly." }, { "actor": "You", "dialogue": "Take the item out." }, { "actor": "Interfacing", "dialogue": "Hey! It's a chewing gum wrapper. It reminds you of the fruity juice of apricots. You should inspect it closer if you have time. Something about the wrapper's texture is familiar..." }, { "actor": "Pain Threshold", "dialogue": "*Not* familiar in a good way, you might say. There's pain in there somewhere..." }, { "actor": "Encyclopedia", "dialogue": "By the way, the raw materials were most likely exported from Siigay (the Apricot Suzerainty) and processed in Sur-La-Clef into the apricot-flavoured chewing gum loved by kids of today -- and yesterday. Hmm. Something about it *is* familiar... And not only to your fingers." } ], [ { "actor": "The Deserter", "dialogue": "\"Them fucking...\" He looks at the charred wood. \"I didn't like that.\"" }, { "actor": "You", "dialogue": "\"Okay then.\"" }, { "actor": "The Deserter", "dialogue": "*Splat*, a bloody spitball lands on the firewood." }, { "actor": "You", "dialogue": "Assess his body language." }, { "actor": "Composure", "dialogue": "What strikes you about this gaunt man is not the stomach pain, or the cough, or the malnutrition. For a man who's spent 44 years hidden in the urban wild..." }, { "actor": "You", "dialogue": "He is surprisingly okay." }, { "actor": "Composure", "dialogue": "Indeed. He speaks fluidly, his movements are rapid, if erratic. His voice, despite the cough, is there. It is capable of expressing complicated ideas. Above all, he seems *animated*." }, { "actor": "You", "dialogue": "Animated? By what?" }, { "actor": "Composure", "dialogue": "It's a mystery. This animation comes at a cost too: erratic hand gestures, thought processes cut off like threads, as he just stares at the logs or the reeds. He also suffers mood swings, bubbling to the surface, unconstrained by his nervous system." }, { "actor": "Empathy", "dialogue": "Great leaps of emotion: from anger to grief, despair..." }, { "actor": "Electrochemistry", "dialogue": "And also flashes of lust, simmering in there. Not too common in people his age." } ], [ { "actor": "Door, Apartment #12", "dialogue": "A shabby door hangs oddly on its hinges, secured to the doorframe with a safety chain. An unpaid energy bill is attached, threatening to cut off the electricity. It's addressed to Mr. Uuno de Ruyter." }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_drugs_from_cunos_apartment\"] == true and Variable[\"TASK.get_drugs_from_cunos_apartment_done\"] == false]" }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: Variable[\"apt.cuno_door_main_hub_reached\"] == true]" }, { "actor": "You", "dialogue": "Knock lightly." }, { "actor": "Door, Apartment #12", "dialogue": "No response." }, { "actor": "Perception (Sight)", "dialogue": "The apartment numbers have fallen off the door, leaving the panel with a sticky '1'-shaped shadow and a marker-drawn '2'." }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_told_violent_dad_has_drugs_home_address\"]) == false]" }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: CheckEquipped(\"chaincutters\")]" }, { "actor": "Interfacing", "dialogue": "Good thing you already have the chaincutters in your hand! Nothing left to do now but *snip-snip*!" }, { "actor": "You", "dialogue": "Knock lightly." }, { "actor": "Door, Apartment #12", "dialogue": "No response." } ], [ { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "A cockatoo is a parrot with an erectile crest, found on the Semenine islands and in southern Face-\u00e0-la-Mer. Known for their intelligence and general precociousness, cockatoos are popular birds in aviculture; however, they often exhibit various behavioural issues." }, { "actor": "You", "dialogue": "Okay. What more?" }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "You", "dialogue": "Read about the most common bang-bang cockatoo." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "Half Light", "dialogue": "The *bang* is for all the scary things in the world... that may happen at any time." }, { "actor": "You", "dialogue": "[Put the book away.]" } ], [ { "actor": "Pain Threshold", "dialogue": "Bent metal, broken glass... your path lies strewn with the broken forms of everyday objects..." }, { "actor": "Pain Threshold", "dialogue": "You are *The Destroyer*, the bane of inanimate matter." }, { "actor": "You", "dialogue": "No, I'm just a disempowered individual trying to take my disempowerment out on everyday objects." }, { "actor": "Pain Threshold", "dialogue": "Look! There's a discarded milk carton on the floor. Why don't you destroy that, too?" }, { "actor": "You", "dialogue": "Good idea. Fuck you, milk carton, this is all *your* fault!" }, { "actor": "Pain Threshold", "dialogue": "Kudos." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_full_story_hub_reached\"]]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Okay.\" She puts her coffee mug on the table." }, { "actor": "You", "dialogue": "\"What happened here -- the night he died?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"We were there.\" She points to the window -- the silhouette of the bed is visible. \"Together. In bed, I mean.\"" }, { "actor": "You", "dialogue": "\"Tell me *exactly* what happened.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Okay...\" She takes a deep breath. \"He was in a kneeling position, he had just entered me. I was on my back, looking at him. I heard the window behind me shatter and I turned to look -- there was a hole in the glass...\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I turned back to him.\" She breathes out. A moment's silence. \"His eyes were looking through me and his mouth was open, dumb... I could see... I could...\"" }, { "actor": "Pain Threshold", "dialogue": "A great pain moves through her, a dark and indefinite wave. She continues in spite of it." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_painthresh_despite_pain\"]) == false]" }, { "actor": "Composure", "dialogue": "Her chest rises and falls with each word. She keeps herself together, and says it..." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I knew he was dead. Before he fell down on top of me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_empathy_pleasure\"]) == false]" }, { "actor": "You", "dialogue": "\"Then what happened?\"" } ], [ { "actor": "Empathy", "dialogue": "Kim also tries *not* to look at the pile of tape viscera on the carpet. Or the weird suitcase on the hat rack. Or the potted plant dying in the corner. But it's all just too morbid to ignore." }, { "actor": "Savoir Faire", "dialogue": "The man is finding it hard not to trip on the tape -- and not to send any of the bottles rolling across the floor..." }, { "actor": "Endurance", "dialogue": "...where unidentifiable sludge makes it hard for him to breathe. Smells of vomit in here." }, { "actor": "You", "dialogue": "\"This is where *the magic* happens.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And by that you mean crimes against humanity?\"" }, { "actor": "You", "dialogue": "\"I defied bourgeoisie morality in here. Defied it *hard*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have no idea what that means.\" He looks toward the exit, longingly." } ], [ { "actor": "Inland Empire", "dialogue": "Do you *feel* that?" }, { "actor": "You", "dialogue": "Yes." }, { "actor": "Inland Empire", "dialogue": "Of course you do. You don't even know *what* it is you're feeling, but you can feel it. That's the mark of a true *Remote Viewer*..." }, { "actor": "Inland Empire", "dialogue": "The time has come to *connect* to RVD HQ. By establishing a connection you'll have proved yourself worthy as a Remote Viewer..." }, { "actor": "You", "dialogue": "Close your eyes." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Everything alright, detective?\"" }, { "actor": "You", "dialogue": "\"Yeah, just resting my eyes.\" [Discard thought.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It is rather late.\" The lieutenant looks down at his wristwatch." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.sense_viscal_greeting_done\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"No-no-no,\" Titus points at himself, \"Eyes here! You got business with my boys, you got business with me.\"" }, { "actor": "Logic", "dialogue": "He understood what you were trying to do. Taking inventory of them." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_logic_understandig_taking_inventory\"]]" }, { "actor": "Suggestion", "dialogue": "Now watch the other guys fuck it up by falling out of line." }, { "actor": "Shanky", "dialogue": "\"Yeah, you fuck with the Hardie boys, you fuck with Titus Hardie!\" shouts the scrawny rat-faced man, two teeth missing in the front." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_suggestion_now_watch_others_fuck_it_up\"]]" }, { "actor": "Suggestion", "dialogue": "Yes, falling out of line to *please* him! This is the best kind. And now this guy is going to..." }, { "actor": "Eugene", "dialogue": "\"Relax, Dennis, no one is fucking you yet,\" says the forty-something man from the corner, with a plectrum hanging from his neck." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_suggestion_now_watch_others_fuck_it_up\"]) == false]" }, { "actor": "Glen", "dialogue": "\"Yeah, Dennis, calm down,\" a blond man in his thirties agrees. \"No one's fucking you, you stupid fuck.\"" }, { "actor": "Alain", "dialogue": "\"Let Dennis enjoy his fucking, man. We don't mind.\" You notice gang tattoos; the man must be either Mesque or Saramirizian." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_suggestion_now_watch_others_fuck_it_up\"]) == false]" }, { "actor": "Fat Angus", "dialogue": "\"Yeah.\" The fat guy in the middle lets out a little chuckle. \"You're not even being fucked, Dennis.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Easy, fellas, we got company,\" Titus puts an end to it. \"Let's see what brings the cop around.\"" } ], [ { "actor": "Shelf of Romance Stories", "dialogue": "The shelves are littered with romantic tales from across time and space." }, { "actor": "You", "dialogue": "Does anything more real, more *you* stand out?" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.book_whitech_pain_threshold_romance\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "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." }, { "actor": "You", "dialogue": "Look through the display of books." }, { "actor": "Shelf of Romance Stories", "dialogue": "You see a foamy mass of pinks and reds... colourful covers filled with risqu\u00e9 imagery. These books are most oft adorned by women in skimpy clothes, thighs revealed... a few roses and sometimes even some pistols." }, { "actor": "Shelf of Romance Stories", "dialogue": "They also tend to feature chisel-jawed men in dark suits. It's all such... glitzy garbage." }, { "actor": "You", "dialogue": "Is there anything here that calls out to me?" }, { "actor": "Shelf of Romance Stories", "dialogue": "Being a rough, *hard-boiled* detective, you can only be pleased by something more real, more *authentic*." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Noid", "dialogue": "\"Just plug that in there, would you?\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Got it. Are we ready?\"" }, { "actor": "Noid", "dialogue": "\"Yeah, as ready as we're going to be.\" He cracks his neck before putting on a pair of headphones. \"Grab one of these can sets. I've got it rigged so that we can both listen, but only your cop-talk will broadcast...\"" }, { "actor": "Noid", "dialogue": "\"No idea what we're gonna hear when I turn this thing on, so be prepared for *anything*. Trick is to keep transmitting your request until the Big Bad acknowledges you. You got that?\"" }, { "actor": "You", "dialogue": "\"Wait, what if they *never* acknowledge me?\"" }, { "actor": "Noid", "dialogue": "\"Honestly, that might be for the best. Like I said, the sines coming off this whole project are seriously uncharted...\"" }, { "actor": "Noid", "dialogue": "\"Don't know how much juice we've got, so we better get to it. You ready?\"" }, { "actor": "You", "dialogue": "\"Hold on, I need a minute.\"" }, { "actor": "Noid", "dialogue": "\"No time. We're live in two... one...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_snowing\"]]" }, { "actor": "Shivers", "dialogue": "A soft rustling. The snow seems to have gotten between your ears somehow..." }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_shivers_snow\"]) == false]" }, { "actor": "Noid", "dialogue": "\"That's your cue, lawman.\"" } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Unfortunately, I don't.\" He shrugs. \"Unlike most of the locals, I have no qualms about assisting law enforcement, but this affair has passed me by completely.\"" }, { "actor": "You", "dialogue": "\"And... most of the locals?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"In Martinaise, the Union is the law, so can you really blame them?\"" }, { "actor": "You", "dialogue": "\"But you don't have a problem with cops?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"*Cop* is a pejorative term. I don't have a problem with policemen. On the contrary, I admire the effort to bring order to our streets.\"" }, { "actor": "Rhetoric", "dialogue": "He doesn't know about the crime. Your time is better spent discussing *politics*." }, { "actor": "You", "dialogue": "\"What about policewomen?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I'm confident they are indispensable in regard to all the paperwork and other administrative duties.\"" }, { "actor": "You", "dialogue": "\"You better not be implying that women are unfit for fieldwork...\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I am merely stating that Nature, in her infinite wisdom, has made men more fit to perform certain... more challenging tasks than women.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Remaining headstrong, making tough decisions on the spot, or even tackling physical obstacles are a few examples of such *challenges*.\"" }, { "actor": "You", "dialogue": "\"Tell me something you are really good at and I'll find a woman who's better.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I don't want to get into this argument with a police officer,\" he replies calmly. \"Let's just say that in the last eighty-two years I have repeatedly seen my beliefs confirmed in full.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"XP.gaston_told_technically_jeanmarie_still_engaged_to_both_rene_and_hjim\"]]" }, { "actor": "Logic", "dialogue": "That woman, who couldn't choose between him and Gaston -- Jeanne-Marie -- *she* must be the reason Ren\u00e9 is so bitter. He holds her indecisiveness against all women." } ], [ { "actor": "You", "dialogue": "Convince Titus he is being manipulated." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]" }, { "actor": "Rhetoric", "dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_drama_rc_success_they_lie\"]) == false]" }, { "actor": "You", "dialogue": "\"That's it then. Case closed.\" (Look around.) \"I'm going home.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Huh?\" He looks surprised." }, { "actor": "Rhetoric", "dialogue": "You caught the leader off guard. Now strike." }, { "actor": "You", "dialogue": "\"Really. I'm gonna start typing up my report. It's gonna say: in Martinaise they just kill you because they don't *like* you...\"" }, { "actor": "Shanky", "dialogue": "\"Yeah, let them know!\" The little guy slams his fist on the table. \"We'll kill you dead.\"" }, { "actor": "You", "dialogue": "\"...because they *like* killing.\"" }, { "actor": "Shanky", "dialogue": "\"Yeah, we liked it. It was fun, wasn't it guys?\" He looks around. \"We had a great time.\"" }, { "actor": "Eugene", "dialogue": "\"It wasn't for your fucking entertainment, Dennis. She...\" He gets a hold of himself." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"They just hang you, like in the dark ages -- make a display of your corpse.\"" } ], [ { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ladder_hub_reached\"]]" }, { "actor": "Feld Ladder", "dialogue": "The rusty ladder leads to the rooftop." }, { "actor": "You", "dialogue": "\"What if I don't climb? What if I just... *teleport*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Teleportation is not a thing.\" The lieutenant stares at you, stone-faced." }, { "actor": "Rhetoric", "dialogue": "Even if it isn't -- no one told you." }, { "actor": "You", "dialogue": "\"It won't hurt to try.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh yes. It could hurt. A lot.\"" }, { "actor": "Authority", "dialogue": "He is restraining himself from using a parental tone with you right now." }, { "actor": "You", "dialogue": "Teleport to the roof." }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_ladder_savoir_wc\"]]" }, { "actor": "Savoir Faire", "dialogue": "All you need to do is close your eyes and concentrate. Darkness *enfolds* you. You can *feel* the distance between the bench and the first rung of the ladder. All you need to is..." }, { "actor": "You", "dialogue": "Do it." } ], [ { "actor": "You", "dialogue": "\"Now that Kim isn't here -- let's talk about Sunday night.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_sunday_night_story_interupted\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Ah yes.\" She pours herself some more coffee. \"The night before I saw you in the hallway -- and reminded you you're a police officer.\"" }, { "actor": "Conceptualization", "dialogue": "The date of your re-entry into the fossil record." }, { "actor": "You", "dialogue": "\"Did you... hear something? Sunday night -- from my room?\" (Move on.)" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"There was the usual ruckus,\" she nods. \"Loud disco music.\"" }, { "actor": "You", "dialogue": "\"Did I have any visitors?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I can't say -- probably not. Sounded like you were flying solo.\"" }, { "actor": "You", "dialogue": "\"You mentioned loud disco music?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Oh yes, various artists. Ostentatious Orchestrations prime among them.\" She arches her eyebrow, waiting for it to connect with you." }, { "actor": "Encyclopedia", "dialogue": "Oh, *that*. Yeah, whooh... the less said about OO, the better." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"OO were *huge* where I come from. I was very young then, of course. Like seven. 'Life gets haaard!'\" she says, half-singing. \"'But we go ooooooon!'\"" }, { "actor": "Rhetoric", "dialogue": "Then, doesn't life get hard *because* we go on?" }, { "actor": "You", "dialogue": "\"It mostly just gets hard, doesn't it?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"It would appear so. At around two o'clock the disco stopped and there was a change of pace.\"" }, { "actor": "You", "dialogue": "\"What happened?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"A slow, sad song started playing. Like organ music, on repeat. That went on for quite a while. Some of that time you were yelling along to it.\"" } ], [ { "actor": "Stained Glass Window", "dialogue": "[Action/Check: Condition: (Variable[\"church.stained_greeting_done\"]) == false]" }, { "actor": "Stained Glass Window", "dialogue": "[Action/Check: Condition: (Variable[\"church.stained_midgreet_quick_exit\"]) == false]" }, { "actor": "Stained Glass Window", "dialogue": "In white, silver, and apricot fa\u00efence, the young mother of humanism stands above you. A crack runs across her body. She is impossibly tall, oval-faced and sad -- a dark and radiant majesty." }, { "actor": "Encyclopedia", "dialogue": "This is Her Innocence Dolores Dei." }, { "actor": "Stained Glass Window", "dialogue": "Cradled in her arms are a pair of glowing lungs, clearly visible from underneath her flowing dress. \n\nYou should kneel." }, { "actor": "You", "dialogue": "Leave me alone, woman. [Leave.]" } ], [ { "actor": "Cuno's Dad", "dialogue": "The ageing alcoholic is still there, breathing... The air in the room is stale." }, { "actor": "You", "dialogue": "\"Kim, is this thing even *alive*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm afraid it is. Look, it *moves*.\" He points to a fleshy lump sticking out from the other end of the blanket. The limb seems to be twitching from time to time." }, { "actor": "Perception (Sight)", "dialogue": "And look, the other foot is camouflaged by a striped sock bearing the name MAXTOR on the sole. Three toes are poking out of a hole." }, { "actor": "Cuno's Dad", "dialogue": "A groan rises from the man's throat, dry like a death rattle... He's trying to say something in his sleep." }, { "actor": "You", "dialogue": "\"Hey, are you really Cuno's father?\"" }, { "actor": "Cuno's Dad", "dialogue": "The light from the window is weak, but it seems like he is. His wild, unwashed mane bears a familiar ginger tone. Even the hair on his chest is coppery." } ], [ { "actor": "Rhetoric", "dialogue": "Wait -- take a longer look at yourself and how you're reflected in that slick chemical rainbow. What do you *see*?" }, { "actor": "Conceptualization", "dialogue": "Metaphor. It's always metaphor." }, { "actor": "You", "dialogue": "Some nasty water?" }, { "actor": "Rhetoric", "dialogue": "Exactly! The *blood of industry*. The run off from Coal City, further down the coast." }, { "actor": "Rhetoric", "dialogue": "The engines of fortune once roared here. Great wealth poured into Revachol, the Delta. As did smoke, waste, sickness, life..." }, { "actor": "You", "dialogue": "What happened?" }, { "actor": "Rhetoric", "dialogue": "The engines stopped. The West Revacholian industrial base was dismantled after the war. Now, extinguished coke furnaces dot the landscape. A landscape despoiled by industry." }, { "actor": "Physical Instrument", "dialogue": "Filth! This needs environmental action -- now!" }, { "actor": "You", "dialogue": "There was a serious dereliction of duty in this clean up." }, { "actor": "Rhetoric", "dialogue": "Perhaps you could dedicate your life to cleaning it up. But you're a cop. You must concern yourself with different messes. Even so: it's pretty to think." } ], [ { "actor": "You", "dialogue": "[Close the door.]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.search_through_the_locked_cabin_done\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_seen_article\"] == true and Variable[\"jam.abandoned_seen_posters\"] == true and Variable[\"jam.abandoned_seen_radio\"] == true and Variable[\"jam.abandoned_seen_pedals\"] == true) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "You close the rusty old lorry door for now -- your job here isn't done yet." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (DayCount() == 1) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.restock_trap_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_husband_back\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, hello, sweetie. So nice to see you again.\"" }, { "actor": "You", "dialogue": "\"Tell me more about this *rare insect* your husband is looking for.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, sweetie, it's *fascinating*...\" She catches herself. \"But I shouldn't bore you with entomological minutiae.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant gives you a sideways glance." }, { "actor": "You", "dialogue": "\"No, I want to hear about the insect.\"" } ], [ { "actor": "Physical Instrument", "dialogue": "There's no way the perp is in here, officer. Look how scarred the boards are -- all attempts to pry them off have failed." }, { "actor": "You", "dialogue": "\"Kim, you think she's in there?\" (Point at the boarded up building.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The suspect? God, I hope not -- I can't see a way in...\" He inspects the bars. \"Though many have tried.\"" }, { "actor": "You", "dialogue": "Can *I* try to get in though?" }, { "actor": "Physical Instrument", "dialogue": "Not this time. The opposition is insurmountable. But I like the spirit -- have some *points*! It's lonely and cold without points." }, { "actor": "Inland Empire", "dialogue": "And dangerous. Dangerous too." }, { "actor": "You", "dialogue": "Nothing more to do here then. [Finish thought.]" } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"village.netpicker_wounds_talked_about\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_asked_skiff_from_her\"]) == false]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: DayCount() > 3]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (DayCount() > 4) == false]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"The waves are beginning to die down... look at those little bastards. Simmer down. Simmer down, bastards.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_fisherwoman_first\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Why does she care about the waves so much?" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_rhet_whats_with_waves\"]) == false]" } ], [ { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: (Variable[\"auto.on_cindy_balcony\"]) == false]" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: Variable[\"pier.cindy_main_hub_reached\"]]" }, { "actor": "Cindy the SKULL", "dialogue": "\"Hello again, officers. Have you come to admire my mural?\"" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: (Variable[\"pier.cindy_concept_rc_succeeded_failed\"]) == false]" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: Variable[\"pier.cindy_percept_fuel\"]]" }, { "actor": "You", "dialogue": "(Attempt to establish contact.) \"Hey, sister. Let's talk *politics* for a minute.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"And what do *you* know about politics?\" She squints at you suspiciously." }, { "actor": "You", "dialogue": "\"I'm searching for a bunch of *mole people*.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Pigs and moles, eh? Sounds like something out of a children's fairy story.\"" }, { "actor": "You", "dialogue": "\"I guess it does sound a little childish when you say it like that.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Yes, it really does...\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Whatever. I know someone who's into some pretty underground stuff. You're looking for Steban.\"" } ], [ { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_made_it_to_pre_hub\"]) == false]" }, { "actor": "Kortenaer", "dialogue": "\"I'm all out of shits to give, loincloth.\" There's a feverish gleam in his eyes. \"Welcome to the fucking reckoning.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Put your damn gun down.\" Titus remains calm. \"People are gonna get hurt. We need to talk this through, alright?\"" }, { "actor": "Kortenaer", "dialogue": "\"SHUT UP!!! You're not gonna talk yourself out of this, loincloth-shit fuck!\"" }, { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: Variable[\"tc.scab_leader_is_a_merc\"]]" }, { "actor": "Perception (Sight)", "dialogue": "This is the mercenary at the gates! His chest rises and falls under the ceramic breastplate. His fingers reach for the butt of his sidearm." }, { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_perc_reaction\"]]" }, { "actor": "Electrochemistry", "dialogue": "There's something very wrong with him." }, { "actor": "You", "dialogue": "Say nothing." }, { "actor": "Elizabeth", "dialogue": "\"This is a misunderstanding. Nothing irreversible has happened yet. You can just return to your unit and forget all about this.\"" }, { "actor": "De Paule", "dialogue": "\"The kipt is merciful. Willing to spare us if we just forget about our murdered and humiliated commander.\" Her tone is frighteningly emotionless. \"I think we should just kill everyone, Korty.\"" }, { "actor": "Elizabeth", "dialogue": "\"You're all drunk, come to your senses!\" She sounds very sure of herself. \"You won't gun down seven people in the middle of the street. This isn't a frontier town or a jungle outpost.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Easy, Lizzie...\" His voice is almost gentle. \"Let me handle it. I know guys like this. I'm sure we can come to a peaceful agreement. Ain't that right, fellas?\"" }, { "actor": "Authority", "dialogue": "He is facing overwhelmingly superior firepower -- and he knows it." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"Uhm. I want to talk about *you*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_main_about_hub_reached\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Me*?\"" }, { "actor": "You", "dialogue": "\"Yes, you.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't see how *my* life is pertinent to the investigation.\"" }, { "actor": "You", "dialogue": "\"You're right. What's there to know about a lame binoclard?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Binoclard? Is that how they do things over at the 41st? No wonder your clearance rate is so low.\"" }, { "actor": "You", "dialogue": "\"I found out what the *pale* is while you were gone.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Wonderful.\" He does not seem surprised. \"What is your takeaway?\"" }, { "actor": "You", "dialogue": "\"It seems unreal.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It *all* seems unreal, detective. In actuality, the pale is no more unreal than, say, water. Or death. Or that we're stuck behind our eyes, between our own ears, talking...\" He looks around, pensive suddenly." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Excuse me. Large topics are not my forte. You seem stable enough. Keep it that way. Now -- was there anything else or should we get to it?\"" } ], [ { "actor": "Inland Empire", "dialogue": "Is that the phasmid? It looks like the phasmid, leaning against the wall..." }, { "actor": "Reaction Speed", "dialogue": "Wait, what if this is the fishing rod situation all over again?" }, { "actor": "You", "dialogue": "Leap toward the phasmid and clasp it in your hands!" }, { "actor": "Inland Empire", "dialogue": "It's not the phasmid... It's not even organic -- it's a fire iron. How disappointing!" }, { "actor": "You", "dialogue": "Of course that wasn't the phasmid. It's way too big." }, { "actor": "Inland Empire", "dialogue": "Don't be too hard on yourself. You couldn't have known that for sure. And, besides, finding this phasmid is your special destiny -- you can feel it!" }, { "actor": "You", "dialogue": "Give the dream of discovering the Insulindian phasmid a rest... for now. [Leave.]" } ], [ { "actor": "ROO A72 Motor Skiff", "dialogue": "The skiff floats on the calm mirror of the sea -- its two seats are empty." }, { "actor": "Inland Empire", "dialogue": "Once you get in, that's it -- one pull of the starter handle and you're off into the bay. A strange trepidation comes over you: are you sure you want to go *now*?" }, { "actor": "Savoir Faire", "dialogue": "Have you made all the necessary preparations? Closed all your accounts?" }, { "actor": "Logic", "dialogue": "Remember what the Net Picker said: It's a small tank. You won't be going back and forth on this." }, { "actor": "Esprit de Corps", "dialogue": "Nothing to do here without the lieutenant... You must return here with him." }, { "actor": "You", "dialogue": "\"This banged up old thing... it's a ROO A72.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It'll float.\"" }, { "actor": "Endurance", "dialogue": "He's too banged up himself -- to talk torque with you." }, { "actor": "You", "dialogue": "(I'm not ready yet.) [Leave.]" } ], [ { "actor": "Gaston's Sandwich", "dialogue": "The ham-sandwich looks fresh and nutritious in you hand, begging to be eaten." }, { "actor": "You", "dialogue": "\"I cannot be bought!\" (Throw the sandwich on the ground.)" }, { "actor": "Gaston's Sandwich", "dialogue": "The sandwich falls to the ground with a splat, tomatoes and lettuce flying everywhere, mayo spilling out like blood on a crime scene." }, { "actor": "Electrochemistry", "dialogue": "You mean semen, right?" }, { "actor": "Half Light", "dialogue": "So worth it -- can you feel how liberating that was? De-compression completed." } ], [ { "actor": "Joyce Messier", "dialogue": "\"This... *reality*?\" She pulls her hood closer around her neck." }, { "actor": "Drama", "dialogue": "Yes, reality is your side-case." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_drama_realityinvestigation\"]]" }, { "actor": "Conceptualization", "dialogue": "An *experimental* side-case." }, { "actor": "Inland Empire", "dialogue": "The aim is to gain a deeper understanding." }, { "actor": "You", "dialogue": "\"I am conducting a personal investigation into the world I find myself in.\"" }, { "actor": "Joyce Messier", "dialogue": "\"How *truly* curious -- a sort of philosopher-detective!\"" }, { "actor": "Rhetoric", "dialogue": "Aren't all..." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_rhet_philosodetective\"]) == false]" }, { "actor": "You", "dialogue": "\"I hope my inquiry into the nature of reality will ultimately converge with our murder investigation. They are two halves of the same case.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"A deep synthesis,\" she nods. \"I'll assist you however I can then. Go ahead. Ask.\"" } ], [ { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"auto.inside_shack\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_secondgreeting_done\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_first_greeting_done\"]]" }, { "actor": "Mirror", "dialogue": "A mirror hangs on the wall, covered in steam. You cannot see yourself, just the outlines of a man. You have no memory of the face that awaits you there, underneath the soft vapour." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.face_yourself\")--[[ Variable[ ]]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"TASK.face_yourself_done\"]]" }, { "actor": "You", "dialogue": "Wipe the mirror." }, { "actor": "Mirror", "dialogue": "As you slowly reach your hand toward the surface of the mirror..." }, { "actor": "Inland Empire", "dialogue": "Abort! You clearly have not thought this through. You won't like what you will see there -- and you will never *un-become* it." }, { "actor": "You", "dialogue": "[Better not to know -- Leave.]" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"ice.noid_church_greeting_done\"]) == false]" }, { "actor": "Noid", "dialogue": "\"You got us in, cop. I can't believe you got us in...\" He looks around the hall, examining the carpentry." }, { "actor": "Empathy", "dialogue": "With wonder in his sharp eyes." }, { "actor": "Noid", "dialogue": "\"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.\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"My dedication to the hard core underground is tenuous at best. I have questions, however.\"" }, { "actor": "Noid", "dialogue": "\"What's on your mind?\" He looks up into the darkness under the roof." }, { "actor": "You", "dialogue": "\"I wanted to talk some more about this place.\"" }, { "actor": "Noid", "dialogue": "\"Dead body, spirit entered. What is there to talk of?\"" }, { "actor": "You", "dialogue": "\"Let's talk about something else, Noid.\"" } ], [ { "actor": "You", "dialogue": "\"Klaasje told me some pretty *interesting* things about Ruby.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah? Like what?\"" }, { "actor": "You", "dialogue": "\"Let's not get into it, it's needless sensationalism.\"" }, { "actor": "Titus Hardie", "dialogue": "\"No-no,\" he squints at you. \"Let's get *into* it -- what did she say?\"" }, { "actor": "You", "dialogue": "\"Really, nothing.\"" }, { "actor": "Titus Hardie", "dialogue": "\"She didn't tell you shit.\" He shakes his head. \"If she did, it was lies.\"" }, { "actor": "You", "dialogue": "\"Maybe she killed him because she thought it would curry favour with you?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"Whack someone in my district? That doesn't curry much *favour* with Titus Hardie. She *has* to know that...\" He rubs his chin and looks out the window." }, { "actor": "Half Light", "dialogue": "It's the kind of chin-rubbing men -- often leaders -- do when they think of *punishment*." }, { "actor": "You", "dialogue": "\"Titus, you have to see it. Things don't add up -- we need to talk to her.\" (Move on.)" }, { "actor": "Titus Hardie", "dialogue": "Silence. He looks around the room." }, { "actor": "Theo", "dialogue": "The old man in the corner nods." } ], [ { "actor": "Loose Floorboard", "dialogue": "As you look at the floorboards in this corner of the shack, it's clear one of them isn't quite level with the others." }, { "actor": "Visual Calculus", "dialogue": "The edge of a floorboard next to it looks scratched." }, { "actor": "You", "dialogue": "Move the board aside." }, { "actor": "Loose Floorboard", "dialogue": "The hollow space underneath the floorboards is dark and damp. You can barely make out the mixture of sand and sawdust below." }, { "actor": "You", "dialogue": "Oh, I don't want to stick my hand in there. [Leave.]" }, { "actor": "Loose Floorboard", "dialogue": "You return the board to its original position." } ], [ { "actor": "Authority", "dialogue": "There! Working class drunk! You know what this means, right?" }, { "actor": "You", "dialogue": "Case solved!" }, { "actor": "Authority", "dialogue": "Cracked it. All in a good day's work." }, { "actor": "You", "dialogue": "Wait, what did I crack exactly?" }, { "actor": "Authority", "dialogue": "What do you mean *what did I crack*? Look at how working class that drunk is!" }, { "actor": "You", "dialogue": "It's... uhm... some third option?" }, { "actor": "Authority", "dialogue": "No. Stop goofing around, recruit!" }, { "actor": "You", "dialogue": "It's... uhm... some third option?" }, { "actor": "Authority", "dialogue": "No. Stop goofing around, recruit!" }, { "actor": "You", "dialogue": "It's... uhm... some third option?" }, { "actor": "Authority", "dialogue": "No. Stop goofing around, recruit!" } ], [ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_greeting_done\"]]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "You", "dialogue": "Try to peek in the window." }, { "actor": "Abandoned Lorry", "dialogue": "The glass on the side windows is tinted and covered with dust. You can barely make out the shape of a seat and two steering levers." }, { "actor": "Perception (Sight)", "dialogue": "Posters cover the small windows in the back -- you can't make out what's on them." }, { "actor": "Inland Empire", "dialogue": "It feels like you're peeking into someone's home residence. Inside it's private, cozy, warm. Dusty, too." }, { "actor": "You", "dialogue": "How am I going to get this open?" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "With a key -- or a tool. Like, say, a prybar." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: CheckItem(\"prybar\") or CheckItem(\"kvalsund_multitool\")]" } ], [ { "actor": "You", "dialogue": "\"I ran the serial number on his boots. I know his name.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She blows a long column of smoke and watches it disperse overhead. After a moment, she says: \"Good for you.\"" }, { "actor": "You", "dialogue": "\"His name was Ellis. Ellis Kortenaer.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Hmh...\" She doesn't smile. She taps the ash from her cigarette and shrugs. \"Sounds oddly feminine...\"" }, { "actor": "You", "dialogue": "\"Where is Lelystad? The place, I mean.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"In Oranje, officer. It's a... I think *municipality* is the term? A nowhere-town there.\"" }, { "actor": "Encyclopedia", "dialogue": "The Lelystad municipality has few boroughs and even fewer cities -- it's made of agricultural plots near the border of Gottwald. Executive summary: cows, silos, and wheat." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.ask_about_tattoo_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_kim_changed_victims_ethnicity\"] or Variable[\"XP.determine_victims_ethnicity\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_racial_prof_not_messinian\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You were right, officer.\" The lieutenant nods, sportsmanlike. \"He *was* Occidental.\"" }, { "actor": "You", "dialogue": "(Look at Klaasje.) \"You were both from Oranje?\"" } ], [ { "actor": "Horrific Necktie", "dialogue": "*Bratan*, now is the time!" }, { "actor": "You", "dialogue": "Go away necktie. You're just a figment of my imagination." }, { "actor": "Horrific Necktie", "dialogue": "*Bratan*, don't push me away. I want to be there for you. Also -- how can you be sure *you* are not just a figment of *my* imagination?" }, { "actor": "You", "dialogue": "Okay, then tell me -- it is time for what?" }, { "actor": "Horrific Necktie", "dialogue": "Oh... you will see. (It feels like the tie is rubbing itself against your chest like a cat in heat.)" }, { "actor": "Horrific Necktie", "dialogue": "First, the spirits -- the blue medicinal spirits. Grab the bottle and uncork it! It is time to unleash the Other-World." }, { "actor": "You", "dialogue": "You know what, I'm done with this crazy talking necktie bullshit!" }, { "actor": "Horrific Necktie", "dialogue": "But, *bratan*... no. Please uncork it. I can make it good again." }, { "actor": "You", "dialogue": "Slowly uncork the blue medicinal spirit." }, { "actor": "Horrific Necktie", "dialogue": "The bottle opens with a silent, mysterious hiss. The fumes rising from its mouth are as crisp as the northern winds." }, { "actor": "Shivers", "dialogue": "Howling somewhere, lashing the boardwalk with brine and rain -- an ancient warmth crawls under your skin." }, { "actor": "Horrific Necktie", "dialogue": "Now, *bratan*, take me off." }, { "actor": "You", "dialogue": "Take the necktie off." }, { "actor": "Horrific Necktie", "dialogue": "Your fingers manage to undo the oily knot and the necktie slides off. It looks so frail sitting there in your hand, weighing almost nothing." }, { "actor": "You", "dialogue": "Now what?" }, { "actor": "Horrific Necktie", "dialogue": "Now put me in the bottle." }, { "actor": "You", "dialogue": "Put the necktie tie in the bottle." } ], [ { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_intro_done\"]) == false]" }, { "actor": "Coupris Kineema", "dialogue": "Before you stands a motor carriage. The bodywork is covered in blue and white livery bearing the number 57." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_kim_with_money_plan\") and IsKimHere()--[[ Variable[ ]]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have something in the back we could sell so you can pay for your room. Open the suspect transport enclosure.\"" }, { "actor": "Encyclopedia", "dialogue": "Those are some fancy words. Most people would just call it *the cage*." }, { "actor": "You", "dialogue": "\"You mean the cage, right?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes.\" He frowns. \"I've never liked that crude name. It doesn't do much to improve the RCM's reputation.\"" }, { "actor": "You", "dialogue": "Open the door." }, { "actor": "Coupris Kineema", "dialogue": "The cage at the back of the motor carriage looks rather uncomfortable. Four shiny hubcaps are stacked against the seat. Their silver edges sparkle in the dark." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I confiscated these four a little while back. We can take them to the pawnshop down by the Martinaise Canal.\"" }, { "actor": "You", "dialogue": "\"Sorry, I can't take them. It wouldn't be right.\" (Don't take the spinners.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"All right, let's *not* take them now, then come back once we realize we have to -- have this conversation *again* and then take them.\"" }, { "actor": "Logic", "dialogue": "Sounds likely." } ], [ { "actor": "Joyce Messier", "dialogue": "\"Ah, yes -- back to the *low-down*.\"" }, { "actor": "You", "dialogue": "\"What is this?\" (Spread your hands.)" }, { "actor": "Joyce Messier", "dialogue": "\"A bird?\" She tilts her head. \"A *sphenicid* -- a flightless bird of the polar regions?\"" }, { "actor": "You", "dialogue": "\"Keep guessing.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Some sort of... krill hunter? No, wait...\" Joyce raises her eyebrows. \"You're an ancient ruin, a symbol of hubris and decay, half-submerged in some salty sea.\"" }, { "actor": "You", "dialogue": "\"What -- really?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course you're not, my dear. I'm just terrible at guessing games.\"" }, { "actor": "You", "dialogue": "\"Let me ask you something else.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course,\" she tosses her permanent-waved hair. \"Ask me anything.\"" }, { "actor": "You", "dialogue": "Ask for Kim to step away while you discuss the pale." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_volition_white_to_get_kim_to_step_away_pale_succeeded\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_volition_white_kim_failed_once\"]]" }, { "actor": "Volition", "dialogue": "Yeah, you still aren't over the fear that something bad might happen. He expressly said you've had enough excitement for today." }, { "actor": "Joyce Messier", "dialogue": "\"Yes?\" She's waiting for another term." } ], [ { "actor": "Inland Empire", "dialogue": "A strange feeling... looking at the water. Maybe you should just wander off into the sea? Leave it all and walk in..." }, { "actor": "Electrochemistry", "dialogue": "With a bottle in your hand." }, { "actor": "You", "dialogue": "Raise your sight." }, { "actor": "Inland Empire", "dialogue": "In the still mirror of the bay you see Martinaise, reflected. Tall edifices of ruins reach into the water, like shimmering towers. And the shacks too. Pine trees and motor lorries, upside down..." }, { "actor": "Inland Empire", "dialogue": "Islets and posts like stepping stones lead into the water in front of you. Go. Step in... it's been too long." }, { "actor": "You", "dialogue": "But it's cold..." }, { "actor": "Inland Empire", "dialogue": "Yes -- cold and still. But love is warm, like the inside of her mouth." }, { "actor": "You", "dialogue": "No-no-no-no..." }, { "actor": "Inland Empire", "dialogue": "Yes, yes, yes, yes." }, { "actor": "Volition", "dialogue": "No-no, we're not starting with that. Not now. Not this time. This thought is over." }, { "actor": "You", "dialogue": "But it's cold..." }, { "actor": "Inland Empire", "dialogue": "Yes -- cold and still. But love is warm, like the inside of her mouth." }, { "actor": "You", "dialogue": "Yes, please..." } ], [ { "actor": "Water Bowls", "dialogue": "It's awfully silent again, as if someone turned off the entire world outside those walls. Water inside the bowls stands still." }, { "actor": "Perception (Sight)", "dialogue": "Measurements have been marked down around the bowls, each chalk-drawn line representing a centimetre on the floor." }, { "actor": "Interfacing", "dialogue": "Oh boy, this is going to be good." }, { "actor": "You", "dialogue": "Move the fourth bowl from the left five centimetres to the right." }, { "actor": "Water Bowls", "dialogue": "Some water spills out of the bowl, wetting the floor." }, { "actor": "Soona, the Programmer", "dialogue": "The lead programmer sends you an encouraging thumbs up from across the hall." }, { "actor": "Physical Instrument", "dialogue": "Time to run back! Or maybe walk, this *is* a sacred place after all..." }, { "actor": "Pain Threshold", "dialogue": "*And* your leg still hurts from the tribunal." }, { "actor": "You", "dialogue": "Move the third bowl from the left two centimetres away." }, { "actor": "Water Bowls", "dialogue": "It moves like a ghost without creating a single trace of sound." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "You see the lieutenant's familiar shape in the orange jacket. It turns double -- then triple -- from the pain." }, { "actor": "Pain Threshold", "dialogue": "It's nothing. You're alive, that's what matters." }, { "actor": "You", "dialogue": "\"I'm alive...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Sunrise, parabellum*,\" the lieutenant says. He's in the middle of a freshly cleaned room, with the fan above his head like a halo. His face is covered in bruises." }, { "actor": "You", "dialogue": "\"What did you say... sunrise...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sunrise, Parabellum. Sunrise, Prepare-for-War. It's an old revolutionary saying.\"" }, { "actor": "Reaction Speed", "dialogue": "Isn't that written on your..." }, { "actor": "You", "dialogue": "\"Is it... war today?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The gates of the harbour are boarded up. The streets are a little more empty. Apocalyptic violence is yet to erupt, I am relieved to say.\" He looks out the window." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I think we may have held it off -- for now.\" He unzips his bomber jacket. \"Barely.\"" }, { "actor": "You", "dialogue": "\"Ouch.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's right.\" He nods in agreement. \"Ouch, indeed.\"" } ], [ { "actor": "You", "dialogue": "Look her in the eye." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_volition_white_check\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_volition_white_failed_once\"]) == false]" }, { "actor": "Volition", "dialogue": "She looks back, time moves slowly. The triangles of her face rearranging into a weary smile..." }, { "actor": "Suggestion", "dialogue": "Don't worry. We will protect you from her beauty. We will *consult* you through the reefs and sounds of her persona." }, { "actor": "Drama", "dialogue": "We will see through deceits. You are shielded. You are wise." }, { "actor": "Electrochemistry", "dialogue": "You are advised. There are muscles on long white bones that line her limbs, just below the silver jumpsuit..." }, { "actor": "Savoir Faire", "dialogue": "Miss Oranje Disco Dancer... You want to put your hand on her back and feel it arch." }, { "actor": "You", "dialogue": "Avert your eyes." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The strange moment ends. It was brief, no longer than 2.2 seconds." }, { "actor": "You", "dialogue": "\"Ruby is definitely not at her old crash pad anymore.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"That doesn't surprise me... She's careful. But -- before you ask -- I really have no clue where she could've gone.\"" } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_main_hub_reached\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_greeting_done\"]]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_said_did_not_knock_on_her_window\"]]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"You're back,\" the bird-like woman says, looking up from her table. \"Did you decide what kind of die you want?\"" }, { "actor": "You", "dialogue": "\"You must have me confused with someone else -- I haven't knocked on your window.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Then how did you get inside? By the south entrance?\" She blinks. \"You know what, it doesn't even matter. What matters is that you're finally here. Let's talk dice -- did you have something specific in mind?\"" }, { "actor": "You", "dialogue": "\"Hold on, what do you mean by *milieus*?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Yes, a milieu is like a call-in station. You need a two-way radio to access one. That's why I have these.\" She pats the headphones on the table." }, { "actor": "Novelty Dicemaker", "dialogue": "\"Mostly they just teach you to swear in different languages, but some of the stations can be quite interesting. I was so absorbed, I must have missed you knocking.\"" }, { "actor": "You", "dialogue": "\"Hold on, what do you mean by *milieus*?\"" } ], [ { "actor": "Inland Empire", "dialogue": "Snow is quietly covering the numerous wine bottles and cigarette butts on the ground. Someone *partied* really, really hard here." }, { "actor": "You", "dialogue": "\"Did I do this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well...\" The lieutenant looks at you, then the bottles. \"Yes. I think we can say with relative confidence that it was you.\"" }, { "actor": "You", "dialogue": "\"This is really sad. I must have been miserable.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes,\" the lieutenant agrees. \"This scene isn't exactly ripping with joy. Let's just move on.\" He turns to leave." } ], [ { "actor": "Bust of Kras Mazov", "dialogue": "A plaster cast bust depicts a middle-aged man with impressive sideburns. The name on the plinth reads 'Kras Mazov'." }, { "actor": "Encyclopedia", "dialogue": "Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on 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)." }, { "actor": "You", "dialogue": "\"Whoever lives here needs to learn how the economy *actually* works.\" (Stare at the bust.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "The bust doesn't reply. The hallway behind the door is empty; no one heard your words." }, { "actor": "You", "dialogue": "\"Kras Mazov was a filthy homo-sexual.\" (Stare at the bust.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "The bust doesn't reply. The hallway behind the door is empty; no one heard your words." }, { "actor": "You", "dialogue": "\"Father Mazov, the hero of the working class!\" (Salute the statue.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "A warm feeling fills you as you look into Mazov's marble eyes. The hallway behind the door is empty; no one else heard your courageous salute." } ], [ { "actor": "Limbic System", "dialogue": "It's easier, this time, drifting off. Your head has found a comfortable indent in the pillow. Your legs and your torso feel like lead weights sinking to the bottom of the sea, until they're suddenly light..." }, { "actor": "Ancient Reptilian Brain", "dialogue": "This respite -- you've earned it, brother. Bask in the darkness. Let it swallow you up and swivel you around while you forget everything you've managed to remember..." }, { "actor": "You", "dialogue": "Is this the last dream?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "No. This is the one before that. We'll just keep cycling it for you, if you don't mind. As long as we can. Spin it like black yarn." }, { "actor": "Limbic System", "dialogue": "Enjoy it while it lasts." }, { "actor": "You", "dialogue": "Thank you, darkness. Thank you." }, { "actor": "Ancient Reptilian Brain", "dialogue": "You're welcome, Harry-boy. You earned it." }, { "actor": "You", "dialogue": "(Fall into a deep, uninterrupted sleep.)" }, { "actor": "Limbic System", "dialogue": "After centuries of darkness, the alarm rings -- but what's this? You *actually* feel rested. There's no time to cuddle with your pillow, however, or as much as shiver from the cold. The world awaits." }, { "actor": "Volition", "dialogue": "Go." }, { "actor": "You", "dialogue": "[Open your eyes.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.minot_whirling_mainhub_reached\"]) == false]" }, { "actor": "Horse-Faced Woman", "dialogue": "The woman in an RCM patrol officer's uniform winces as she notices you." }, { "actor": "Horse-Faced Woman", "dialogue": "\"I would really prefer not to talk to you right now...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.decomptage\"]) == false]" }, { "actor": "Authority", "dialogue": "A patrol officer is the lowest rank in the RCM, below lieutenant and sergeant." }, { "actor": "You", "dialogue": "\"Is everything alright? Why don't you want to talk to me?\" (Proceed.)" }, { "actor": "Horse-Faced Woman", "dialogue": "\"I don't know...\" She's still avoiding your gaze. \"I mean, why would I want to talk to you?\"" }, { "actor": "Suggestion", "dialogue": "...after all you've done -- is what her tone implies." }, { "actor": "You", "dialogue": "\"Why?! I bring word of *the End to come*.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Of course he does...\" The man at the table says to himself." }, { "actor": "Horse-Faced Woman", "dialogue": "\"Word of the End to come...\" She shakes her head, tired." }, { "actor": "Empathy", "dialogue": "Then something changes in her. It's pity. Pity comes over her." }, { "actor": "Horse-Faced Woman", "dialogue": "\"Okay, fine. Let's talk. What did you want?\"" }, { "actor": "Rhetoric", "dialogue": "Hmm... what does one talk about with a fellow officer?" } ], [ { "actor": "Reaction Speed", "dialogue": "Is that an Insulindian phasmid? It looks like an Insulindian phasmid. Quick -- catch it before it scuttles away!" }, { "actor": "You", "dialogue": "\"Stop right there!\"" }, { "actor": "Fishing Rod", "dialogue": "You shout at what you thought to be a phasmid, but turns out to be a fishing rod." }, { "actor": "Evrart Claire", "dialogue": "\"What are you trying to accomplish, Harry?\"" }, { "actor": "You", "dialogue": "\"I was just trying to surprise you. To throw you off, you know.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Well, you certainly succeeded, Harry.\" He adjust himself in the chair. \"You are a very surprising police officer indeed.\"" } ], [ { "actor": "Dried Wildflower", "dialogue": "Six crumbling petals rest on your palm. They're white, a bell-shaped crown." }, { "actor": "You", "dialogue": "\"What is this, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is the Insulindian Lily.\" The lieutenant corrects his glasses. \"Called 'May bells' or 'Lucille's tears' during the Revolution. Girls used to pin these on soldiers before sending them off to battle.\"" }, { "actor": "Encyclopedia", "dialogue": "This flower is a spring flower, but it's a bit early for that, isn't it?" }, { "actor": "You", "dialogue": "\"Very well.\" (Put the flower back in your pocket.)" }, { "actor": "Dried Wildflower", "dialogue": "The petals feel dry and fragile in your hand." }, { "actor": "Shivers", "dialogue": "Water flows under the channel bridge -- dark water. You rub your sides for warmth but there is none." } ], [ { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_inland_black_tree_taps\"] == true]" }, { "actor": "Cafeteria Window", "dialogue": "Again you find yourself looking at that big old window..." }, { "actor": "You", "dialogue": "Squint." }, { "actor": "Cafeteria Window", "dialogue": "There's a little slide panel up there, to let some air in. No need to open it in spring. It's still too cold outside." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_inland_black_tree_taps\"]) == false]" }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_viscalc_hedge_to_form\"]) == false]" }, { "actor": "You", "dialogue": "Look out the window." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.unionbox_key_second_whiote_succeeded\"]]" }, { "actor": "Perception (Sight)", "dialogue": "There's a yellow ribbon tied to one of the branches -- light yellow, faded with time. A tiny splash of colour in the blackness of the thicket. Hanging from it -- a bronze key." }, { "actor": "Logic", "dialogue": "Someone hid the key in the bush and attached a yellow ribbon to make it easier to find." }, { "actor": "Visual Calculus", "dialogue": "It's close enough to the latch up there -- one can slide it open and just take it. Surely not a coincidence." } ], [ { "actor": "Inland Empire", "dialogue": "Do you *feel* that?" }, { "actor": "You", "dialogue": "Feel what?" }, { "actor": "Inland Empire", "dialogue": "Close your eyes. Reach out with your *feelings*. There's something *para-natural* at play here." }, { "actor": "Shivers", "dialogue": "NONSENSE." }, { "actor": "You", "dialogue": "You're right. I feel it now." }, { "actor": "Inland Empire", "dialogue": "Of course you do. You don't even know *what* it is you're feeling, but you can feel it. That's the mark of a true *Remote Viewer*..." }, { "actor": "Inland Empire", "dialogue": "The time has come to *connect* to RVD HQ. By establishing a connection you'll have proved yourself worthy as a Remote Viewer..." }, { "actor": "You", "dialogue": "I'm good where I am. [Discard thought.]" } ], [ { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"I talked to the gardener. She said not to listen to you.\"" }, { "actor": "Cuno", "dialogue": "\"Pig...\" Cuno slaps his forehead. \"Do you have any idea how fucking stupid that sounds.\"" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_reported_back_on_manana\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Cuno's cruising his bitch on the town and the bitch comes back griefin' to the Cuno? What is up with that?\"" }, { "actor": "Cunoesse", "dialogue": "\"Get the fuck out of here, fatass! Those pants are too small for you!\"" }, { "actor": "Composure", "dialogue": "The pants are totally okay, don't listen to her, she's trying to give you body image problems." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: HasVolitionDamage() and Variable[\"yard.cuno_gardener_composure\"]]" }, { "actor": "Savoir Faire", "dialogue": "It's totally okay for a man your age to wear pants like that. And you're not fat." }, { "actor": "You", "dialogue": "\"I know you took the locusts from the traps the cryptozoologists set up.\"" }, { "actor": "Cuno", "dialogue": "\"Yeah,\" he says slowly, meeting your gaze with sullen defiance. \"Cuno took the bugs. So what?\"" }, { "actor": "Inland Empire", "dialogue": "So it wasn't the phasmid... a wave of disappointment washes over you." } ], [ { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_inland_black_tree_taps\"] == true]" }, { "actor": "Cafeteria Window", "dialogue": "Again you find yourself looking at that big old window..." }, { "actor": "You", "dialogue": "Squint." }, { "actor": "Cafeteria Window", "dialogue": "There's a little slide panel up there, to let some air in. No need to open it in spring. It's still too cold outside." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_inland_black_tree_taps\"]]" }, { "actor": "Inland Empire", "dialogue": "You're not so sure about that. Somehow you just *know* -- there's something out there, behind the glass." }, { "actor": "You", "dialogue": "\"There's something out there.\"" }, { "actor": "Shanky", "dialogue": "\"Yeah -- your mother.\"" }, { "actor": "Conceptualization", "dialogue": "It's not a very good mother-joke, but the room still laughs. Something about those mother-jokes just *works*." }, { "actor": "You", "dialogue": "Squint." }, { "actor": "Cafeteria Window", "dialogue": "There's a little slide panel up there, to let some air in. No need to open it in spring. It's still too cold outside." } ], [ { "actor": "Conceptualization", "dialogue": "This phrase is meant to be looked at from above." }, { "actor": "You", "dialogue": "\"What the hell is that?\" (Point to the rooftop message.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant cranes his head and mutters: \"GO HOME.\" He pauses. \"It's an *aerograffito*. It's meant for the Coalition aerostatics that keep a lookout on the city from the low troposphere.\"" }, { "actor": "You", "dialogue": "\"What is an aerostatic?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"An aerostatic is an airship. A hybrid airship, semi-rigid.\" He points up to a small dot in the cloudline. \"*That* is an aerostatic.\"" }, { "actor": "You", "dialogue": "\"But why are they here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Look,\" the lieutenant says impatiently. \"It's not something that can be explained on the go in couple of sentences. We have more important things to focus on right now, so let's get back to them, alright?\"" }, { "actor": "You", "dialogue": "Silently nod." }, { "actor": "Conceptualization", "dialogue": "The sky is indifferent to your silent nod, but the lieutenant seems to appreciate it. He gives you a fleeting smile." } ], [ { "actor": "Door", "dialogue": "Two rusty metal plates that slide apart form a crude door. It's been here under the boardwalk for a while." }, { "actor": "You", "dialogue": "Push the doors open." }, { "actor": "Door", "dialogue": "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*." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh, I hope no one *dangerous* heard that.\"" }, { "actor": "You", "dialogue": "\"How did you even get there?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "Empathy", "dialogue": "He's quite proud of himself." }, { "actor": "You", "dialogue": "\"Maintenance entrance? So pedestrian.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, yes, it's *cool* to risk your life climbing rickety ladders. Anyway, let's investigate these passages...\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"I'm always happy to educate and entertain you, my friend.\" He takes a sip from his coffee. \"So, what's on your mind?\"" }, { "actor": "You", "dialogue": "\"How are you going to fund your new independent harbour?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, you mean what sort of *goods* are gonna be flowing through? How am I gonna replace all the contacts we'll lose once the poo-poo hits the fan? The clients who'll ditch us? Harry, we've thought of everything.\"" }, { "actor": "Logic", "dialogue": "Clients would take a well-known multinational conglomerate over a local mobster any day." }, { "actor": "You", "dialogue": "\"You can't possibly hope to continue like you have. Clients will leave en masse.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Sure, some will go, but mark my words: the company will be *unpleasantly* surprised to see how many of them stay loyal to Martinaise. And to the new, competitive contracts we can offer.\"" }, { "actor": "Evrart Claire", "dialogue": "\"With renewed zeal sparked by communal ownership, the men will be shipping those containers double time. You'll be surprised to see how fast things go without parasites latching on. We'll have our hands free to pursue bold, exotic new revenue streams.\"" }, { "actor": "You", "dialogue": "\"What kinds of bold, new exotic revenue streams are we talking about?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Haven't you seen the crates outside, Harry? There's all sorts of fun stuff inside them!\" He pushes up his glasses as he laughs. \"I mean, heck -- this one has you, me, and my novelty swordfish clock!\"" }, { "actor": "Composure", "dialogue": "Did he just deflate slightly? Was there something he wanted you to ask about? Maybe you should come back if you learn something relevant and ask again." }, { "actor": "Logic", "dialogue": "You should definitely come back here and ask again if you learn more about the Union's dealings. There's something he's not telling you." }, { "actor": "You", "dialogue": "\"The signatures I got -- I know you plan to force them out with the construction noise.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_volition_white_check\"]]" }, { "actor": "Volition", "dialogue": "Soft, light brown eyes look back at you, directly into the space behind your eye sockets. You see the smoke rise from between her painted red lips. She's beautiful..." }, { "actor": "Volition", "dialogue": "I have bad news for you." }, { "actor": "You", "dialogue": "What?" }, { "actor": "Volition", "dialogue": "You know these guys?" }, { "actor": "Logic", "dialogue": "Who, me?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_volrapids_first_succeeded\"]]" }, { "actor": "Drama", "dialogue": "Yes, you. He's talking about you, you boring stiff." }, { "actor": "Volition", "dialogue": "You too." }, { "actor": "Drama", "dialogue": "Me? What did I do? I'm merely a master thespian..." }, { "actor": "Volition", "dialogue": "These guys are compromised. She's got them singing along to her tune. The little bleeps and bloops you trust for info -- you can't trust them anymore." }, { "actor": "You", "dialogue": "What?" }, { "actor": "Volition", "dialogue": "Believe it." }, { "actor": "You", "dialogue": "I've been talking to myself long enough. Let's get back to it." }, { "actor": "Volition", "dialogue": "Don't worry, it's only been four or five seconds. You've got this." } ], [ { "actor": "Shivers", "dialogue": "All around you, rain falls on the great city of Revachol. Rain drips from the eaves and floods the gutters, washing the filth away." }, { "actor": "Shivers", "dialogue": "The spring thaw must be here. The snow is melting..." }, { "actor": "You", "dialogue": "What am I doing?" }, { "actor": "Shivers", "dialogue": "Looking up at the sky, cold water dripping from your hair." }, { "actor": "You", "dialogue": "Shake the shivers off. [Discard thought.]" } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"jam.horseback_monument_scaffolding\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"apt.student_posters_okay\"]]" }, { "actor": "Horseback Monument", "dialogue": "An old monument stands in the middle of the traffic island, pointing toward the sea. It's been covered in posters with radical slogans like 'NO KINGS, NO BOSSES' and 'AGAIN, AND ONCE MORE AFTER THAT!'" }, { "actor": "Horseback Monument", "dialogue": "At the bottom of the posters, in smaller lettering, are details about meeting at a local coffeehouse." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.monument_posters_kim_comment\"]]" }, { "actor": "You", "dialogue": "Reflect on the re-conceptualization." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"jam.horseback_monument_reflection_done\"]) == false]" } ], [ { "actor": "The Deserter", "dialogue": "\"A tragicomedy...\" He shakes to life. \"Druggies, prostitutes and rentiers.\"" }, { "actor": "Composure", "dialogue": "A strange little engine seems to fire up in him again. It straightens his back." }, { "actor": "Conceptualization", "dialogue": "The familiar *put put put* of hatred." }, { "actor": "Half Light", "dialogue": "Detest pushes the cobwebs out of his eyes, pushes the melancholy aside. He relishes it." }, { "actor": "You", "dialogue": "\"Yeah, wait. We have more serious things to discuss.\"" }, { "actor": "The Deserter", "dialogue": "\"Imbeciles...\" The old man in the dirty tracksuit trousers stares at you, panting from hatred. A gust of wind blows in from the sea, bending the reeds behind him..." }, { "actor": "You", "dialogue": "\"Those words: 'the future teaches you...'\"" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (Variable[\"village.skiff_said_boombox_to_kim\"]) == false]" }, { "actor": "The Deserter", "dialogue": "\"Real music. It's La Revacholi\u00e8re, you shit-licking boujee dog. *Chanson de soldat* of the black-and-whites.\"" }, { "actor": "Encyclopedia", "dialogue": "Marching song..." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.deserter_ency_marching_song\"]) == false]" }, { "actor": "Authority", "dialogue": "You need to address that remark." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Big surprise.\" The lieutenant grins mirthlessly. \"Anyway -- one down, three to go.\"" }, { "actor": "You", "dialogue": "\"It'll be in the next one. *Surely*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Surely,\" he repeats and looks at the sea, then at you putting the trap back on the ground. \"Anyway, the air is nice and fresh here...\"" }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Boathouses", "dialogue": "Behind you, the ruins of a residential building rise over the reeds, shielding them from the wind. The reeds rustle confidentially." }, { "actor": "Shivers", "dialogue": "When this district was booming, the reeds were kept at bay. Nothing obscured the freshly painted fa\u00e7ades, nowhere for drunks and adventurous teenagers to hide. Now only the wind blows..." }, { "actor": "You", "dialogue": "Reach for the trap." } ], [ { "actor": "Logic", "dialogue": "So this is where they brought faulty pinball machines to fix them up -- a long time ago. Everything is covered with dust now..." }, { "actor": "You", "dialogue": "\"This used to be a... pinball workshop.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like it. I'm guessing Martinaise North 22 used to be a pinball arcade before it became a hostel. There are machines left over...\" He taps his foot." }, { "actor": "Perception (Hearing)", "dialogue": "A creak, some dust falls off a shelf." }, { "actor": "Logic", "dialogue": "And it has been forgotten. Now, there is only one working machine in the main hall -- the rest is lost to dust." }, { "actor": "Reaction Speed", "dialogue": "Remember the *Dicemaker*?! Then that means..." }, { "actor": "You", "dialogue": "\"Whirling-in-Rags was once the East Delta Pinball arcade. This is all left over from that.\"" } ], [ { "actor": "Andre", "dialogue": "\"Truth is, I don't really know. None of us do. I don't even know how many there are... all we've seen are glimpses.\"" }, { "actor": "Savoir Faire", "dialogue": "Glimpses? Who are these people, secret agents? Stealth operatives?" }, { "actor": "You", "dialogue": "\"Better safe than sorry. Anything more you can tell me?\"" }, { "actor": "Andre", "dialogue": "\"Yes,\" he leans in for emphasis, \"there's also *the machinery*...\"" }, { "actor": "Inland Empire", "dialogue": "This machinery is of the deeply mystical variety." }, { "actor": "Andre", "dialogue": "\"When I first scouted the place, back in February, it was abandoned. Empty. Took some time getting the crew together, so about two weeks ago we came here hoping to set the stuff up. Suddenly there are all these strange *machines* lying around in there.\"" }, { "actor": "Noid", "dialogue": "\"One of them has wires running into bowls of water. Wires. Into *water*. Never seen anything like it.\"" }, { "actor": "Egg Head", "dialogue": "\"Andre, tell him about the feeling!\"" }, { "actor": "Andre", "dialogue": "\"Oh, and it felt like there was some *thing* in there with us, watching us from the dark...\"" }, { "actor": "Egg Head", "dialogue": "\"No! The other one.\"" }, { "actor": "Andre", "dialogue": "\"Uhm, which other one? I'm not as in tune with my emotions as you are, Egg.\"" }, { "actor": "Egg Head", "dialogue": "\"Felt like silence! Awful silence...\"" }, { "actor": "Empathy", "dialogue": "For this man even regular silence is awful enough. But that was... something greater." }, { "actor": "You", "dialogue": "\"But you haven't physically *seen* anyone?\"" }, { "actor": "Andre", "dialogue": "\"Not exactly. We've just seen someone who we think is a woman go in and out of the church. A couple of times. And we felt someone... or some *thing*... eyeing us inside. But... that's kinda it.\"" }, { "actor": "You", "dialogue": "\"Can you tell me more about this machinery?\"" }, { "actor": "Andre", "dialogue": "\"You should talk to Noid about that. I just got a distinct *burnout* and *dopehead* sine from them. Probably jacked up to some snuff station too. Probably, very likely.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"What?\" The big man looks at you surprised." }, { "actor": "You", "dialogue": "\"The brew! The shady, shady brew.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, how could I forget your little side-project! Well done, Harry. Well done! Don't even tell me what it was. But good job! I love it when workers take the initiative like this.\"" }, { "actor": "Electrochemistry", "dialogue": "So do I. That's one tasty brew, you should drink some right now if you can!" }, { "actor": "You", "dialogue": "\"It turns out the strikers are being served an alcoholic brew. I made it even stronger.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I don't know what that means, Harry. But I love it!\" He chuckles. \"I love your initiative! Knowing you're out there keeping things running lets me focus on the big picture stuff.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Don't even tell me what was going on. Alcoholic brew, stronger, stopped it, strike. I'm just gonna let you surprise me, Harry.\"" }, { "actor": "You", "dialogue": "\"I opened the door you asked me. Can we discuss the murder now?\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm very glad to hear that, Harry,\" he says with a smile. \"One question: you didn't actually happen to stumble in and see what's inside the apartment, did you?\"" }, { "actor": "Drama", "dialogue": "He's trying to figure out if you're lying." }, { "actor": "Suggestion", "dialogue": "There is no way to sway this man in any direction. He is un-suggestable and un-swayable. Just tell the truth." } ], [ { "actor": "Church Doors", "dialogue": "Heavy wooden doors more than twice your height stand shut in front of you. The rectangular, sea-worn ornamentation appears in stark contrast to the padlock carelessly drilled into the wood." }, { "actor": "You", "dialogue": "Inspect the staple." }, { "actor": "Church Doors", "dialogue": "The padlock passes through a staple that's been hastily attached to the wood. Closer inspection reveals that one of the screws is not a screw at all, but a nail. The work has been done recently and is unprofessional, to say the least." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: (CheckItem(\"key_church_door\")) == false]" }, { "actor": "Logic", "dialogue": "Should you want to get through, it might be easier to just pry the whole thing off." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: (Variable[\"church.churchdoor_have_crowbar_idea\"]) == false]" }, { "actor": "You", "dialogue": "Look at the sticker." }, { "actor": "Church Doors", "dialogue": "You see a yellow circle with two X's and a big curve below them that looks like a mouth. You're pretty sure you haven't seen it before, but what the symbol depicts is clear enough: a smiling dead guy. The curve makes it smile and the X's make it dead." }, { "actor": "Conceptualization", "dialogue": "There is something blindingly *modern* about this symbol. Its modernness puts to shame everything you've seen before." }, { "actor": "You", "dialogue": "\"Have you seen this symbol before?\" (Point to it.)" }, { "actor": "Kim Kitsuragi", "dialogue": "He takes off his glasses and uses a blue handkerchief to thoroughly wipe them clean before inspecting the sticker. Then he looks up, pauses, and replies..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"No.\"" }, { "actor": "You", "dialogue": "\"What does it look like to you?\"" } ], [ { "actor": "You", "dialogue": "\"Something with the Union boss...\" (Punch yourself in the head.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Officer!\" The lieutenant watches you beat yourself in the head -- to make a connection in the murder case." }, { "actor": "Reaction Speed", "dialogue": "He quickly realises what is happening." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mr. Dros, about this deal you made.\" He turns to him. \"With Edgar. The death of the Krenel mercenary was only *coincidentally* beneficial to the Claires. But...\" He leans closer." }, { "actor": "Kim Kitsuragi", "dialogue": "\"What about the *other* people you've killed for them?\"" }, { "actor": "The Deserter", "dialogue": "\"Other people?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Like -- the previous forewoman of the Union.\"" }, { "actor": "Logic", "dialogue": "That's it! That's what you weren't connecting yourself..." }, { "actor": "The Deserter", "dialogue": "\"I didn't fight forty years to end up an informant for the international regime.\" He wags a finger at the lieutenant. \"What happened happened.\"" }, { "actor": "Perception (Sight)", "dialogue": "Still dumb, your eyes are transfixed on his digit. It's yellow with nicotine..." }, { "actor": "Logic", "dialogue": "Before, when you asked him about the Union he said it was a *disappointment*. They promised him something. Political." }, { "actor": "Authority", "dialogue": "You are *THE LAW*. He must divulge the information!" }, { "actor": "You", "dialogue": "That's it? I've gotta say that? There are no other thoughts in my head?" } ], [ { "actor": "Trash Can", "dialogue": "There's some tare, an empty cigarette package, and a crumpled kebab wrapper in the trash bin." }, { "actor": "You", "dialogue": "Examine the tare." }, { "actor": "Trash Can", "dialogue": "Two empty bottles of 'Touloula' vodka and a can of black 'Potent Porter' is all you find." }, { "actor": "Perception (Sight)", "dialogue": "No. There's more in there. 'Livis' strawberry liquor, plus some pilsner bottles too. Better not pick them up, they seem unhygienic." }, { "actor": "Kim Kitsuragi", "dialogue": "\"A tragedy...\" The lieutenant looks in the can, eyes watering from the smell." }, { "actor": "Empathy", "dialogue": "He shakes his head with genuine sadness." }, { "actor": "You", "dialogue": "Examine the tare." }, { "actor": "Trash Can", "dialogue": "Two empty bottles of 'Touloula' vodka and a can of black 'Potent Porter' is all you find." }, { "actor": "Perception (Sight)", "dialogue": "No. There's more in there. 'Livis' strawberry liquor, plus some pilsner bottles too. Better not pick them up, they seem unhygienic." }, { "actor": "Kim Kitsuragi", "dialogue": "\"A tragedy...\" The lieutenant looks in the can, eyes watering from the smell." }, { "actor": "Empathy", "dialogue": "He shakes his head with genuine sadness." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.hjelmdall_mainhub_reached\"]]" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "What a shirt. All other shirts pale in comparison to the muscular man with antlers and immense zweih\u00e4nders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.hjelmdall\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "The antlers on the hood of the man's cloak and his piercing blue eyes are familiar...." }, { "actor": "You", "dialogue": "\"What's the deal with the man on this t-shirt?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's the Man from Hjelmdall.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Walking away from his burning village, yes.\"" }, { "actor": "Empathy", "dialogue": "Their matter-of-fact tone belies their surprise at the fact that you didn't recognize the figure in the print." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.hjelmdall_empathy_surprise\"]) == false]" }, { "actor": "You", "dialogue": "\"Remind me, who's the Man from Hjelmdall again?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"The Man from Hjelmdall is the hero of a series of popular books based on a fictional version of Katla, mostly what is nowadays Arda NFD.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"I'm very glad to hear that, Harry,\" he says with a smile. \"One question: you didn't actually happen to stumble in and see what's inside the apartment, did you?\"" }, { "actor": "Drama", "dialogue": "He's trying to figure out if you're lying." }, { "actor": "Suggestion", "dialogue": "There is no way to sway this man in any direction. He is un-suggestable and un-swayable. Just tell the truth." }, { "actor": "You", "dialogue": "\"I *may have* gone inside and seen a collection of racist mugs.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Just as I thought. Culturally antiquated mug collection. What a weasel...\" He shakes his head. \"*Pissing* on Evrart's Rainbow Coalition.\"" }, { "actor": "Drama", "dialogue": "He *was* testing you. And you succeeded." }, { "actor": "Evrart Claire", "dialogue": "\"Now let's get down to brass tacks. It's time for men like me and you to figure out who's killed who and why.\" He pretends to roll up his sleeves. \"Real police work is gonna start happening now. I promise you, Harry, this is gonna be good.\"" }, { "actor": "You", "dialogue": "\"How do you know the mercenaries were hired by the shipping company?\"" }, { "actor": "Evrart Claire", "dialogue": "\"How do I know? Let me tell you about these people.\" He slams his fist on the desk. \"That's their MO. It's what they do.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Last winter some poor workers in Terminal E went on a little strike. The company sent in *Sediment* -- a security contractor. The strike was over the workers' right to wear protective footwear, Harry.\"" }, { "actor": "Evrart Claire", "dialogue": "\"These guys turn up and start beating people. Tell you what, Harry, I wouldn't be surprised if we got the same mercenary company -- after a little *rebranding*. And I'm sure as hell not surprised to see an army of scabs under my gates.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So you believe the scabs were organized by the security contractor?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not even sure the *one bullet* my chamber holds would even prick that hulk.\"" }, { "actor": "You", "dialogue": "\"But... I was fighting *bad*, unsavoury ideologies. I'm a hero.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here on some political quest, we're here to solve a crime. Don't make this situation any more volatile than it already is.\"" }, { "actor": "You", "dialogue": "\"But *he's* the one trying to provoke *me*!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And you're just going to *let* him manipulate you like that?\" He raises an eyebrow." }, { "actor": "You", "dialogue": "\"But... I was fighting *bad*, unsavoury ideologies. I'm a hero.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here on some political quest, we're here to solve a crime. Don't make this situation any more volatile than it already is.\"" }, { "actor": "You", "dialogue": "\"Okay, I was trying to assert my dominance over him.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here on some political quest, we're here to solve a crime. Don't make this situation any more volatile than it already is.\"" } ], [ { "actor": "Inland Empire", "dialogue": "You should totally sing karaoke here, the first chance you get. Your emotions need to be expressed. People need to know of your vast, oceanic soul." }, { "actor": "You", "dialogue": "My soul's cubic content is obscured by the hangover." }, { "actor": "Inland Empire", "dialogue": "Of course. At this point, precise measurements of your soul can only be performed from the outside. It needs to be heard." }, { "actor": "Inland Empire", "dialogue": "Through a PA system." }, { "actor": "Inland Empire", "dialogue": "By other people." }, { "actor": "Half Light", "dialogue": "Whether they like it or not. Ram it up their ears, says your adrenaline gland. Violently express yourself." }, { "actor": "You", "dialogue": "What should I sing, when it comes to it?" }, { "actor": "Inland Empire", "dialogue": "You should sing the sad small church song from that tape you found. Thought it was obvious..." }, { "actor": "You", "dialogue": "I was thinking maybe I could sing something happy. Get the crowd going." }, { "actor": "Inland Empire", "dialogue": "No-no, don't sing the happy song, it's stupid. Sing the sad song, it's profound." } ], [ { "actor": "You", "dialogue": "Dig deep into your mind to locate the source of *The Expression*." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_expression_source_located\"]]" }, { "actor": "Encyclopedia", "dialogue": "It belongs in The New -- the third decade of the current century. Enough time had passed from the failure of Revolution that, for a fleeting moment, free market economy seemed like the ultimate, uncontested way of life for our species." }, { "actor": "You", "dialogue": "Okay..." }, { "actor": "Encyclopedia", "dialogue": "Things were good. It was *smooth sailing*. People made gold-and-champagne-tinted interiors and fa\u00e7ades to suit the times, calling this *The New Style*. But, more importantly -- disco happened." }, { "actor": "Encyclopedia", "dialogue": "For Revachol -- your city -- that meant only one thing: Guillaume Le Million!" }, { "actor": "Drama", "dialogue": "If it doesn't rhyme, you're not pronouncing it right." }, { "actor": "Encyclopedia", "dialogue": "Out of the dazzling swirl of disco music, in an open air *bo\u00eete de nuit* somewhere in Revachol West, Guillaume's blond mane appeared on the screen. He sang some bullshit. Then he made *The Expression*." }, { "actor": "You", "dialogue": "I guess that's it then. (Conclude.)" }, { "actor": "Mirror", "dialogue": "It doesn't have to be. You can swoon over Guillaume and his champagne-cork smile whenever you want to... Maybe some of the stardust will return?" }, { "actor": "You", "dialogue": "[Let the mirror be for now.]" } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_phys_inst_bar\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]" }, { "actor": "Horseback Antenna", "dialogue": "The cold metal chills your bare hands. Some part of your brain tells you something is missing..." }, { "actor": "Hand/Eye Coordination", "dialogue": "Chalk powder. Absorbs moisture and keeps your grip firm." }, { "actor": "Horseback Antenna", "dialogue": "You don't exactly cut a lithesome figure, but after several moments of scrambling you manage to hoist yourself atop the monument." }, { "actor": "Physical Instrument", "dialogue": "That performance was, frankly, an embarrassment." }, { "actor": "You", "dialogue": "Examine the connections." }, { "actor": "Horseback Antenna", "dialogue": "The connection itself is nothing more than a little braid of exposed wire wrapped about the hoof of the horse, a copper fetter it cannot slip." }, { "actor": "Perception (Sight)", "dialogue": "The whole monument is covered in a thin but durable layer of oil and grime. It's obvious no one has cleaned it in years." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.monument_perc_oils\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_mentioned_ammonia\"]) == false]" }, { "actor": "Logic", "dialogue": "If you had something *alcoholic*, you could dissolve the oils, creating a cleaner (and clearer) connection." } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: IsHourBetween(21, 2)]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_greeting_done\"]]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_altgreet_nighttime\"]]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.has_shack\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_altgreet_singing_reaction\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_greeting_done\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "The woman next to a bucket of clothes hums an odd melody. Her eyes are closed." }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_ency_southsamaran\"]]" }, { "actor": "Washerwoman", "dialogue": "\"Welcome to the fishing village.\" She opens her eyes. \"Please lean in closer. I have cataracts.\"" }, { "actor": "Reaction Speed", "dialogue": "Then how does she know you're here?" }, { "actor": "You", "dialogue": "\"Later.\" [Leave.]" } ], [ { "actor": "You", "dialogue": "\"Titus sent Elizabeth away and said her services were no longer needed.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh yes. She came to see me. Said Titus Hardie is the most stubborn man she's ever met and you...\" He shakes his finger at you. \"You are on a whole new level of *difficult*.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Honestly, Harry,\" he says with a chuckle. \"Jamming a wedge between a man and his legal counsel is no small achievement. Sounds like you're handling this like a supercop.\"" }, { "actor": "You", "dialogue": "\"I needed to talk to Titus man to man and she was getting in the way.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, I can imagine that. Lizzie is tenacious like a little pitbull. Underneath the law degree and sophistication, she's still a Martinaisian through and through.\"" }, { "actor": "Evrart Claire", "dialogue": "\"To tell you the truth, I'm actually quite interested to see how this whole thing between you and Titus is gonna play out. You guys really deserve each other.\"" }, { "actor": "You", "dialogue": "\"Aren't you going to ask me how I got in?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Honestly, I didn't want to bring it up, Harry -- I heard you have become Measurehead's race pupil...?\"" }, { "actor": "You", "dialogue": "\"I'm not a *race pupil*, I just listened to some of the things he had to say.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Of course, Harry, of course! You're not some kind of a fantastic racist now. And rest assured, no one's gonna hear about it.\" He winks at you." } ], [ { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doomed_radiocomputer_turned_on\"]]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Script: SetVariableValue(\"doomed.radiocomputer_kim_has_seen_it\", true) --[[ Variable[ ]]]" }, { "actor": "Mainframe", "dialogue": "Tiles on the cube are still smouldering, casting the framework in a soft glow. Virescent PLAY and PRINT keys shine on the keyboard." }, { "actor": "You", "dialogue": "Look inside the compartment." }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: Variable[\"doomed.radiocomputer_inserted_dev_schedule\"]]" }, { "actor": "Mainframe", "dialogue": "Behind the hatch sits a cube-like crisscross of filaments, smouldering in the dark like fireflies. Silver tape on the side says in a black marker: \"THE PRODUCTION SCHEDULE\"." }, { "actor": "You", "dialogue": "Remove THE OFF-SITE COPY." }, { "actor": "Mainframe", "dialogue": "The filament slides out of its glowing nest." }, { "actor": "You", "dialogue": "Insert THE OFF-SITE COPY." } ], [ { "actor": "Photo of Tattoos", "dialogue": "An intricate web of blue lines stretches across the torso of the hanged man, from the right shoulder to the solar plexus. Each time the lines intersect, a small white star is formed in their crossing. Hundreds of fading asterisks riddle his skin; their concentration is highest around his heart." }, { "actor": "Photo of Tattoos", "dialogue": "It still kind of looks like a map of the stars in the night sky, but... something's not right." }, { "actor": "You", "dialogue": "Who are you?" }, { "actor": "Photo of Tattoos", "dialogue": "Gone." }, { "actor": "You", "dialogue": "[Put the photo away.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Whether you're a family man or not is unimportant right now, officer. We are here for a different reason. In fact, we should probably move on to the murder.\"" }, { "actor": "Evrart Claire", "dialogue": "\"No, no. Don't interrupt him.\" He looks the lieutenant with reproach. \"Me and Harry are having a moment here. Go on, Harry.\"" }, { "actor": "You", "dialogue": "\"Do you know where I live?\"" }, { "actor": "Evrart Claire", "dialogue": "\"But of course, Harry.\" He nods. \"Your precinct is the 41st and you live in Jamrock. You're a Jamrock boy. A long way from home, but that's okay.\"" }, { "actor": "Rhetoric", "dialogue": "He doesn't really seem to know any more about it." }, { "actor": "You", "dialogue": "\"Let's talk of other matters for a moment.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Of course, Harry, of course! Let's not linger on personal details and amnesia. You wanted something from me?\"" }, { "actor": "You", "dialogue": "\"Evrart, about the weasel...\"" }, { "actor": "Evrart Claire", "dialogue": "\"You fucked up. You waited too long, the weasel came back, and now you can't open the door I asked you to open...\" The big man looks you straight in the eye." }, { "actor": "Evrart Claire", "dialogue": "\"Evrart forgives, Harry.\" A wide smile crosses his face. \"Don't cry, my boy. It's gonna be alright. I'm *still* gonna tell you about the murder. That's just the way I am. Benevolent.\"" }, { "actor": "You", "dialogue": "\"I thought I had more time...\"" } ], [ { "actor": "Pain Threshold", "dialogue": "The spread pattern of these bullet holes makes your chest ache. Your breath grows heavier." }, { "actor": "Visual Calculus", "dialogue": "Another set of awfully old bullet holes." }, { "actor": "You", "dialogue": "\"Kim, look... more bullet holes. Someone has been shot here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant inspects the wall, then nods. \"Another set of old bullet holes from the Revolution.\"" }, { "actor": "You", "dialogue": "\"Figured as much.\" [Discard thought.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A history of violence streaking all across Revachol.\"" }, { "actor": "Shivers", "dialogue": "The streets ran red with blood. Dust swirled above the ruins. The pressure change from artillery fire ripped people apart in the top floors of the building above you..." } ], [ { "actor": "Logic", "dialogue": "What happened here?" }, { "actor": "You", "dialogue": "This looks so sad..." }, { "actor": "Logic", "dialogue": "Put your emotions aside. Try to focus on abstract, impersonal things." }, { "actor": "Inland Empire", "dialogue": "But this reeks of sadness!" }, { "actor": "You", "dialogue": "[Discard thought.]" } ], [ { "actor": "You", "dialogue": "\"Guess what -- I've come upon something incriminating.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Incriminating... now that's a big boy word.\" He puts his beer can down." }, { "actor": "You", "dialogue": "\"You're involved. Somehow. I just don't have proof -- yet.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Well...\" He picks up his beer can. \"Maybe you should just fuck off then?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_spoke_to_the_corpse\"] or (Variable[\"whirling.hardie_postviscal_scan\"] and Variable[\"yard.sense_viscal_greeting_done\"]) or Variable[\"cargo.containeryard_finish_the_pile_of_belts_thought\"] or Variable[\"yard.hanged_rope_airlifting_carfo\"] or Variable[\"yard.hanged_rope_industrial_strength\"] or Variable[\"cargo.evrart_hardieboys_did_the_merco_in\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What are you doing, officer?\" He lowers his voice. \"We had enough questions to keep this going.\"" }, { "actor": "Rhetoric", "dialogue": "You should have kept pushing if you had something." }, { "actor": "You", "dialogue": "\"There's an old catatonic lady in the old fish market, on the other side of the bay. She needs help.\"" }, { "actor": "Titus Hardie", "dialogue": "The big man laughs, nearly spitting out his beer. \"What's that, copper? You want us to help little old ladies now?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Loose Floorboard", "dialogue": "As you look at the floorboards in this corner of the shack, it's clear one of them isn't quite level with the others." }, { "actor": "Visual Calculus", "dialogue": "The edge of a floorboard next to it looks scratched." }, { "actor": "Kim Kitsuragi", "dialogue": "\"See anything interesting?\"" }, { "actor": "You", "dialogue": "\"Possibly.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods." }, { "actor": "You", "dialogue": "Move the board aside." }, { "actor": "Loose Floorboard", "dialogue": "The hollow space underneath the floorboards is dark and damp. You can barely make out the mixture of sand and sawdust below." }, { "actor": "You", "dialogue": "What's in here?" }, { "actor": "Loose Floorboard", "dialogue": "Nothing particular catches your eye. Looks like more reeds. There might be something hidden inside the sand, though." }, { "actor": "Inland Empire", "dialogue": "Something bad. Someone's night thoughts. A last resort. A bad idea." }, { "actor": "You", "dialogue": "Oh, I don't want to stick my hand in there. [Leave.]" }, { "actor": "Loose Floorboard", "dialogue": "You return the board to its original position." } ], [ { "actor": "You", "dialogue": "What's in the north?" }, { "actor": "Shivers", "dialogue": "An abandoned church that's being turned into a dance club. Four youths are hard at work there, making it ever harder core." }, { "actor": "You", "dialogue": "And further north?" }, { "actor": "Shivers", "dialogue": "A serpentine strip of land weaving its way into the Martinaise inlet. Unfortunates on the run -- from the law, from themselves -- sometimes hide out on nearby islets. Little dots in the ocean that are occasionally submerged when the tide is high and the weather foul." }, { "actor": "You", "dialogue": "And on the islets?" }, { "actor": "Shivers", "dialogue": "The remains of a camp on a jagged piece of rock -- a tent, old dishes and cutlery. Long since abandoned. A hermit crab scuttles among the debris, looking for a new shell." }, { "actor": "Shivers", "dialogue": "Further out, the lights burn bright on R\u00e9surrection; way beyond Martinaise -- a popular spa destination for ample-bodied Ozonne kids with equally ample pockets." }, { "actor": "You", "dialogue": "And on the islets?" }, { "actor": "Shivers", "dialogue": "The remains of a camp on a jagged piece of rock -- a tent, old dishes and cutlery. Long since abandoned. A hermit crab scuttles among the debris, looking for a new shell." }, { "actor": "Shivers", "dialogue": "Further out, the lights burn bright on R\u00e9surrection; way beyond Martinaise -- a popular spa destination for ample-bodied Ozonne kids with equally ample pockets." }, { "actor": "You", "dialogue": "And on the islets?" }, { "actor": "Shivers", "dialogue": "The remains of a camp on a jagged piece of rock -- a tent, old dishes and cutlery. Long since abandoned. A hermit crab scuttles among the debris, looking for a new shell." }, { "actor": "Shivers", "dialogue": "Further out, the lights burn bright on R\u00e9surrection; way beyond Martinaise -- a popular spa destination for ample-bodied Ozonne kids with equally ample pockets." } ], [ { "actor": "Half Light", "dialogue": "A threat? Retaliate immediately. You'll see -- they'll fall over like bitch-leaves. These boys ain't got the *cojones*." }, { "actor": "You", "dialogue": "\"I just wanted to talk about music and now there's a conflict all of the sudden... it's too much.\" (Nervously shake your head.)" }, { "actor": "Pissf****t", "dialogue": "\"Uh... that's right,\" the young man says, looking unsure of himself. \"You... you should back off and let silence rule supreme.\"" }, { "actor": "Authority", "dialogue": "What is wrong with you? Now you're just empowering these punks." }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is ridiculous.\" The lieutenant gives you an irritated glance. \"Boys, do you know why the gang is called SKULLS?\"" }, { "actor": "Pissf****t", "dialogue": "\"Yeah -- the skull symbolizes the embrace of death and nothingness, present in all of us, the vehicle of our future operations. Death and nothingness.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They're called SKULLS because when you're shot dead in the middle of the street, the skull is the only part the stray dogs won't eat.\"" }, { "actor": "Esprit de Corps", "dialogue": "Just trust me and follow my lead." }, { "actor": "You", "dialogue": "\"So, boys, wanna feed the dogs?\"" }, { "actor": "Pissf****t", "dialogue": "No reply. The blond rebel scratches his chin, deliberately not focusing his gaze on anything. He looks very uncomfortable." }, { "actor": "Fuck the World", "dialogue": "The other one shuffles uncomfortably, nevertheless continuing to steal glances at the lieutenant's motor carriage." }, { "actor": "Half Light", "dialogue": "Scared little bitches..." }, { "actor": "You", "dialogue": "\"Why aren't there more SKULLS in Martinaise?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The Union does their share of policing in Martinaise, at least where gangs are concerned,\" the lieutenant replies instead. \"That's why there isn't much organized crime around here.\"" }, { "actor": "Esprit de Corps", "dialogue": "Apart from the Union themselves of course." }, { "actor": "Fuck the World", "dialogue": "\"Don't you worry about that. We're gonna make up for the deficit.\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Is there something here that would indicate a sniper used this place as a nest for taking the shot? Just some urban detritus, a bottle and a dilapidated old comms tower." }, { "actor": "Endurance", "dialogue": "The wind picks up. Fine sea foam lashes your face. It feels like needles. You can take it -- just raise your collar, detective." }, { "actor": "Perception", "dialogue": "In the distance you can hear the breakers roar." }, { "actor": "You", "dialogue": "Maybe the assailant climbed the comms tower, took the shot there?" }, { "actor": "Visual Calculus", "dialogue": "The salty water has corroded the ladder to nothing but two thin orange rails. In addition, there is no stable nest up there. It would have been useless." }, { "actor": "Savoir Faire", "dialogue": "It does look *extremely* rickety. And wouldn't help much either." }, { "actor": "You", "dialogue": "Maybe the assailant climbed the comms tower, took the shot there?" }, { "actor": "Visual Calculus", "dialogue": "The salty water has corroded the ladder to nothing but two thin orange rails. In addition, there is no stable nest up there. It would have been useless." }, { "actor": "Savoir Faire", "dialogue": "It does look *extremely* rickety. And wouldn't help much either." } ], [ { "actor": "You", "dialogue": "\"Gary, do you know how to turn back time?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Do I know how to turn back time...?\" He gives you a sideways glance. \"Is that a trick question?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"plaza.fascha_dq_asked_someone_the_q\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Are you *still* pursuing this?\" The lieutenant gives you a tired look." }, { "actor": "You", "dialogue": "\"No...?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No?\" he asks, surprised. \"Because I could've sworn that's what you're doing right now.\"" }, { "actor": "You", "dialogue": "\"It *will* make sense, I promise.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Fine.\" He opens his notebook and starts leafing through the pages. \"Just make it quick. We need to get back to our case.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Make what quick?\" He shrugs. \"You're asking me about time travel. Is this some kind of a trick?\"" }, { "actor": "You", "dialogue": "\"I'm all out of tricks, Gary. Tell me what you know.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Phew...\" He scratches his head. \"I don't know what to tell you. I mean of course there are *theories* out there...\"" } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_main_hub_reached\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_greeting_done\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Hello, I'm Neha.\" A bird-like woman sits on a throne of tools, with emerald light shining through her hair." }, { "actor": "Novelty Dicemaker", "dialogue": "\"Did you try knocking on my window? I must have missed you, I've been listening to my *milieus*.\" She taps on her headphones." }, { "actor": "Novelty Dicemaker", "dialogue": "\"So, what kind of die are you looking for?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_the_witch\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "She's got a direct view to the backyard. You should interrogate her about the lynching." }, { "actor": "You", "dialogue": "\"Never mind, I'll be back later.\" [Leave.]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"As you wish. Till next time,\" she nods, turning back to her table." } ], [ { "actor": "You", "dialogue": "\"How did you know we were coming?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I heard you in the passages. And I've been preparing for quite a while.\"" }, { "actor": "You", "dialogue": "\"Okay... then I have other questions...\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "\"If you didn't kill him... why hide?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I saw *you* roll into town. I wasn't about to stick around for questioning by a goddamn La Puta Madre agent.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_ruby_scared_thiscopthiscop\"]]" }, { "actor": "Reaction Speed", "dialogue": "So this is what she was scared to tell Titus. *This cop, this cop...*" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.titus_half_light_thiscopthiscop\"]) == false]" }, { "actor": "Half Light", "dialogue": "A fear fills you. A bad kind of fear. Of *yourself*." }, { "actor": "You", "dialogue": "\"What do you mean... La Puta Madre agent?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yes -- you.\" She looks at you quizzically. \"Everyone says you're his peone. His 'Human Can Opener.'\"" }, { "actor": "Kim Kitsuragi", "dialogue": "Through the sudden sharp pain in your head, you hear the lieutenant mumble something to himself." }, { "actor": "Perception (Hearing)", "dialogue": "\"Fucking hell\" and \"Why me?\" you hear through the white noise." } ], [ { "actor": "Conceptualization", "dialogue": "They really have an interesting set up here. Like kids preparing for a school science fair. It's pretty neat." }, { "actor": "You", "dialogue": "I hope I did stuff like this when I was a kid." }, { "actor": "Conceptualization", "dialogue": "I'm sure you did. You have an exploratory, creative streak -- just like them." }, { "actor": "You", "dialogue": "\"Hey Andre, what's all this?\" (Continue.)" }, { "actor": "Andre", "dialogue": "\"This? Oh, we're trying to see if we can come up with some cool new special effects to add to the visual aspect of our club experience...\" He gestures toward the set-up proudly." }, { "actor": "Noid", "dialogue": "\"We tinker with things. Art, music... chemistry.\"" }, { "actor": "You", "dialogue": "\"I'm not sure I'm buying what you're selling. What kind of effects?\"" }, { "actor": "Andre", "dialogue": "\"Some chemicals when mixed can, you know, change colour, or sort of -- blow up...\"" }, { "actor": "Egg Head", "dialogue": "\"BLOW UP! BLOW UP!\" The young man with the large head pumps his fist in the air." }, { "actor": "Andre", "dialogue": "\"Not, like, you know, in a dangerous way,\" he throws Egg Head an uneasy glance, \"or, well, we're not going to do it in a dangerous way.\"" }, { "actor": "Andre", "dialogue": "\"Besides, did you know that *smell experiences* are all the rage now at the most forward-thinking venues?\"" }, { "actor": "Acele", "dialogue": "\"Very big in *art circles*.\" She looks up for a moment." }, { "actor": "Soona, the Programmer", "dialogue": "The lead programmer turns to look at you for a moment, her gaze impassive, then returns to her work." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.light_paid_shares\"]]" }, { "actor": "Sawed-off Street Light", "dialogue": "It's the 700 re\u00e1l modified street light you traded for shares." }, { "actor": "You", "dialogue": "Read the sign." }, { "actor": "Sawed-off Street Light", "dialogue": "It reads: 'SOLD TO THE DISCO COP FOR SHARES IN M-K MERCURY GROUP.' The words are written with an even kerning in bold, precise letters." }, { "actor": "Savoir Faire", "dialogue": "Looks surprisingly official for a small-time trader. Some of your big-biz flair must be rubbing off on him." }, { "actor": "You", "dialogue": "Look at the light in your life." }, { "actor": "Sawed-off Street Light", "dialogue": "The pole has been carefully cut, the wiring redone and attached to a standard indoor plug. The light buzzes faintly but persistently." }, { "actor": "Inland Empire", "dialogue": "She's going to *love* it." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.light_inland_she\"]) == false]" }, { "actor": "You", "dialogue": "See you later, sunshine. [Leave.]" } ], [ { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"ice.tentflap_greeting_done\"]) == false]" }, { "actor": "Tent Flap", "dialogue": "The tent is just tarpaulin fabric covering a pile of stuff. The flap is open. Inside, three young men are listening to some new form of music. It's like nothing you've ever heard. One of them looks at you." }, { "actor": "Andre", "dialogue": "\"C'mon! Get in and close the flap behind you! The warm stuff is getting out!\"" }, { "actor": "Authority", "dialogue": "It's safe to assume this is their leader. Or at least he thinks he is." }, { "actor": "You", "dialogue": "Squeeze in." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Andre", "dialogue": "\"Sorry.\" He points his thumb at the lieutenant. \"We barely have room for one.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You go ahead, I'm too old for this...\"" }, { "actor": "Esprit de Corps", "dialogue": "I'm actually not, he thinks. I just dislike delinquents." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm sure you will feel right at home. I'll keep watch.\" He gestures for you to squeeze in." }, { "actor": "Tent Flap", "dialogue": "You leave the lieutenant outside and squeeze in." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: DayCount() == 1]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_intro_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kimintro_hub_reached\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: IsKimHere() and Variable[\"whirling.lena_intro_greeting_kim_first\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello again, sweetie. I see you've met up with your colleague.\" She looks at the lieutenant." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods politely." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_intro_midgreet\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "Wait, who's *sweetie*?" }, { "actor": "Suggestion", "dialogue": "She is appraising you scientifically, the way she would an exceptional zoological specimen. It's not *like that*." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_suggest_sweetie\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "Her eyes move up and down your person as though taking your measurements. Her attention is *scientific*." } ], [ { "actor": "ONE DAY I WILL RETURN TO YOUR SIDE", "dialogue": "The graffito has been painted over the traces of the fight that took place here. It smells of blood and heavy fuel oil." }, { "actor": "Reaction Speed", "dialogue": "This was Cindy the SKULL." }, { "actor": "You", "dialogue": "Looks like Cindy the SKULL has been here." }, { "actor": "ONE DAY I WILL RETURN TO YOUR SIDE", "dialogue": "The red-dyed fuel oil glistens. This was painted very recently." }, { "actor": "Conceptualization", "dialogue": "The Return..." }, { "actor": "Inland Empire", "dialogue": "Fresh blood. The return to her side." }, { "actor": "Rhetoric", "dialogue": "The return of light." } ], [ { "actor": "You", "dialogue": "\"Quite the business venture you've set up here.\"" }, { "actor": "Rosemary", "dialogue": "\"Oh...\" He gets a proud gleam in his eyes. \"The system's been good to old Rosemary here and I'm milkin' 'er like a bitch goat in the backyard.\"" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Rosemary", "dialogue": "\"You see, friend,\" he raises his index finger, \"man makes his own luck -- and I made mine real good. Got my hands on three bottles of *liqueur exquise*, sold two to the fellows around here and *immediately* invested the profit.\"" }, { "actor": "Rosemary", "dialogue": "\"Bought cigarettes, bought beer, even bought a bit of speed. And look at me now... I got everyone on my hook.\" He spreads his arms and smiles a crooked toothless smile." }, { "actor": "Visual Calculus", "dialogue": "The hook -- where is it? I can't see it." }, { "actor": "You", "dialogue": "\"I'm already hooking for Cuno... I think.\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rosemary", "dialogue": "\"Good, good, good,\" he repeats, nodding enthusiastically. \"So you want this shit or not?\"" }, { "actor": "You", "dialogue": "\"Why does the bottle of spirits cost 300 re\u00e1l?\"" }, { "actor": "Rosemary", "dialogue": "\"See, friend...\" He brings out a one-litre bottle with blue-ish liquid. The mouth is corked shut. \"It's *real* valuable. Worth every re\u00e1l, if you catch my drift. Got it from a bit of a business venture...\"" }, { "actor": "You", "dialogue": "\"I'll just have the spirits and not the story today, thank you.\"" }, { "actor": "Rosemary", "dialogue": "\"Right... right...\" His tone cools considerably. \"As I said, that'll be 300 re\u00e1l.\"" } ], [ { "actor": "Door, Apartment #12", "dialogue": "A shabby door hangs oddly on its hinges, secured to the doorframe with a safety chain. An unpaid energy bill is attached, threatening to cut off the electricity. It's addressed to Mr. Uuno de Ruyter." }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_drugs_from_cunos_apartment\"] == true and Variable[\"TASK.get_drugs_from_cunos_apartment_done\"] == false) == false]" }, { "actor": "Door, Apartment #12", "dialogue": "The handle is loose from violent, fruitless yanking. Paint at the door's bottom is chipped from kicking. People have tried often, and apparently without success, to enter." }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant shakes his head. \"We've no business here. Let's get back to the investigation.\"" } ], [ { "actor": "Inland Empire", "dialogue": "Now! Now you will *finally* get to know who you are!" }, { "actor": "You", "dialogue": "\"Wait. I have a *few* questions before we go. About who I am.\"" }, { "actor": "Jean Vicquemare", "dialogue": "The man looks westward, impatiently." }, { "actor": "Perception (Hearing)", "dialogue": "Jingling his car keys in his pocket." }, { "actor": "You", "dialogue": "\"Lieutenant Kitsuragi -- what will you do now?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well -- first I will go back to my station and write the most detailed report anyone has ever seen. It will have to be good to cover all this. Then I will have a serious talk with my captain.\"" }, { "actor": "You", "dialogue": "\"About what?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsNight()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Detective, we just stopped a small-scale war. Something is happening to Revachol.\" He takes a look around -- into the deepening shadows of the streets -- then pulls up his collar." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't know what, yet -- but it's going to be a hard spring for the RCM. We need to get ready. Infiltrate. Investigate.\"" }, { "actor": "Shivers", "dialogue": "Distant traffic. A scrap of newspaper drifts by, carried by the wind." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"village.posse_kim_shivers\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.the_return\"]]" }, { "actor": "Inland Empire", "dialogue": "Le Retour..." } ], [ { "actor": "Interfacing", "dialogue": "This isn't just glass -- these are old computation components." }, { "actor": "You", "dialogue": "These are computer components?" }, { "actor": "Interfacing", "dialogue": "Yes. Filament memories. From the time when wires were cast in glass; slides with an inlaid nervous system." }, { "actor": "You", "dialogue": "\"So this is all that remains of Feld R&D?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"The rest of the building seems to have been picked clean.\"" }, { "actor": "You", "dialogue": "\"Could this be part of the Feld Playback Experiment?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"These? No. These are old filament memories. I hope you're not expecting to find that device here -- you will be disappointed.\"" }, { "actor": "Inland Empire", "dialogue": "All you will find here is pain." }, { "actor": "You", "dialogue": "\"So this is all that remains of Feld R&D?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"The rest of the building seems to have been picked clean.\"" }, { "actor": "You", "dialogue": "\"So this is all that remains of Feld R&D?\"" } ], [ { "actor": "Primer Book", "dialogue": "You see a colourful primer. The title reads: \"A Primer for Small Kids.\"" }, { "actor": "You", "dialogue": "Flip through the pages." }, { "actor": "Primer Book", "dialogue": "It's exactly like a primer -- a word on every page relating to a letter of the alphabet." }, { "actor": "Primer Book", "dialogue": "I'm not sure what you're planning to get from this. It's meant for babies. Literal babies." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "\"So I talked to Klaasje about the tape.\"" }, { "actor": "Titus Hardie", "dialogue": "\"And?\"" }, { "actor": "Composure", "dialogue": "He tenses immediately. Chest tightens. Jaw sets. Ready for another blow." }, { "actor": "You", "dialogue": "\"And nothing. She stands by what she said.\"" }, { "actor": "Titus Hardie", "dialogue": "\"That fucking fucker...\" He stares at his beer for two seconds -- intently -- then turns to you. \"You're the worst cop in Revachol! I gave you *gold* on that tape.\"" }, { "actor": "Rhetoric", "dialogue": "That 'fucker' wasn't aimed at you. It was at *her*." }, { "actor": "Endurance", "dialogue": "You smell weakness. He's getting tired of the game he's been playing." }, { "actor": "Savoir Faire", "dialogue": "You caught him off balance. Push and he will give way." }, { "actor": "You", "dialogue": "\"It was dark stuff, but it didn't prove anything. And it didn't change her mind.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Dark?! Dark is when you start a goddamn death-rock band! He said he'd rape her!\" He shakes his head in disbelief." }, { "actor": "Suggestion", "dialogue": "Sounds like he wanted it to change her mind about the hanged man. This is definitely personal." }, { "actor": "Titus Hardie", "dialogue": "\"What did she have to say then? Fine by her?! This is what people are *supposed* to be like? Fucking whoopty doo!\"" }, { "actor": "You", "dialogue": "\"If anything, she seemed turned on by the whole doorgunning thing.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"Right... right...\" Titus mumbles, his lips barely moving: \"No good goddamn psycho whore...\"" } ], [ { "actor": "You", "dialogue": "\"What else did Ruby tell you -- about me?\"" }, { "actor": "Titus Hardie", "dialogue": "\"She said you have a funny taste in clothes.\" He scoffs. \"And that you won't *stop*.\"" }, { "actor": "Endurance", "dialogue": "Never -- not until the case is solved. And then the next case. And the next..." }, { "actor": "You", "dialogue": "\"She's right. I won't.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Not until you *have* something on her. She said she's heard of you from Jamrock. That you're a human can-opener. That you play suspects against each other. Open them up, like cans.\"" }, { "actor": "Interfacing", "dialogue": "And then when they're all empty, just move on. Unto the next can. Don't look back -- unless there was something you *missed*." }, { "actor": "Alain", "dialogue": "\"Fucking hell...\" The tattooed man shakes his head. \"Titus, did he just...\"" }, { "actor": "Titus Hardie", "dialogue": "\"...open Angus up like a can? Yes, he did.\" He nods. \"Now, we can whine about it, whack him, or we can go on with our lives. I'm having a 'go on with our lives' kind of day, Al. How about you?\"" }, { "actor": "Authority", "dialogue": "It's not an actual question." }, { "actor": "Alain", "dialogue": "Silence. He nods." }, { "actor": "You", "dialogue": "\"Anything else? *Anything*?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, there was something else. She wouldn't tell me though. I could see she wanted to. It was *burning* on her lips: 'This cop, Titus, this cop, he...' But she was too scared.\"" }, { "actor": "Half Light", "dialogue": "Scared? You should be too. A strange fear creeps over you, a metallic taste in your mouth. Change the subject." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_anything_I_can_do_to_help\"]) == false]" }, { "actor": "You", "dialogue": "\"It's not much, but it'll do.\" (Go!)" } ], [ { "actor": "Un Pays Infernal", "dialogue": "This book is written by an angry humanitarian sciences doctor from the La Cherte University in Sur-La-Clef, a Dr. Benoit Mejean. He does not like Sur-La-Clef, La Cherte -- or in fact even the University he teaches in -- but what he likes even less is..." }, { "actor": "Rhetoric", "dialogue": "It's capitalism, isn't it?" }, { "actor": "Un Pays Infernal", "dialogue": "Capitalism." }, { "actor": "Un Pays Infernal", "dialogue": "Can't stand the shadow of it. This book promises to *really* get into everything that's wrong with capitalism -- to do so once and for all in an *exhaustive* and *final* manner." }, { "actor": "You", "dialogue": "Nope. [Put the book away.]" } ], [ { "actor": "Coalition Warship Archer", "dialogue": "\"We ask you one more time. Are you prepared to accept your responsibility?\"" }, { "actor": "Volition", "dialogue": "This is it, there's no turning back, no more pussyfooting about. You have to choose, once and for all." }, { "actor": "You", "dialogue": "\"Yes, I accept. Now, let's get me out of here.\"" }, { "actor": "Coalition Warship Archer", "dialogue": "\"Acknowledged. Laurel has initiated the extraction procedure. Stand by...\"" }, { "actor": "Horseback Antenna", "dialogue": "\"Marianne hat mir erz\u00e4hlt, dass Oskar nicht mehr derselbe ist, seit er auf einem Luftschiff... zur\u00fcckgekommen ist...\"" } ], [ { "actor": "Sixteen Days of Coldest April", "dialogue": "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." }, { "actor": "You", "dialogue": "Feels heavy." }, { "actor": "Sixteen Days of Coldest April", "dialogue": "Indeed. The book is *unusually* heavy in your hands, as though the cover were lined with lead..." }, { "actor": "Inland Empire", "dialogue": "They *would* do that in Graad." }, { "actor": "You", "dialogue": "How long is this book, anyway?" }, { "actor": "Sixteen Days of Coldest April", "dialogue": "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." }, { "actor": "Conceptualization", "dialogue": "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." }, { "actor": "You", "dialogue": "Look at the back cover." }, { "actor": "Sixteen Days of Coldest April", "dialogue": "The back cover is dominated by a black-and-white photograph of the author..." }, { "actor": "You", "dialogue": "What does she look like?" }, { "actor": "Sixteen Days of Coldest April", "dialogue": "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." }, { "actor": "You", "dialogue": "Look at the back cover." }, { "actor": "Sixteen Days of Coldest April", "dialogue": "The back cover is dominated by a black-and-white photograph of the author..." } ], [ { "actor": "Shivers", "dialogue": "A brisk coastal wind still howls against the window of the shack. Occasionally the waves crawl in under the foundation, producing a low hum..." }, { "actor": "You", "dialogue": "Listen." }, { "actor": "Shivers", "dialogue": "The room feels muffled, like you pulled your hat over your ears. Outside, it is cold and windy, but you're inside, and it feels safe and warm." }, { "actor": "Shivers", "dialogue": "WHAT IS THIS PLACE TO YOU?" }, { "actor": "You", "dialogue": "It's free. That's good enough. I could live here." }, { "actor": "Shivers", "dialogue": "Waves crash unto the beach, drowning the reeds. Far to the south a congregation gathers to a soup kitchen in a shelter for the homeless. An old woman gives out knitted scarves for free." }, { "actor": "Shivers", "dialogue": "This could have been you. This could still be you. A down-on-his-luck nobody, trying to survive." }, { "actor": "You", "dialogue": "\"This feels like a cozy hideout.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mhm...\" The lieutenant looks around." }, { "actor": "You", "dialogue": "No, wait, I changed my mind, I want to choose again." }, { "actor": "Shivers", "dialogue": "There is no going back." }, { "actor": "Shivers", "dialogue": "Outside, the howl of the wind has picked up. The waves crash against the stilts again. It's as if you think the thought, but in someone else's voice..." }, { "actor": "Shivers", "dialogue": "REVACHOL FOREVER" } ], [ { "actor": "Bust of Kras Mazov", "dialogue": "A plaster cast bust depicts a middle-aged man with impressive sideburns. The name on the plinth reads 'Kras Mazov'." }, { "actor": "Encyclopedia", "dialogue": "Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on 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)." }, { "actor": "You", "dialogue": "\"Kras Mazov was a filthy homo-sexual.\" (Stare at the bust.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "The bust doesn't reply. The hallway behind the door is empty; no one heard your words." }, { "actor": "You", "dialogue": "Who is Kras Mazov?" }, { "actor": "Bust of Kras Mazov", "dialogue": "Situated between a poster of a white star and a photo of revolutionaries posing with their guns... This can't be a coincidence. There can be only one explanation." }, { "actor": "Bust of Kras Mazov", "dialogue": "Kras Mazov is a *communard*." }, { "actor": "Encyclopedia", "dialogue": "Yes, Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on 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)." } ], [ { "actor": "Andre", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"That's it for now.\" [Leave.]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"TASK.establish_church_dance_club\"]]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"TASK.look_into_church_spooks_done\"] == false]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: CheckItem(\"key_church_door\")]" }, { "actor": "Andre", "dialogue": "\"Be careful in there, officer. And tell us how it goes, yeah? We'll be here.\"" } ], [ { "actor": "You", "dialogue": "\"Agent... Is La Puta Madre some kind of travel agency?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, they love sending people to faraway places...\"" }, { "actor": "You", "dialogue": "\"I'm sure I'm supposed to know... but I lost my memory recently.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, sure.\"" }, { "actor": "Drama", "dialogue": "She doesn't believe you." }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm sure La Puta Madre himself will explain it all to you soon enough.\"" }, { "actor": "Shivers", "dialogue": "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." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_la_puta_esprit\"]) == false]" }, { "actor": "You", "dialogue": "\"Okay, other questions.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah. Other questions.\"" }, { "actor": "You", "dialogue": "Destroy the machine." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_red_check_pain\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "The violent white noise becomes even more overwhelming closer to the Compressor. Feels like your brain is swelling up in your skull." }, { "actor": "You", "dialogue": "Squirm in pain." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (DayCount() == 1) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.restock_trap_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, dear. It's good to see a familiar face.\" The elderly woman smiles up at you hopefully." }, { "actor": "You", "dialogue": "\"About your pin...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I hope you were able to pawn that old trinket!\" She smiles up at you earnestly." }, { "actor": "You", "dialogue": "\"I decided not to pawn it. You should have it back.\" (Give her the pin.)" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Aw, thank you, dear. I confess -- I am glad to see it again.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"This isn't going very well.\"" }, { "actor": "You", "dialogue": "\"How did you hope it would go?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Honestly, I was expecting you to use your *unorthodox technique* to keep her off-balance -- and you know... *not* volunteer us to be her henchmen.\"" }, { "actor": "You", "dialogue": "\"Oh, so we're henchmen now?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This woman is running circles around us. She might have known about your *misplaced badge* all along -- or she's simply an adept improviser. Either way, we've played straight into her hands.\"" }, { "actor": "Empathy", "dialogue": "He doesn't let it show, but there is a limit to how much the consequences of your unprofessional behaviour can cost the investigation." }, { "actor": "Logic", "dialogue": "Maybe this is all her plan? She might have heard about you." }, { "actor": "You", "dialogue": "\"Her *proposal* was likely part of her design. This all is.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes. Knowing this does not really change our position, however.\"" }, { "actor": "You", "dialogue": "\"What do you propose -- that we *don't* investigate the drug trafficking?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. If there is reasonable suspicion, we must investigate. Otherwise she could claim we're siding with the Union. Or that we're on their take. We'd never hear the end of it...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What I propose is -- we ask her. Then we investigate. *Briefly*...\" He adjusts his glasses. \"But do *not* share the outcome of this investigation with her. We tell her it's done and demand for her information on the lynching.\"" }, { "actor": "You", "dialogue": "\"Her *proposal* was likely part of her design. This all is.\"" } ], [ { "actor": "Pain Threshold", "dialogue": "You feel something -- like a swarm of hornets buzzing under your scalp. A strange tingling you can almost *smell*." }, { "actor": "You", "dialogue": "\"Lieutenant, do you feel something?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. What do you mean?\"" }, { "actor": "You", "dialogue": "\"A ghost.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"I saw them too, in the sand back there. Do you think it's our suspect?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Possibly. If she's in here, we need to plan our next step carefully.\"" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "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.\"" }, { "actor": "Logic", "dialogue": "You will upset the balance of power in Martinaise. The deadlock between the company and the Union will destabilize." }, { "actor": "Interfacing", "dialogue": "This part of town is a fine clockwork puzzle. Disturb its peace and it will start breaking down -- uncontrollably." }, { "actor": "Volition", "dialogue": "Keep calm. Go over the whole situation in detail." }, { "actor": "You", "dialogue": "\"What do you think is waiting for us there?\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "Savoir Faire", "dialogue": "I wouldn't be so sure. You haven't exactly been sneaking." } ], [ { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember the scent of your childhood?" }, { "actor": "You", "dialogue": "I was born in a hospital where people usually go to die." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You're not kidding anyone, Harry. You don't remember shit. Tell me..." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember your wife's hand on your face?" }, { "actor": "You", "dialogue": "I left." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Oh no, funky-baby, you *stayed*. It was the rest of it that left. While you just stood there. With one hand on the bottle and the other on your dick -- watching it go." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Tell me, where are your friends? Human beings have friends, Harry-boy. Where the hell are yours?" }, { "actor": "You", "dialogue": "I can get it all back." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "No. It's gone. Three times gone and never coming back. You failed. You failed me." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You failed Elysium." }, { "actor": "You", "dialogue": "I can come back from this." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You're not coming back from shit! Thrashing around in that *high-conductivity state* of yours, bumping into things and acting like a *clown*. Who are you kidding?" }, { "actor": "You", "dialogue": "Help me..." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Help you, why? I can't hear you, the rest is just a word-dream. Jumbled up garbage. The pictures are gone, the bed rises to meet you. A thin, sleep-like state. More glass than velvet, *grinding* in your head." } ], [ { "actor": "Acele", "dialogue": "\"Believe me, dude, it's better we talk about something else.\"" }, { "actor": "You", "dialogue": "\"You said eating me? There's nothing eating me.\"" }, { "actor": "Acele", "dialogue": "\"C'mon, I can tell.\" She shakes her head slowly. \"But, okay, be a boiadeiro about it if you want to.\"" }, { "actor": "You", "dialogue": "\"I guess... there is something... that's been making my life hell.\"" }, { "actor": "Acele", "dialogue": "\"What is it?\" She listens intently." }, { "actor": "You", "dialogue": "\"I think it's the plight of the working class.\"" }, { "actor": "Acele", "dialogue": "\"Oh, really?\"" }, { "actor": "You", "dialogue": "\"The golem of capital runs rampant, smashing creator and slave alike. I fear the process is irreversible.\"" }, { "actor": "Acele", "dialogue": "\"Wow. Social justice really matters that much to you? That's commendable. It really had you shaken up there... are you *sure* that's it, though?\"" }, { "actor": "You", "dialogue": "\"I haven't seen much of this world, but from what I've seen *social justice* is an adolescent term. Sounds almost liberal... what's got me shaken up is the *people's struggle* and it's got me shaken up *bad*.\"" }, { "actor": "Acele", "dialogue": "\"Yeah, man, they're pretty bad,\" she says, without much conviction." }, { "actor": "You", "dialogue": "\"It makes me sick, thinking about the thousands... millions... billions? How many people are there, actually?\"" }, { "actor": "Acele", "dialogue": "\"Um...\"" }, { "actor": "You", "dialogue": "\"How many people are there in the world?\"" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Acele", "dialogue": "\"A city has millions in it, so the world would have a lot more. I think I knew the number once...\"" }, { "actor": "You", "dialogue": "\"Too many millions to even know, all squashed under the tyranny of the market. It's terrible!\"" } ], [ { "actor": "You", "dialogue": "\"Did you shoot Lely?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_didnt_do_it_arguments\"]) == false]" }, { "actor": "Ruby, the Instigator", "dialogue": "\"No, I didn't do it. I only helped stage the lynching. Though I doubt that makes much of a difference to *you*.\"" }, { "actor": "Authority", "dialogue": "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?" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Who ratted me out, by the way? Was it Titus? No,\" she hesitates, \"he wouldn't have broken first...\"" }, { "actor": "You", "dialogue": "\"When I threatened to arrest her, Klaasje broke... she told me everything.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Oh.\" She smiles sadly. \"Well, I guess I always knew she was a *survivor* above all else.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"]]" }, { "actor": "You", "dialogue": "Say nothing." }, { "actor": "Ruby, the Instigator", "dialogue": "\"But she couldn't have known I was on the coast. How did you find me?\"" }, { "actor": "You", "dialogue": "\"Your first guess wasn't entirely off...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Titus and his boys, ma'am. They told us you were on the coast.\"" }, { "actor": "Authority", "dialogue": "Even now, Kim is a paragon of professionalism: he's trying to make a clean cut of telling her she was betrayed." }, { "actor": "Ruby, the Instigator", "dialogue": "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...\"" } ], [ { "actor": "You", "dialogue": "\"A white star.\" (Point to the star on the label.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No.\" He looks at it. \"An *upside down* star.\"" }, { "actor": "Encyclopedia", "dialogue": "With its horns in the sky -- the symbol of the Commune." }, { "actor": "You", "dialogue": "\"Looks old. What's it still doing here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"After...\" He thinks. \"Forty four years? That's not nearly enough time to hide what happened here, officer.\"" }, { "actor": "You", "dialogue": "\"RCM... It sounds like RCM -- Revachol Citizens Militia.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It does.\"" }, { "actor": "You", "dialogue": "\"Why?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The RCM *may* descend from the ICM.\"" }, { "actor": "You", "dialogue": "\"*May*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's impossible to say.\" He looks toward the darkened doorway. \"It was chaos after the war. The name was good for getting people to join us -- Revachol West was mostly workers and criminals...\"" }, { "actor": "Rhetoric", "dialogue": "...nice *political* thoughts rush through your neocortex." } ], [ { "actor": "Pain Threshold", "dialogue": "Points are good. Have one, you old dog! Before we all die..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_kim_sports\"] and Variable[\"whirling.klaasje_saw_sports_branch_in_race\"] == false) == false]" }, { "actor": "You", "dialogue": "\"Could it be love that *did him in*?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"It very well could be, yes.\"" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"What *do* I mean?\" She raises an eyebrow. \"I have no idea. I don't even know what *you* mean. Love did him in? What does that mean?\"" }, { "actor": "You", "dialogue": "\"Okay then. Another question.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Of course,\" she says quickly." }, { "actor": "You", "dialogue": "\"Where is Lelystad? The place, I mean.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"In Oranje, officer. It's a... I think *municipality* is the term? A nowhere-town there.\"" }, { "actor": "Encyclopedia", "dialogue": "The Lelystad municipality has few boroughs and even fewer cities -- it's made of agricultural plots near the border of Gottwald. Executive summary: cows, silos, and wheat." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.ask_about_tattoo_done\"]) == false]" } ], [ { "actor": "Savoir Faire", "dialogue": "Master Investigator! You just can't keep yourself away from locked and hidden places, can you?" }, { "actor": "You", "dialogue": "What do you mean?" }, { "actor": "Savoir Faire", "dialogue": "Nothing. Nothing! You're right -- get in there... deep. Invade every personal space, break every lock..." }, { "actor": "You", "dialogue": "I'm just browsing..." }, { "actor": "Savoir Faire", "dialogue": "Yes, that's what it is... a quick peek here, a short glance there. It is all quite... delectable." } ], [ { "actor": "Suggestion", "dialogue": "Nope, you don't have any new winning tactics to get the woman to spill the beans about cryptids." }, { "actor": "You", "dialogue": "\"You don't notice this about me, but actually -- I have lost all memory of the world and myself and I have no idea what I'm doing.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "She frowns, looking you over. \"Surely things can't be *that* bad?\"" }, { "actor": "Inland Empire", "dialogue": "You sense that she won't judge you, no matter what you say." }, { "actor": "You", "dialogue": "\"Yeah, I'm blowing this whole thing out of proportion. Forget I said anything.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "She nods, but still looks worried." }, { "actor": "You", "dialogue": "\"I don't know if you've noticed, but I don't know where I am, or what I'm doing. Or *anything*.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Yes, officer, you look rather dazed... like a stunned fox. But surely things can't be *that* bad?\" Her eyes follow your movements with some concern." } ], [ { "actor": "Soona, the Programmer", "dialogue": "\"And now if you'll just connect that here...\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Got it. Are we ready?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"We're ready to try, at least. Please, put those on. I've configured the channels so that only your microphone is set to broadcast. We'll both be able to listen, but anyone we reach will only hear *your* voice.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"You will need to transmit your connection request while I attempt to locate the warship's public frequency. You will likely encounter some interference, but it's important to keep transmitting your request until you're acknowledged. Ready?\"" }, { "actor": "You", "dialogue": "\"Wait, what if they *never* acknowledge me?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Then it will be exactly like every other moment of every other day. I ask again: Are you ready?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Good. Beginning transmission.\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_snowing\"]]" }, { "actor": "Shivers", "dialogue": "A soft rustling. The snow seems to have gotten between your ears somehow..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_shivers_snow\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Go ahead, officer.\"" } ], [ { "actor": "Savoir Faire", "dialogue": "There! On that balcony. Do you see it? It's an artist!" }, { "actor": "Conceptualization", "dialogue": "A strong aura of *originality* surrounds the girl in question." }, { "actor": "Half Light", "dialogue": "Quick, kill it with fire before it organises a *happening*!" }, { "actor": "You", "dialogue": "Yes, I can sense the *originality*..." }, { "actor": "Savoir Faire", "dialogue": "Seems to be one of those conceptual types... not good. If we proceed cautiously we might get something tangible out of her." }, { "actor": "You", "dialogue": "Alright, I'm listening. What's the plan?" }, { "actor": "Savoir Faire", "dialogue": "Artistos are known to *repel* wealth. It bounces off their skin like rubber. The moment a reasonable business proposal enters their periphery, they go and get 'political'." }, { "actor": "Suggestion", "dialogue": "Nonsense, no one 'repels wealth', the businessmen just don't know how to entice them." }, { "actor": "Rhetoric", "dialogue": "It's true, some of them are known to turn the entire thing into a happening." } ], [ { "actor": "Encyclopedia", "dialogue": "By the way, where *is* home? The address is coming up blank and this place sure isn't it..." }, { "actor": "You", "dialogue": "I have no idea." }, { "actor": "Encyclopedia", "dialogue": "But you've been at this hostel-cafeteria for only three nights. Where were you before? You had to be somewhere." }, { "actor": "You", "dialogue": "Up on Marvel Hill." }, { "actor": "Encyclopedia", "dialogue": "Why did you say that?" }, { "actor": "You", "dialogue": "\"Lieutenant Kitsuragi, do you know a place called Marvel Hill?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No...\" He thinks for a moment. \"But isn't that an expression, not a place?\"" }, { "actor": "You", "dialogue": "\"An expression?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A saying. Up on Marvel Hill -- a great, high place. One that is impossible to climb back to.\"" }, { "actor": "Encyclopedia", "dialogue": "That doesn't sound like somewhere you can stay if you run out of money." }, { "actor": "You", "dialogue": "I'll live in a dumpster, I don't care. Fuck everything. Hobocop." }, { "actor": "Encyclopedia", "dialogue": "Entertain the thought when you get the time. Maybe being a hobo *and* a cop has its advantages?" } ], [ { "actor": "You", "dialogue": "\"My financial situation is none of your business.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's not my intention to make it my business, just to move this investigation forward.\"" }, { "actor": "Composure", "dialogue": "He is mildly offended that his display of camaraderie went wrong -- though it doesn't show in his posture." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm pretty sure you can pick up some odds and ends to sell here. Take a look around.\" He nods toward a table heaped with knick-knacks. \"The owner has eclectic taste.\"" }, { "actor": "Authority", "dialogue": "Eclectic taste? This shop is full of *stolen* goods -- a blight on the community!" }, { "actor": "You", "dialogue": "\"*Or* we could shut this place down? The stuff is clearly stolen.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"On the contrary -- we should do our part to *support* the local economy.\"" }, { "actor": "Esprit de Corps", "dialogue": "...we shouldn't disrupt the way things are done here, he thinks. And have little power to do so anyway." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_traps_2_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, sweetie. How are you?\" She sounds tired." }, { "actor": "Perception (Sight)", "dialogue": "Dark circles around her eyes. She's absolutely exhausted." }, { "actor": "Empathy", "dialogue": "She asked about you because she's afraid to hear about the traps. But that's what she really wants news of." }, { "actor": "You", "dialogue": "\"I restocked the empty trap... Where's Morell?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Thank you for doing that, dear.\" She manages a smile for you." }, { "actor": "Empathy", "dialogue": "Her smile is weary. Her earlier ebullience has left her." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Morell still isn't feeling well. I convinced him to stay at Gary's to get some rest.\" She looks down at her hands. \"I'm afraid the cold has really gotten to him.\"" }, { "actor": "You", "dialogue": "\"He gives up and *I'm* running around?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I'm sorry, dear. It was me -- I made him go home. He gets *so* stubborn about these things -- luckily his cough kept him from arguing with me.\"" }, { "actor": "Drama", "dialogue": "Her voice is shaky. What is going on here?" }, { "actor": "You", "dialogue": "\"So... who's going to check the traps?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Morell will eventually. Or we'll talk Gary into going back out, perhaps...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Oh, of course. That's your main thing here. That's *why* you're in Martinaise.\" He nods. \"I know everything that goes on around here and I would *love* to discuss it with you.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I mean, it's no secret that the lynching is connected to the strike -- so much to talk about! Honestly, it's been weighing on me so heavily. I understand -- you need to *interview* me...\"" }, { "actor": "You", "dialogue": "Say nothing." }, { "actor": "Evrart Claire", "dialogue": "\"...but there's a *thing* that's been keeping me up at night. I *want* to talk about the hanging. I mean... if we could just calmly talk, exchange information, we could blow this thing wide open!\"" }, { "actor": "You", "dialogue": "\"Yes, let's blow it open.\"" }, { "actor": "Evrart Claire", "dialogue": "\"But I *can't* think straight with this thing weighing on me...\" He slaps himself on the forehead. \"You're a police officer, aren't you? I have a crazy idea. You guys are basically door-opening machines. Incredibly talented at opening doors.\"" }, { "actor": "You", "dialogue": "\"I've opened a few doors in my life.\"" }, { "actor": "Evrart Claire", "dialogue": "\"And I'm sure you're gonna open this one with flying colours, Harry.\" He chuckles. \"This really is very simple and there's nothing shady about it.\"" }, { "actor": "Drama", "dialogue": "An excellent opportunity presents itself, sire! You could win the trust of the arch-liar, pretend to play into his hand -- then, should you wish, bend his efforts towards your own!" }, { "actor": "Physical Instrument", "dialogue": "Does this jiggling ooze think he's going to *use* you? He's got another thing coming. Play his game, son, with your eyes peeled. He's going to slip up, and when he does -- you're going to come out on top." } ], [ { "actor": "You", "dialogue": "\"You know, Contact Mike doesn't *just beat people up*. Contact Mike is a role model.\"" }, { "actor": "Acele", "dialogue": "\"Um...\"" }, { "actor": "Rhetoric", "dialogue": "An entire *litany* spews forth!" }, { "actor": "You", "dialogue": "\"On second thought, screw Contact Mike. He's not a champion -- you are! Look at you here in front of a saggy tent, picking your nose to drug-addict music. The world of sports is in awe of your faith and dedication.\"" }, { "actor": "Acele", "dialogue": "\"Man, you are one weird cop.\"" }, { "actor": "You", "dialogue": "\"I'd say I'm just about normal. Now about that mic -- Not Mike. Mic.\"" }, { "actor": "Acele", "dialogue": "\"You do understand it all just sounds like Mike to me, right?\"" }, { "actor": "You", "dialogue": "\"Where did you get the mic from?\"" }, { "actor": "Acele", "dialogue": "\"Same place I got the recorder from. The Paliseum.\"" }, { "actor": "You", "dialogue": "\"Tell me more about the microphone.\"" }, { "actor": "Acele", "dialogue": "\"Sure.\"" }, { "actor": "You", "dialogue": "\"How does that thing work?\"" }, { "actor": "Acele", "dialogue": "\"The mic? I don't exactly know. Somehow it doesn't pick up vibrations from the air. The box said it only picks up *structure-borne sound*. If you like technobabble.\"" } ], [ { "actor": "Cuno", "dialogue": "\"Yeah, the Kingdom of Cuno, the fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"The dead man's clothes were in the trash container.\" (Point to the container.) \"How did they get there?\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, Cuno doesn't know shit about that. That shit is *beneath* Cuno.\"" }, { "actor": "You", "dialogue": "\"Right. About something else, then...\"" }, { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, dumpster diver.\"" }, { "actor": "You", "dialogue": "\"That ladder yours?\"" }, { "actor": "Cuno", "dialogue": "\"No, it's not fucking Cuno's, it's ancient -- look at it.\"" }, { "actor": "Cunoesse", "dialogue": "An evil squeak comes from behind the fence. \"He thinks you're fucking four, Cuno! He says you climb the ladder up to your *magic tree house*!\"" }, { "actor": "Cuno", "dialogue": "\"Get the fuck out of here, pig! Cuno doesn't have a magic tree house!\"" }, { "actor": "You", "dialogue": "\"That ladder yours?\"" }, { "actor": "Cuno", "dialogue": "\"No, it's not fucking Cuno's, it's ancient -- look at it.\"" }, { "actor": "Cunoesse", "dialogue": "An evil squeak comes from behind the fence. \"He thinks you're fucking four, Cuno! He says you climb the ladder up to your *magic tree house*!\"" }, { "actor": "Cuno", "dialogue": "\"Get the fuck out of here, pig! Cuno doesn't have a magic tree house!\"" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_archer_working_soona\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Good. Now, give me a hand with these amplifiers. Leave the cables. I don't feel like making two trips...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_turned_down_archer\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Script: SetVariableValue(\"character.committee_of_la_responsabilite\", true) --[[ Variable[ ]]]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Well, this was an *interesting collaboration*.\"" }, { "actor": "You", "dialogue": "\"What do you think? Could I make it as a radio engineer?\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_interfacing_rc_success\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Perhaps. You're certainly resourceful. That is a good trait in an engineer...\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"In any event, just leave that equipment here. I'll put it away later. If you'd like, you can take one of the extra headsets. I don't need so many spares.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Now you'll excuse me. I have to get back to my own work.\"" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]" }, { "actor": "You", "dialogue": "\"2. Internal examination -- where were we?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Respiratory system,\" he pries the corpse's mouth back open. \"Put it down as -- oral cavity shows no lesions, mouth swollen, haemorrhaging present in mucous of the lips and mouth.\"" }, { "actor": "You", "dialogue": "Look deeper inside." }, { "actor": "The Hanged Man", "dialogue": "It's hard. You taste stomach acid in the back of your throat. A contraction -- your throat pumps a little something from your stomach and into your mouth. You're forced to swallow, just to keep looking..." }, { "actor": "The Hanged Man", "dialogue": "Inside you see darkness. Just a mess of meat and darkness." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_corpse_questions_unlocked\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "Mute silence as always." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Haemorrhaging present in mucous,\" the lieutenant repeats impatiently. He lets go of the jaws. The mouth snaps shut before you." }, { "actor": "You", "dialogue": "Look deeper inside." }, { "actor": "The Hanged Man", "dialogue": "It's hard. You taste stomach acid in the back of your throat. A contraction -- your throat pumps a little something from your stomach and into your mouth. You're forced to swallow, just to keep looking..." }, { "actor": "The Hanged Man", "dialogue": "Inside you see darkness. Just a mess of meat and darkness." } ], [ { "actor": "The Deserter", "dialogue": "\"Huh?\" He leans closer with a strange expression on his face." }, { "actor": "Inland Empire", "dialogue": "Now that you say them, the words feel like tin, heavy, they're coming from the bottom of you. You've said them half a thousand times..." }, { "actor": "You", "dialogue": "(Say:) \"You will be taken to the nearest precinct holding area for preliminary investigation.\"" }, { "actor": "The Deserter", "dialogue": "\"But...\" His eyes fill with sudden terror: \"You said I would be taken to the, uhm, the...\"" }, { "actor": "Composure", "dialogue": "The sum of all the erratic, involuntary movements and mood swings he's been exhibiting..." }, { "actor": "Shivers", "dialogue": "The wind picks up. The silence on the water is broken, little shivers of waves appear..." }, { "actor": "You", "dialogue": "(Say:) \"Your Wayfarer rights have been suspended. Information provided to the officer on the scene will be used against you by the prosecution.\"" } ], [ { "actor": "Suzerainty: The Board Game", "dialogue": "[Action/Check: Condition: Variable[\"inventory.suzerainty_mainhub_reached\"]]" }, { "actor": "Suzerainty: The Board Game", "dialogue": "The 'Suzerainty' box is heavy and slightly awkward in your hands. You give it a light shake, and feel the pieces shift around inside." }, { "actor": "You", "dialogue": "\"Hey, Kim, wanna play?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks over the rulebook before he sees something that makes his eyes go wide..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Holy shit, the average playing time for this game is one to *six* hours...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not sure we can afford to set aside *that* kind of time for a *game*.\"" }, { "actor": "Empathy", "dialogue": "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." }, { "actor": "You", "dialogue": "[Put the game away.]" } ], [ { "actor": "You", "dialogue": "Ren\u00e9 told you his war story, now impress him with *your* heroics." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"plaza.rene_hero_Story_rc\"]]" }, { "actor": "Drama", "dialogue": "Go long, go deep, go unconventional!" }, { "actor": "You", "dialogue": "I'd rather just ask him some questions." }, { "actor": "Drama", "dialogue": "Of course, it's your call. But he would have been *really* impressed." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Was there anything else, officer?\" he asks impatiently. Looks like they both want to continue the game." }, { "actor": "You", "dialogue": "\"Ren\u00e9... I need to go back in time. Can you help me?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"What?!\" The old soldier scowls at you, unamused." }, { "actor": "Empathy", "dialogue": "He thinks you're playing a joke on him." }, { "actor": "Gaston Martin", "dialogue": "\"Now, now...\" His partner raises both hands in a calming gesture. \"I'm sure the officer means it figuratively. Like a forensic technique or something, right?\"" } ], [ { "actor": "Shelf of Romance Stories", "dialogue": "The shelves are littered with romantic tales from across time and space." }, { "actor": "You", "dialogue": "Does anything more real, more *you* stand out?" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: Variable[\"doomed.book_whitech_pain_threshold_romance\"]]" }, { "actor": "Pain Threshold", "dialogue": "As you focus on the overwhelming mass of colourful novels, a discrepancy catches your eye -- one of the books is not like the others." }, { "actor": "Shelf of Romance Stories", "dialogue": "A grey book has lost itself between all the romance. The title reads: 'Sixteen Days of Coldest April.'" }, { "actor": "Volition", "dialogue": "Turn away, this is a bad idea." }, { "actor": "You", "dialogue": "Why is it out of place?" }, { "actor": "Pain Threshold", "dialogue": "Someone thought this was a romance story, but it's actually a thoroughly excruciating work of psychological realism." }, { "actor": "You", "dialogue": "Help, I don't want to do this..." }, { "actor": "Shelf of Romance Stories", "dialogue": "The shelves are littered with romantic tales from across time and space." }, { "actor": "You", "dialogue": "Does anything more real, more *you* stand out?" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: Variable[\"doomed.book_whitech_pain_threshold_romance\"]]" }, { "actor": "Pain Threshold", "dialogue": "As you focus on the overwhelming mass of colourful novels, a discrepancy catches your eye -- one of the books is not like the others." } ], [ { "actor": "Drama", "dialogue": "Wow, so someone's been a little... *boring*?" }, { "actor": "You", "dialogue": "What?" }, { "actor": "Drama", "dialogue": "Yes, my *standard* liege. Someone's seen all sorts of wild ideas pop off and thought -- 'I'll take the *boring* one. The regular, please. The brown.'" }, { "actor": "You", "dialogue": "\"Kim. Am I boring?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You?\" He looks at you. \"I wouldn't worry about that.\"" }, { "actor": "Drama", "dialogue": "See? You're so *regular* and vinyl-brown, he doesn't even want to talk to you about it." }, { "actor": "You", "dialogue": "I like brown." }, { "actor": "Drama", "dialogue": "Of course you do. And maybe some black shoes or a pristine white shirt to go with that. It's official: My lord's *copotype* is Regular Cop. I'll let everyone know. I'll send out a telefax." }, { "actor": "You", "dialogue": "Why not. Send out the telefax then. I'm not ashamed. (Opt in.)" }, { "actor": "Drama", "dialogue": "Done and done. No actual *communiques* will be sent, of course. That would be too dramatic." } ], [ { "actor": "Mountain of Board Games", "dialogue": "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 Wirr\u00e2l-related merchandise." }, { "actor": "You", "dialogue": "\"So what about all these 'Wirr\u00e2l' things?\"" }, { "actor": "Plaisance", "dialogue": "\"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!\"" }, { "actor": "Plaisance", "dialogue": "\"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." }, { "actor": "You", "dialogue": "Look through the pile of Wirr\u00e2l-related items." }, { "actor": "Mountain of Board Games", "dialogue": "An endless variety of sourcebooks, lorebooks, and codices litter the table. The top-most book is titled \"Welkin Compendium, Second Edition.\"" }, { "actor": "Mountain of Board Games", "dialogue": "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 Wirr\u00e2l: Cavern of Velkraag.\"" }, { "actor": "Conceptualization", "dialogue": "Books in a *board game* section? Who wants to read books!?" }, { "actor": "You", "dialogue": "Anything that really catches my eye?" }, { "actor": "Mountain of Board Games", "dialogue": "There's a box that says: \"Wirr\u00e2l. 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 re\u00e1l." }, { "actor": "Logic", "dialogue": "That price *is* steep, but then it's a Third Edition Mega-Setting Supplement, so it makes sense." }, { "actor": "Physical Instrument", "dialogue": "Nonsense for anemic binoclards!" }, { "actor": "You", "dialogue": "\"Storekeep, what board games do you have here?\"" } ], [ { "actor": "Writing Desk", "dialogue": "A phone book lies open on the table, covering a stack of utility bills. Right next to it, in plain sight, sits a small bottle of amphetamine, conveniently equipped with a straw." }, { "actor": "Electrochemistry", "dialogue": "Score! It's right there, baby. Today's your lucky day." }, { "actor": "Savoir Faire", "dialogue": "You could slip the bottle right into your pocket -- the lieutenant wouldn't even notice..." }, { "actor": "You", "dialogue": "\"Lieutenant, I've located psychoactive substances on this table.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good, confiscate it.\"" }, { "actor": "Esprit de Corps", "dialogue": "The minuscule amount of amphetamine doesn't interest the lieutenant in the slightest. He listens instead to something in the other room." }, { "actor": "You", "dialogue": "Take the speed from the table." }, { "actor": "Writing Desk", "dialogue": "You pocket the bottle as if it were the most natural thing in the world." }, { "actor": "Electrochemistry", "dialogue": "Don't wait, celebrate! Blast that shit right here! Take inventory of it once this boring table shit is done!" } ], [ { "actor": "You", "dialogue": "\"I thought about it and you know what? I can pay 3 re\u00e1l for the spirits.\"" }, { "actor": "Rosemary", "dialogue": "\"Finally came to your senses, huh, buddy-boy? Ain't nobody else gonna give you a price like that.\" The man starts laughing to himself. \"Had to let life squeeze you to get that, huh?\"" }, { "actor": "You", "dialogue": "\"Yes, yes. Life, squeezing, spirits. Let's just make a deal already.\"" }, { "actor": "Rosemary", "dialogue": "\"Sure-sure, friend. People are just so impatient these days. So, that'll be 3 re\u00e1l from your pocket to mine. And at this price you're practically robbing me.\"" }, { "actor": "You", "dialogue": "\"Here's the money for a pilsner.\"" }, { "actor": "Rosemary", "dialogue": "\"Bottoms up, captain!\" He hands you an ugly brown bottle." }, { "actor": "You", "dialogue": "\"Why does the bottle of spirits cost 300 re\u00e1l?\"" }, { "actor": "Rosemary", "dialogue": "\"See, friend...\" He brings out a one-litre bottle with blue-ish liquid. The mouth is corked shut. \"It's *real* valuable. Worth every re\u00e1l, if you catch my drift. Got it from a bit of a business venture...\"" }, { "actor": "You", "dialogue": "Nod -- let him speak." }, { "actor": "Rosemary", "dialogue": "\"You know, it's funny, actually...\" He bursts out laughing, then takes three gulps of his pilsner and stares at you intently." }, { "actor": "Perception (Sight)", "dialogue": "He's finding it difficult to focus his watery gaze." }, { "actor": "You", "dialogue": "\"What is?\"" }, { "actor": "Rosemary", "dialogue": "\"What?\"" }, { "actor": "Rhetoric", "dialogue": "Keep him talking." } ], [ { "actor": "You", "dialogue": "\"Fine. 20 re\u00e1l for the night.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He sighs so much he seems to deflate. He slams the key before you. \"The room is yours for the night. Don't forget you'll need *another* 20 re\u00e1l tomorrow.\"" }, { "actor": "You", "dialogue": "\"Garte, I saw another *thing* at the Whirling...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Another thing -- great. I love those.\"" }, { "actor": "You", "dialogue": "\"I saw a sign that said the mess hall is reserved for the Union.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes -- not the whole damn Union, thank god. Just the nastiest and *loudest* faction.\" He tosses his head in disdain." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"They come here in the evenings. Dumb, unruly types. Think they're Big Shit. But they're good customers -- they place big orders, and always pay *on time*.\"" }, { "actor": "Authority", "dialogue": "He hates the Union, but grudgingly recognizes its power over him -- so he's directing his frustration at you instead. Retaliate!" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.garte_mess_authority\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Garte, what if I told I got into the back room? Behind the blue door in the kitchen.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Oh? Okay. Well.\" He controls his excitement well. \"I did hear you make noise back there. So -- good for you.\"" }, { "actor": "Composure", "dialogue": "He's really, really holding himself back here." } ], [ { "actor": "Volition", "dialogue": "Mm, these are some wonderfully regular pants. Not too tight, not too loose -- moderate in every sense. You'll blend right in at some pleasant dinner party." }, { "actor": "You", "dialogue": "I like regular, normal things." }, { "actor": "Volition", "dialogue": "Mhm, I know you do. These interisolary pants are like wearing a perfect *compromise* in your nether regions. No one will call the Moralintern on you like this, that's for sure." }, { "actor": "Volition", "dialogue": "You're a little more moralist now, buddy. A little more *normal*. Even if you didn't want to be." }, { "actor": "Composure", "dialogue": "Makes sense. This is what wearing boring office trousers does to you." } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsNight()]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_special_greeting_done_night\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She takes a sip from her silvery thermal cup. \"What can I help you with -- at this late hour?\"" }, { "actor": "You", "dialogue": "\"It's night. Don't you ever sleep?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Matter of fact, I don't.\" She takes another sip." }, { "actor": "You", "dialogue": "\"Why is that?\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_kim_medical_condition\"] or Variable[\"pier.joyce_amnesia_known\"]]" }, { "actor": "Joyce Messier", "dialogue": "\"I have a medical condition of my own -- nothing unusual, though. I'm *old* you see.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_overradiated\"]) == false]" }, { "actor": "You", "dialogue": "(Better not to poke further) \"That's good. This way you can answer me some questions.\"" } ], [ { "actor": "Cuno", "dialogue": "You see the shape of a prepubescent boy in FALN pants. It turns double -- then triple -- from the pain. He says:" }, { "actor": "Cuno", "dialogue": "\"Coinslot's dead.\"" }, { "actor": "Pain Threshold", "dialogue": "You can barely hear him, the pain is so bad." }, { "actor": "You", "dialogue": "Say nothing." }, { "actor": "Cuno", "dialogue": "\"Just kidding, piggo,\" he chuckles. \"The boo-boo wagon took the binoclard away. He's probably gonna live.\"" }, { "actor": "You", "dialogue": "\"The what? Where did they take him?\"" }, { "actor": "Cuno", "dialogue": "\"To the hospital, fucktard. Try to keep up with Cuno.\" He glares at you with something akin to respect..." }, { "actor": "Volition", "dialogue": "Thank god, okay, he's alive." }, { "actor": "Cuno", "dialogue": "\"They say you shot that fucker in the face. That's fucking cool to Cuno.\" He looks down. \"So I thought I'd stick around.\"" }, { "actor": "You", "dialogue": "\"Go away, Cuno... Let me die in peace.\"" }, { "actor": "Cuno", "dialogue": "\"Now's not the time to shit the bed, pig.\" He spits. \"C'mon, baconman, Cuno's gonna help you hold your shit in.\"" } ], [ { "actor": "Drainage Pipe", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.drainage_hub_reached\"]]" }, { "actor": "Drainage Pipe", "dialogue": "Behind the pipe -- the maintenance door, rusted shut and half-sunken in sand." }, { "actor": "Drainage Pipe", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Inland Empire", "dialogue": "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." }, { "actor": "You", "dialogue": "Try to pull the door apart." }, { "actor": "Drainage Pipe", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.drainage_wc\"]]" }, { "actor": "Physical Instrument", "dialogue": "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..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good work.\" The lieutenant nods toward the impenetrable darkness inside. \"Shall we?\"" }, { "actor": "You", "dialogue": "[Go in.]" } ], [ { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ladder_hub_reached\"]) == false]" }, { "actor": "Feld Ladder", "dialogue": "A rusty ladder leads to the rooftop. Some of the rungs are missing." }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ladder_climbing_vs_teleport\"]) == false]" }, { "actor": "Esprit de Corps", "dialogue": "You shouldn't attempt to climb this ladder without the lieutenant here. What if you fall and need to be rushed to the hospital?" }, { "actor": "You", "dialogue": "\"What if I don't climb? What if I just... *teleport*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Teleportation is not a thing.\" The lieutenant stares at you, stone-faced." }, { "actor": "Rhetoric", "dialogue": "Even if it isn't -- no one told you." }, { "actor": "You", "dialogue": "\"Teleportation *is* a thing. Just needs a bit of concentration...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay, let's say teleportation is a thing. Wouldn't you need some kind of... scientific apparatus to create a teleportation field? You can't just do it without apparatus.\"" }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: (IsHourBetween(8,19) and Variable[\"TASK.locate_ruby_on_the_coast_done\"] == false) == false]" }, { "actor": "You", "dialogue": "\"It won't hurt to try.\"" } ], [ { "actor": "Acele", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"Tell me about Noid.\"" }, { "actor": "Acele", "dialogue": "\"He's a Faubourger I guess, like the rest of us. Okay, maybe not Egg, I don't know about him, but Noid and the rest are from Faubourg, making the pilgrimage up north to visit The Paliseum.\"" }, { "actor": "Acele", "dialogue": "\"He's real hard core about the lifestyle.\"" }, { "actor": "You", "dialogue": "\"What is this pilgrimage you're talking about?\"" }, { "actor": "Acele", "dialogue": "\"It's just something poor Faubourg kids do every spring, to pass the time. We walk the entire length of Boogie Street, up to Jamrock. Or as much as possible.\"" }, { "actor": "You", "dialogue": "\"Why wouldn't it be?\"" }, { "actor": "Acele", "dialogue": "\"I don't know man, have you *been* down Boogie Street? It's a little bewildering.\"" }, { "actor": "You", "dialogue": "\"Oh, I'm sorry... have I not told you I'm a raging alcoholic who recently drank himself into an oblivion so deep he can't even remember what sounds like the biggest street in the city?\"" }, { "actor": "Acele", "dialogue": "\"Uh... no?\"" }, { "actor": "You", "dialogue": "\"Well, I am.\"" }, { "actor": "Acele", "dialogue": "\"Okay, then you should go and take a look, I guess. Boogie Street is cool. It's got a lot of immigrants and all kinds of different people.\"" }, { "actor": "You", "dialogue": "\"I might just do that if I make it there alive.\"" }, { "actor": "Acele", "dialogue": "\"Yeah,\" she says, then opens her mouth like she's about to add something, but doesn't." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"radical_feminist_agenda\")) == false]" }, { "actor": "Drama", "dialogue": "It's all very organic -- her mannerisms, her movements. If she's acting, she's quite gifted." }, { "actor": "Logic", "dialogue": "By *they* she means the Hardie boys." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_rfa_rhetoric_questions_rapeable\"]) == false]" }, { "actor": "You", "dialogue": "\"You were asked to say you were assaulted? By the Hardie boys?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Not explicitly, but I understood what they meant. It wouldn't hurt to spice things up a bit -- some assault and battery, *sexual* assault maybe. It was clear the latter would be *spicier*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"radical_feminist_agenda\")) == false]" } ], [ { "actor": "You", "dialogue": "\"Do you have an... alibi? For when Lely was shot?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Man, I was with the boys the whole night. I hope they at least bothered to impress *that* upon you.\"" }, { "actor": "You", "dialogue": "\"There were... ten minutes they couldn't account for.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"You mean, the length of a toilet break? That wouldn't even have been enough time.\"" }, { "actor": "You", "dialogue": "\"Hold on, *no one* takes a fifteen-minute leak.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Look, fuck you, man. I might have also stopped by the bar.\"" }, { "actor": "Drama", "dialogue": "She speaketh truth." }, { "actor": "You", "dialogue": "\"Our investigation...\" (wince from the pain) \"has shown that fifteen minutes was *just* enough time to commit the murder.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Wow, now I'm curious. Please, explain.\"" }, { "actor": "You", "dialogue": "\"Okay then... I have other questions for you.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" }, { "actor": "You", "dialogue": "\"Do you have an... alibi? For when Lely was shot?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"I think I just need a break from our main case for a bit.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I certainly understand the impulse, but this is our job, detective. Our whole *raison d'\u00eatre*. At some point, we'll need to return to it.\"" }, { "actor": "You", "dialogue": "\"Do you think we'll actually be able to reach the Coalition with this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I wouldn't like to guess. Your performance so far doesn't exactly inspire confidence, but all sorts of things are possible...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*You* could reach the Coalition and have your talk about *la responsabilit\u00e9*... *I* could grow 10 centimetres and become a flanker for the Stormers.\"" }, { "actor": "You", "dialogue": "Examine the transceiver." }, { "actor": "Office Radio", "dialogue": "There's nothing obviously remarkable about it. It's about the size of a common pasta box, with knobs of molded plastic. What else is there to say?" }, { "actor": "Conceptualization", "dialogue": "If this transceiver were a person, it would be an accountant at a large logistics firm. Perfectly competent, but unexceptional." }, { "actor": "You", "dialogue": "Examine the transceiver." } ], [ { "actor": "Cuno", "dialogue": "\"Shitload, pig, what's your question?\"" }, { "actor": "Cunoesse", "dialogue": "\"Don't tell the pig shit, Cuno!\"" }, { "actor": "Reaction Speed", "dialogue": "This is where you *quickly* ask him questions. Real cop-questions. Like a cop." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_cop_questions\"]) == false]" }, { "actor": "You", "dialogue": "(Whisper.) \"Kim, help me out here. What do we want to know?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"If I were to want to waste my time -- which I do not -- I would ask them who he is, how he got there, and the *usual*.\"" }, { "actor": "Rhetoric", "dialogue": "The usual being \"have you seen anything out of the ordinary\" or \"have you seen anything suspicious\"?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_rhet_explain_the_usual_thing\"]]" }, { "actor": "You", "dialogue": "\"Where's the rest of his armour?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno doesn't give a shit about the armour.\"" }, { "actor": "You", "dialogue": "\"Okay, another question then.\"" }, { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno.\"" }, { "actor": "You", "dialogue": "\"Have you seen anyone suspicious around?\"" } ], [ { "actor": "You", "dialogue": "\"You're no fun, Lieutenant Killjoy.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He scans your face as though searching for clues. \"I did not know murder investigations are supposed to be *fun*.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Now, gentlemen, no need to squabble.\" She turns to you. \"I wouldn't be of much use to you anyway, sweetie.\"" }, { "actor": "You", "dialogue": "\"You're probably right.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I really would like to help out, but I don't want to slow you down. If it weren't for all the stairs and potholes in Martinaise, I'd join you for sure!\" She looks out the window wistfully." }, { "actor": "You", "dialogue": "\"About your pin...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I hope you were able to pawn that old trinket!\" She smiles up at you earnestly." }, { "actor": "You", "dialogue": "\"I got 3.20 for it. You should have it.\" (Give her the money.)" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, that's very thoughtful of you. Are you sure you don't need the money? Okay, then. Thank you.\"" }, { "actor": "Empathy", "dialogue": "She really would have rather had the pin back, but she doesn't want to make you feel bad." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "Even the lieutenant seems happy with this turn of events." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Now, what else, sweetie?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]" } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_failed_wc_once\"]) == false]" }, { "actor": "Authority", "dialogue": "Establish authority, yes! AUTHORITY! Feverish thoughts race through your mind." }, { "actor": "You", "dialogue": "\"Let's try this again -- Kim, gimme your gun.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No,\" he whispers, not even looking at you. \"Not going to happen.\"" }, { "actor": "You", "dialogue": "\"First you tell me someone's been *raped*, and then you don't say *who*. That's bullshit!\" (Stomp your feet.)" }, { "actor": "Titus Hardie", "dialogue": "\"Stop shitting your pants. You don't *need* to know, alright? We took care of it.\"" }, { "actor": "Titus Hardie", "dialogue": "He repeats: \"The *law* handled it, alright?\"" }, { "actor": "Eugene", "dialogue": "\"Yeah, aren't you listening? It's done. Finito!\"" }, { "actor": "You", "dialogue": "\"You're not the law. I am the law!\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_vanishment_failed\"]]" } ], [ { "actor": "Measurehead", "dialogue": "\"DON'T WORRY, BABE. THIS WON'T TAKE LONG.\"" }, { "actor": "Measurehead", "dialogue": "\"SO... WOMEN, HUH?\" The Semenese supraman stretches on the couch like a giant tattooed cat." }, { "actor": "Composure", "dialogue": "His shoulders relax, tension is leaving him." }, { "actor": "Visual Calculus", "dialogue": "Strange, he seems different in here. Less 'monolithic' somehow." }, { "actor": "Inland Empire", "dialogue": "The room feels soporific in its silence, dust particles twirling around in the air..." }, { "actor": "You", "dialogue": "\"I like women.\"" }, { "actor": "Measurehead", "dialogue": "\"AND? THAT'S WHAT YOU WANTED TO TALK ABOUT?\"" }, { "actor": "Measurehead", "dialogue": "\"WHAT IS THIS *REALLY* ABOUT?\"" }, { "actor": "You", "dialogue": "\"It's about her.\" (Nod solemnly.) \"Revachol.\"" }, { "actor": "Measurehead", "dialogue": "\"THAT IS A LIE YOU ADMINISTER YOURSELF. LIKE HEART MEDICINE. GO WITHOUT IT ONE DAY AND YOUR HEART WILL STOP.\"" }, { "actor": "Measurehead", "dialogue": "\"MEN ONLY WANT TO REVERSE TIME FOR ONE REASON. THEY *SAY* IT'S ABOUT HONOUR, JUSTICE, REVENGE, REGRET, REDEMPTION, AND A PLETHORA OF FALSE REASONS, BUT FURTHER BACK -- DEEPER IN -- IT IS ALWAYS LOVE THAT DRIVES THEM.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.rene_its_About_love\"]]" }, { "actor": "Reaction Speed", "dialogue": "Ren\u00e9 certainly seemed to agree with that." }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.lorryman_fascha_rc_scss\"]) == false]" } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"jam.horseback_monument_scaffolding\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"apt.student_posters_okay\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.contact_warship_archer_done\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "An old monument stands in the middle of the traffic island, pointing toward the sea. It looks as if it's been reassembled piece-by-piece, secured and mounted in the air with the aid of numerous ropes and rods." }, { "actor": "You", "dialogue": "Who is this?" }, { "actor": "Horseback Monument", "dialogue": "A silver plaque on the statue's pedestal reads: 'I am Filippe III, the Squanderer, the Greatest of the Filippian Kings of Revachol; Son of Filippe II, the Opulent; Father of Filippe IV, the Insane.'" }, { "actor": "Volition", "dialogue": "Not a good track record of mental health in that family." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.horseback_monument_scaffolding\"]]" }, { "actor": "You", "dialogue": "Examine the scaffolding." } ], [ { "actor": "Electrochemistry", "dialogue": "You should pick that fat, juicy cigarette butt from the tray, light it up and smoke the living shit out of it!" }, { "actor": "You", "dialogue": "Am I a smoker?" }, { "actor": "Electrochemistry", "dialogue": "Who knows what you are? A monster, a murderer, the Gnome of Geroma? You *feel* like a smoker, especially when you look at that juicy, succulent, seductive cigarette stub. Still smouldering deliciously..." }, { "actor": "You", "dialogue": "But she broke it at the filter. I can't smoke that." }, { "actor": "Electrochemistry", "dialogue": "How very astute of you! This renders it ineffectual. You should look for a *whole* cigarette. Or better yet -- an entire pack! Strike that, a CARTON! Make sure they're all healthy and able-bodied, then smoke them all." }, { "actor": "Volition", "dialogue": "Or -- you could *not* do that. No one is making you." }, { "actor": "You", "dialogue": "Well... I'll think about it." }, { "actor": "Electrochemistry", "dialogue": "Good! *Thinking* about yummy cigarettes in your mouth is the next best thing. Make sure you think about juicy sticks of tobacco *all the time*, though. It doesn't count if it's not all the time." }, { "actor": "Electrochemistry", "dialogue": "And when you're done thinking about them, graduate to *getting* them." }, { "actor": "Electrochemistry", "dialogue": "Plus, smoking them gives *massive bonuses*." } ], [ { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (Variable[\"jam.tommy_told_him_ruby_dead\"]) == false]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (Variable[\"jam.tommy_tribunal_alt_greet\"]) == false]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (Variable[\"jam.tommy_forced_him_to_out_instigator\"]) == false]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: Variable[\"TASK.search_through_the_locked_cabin_done\"]]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (Variable[\"jam.tommy_altgreet_ladydriver_cabin\"]) == false]" }, { "actor": "Tommy Le Homme", "dialogue": "\"I... uh... saw you poking around in lady driver's lorry. She in trouble?\"" }, { "actor": "You", "dialogue": "\"Wait -- so you *did* know something about who's smuggling drugs around here?\"" }, { "actor": "Tommy Le Homme", "dialogue": "\"Nah, man, I was telling you the truth. I really didn't think it'd be her. She's okay. Sorta troubled but, still -- a nice person.\"" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: Variable[\"jam.tommy_empathy_wishful_emotion\"]]" }, { "actor": "Empathy", "dialogue": "So that's what that emotion was, before. It was *wishful thinking*." } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"I know you said you'd let me know about the package, but -- what about now?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"I'm not dignifying that with a response.\"" }, { "actor": "Rhetoric", "dialogue": "Too late. You just did." }, { "actor": "You", "dialogue": "\"But you just did. Right there.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "The man actually remains silent this time. He looks at you expectantly." }, { "actor": "You", "dialogue": "\"Garte, I need to sing karaoke now.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"No, you *don't*.\"" }, { "actor": "Composure", "dialogue": "He tries not to look at you -- it's dangerous to *acknowledge* the karaoke man." }, { "actor": "Rhetoric", "dialogue": "You need to approach this situation logically. Ask him why he has the PA system installed, if you can't use it." }, { "actor": "You", "dialogue": "\"Yeah, but...\" (Look him in the eye) \"Johnny Law is about to tear it up sad-style.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"The Whirling doesn't need more *sad style*. That's one of the styles it can do without right now.\"" }, { "actor": "You", "dialogue": "\"You're right, it's not the right time yet.\"" } ], [ { "actor": "You", "dialogue": "\"Man, I just can't get enough of these cryptids.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "She grins. \"I'm glad you liked them, but I'm not really one to tell you about *all* of them. You should ask my husband if you get the chance. He's the real expert.\"" }, { "actor": "You", "dialogue": "\"The water lock on the canal is broken, so your husband is probably just stuck on the other side of the coast.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, my! What happened to the water lock?\"" }, { "actor": "You", "dialogue": "\"I broke it. Drove my motor carriage into a billboard above the lock, blocking the gates.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, sweetie... Well, I'm glad you survived that. And I'm grateful for the information -- it will spare me another sleepless night.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_morell_back_to_lena\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're welcome, ma'am.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Listen, sweetie. I hate to ask, but if your investigation happens to take you to the other side of the coast, please do keep an eye out for my husband...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_questtaking_passives_shown\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "This will *surely* lead to a cryptozoological mystery with that *extremely rare insect*..." }, { "actor": "Conceptualization", "dialogue": "Yes! Some left-field scientific research is exactly what you need right now. Funk up that *vanilla* murder investigation." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"That's just it! This isn't like him at all. He always plans his expeditions so carefully...\"" }, { "actor": "Shivers", "dialogue": "A cold breeze hisses through dense thickets of reeds.... Something sweet in it, somnolent. A damp chill goes down your spine. When you look around, you're still in the Whirling-in-Rags." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\u201cBut you have more important things to worry about.\u201d She glances out the window toward the bay." }, { "actor": "Conceptualization", "dialogue": "More important than a missing *expedition?* I don't know... expeditions often lead to something interesting." }, { "actor": "You", "dialogue": "\"You don't notice this about me, but actually -- I have lost all memory of the world and myself and I have no idea what I'm doing.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "She frowns, looking you over. \"Surely things can't be *that* bad?\"" }, { "actor": "Inland Empire", "dialogue": "You sense that she won't judge you, no matter what you say." }, { "actor": "You", "dialogue": "\"Things aren't *bad*. They're catastrophic.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"You know where we *are*, right?\"" }, { "actor": "You", "dialogue": "\"We're dead. Haunting each other. We're ghosts.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Now, now.\" She tilts her head as she looks up at you with maternal solicitude." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"We are alive -- in a hostel called the Whirling-in-Rags. And the Whirling itself is in the city of Revachol.\"" }, { "actor": "You", "dialogue": "\"Honestly, I don't really know anything about Revachol.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "Her grey eyes widen. \"Oh my. How would I even begin to tell you? Revachol is the most beautiful city in the world. We're fortunate to be here, you and I.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I haven't seen very many other cities personally, but everyone says so. Revachol is a rare jewel. This city used to rule the world... Though it has seen better days.\" There's a pause as she studies your expression. You must look quite lost." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Speaking of history -- you know what *year* it is, yes?\"" } ], [ { "actor": "Suggestion", "dialogue": "Hey, so we've been monitoring you internally, and now we know your *copotype*." }, { "actor": "You", "dialogue": "Wait, there are *copotypes*?" }, { "actor": "Suggestion", "dialogue": "Yes. Guess what's yours?" }, { "actor": "You", "dialogue": "I was kinda hoping I'm the Apocalypse Cop." }, { "actor": "Suggestion", "dialogue": "That is only a ludicrous daydream. Guess again. You're the..." }, { "actor": "You", "dialogue": "I was kinda hoping I'm the Apocalypse Cop." }, { "actor": "Suggestion", "dialogue": "That is only a ludicrous daydream. Guess again. You're the..." }, { "actor": "You", "dialogue": "I was kinda hoping I'm the Apocalypse Cop." }, { "actor": "Suggestion", "dialogue": "That is only a ludicrous daydream. Guess again. You're the..." }, { "actor": "You", "dialogue": "I was kinda thinking I'm the Regular Cop." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Oh, I know everything about you, Harry.\" He taps on the folder in front of him. \"I have a big fat folder on you. Very juicy stuff.\"" }, { "actor": "Evrart Claire", "dialogue": "\"And the word on the street is your memory is a bit... hazy.\" He looks at you questioningly. \"If that's true, maybe I can help you out? Do you a little favour so to speak.\"" }, { "actor": "Rhetoric", "dialogue": "It might be a good idea to hide your *confusion*... I mean, see what his game is first." }, { "actor": "You", "dialogue": "\"My memory is fine. Don't worry about it.\"" }, { "actor": "Evrart Claire", "dialogue": "\"So good to hear that, Harry. Apparently my sources were wrong.\" He pats the brown folder again." }, { "actor": "Evrart Claire", "dialogue": "\"However if you *would* have a spot of memory trouble -- well, let's just say a fat juicy folder could really fill in the blanks.\" He winks at you." }, { "actor": "Conceptualization", "dialogue": "Words flow like a river of honey from his lips." }, { "actor": "Rhetoric", "dialogue": "I guess word has already reached him. No matter, no harm done." }, { "actor": "Perception (Sight)", "dialogue": "It's just a brown folder. You can't make out what's written on it." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Are you trying to tell me you've gotten hold of some of our documents?\" The lieutenant inspects Evrart over his spectacles." }, { "actor": "Evrart Claire", "dialogue": "\"Mr. Kitsuragi, would you mind?\" His eyes never leave yours. \"Harry has some questions he needs answers to.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_punchhub_reached\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Cuno's Cuno, pig!\" The boy points to his chest with both thumbs." }, { "actor": "Logic", "dialogue": "It's always *Cuno*, never *I*. Clearly the kid's using the third-person perspective as a shield." }, { "actor": "Half Light", "dialogue": "Cuno... Primal. Violent." }, { "actor": "You", "dialogue": "\"Interesting... you refer to yourself in the third person to distance yourself from the situation?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno doesn't do that *smart* shit.\" He seems offended. \"Don't throw that book shit at Cuno. Cuno knows you're lying.\"" }, { "actor": "Cuno", "dialogue": "\"Trying to get Cuno hooked on the book...\"" }, { "actor": "Empathy", "dialogue": "The boy knows he has an addictive personality. Admirable insight for his age." }, { "actor": "Cunoesse", "dialogue": "\"Watch out, Cuno, he's trying to fiddle you. He's gonna put his HANDS on you!\" The *thing* behind the fence starts squealing, shrill and violent like a fire alarm." }, { "actor": "Cunoesse", "dialogue": "\"Help! Pigs got Cuno! Help! RAPE!\" The sound gets louder as the child shouts at the windows overlooking the yard." }, { "actor": "Cuno", "dialogue": "\"Help!\" The boy joins in. \"He's got the Cuno!!! HELP!!!\"" }, { "actor": "Reaction Speed", "dialogue": "Everyone can hear. You need to get the hell out of here before..." }, { "actor": "Volition", "dialogue": "Calm down. Anyone watching can see you're doing nothing. Just keep it professional." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_volition_dont_get_excited\"]) == false]" }, { "actor": "You", "dialogue": "\"I'm just going to leave.\" (Conclude the conversation.)" }, { "actor": "Cuno", "dialogue": "\"Yeah, get out of here before the Cuno beats *the shit* out of you.\"" } ], [ { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"church.andre_church_altgreet_done\"]) == false]" }, { "actor": "Andre", "dialogue": "\"Yeah. It's all set up, man! Can you already imagine a thousand people in here?! Ten thousand?!\" He waves his hands in an unbelievably lame, non-hard-core manner." }, { "actor": "Andre", "dialogue": "\"Ecstatic vibrations! Totally transcendent! And I've finished setting up the new compressor too!\" He looks at the imposing black box in the corner that's churning out the sound." }, { "actor": "Andre", "dialogue": "\"Now the only thing left to do is the name of the club. Will you do the honours, detective?\"" }, { "actor": "You", "dialogue": "\"Soona, do you have an opinion on this?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"I don't.\"" }, { "actor": "Noid", "dialogue": "\"Good, we have too many opinions anyway.\"" }, { "actor": "You", "dialogue": "\"Kim, how would you name the club?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I wouldn't. I wouldn't build a club and I wouldn't name it either.\"" }, { "actor": "Andre", "dialogue": "\"An underground place with no name? Sounds like something the crab-man would say.\"" }, { "actor": "Acele", "dialogue": "\"We're not going with anything the crab-man would say.\"" }, { "actor": "Noid", "dialogue": "\"Why not? The crab-man has *ideas*, Acele. Ideas from another level of consciousness!\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "The air outside is brisk, the lieutenant is silent for a moment. He listens to the traffic hum, then..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_orientation\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Now then... we should talk about the investigation -- but I also feel you're a bit *hazy* on the RCM. Our role here, our rights. Our *jurisdiction* basically.\" He lights a cigarette." }, { "actor": "You", "dialogue": "\"So what are our powers exactly? The RCM?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They're quite limited, actually -- the power officers of the Revachol Citizens Militia exercise most *frequently* is imposing fines of up to 1000 re\u00e1l for offences, in accordance with an interdepartmental schedule.\"" }, { "actor": "You", "dialogue": "\"Okay. What else?\" (Continue.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We can arrest people, of course, but, rather than bringing someone in directly, it's preferable to serve a *Station Call* slip. It prevents confusion and overcrowding.\"" }, { "actor": "You", "dialogue": "\"I see. And if someone resists?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We are permitted to use whatever force we deem necessary. Even lethal.\"" }, { "actor": "You", "dialogue": "\"And who makes all these rules?\" (Continue.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.rcm_origins_full_story\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.rcm_authority\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The Coalition Government and the Moralintern more broadly.\"" } ], [ { "actor": "Smoker on the Balcony", "dialogue": "\"Gendarmerie! You found me.\" The young man on the balcony gives you a bright smile, before taking another drag from his cigarette." }, { "actor": "Conceptualization", "dialogue": "His slender figure is backlit by city lights, its distant streets and motorways flashing like diamonds..." }, { "actor": "Empathy", "dialogue": "It feels like a Friday. He seems to be in a good mood tonight." }, { "actor": "Electrochemistry", "dialogue": "And his shirt is still unbuttoned." }, { "actor": "You", "dialogue": "\"I got your hint. Found the key right under that stone.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Beautiful,\" he replies, smiling. As he looks at you, something sparkles in his eyes." }, { "actor": "Smoker on the Balcony", "dialogue": "\"So tell me, are you here to make things *right* again?\"" }, { "actor": "You", "dialogue": "(Ignore his question.) \"I was hoping to talk to a possible witness. Your balcony overlooks the murder scene.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Then I have some good news for you...\" His eyes narrow. A nearby street lamp casts shadows on his chin, drawing out the slender cheekbones." }, { "actor": "Smoker on the Balcony", "dialogue": "\"My Sunday friend is visiting me tonight. I told him about you and he'd like to say hello. Step in, he's already waiting.\" He nods towards door #28." }, { "actor": "You", "dialogue": "\"Is it Friday tonight? It feels like Friday.\"" } ], [ { "actor": "Electrochemistry", "dialogue": "That page-three girl... she must be *the* most beautiful page-three girl ever printed. And look at those freckles! The origin of disco... makes you wanna dive into the boogie, doesn't it? Get closer to disco itself with Miss Page-Three." }, { "actor": "Rhetoric", "dialogue": "L'origine du disco! Such a powerful conceit, and this is what we're going to do with it? The commitment of an act of gross public indecency?" }, { "actor": "Hand/Eye Coordination", "dialogue": "C'mon! Beauty is inviting you on a pilgrimage. A pilgrimage you can make with just your hand." }, { "actor": "You", "dialogue": "Hm... How *exactly* can I travel to the origin of disco with Miss Page-Three?" }, { "actor": "Electrochemistry", "dialogue": "Oh, come on. Don't say you've forgotten *that* as well. You can *feel* what you wanna do. You wanna party, don't you? Party right now with Miss Page-Three. *Unzip* and party." }, { "actor": "You", "dialogue": "Hang on. Right now? Unzip?" }, { "actor": "Electrochemistry", "dialogue": "That's exactly what I mean. Unzip and party down on yourself, my man. No one's watching." }, { "actor": "Electrochemistry", "dialogue": "Except Miss Page-Three, of course." }, { "actor": "You", "dialogue": "But Kim..." }, { "actor": "Electrochemistry", "dialogue": "Look at her thighs, *between* her thighs, and... what are you waiting for, man?!" }, { "actor": "Electrochemistry", "dialogue": "PARTY WITH MISS PAGE-THREE ALL THE WAY TO DISCO ZERO!" }, { "actor": "You", "dialogue": "Should I invite Kim to travel to the origin disco with me?" }, { "actor": "Electrochemistry", "dialogue": "Absolutely not." }, { "actor": "You", "dialogue": "I don't think so... there's just something uncomfortable about all of this." } ], [ { "actor": "Horseback Antenna", "dialogue": "The lieutenant's final words are nearly swallowed by the roar of the aerostatic's main rotors..." }, { "actor": "Coalition Warship Archer", "dialogue": "\"Firewalker, this is Coalition Warship Archer. We have been instructed to inform you that the Laurel arrived at your position. Please acknowledge.\"" }, { "actor": "Perception (Hearing)", "dialogue": "No shit! How are they supposed to hear your acknowledgement over the thundering of their own rotors?" }, { "actor": "You", "dialogue": "\"Acknowledged, Archer. This is Firewalker.\"" }, { "actor": "Coalition Warship Archer", "dialogue": "\"Thank you. The Committee of Responsibility for Revachol has authorised us to offer you an immediate extraction. Do you accept?\"" }, { "actor": "You", "dialogue": "Look around, one last time." }, { "actor": "Horseback Antenna", "dialogue": "The roundabout, Martinaise North, daytime. Across the plaza, a pair of seagulls fight over the remains of a chicken wing." }, { "actor": "Perception (Sight)", "dialogue": "It's the same plaza you've been looking at for days. What do you hope to see now that you haven't before?" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_archer_working_soona\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "The programmer eyes you curiously. She does not understand why you're hesitating." }, { "actor": "Empathy", "dialogue": "Whatever her misgivings about the Coalition, the fact is that you've summoned an aerostatic with your voice. An achievement she never thought she'd witness..." }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Esprit de Corps", "dialogue": "But where is your half-brother, the lieutenant? He should be here..." }, { "actor": "Shivers", "dialogue": "YOU CANNOT LEAVE. SO MUCH HANGS IN THE BALANCE." }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_shivers_dont_leave\"]]" } ], [ { "actor": "Kras Mazov Portrait", "dialogue": "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." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.mazov\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "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)." }, { "actor": "You", "dialogue": "\"It's Kras Mazov! What a troublemaker he was.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes. Looks like some latter-day radicals were hiding out here. They left a long time ago.\"" }, { "actor": "You", "dialogue": "\"Could it be connected to the Mazov bust we found in the student's room?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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...\"" }, { "actor": "You", "dialogue": "\"Could it be connected to the Mazov bust we found in the student's room?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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...\"" }, { "actor": "You", "dialogue": "\"A long time ago? How long?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Half a century? This was probably part of the network of defence posts the communards built against the amphibious landing.\" He looks around." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"So...\" (Point to your face.) \"I shaved.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, uhm...\" The lieutenant stares at your shaven face, his eyes narrowed. \"Uhhhh...\" he mumbles. \"I don't know what to say.\" He coughs. \"Perhaps...\"" }, { "actor": "You", "dialogue": "\"I know, I know -- stunning, right?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Uhhh...\" He scratches his cheek. \"I'm really not sure about this turn of events. I may have preferred the mutton chops. They sort of seemed to... cover up the...\" He stops." }, { "actor": "Endurance", "dialogue": "Damage." }, { "actor": "Rhetoric", "dialogue": "Yeah -- damage. He means damage." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Either way, good on you.\" The lieutenant gathers himself. \"You were saying...?\"" }, { "actor": "You", "dialogue": "Why did the 41st send me?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_red_logic_why_sent\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_main_why_sent_tried\"]) == false]" }, { "actor": "Logic", "dialogue": "Because you're the best qualified? No, that doesn't seem right..." }, { "actor": "You", "dialogue": "Dumb brain, I'm good for nothing." }, { "actor": "Logic", "dialogue": "You *look* dumb if you keep the lieutenant waiting for too long." } ], [ { "actor": "You", "dialogue": "\"It looks like someone was in a real hurry.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What kind of car do you think it was?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.samaran_vis_calc_vehicle\"]]" }, { "actor": "You", "dialogue": "\"I think it was a Coupris 40.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He seems impressed. \"That's quite likely, from what I can tell.\"" }, { "actor": "You", "dialogue": "\"I have some ideas about who it might have been.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He raises his eyebrows. \"Oh?\"" }, { "actor": "You", "dialogue": "\"Actually, never mind, I need more evidence to come up with a list of suspects.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not traffic cops. Should we get back to the murder?\"" }, { "actor": "You", "dialogue": "Try to come up with a convincing explanation for the driver's actions." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.canal_tires_red_check_boolean\"]]" }, { "actor": "Conceptualization", "dialogue": "Somewhere in the depths of your alcohol-addled soul, you find a few threads that you can weave into a story." } ], [ { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.seen_furnace\"]) == false]" }, { "actor": "Central Furnace", "dialogue": "A thick layer of coal dust covers the furnace, colouring it pitch-black." }, { "actor": "Inland Empire", "dialogue": "Looks like this furnace has a face and it's a face of agony." }, { "actor": "You", "dialogue": "\"Those voices I heard... Maybe it's the malignant Entity? Plaisance said it lives in a chimney.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're right, the rooms do look like they're connected. But *malignant Entities* don't exist -- at least not the *supra-natural* kind.\"" }, { "actor": "Rhetoric", "dialogue": "Always has to be the sceptic, this man..." }, { "actor": "Half Light", "dialogue": "Then what was the chatter you heard?" }, { "actor": "You", "dialogue": "Look inside the furnace." }, { "actor": "Central Furnace", "dialogue": "It's dark and grimy here. In the darkness, you can hear *chatter*. It's coming from above. A voice -- or several voices -- talking to each other, near the smoke chamber upstairs." }, { "actor": "Perception (Hearing)", "dialogue": "The echo is so prominent, it's impossible to discern what the voices are saying. Or what's producing them." }, { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What are you doing?\" the lieutenant asks when he sees you climb half-way inside the furnace." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kimintro_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Officer, what was that?\"" }, { "actor": "You", "dialogue": "\"What was what?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You looked strange when he mentioned the assault victim's name.\" He looks you in the eye: \"Do you know that woman?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Is there something I should know before we talk to her?\"" }, { "actor": "Rhetoric", "dialogue": "Whatever you do, don't say the first thing." }, { "actor": "You", "dialogue": "\"That's it.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is unprofessional.\" He repeats: \"Not sharing information with me is *unprofessional*.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Do you, uh, want to *talk* about what just happened?\"" }, { "actor": "You", "dialogue": "\"What's there to talk about?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Normally I'm opposed to discussing one's feelings, especially on-duty, but I think this is an exceptional case...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So, what do *you* think happened?\"" }, { "actor": "Drama", "dialogue": "'Tis possible thou couldst persuade the lieutenant 'twas all a part of thy 'unorthodox' method. But can thou persuade *thyself*?" }, { "actor": "You", "dialogue": "\"I experienced a minor malfunction. I'm okay now.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Glad to hear it was 'minor.' Can you go on?\"" }, { "actor": "You", "dialogue": "\"The end is near anyway, I might as well see this through...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Then let's go.\"" } ], [ { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acele_hat_exit\"]) == false]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acele_greeting_psych_session_done\"]) == false]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_ended_crying_in_front_of_her\"]]" }, { "actor": "Acele", "dialogue": "\"So, like...\" The girl on the ice looks up at you. \"Seriously, what's eating you, man?\"" }, { "actor": "Empathy", "dialogue": "There is a hint of pity in her eyes." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_noticed_her_dyed_hair\"]]" }, { "actor": "You", "dialogue": "\"Actually, that's it for now.\" [Leave.]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_first_exit_done\"]]" } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.what_is_race_enigma_done\"] or Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Measurehead", "dialogue": "\"WALK AWAY, LITTLE OFFICER,\" he says with a yawn, not even meeting your gaze. \"I DON'T CARE ABOUT YOUR IMPOTENT RAMBLINGS. THEY'RE *BORING* ME.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Stop *boring* him!\" The babe coils a piece of hair around her finger, staring at you like you're the worst." }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.measurhead_fascha_dq_didnt_know_reality\"]) == false]" }, { "actor": "Endurance", "dialogue": "You need to get under his skin first... get him to open up somehow." }, { "actor": "Half Light", "dialogue": "Knock him... THE *FUCK* OUT!" }, { "actor": "Conceptualization", "dialogue": "Find common ground with him, ease yourself in there." }, { "actor": "Measurehead", "dialogue": "He surveys the traffic jam, then turns his eyes back to you. Waiting, prepared..." }, { "actor": "You", "dialogue": "\"Don't be such an asshole to your fellow dockworker.\" (Show him the stolen ID card.)" }, { "actor": "Measurehead", "dialogue": "The man looks at you, silent and unmoving. His eyes burrow into the remnants of your soul." }, { "actor": "Measurehead", "dialogue": "\"YOU ARE NOT SANTIAGO. SANTIAGO IS NOT YOU. EVEN THE PHRENICALLY IMPAIRED CAN SEE THIS.\"" }, { "actor": "You", "dialogue": "Try again, punch his lights out with a right hook!" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_whitec_post_fail_fight\"]]" } ], [ { "actor": "You", "dialogue": "\"I think you may be able to help me decipher some tattoos.\" (Take out the picture.)" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (CheckItem(\"instant_photo_tattoos\")) == false]" }, { "actor": "Scab Leader", "dialogue": "\"Don't think so,\" he grunts." }, { "actor": "Inland Empire", "dialogue": "Suddenly this feels like a really, *really* bad idea." }, { "actor": "You", "dialogue": "\"Of course. Yes. Forget about it. Let's discuss something else.\" (Cancel task.)" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Actually...\" The lieutenant turns to you. \"I think we should maybe even *get going* now?\"" }, { "actor": "Rhetoric", "dialogue": "He clearly does not think poking the hornet's nest is a wise plan anymore." }, { "actor": "You", "dialogue": "\"Are you a mercenary hired by Wild Pines?\"" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"TASK.talk_merc_tattoo_done\"]]" }, { "actor": "Scab Leader", "dialogue": "\"FREE FLOW OF COMMERCE!\" The man yells and wipes his face. Sweat is dripping down his brow." }, { "actor": "Half Light", "dialogue": "Don't talk to him any longer. Just leave, please." }, { "actor": "You", "dialogue": "\"'Hell no, I'm just an honest scab?' That didn't sound too convincing.\"" } ], [ { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doomed_radiocomputer_turned_on\"]) == false]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.seen_radiocomputer\"]) == false]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: Variable[\"church.mainframe_have_seen_radiocomputer\"]]" }, { "actor": "Mainframe", "dialogue": "A dusty radiocomputer sleeps on its wired frame, forgotten and unused. Its keyboard has a rectangular ON/OFF button; a piece of paper still hangs from the printer." }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Interfacing", "dialogue": "This is the Rehm Civic radiocomputer, model RC5120, equipped with a Feld mainframe and a Rehm-compatible printer." }, { "actor": "You", "dialogue": "Turn on the machine." }, { "actor": "Mainframe", "dialogue": "The machine lights up like some prehistoric animal stirring from its slumber, revealing virescent PLAY and PRINT keys on the keyboard. The hatch on the machine's central compartment is wide open." }, { "actor": "You", "dialogue": "Read the printout." }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: Variable[\"doomed.radiocomputer_printed_dev_schedule\"]]" }, { "actor": "Mainframe", "dialogue": "It's a project report written by the lead producer Andrew 'Andy' Schott about 'Wirr\u00e2l Untethered', a radio game developed by studio Fortress Accident." } ], [ { "actor": "You", "dialogue": "\"Agent... Is La Puta Madre some kind of travel agency?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, they love sending people to faraway places...\"" }, { "actor": "You", "dialogue": "\"Could you... tell me about it?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm sure La Puta Madre himself will explain it all to you soon enough.\"" }, { "actor": "Shivers", "dialogue": "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." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_la_puta_esprit\"]) == false]" }, { "actor": "You", "dialogue": "\"What did you *do* to this... Madre anyway?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"You know what I did. I fucked him over.\" She pauses. \"And now I have Harry Can-Opener in my lair. Fucking Titus...\"" }, { "actor": "Authority", "dialogue": "I thought we had an agreement, she thinks. *This* was not supposed to happen." }, { "actor": "Suggestion", "dialogue": "She's not going to change her mind that easily. She still perceives you as a threat." }, { "actor": "Rhetoric", "dialogue": "Wait, one thing. Possibly small but -- she said *you* rolled into town. Was that 'you' singular or plural? She might know something..." }, { "actor": "You", "dialogue": "\"Do you know something about the tribunal... the mercenaries are planning?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "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.'\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"And you -- watch out for yourselves. You seem to have a habit of walking into traps.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Am I going to ask? Hell, Harry -- you *spin-kicked* my strongest man in the face. I saw it from my window!\"" }, { "actor": "Evrart Claire", "dialogue": "\"Would *you* ask a man like that how he got into *your* container yard?\"" }, { "actor": "You", "dialogue": "\"I understand. I am a terrifying death machine.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Don't worry, Harry.\" He leans in closer. \"Between you and me, I'm not a huge fan of his race thing, but the Union did not get where we are today by frowning on eccentricity.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Anyway, I assure you, I am a very well-informed man. Information reaches me before I even get the chance to request it.\"" }, { "actor": "Rhetoric", "dialogue": "Yes, but it's because his word usually sets things in motion." }, { "actor": "You", "dialogue": "\"Evrart, that's just giving orders.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, you're so clever, Harry. And technically you're right. Now... what else can I do for you?\"" }, { "actor": "You", "dialogue": "\"What's in the container that's outside your office?\"" } ], [ { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "Destroy the machine." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_red_check_pain\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "The violent white noise becomes even more overwhelming closer to the Compressor. Feels like your brain is swelling up in your skull." }, { "actor": "You", "dialogue": "Hold still and try to have an apocalyptic vision." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Officer, are you okay?\"" }, { "actor": "You", "dialogue": "\"Don't worry, Kim, I'm just trying to... have... an apocalyptic... vision...\"" }, { "actor": "Inland Empire", "dialogue": "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." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_pi_rc_fail_inland_vision\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "The pain intensifies as your hands attempt to reach out into the pale chaos." }, { "actor": "Ruby, the Instigator", "dialogue": "\"What are you doing? I told you -- it's best not to move...\"" }, { "actor": "Pale Latitude Compressor", "dialogue": "\"875263... 23621837... for that special someone...\"" }, { "actor": "You", "dialogue": "\"Kim! Kim! Make it stop!\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Look, I know this isn't very fun for you, so let's wrap this up. You have a tribunal to attend.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"tc.tribunal\"]]" } ], [ { "actor": "Jean Vicquemare", "dialogue": "Let's test. This is the last hub." }, { "actor": "You", "dialogue": "\"Good bye, then.\" (End alone.)" }, { "actor": "Jean Vicquemare", "dialogue": "\"Good bye, Harry. And -- I know it won't happen, but...\" He looks at you, heart steeled and eyes cold." }, { "actor": "Esprit de Corps", "dialogue": "Even now -- you're his colleague." }, { "actor": "Shivers", "dialogue": "A grey rain falls on Martinaise. The city soaks in it, cold and dripping. Waves hit the concrete breakers. The homeless huddle by the fires behind the fences. There, among the shacks, is your home. Stay. Have a drink. Forever." }, { "actor": "Jean Vicquemare", "dialogue": "\"*If* you make it -- if you've been sober for 10 months -- tell us. I'll work with you again. But not like this. Never like this again. This is over.\"" } ], [ { "actor": "Footprints in the Dust", "dialogue": "You *clearly* see footprints in the downy carpet of dust covering the workshop floor." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Jackpot.\" The lieutenant takes out his notebook. \"These, unlike everything else here, are *new*.\"" }, { "actor": "You", "dialogue": "Someone's been back here -- *recently*." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Three weeks maximum -- from the dust coverage. It could easily have been *one* week too. You know, officer...\" He looks at you." }, { "actor": "Empathy", "dialogue": "This is good. He likes it. That's a little smile there -- in the dark of the workshop." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It was a *stereo-investigation* after all. It has now converged with our main investigation. Adding a new fact to *consider*.\"" }, { "actor": "You", "dialogue": "What does this *mean*?" } ], [ { "actor": "You", "dialogue": "\"What was she scared of?\"" }, { "actor": "Titus Hardie", "dialogue": "\"I told you -- you.\"" }, { "actor": "You", "dialogue": "\"Me? As in the RCM?\"" }, { "actor": "Titus Hardie", "dialogue": "\"No -- you. As in the cop with the sideburns and the disco clothes.\"" }, { "actor": "Inland Empire", "dialogue": "And a hole in his heart. That first." }, { "actor": "You", "dialogue": "\"I'm sorry. God, why does everything flee at the sight of my shadow?!\"" }, { "actor": "Titus Hardie", "dialogue": "\"It seems you have that effect -- especially on *women*.\" He looks at you." }, { "actor": "Rhetoric", "dialogue": "Right. That's the second one now who's trying to flee you." }, { "actor": "Titus Hardie", "dialogue": "\"You know, when I first saw you limp in here I thought she was paranoid, or sniffing her own supply, but...\" He measures you up. \"Now I'm not so sure.\"" }, { "actor": "You", "dialogue": "\"Have you looked for her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"A little -- on the coast.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Where have you looked for her, more precisely?\"" }, { "actor": "Titus Hardie", "dialogue": "\"More precisely? On the *coast*. Past the water lock.\" He nods southwest. \"She's not here, so I'm thinking she's there.\"" } ], [ { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.mrlb_greet_done\"]) == false]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "The man stands at the far end of the shipping container. It's hard to say anything more about him. You cannot make out any of his details, but you do feel the overwhelming presence of... capital." }, { "actor": "Physical Instrument", "dialogue": "The feeling causes all the hairs on your body to stand at attention like soldiers preparing for review." }, { "actor": "You", "dialogue": "Squint." }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "Something's amiss. The light beams bend around his face and scatter in a thousand directions. It seems the laws of physics do not apply here. They are suspended, distorted, an echo." }, { "actor": "Visual Calculus", "dialogue": "Trying to visualize the physics at play is liable to give you an aneurysm. Don't think about it too hard!" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "In the general stillness, only your tongue moves, flickering as you utter..." }, { "actor": "You", "dialogue": "\"What's going on in here?\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Welcome, welcome! Not too much, actually, just pleasantly surprised to have company today.\"" }, { "actor": "Perception (Hearing)", "dialogue": "You can't *hear* him, exactly, yet you're able to understand every word he says. It is very strange. An overwhelming hum covers everything -- voice doesn't escape from him." }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Now.\" He claps his hands together. \"What can I do for you, good sir?\" What you can see of his body appears composed. In a sharp summer suit. And yacht shoes." }, { "actor": "You", "dialogue": "\"You're a rich investor, right? Can I have some money?\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Sure! Let me check my pockets.\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"As you may know, us high-net-worth individuals do not have a lot of cash on hand. Investments and liquidity are enemies of one another -- I think I only have coins for coffee machines.\"" } ], [ { "actor": "Ice Bear Fridge", "dialogue": "The bear's eyes are still glowing red, watching over all the ice cream wrappers hidden inside its belly." }, { "actor": "Reaction Speed", "dialogue": "But where's the filament memory? It's not here..." }, { "actor": "You", "dialogue": "\"Bag him. Take him away, Kim.\" (Let the lieutenant take the body away without further examination.)" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"XP.discover_the_bullet\"]]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.dreamtwo_open_case\"]) == false]" } ], [ { "actor": "Authority", "dialogue": "Honourable One, you have accumulated a substantial amount of honour points on your life-path. You are a man most virtuous." }, { "actor": "You", "dialogue": "I only try my best. It's the most any of us can do." }, { "actor": "Authority", "dialogue": "Oh, the modesty on this one. Another 10 honour points for you, sir!" }, { "actor": "Authority", "dialogue": "You are on the fast track to becoming one of the rarest, most revered of all police officers -- an honour cop." }, { "actor": "You", "dialogue": "Isn't honour sort of an archaic concept?" }, { "actor": "Authority", "dialogue": "Living in the name of virtue and doing noble deeds while expecting nothing in return is not *archaic*. How can you even think that?" }, { "actor": "Authority", "dialogue": "Selflessness forms the basis for the warrior code. An ageless code, as fit for nomadic Iilmaraan tribes traversing the vast Red Plateau in Provincia Gurdi as it is for your neighbourhood postman." }, { "actor": "You", "dialogue": "It sounds rather arrogant, a secretive self-regard." }, { "actor": "Authority", "dialogue": "No, no, no! You see, you're putting the needs of *others* above *yours*. *You* get nothing in return -- not even praise. You always get the short, *noble* end of the stick..." }, { "actor": "Authority", "dialogue": "Don't think about it too much! Just say it -- are you ready to get knee-deep in honour?" }, { "actor": "You", "dialogue": "Isn't honour sort of an archaic concept?" }, { "actor": "Authority", "dialogue": "Living in the name of virtue and doing noble deeds while expecting nothing in return is not *archaic*. How can you even think that?" }, { "actor": "Authority", "dialogue": "Selflessness forms the basis for the warrior code. An ageless code, as fit for nomadic Iilmaraan tribes traversing the vast Red Plateau in Provincia Gurdi as it is for your neighbourhood postman." }, { "actor": "You", "dialogue": "It sounds rather arrogant, a secretive self-regard." }, { "actor": "Authority", "dialogue": "No, no, no! You see, you're putting the needs of *others* above *yours*. *You* get nothing in return -- not even praise. You always get the short, *noble* end of the stick..." } ], [ { "actor": "Real Estate Agent", "dialogue": "\"Satisfied? My name is Marielle Charpentier and I'm an agent with Martinaise Realty Associates. I am *not* breaking in, as I have every *right* to be here. The keys, see?\" She jingles a set of keys in her hand." }, { "actor": "Interfacing", "dialogue": "Boy there are a lot of different keys there. More than *twenty* at least..." }, { "actor": "Empathy", "dialogue": "Her voice is really cheerful despite her obviously *hating* you." }, { "actor": "Real Estate Agent", "dialogue": "\"Do you want to see my ID as well? You can't *legally* ask for it, but why not? Want to see my residence permit, too?\" She fumbles through her purse, fishing out a light paper-clad passport." }, { "actor": "You", "dialogue": "Inspect the passport." }, { "actor": "Real Estate Agent", "dialogue": "It feels flimsy in hand, with the words 'Revachol Zone of Control' written under a nondescript municipal logo. There's a picture of her with shorter hair inside, along with all her personal details." }, { "actor": "Suggestion", "dialogue": "Be friendly." }, { "actor": "You", "dialogue": "\"Everything seems to be in order.\" (Hand back the passport.)" }, { "actor": "Real Estate Agent", "dialogue": "\"Thank you.\" She slips the passport back in her purse. \"Do you have any questions? I need to be back in midtown in an hour.\"" }, { "actor": "You", "dialogue": "\"I glimpsed a *foreclosed* apartment down the hallway.\"" }, { "actor": "Real Estate Agent", "dialogue": "\"Oh, that's another huge mess. The former tenant owes us three months of rent, *three*! We closed the apartment and planned on auctioning off the valuables, but...\"" }, { "actor": "Real Estate Agent", "dialogue": "\"And again, I have no idea how *stupid* mistakes like this can even happen, but Ron, when he came to close the door, didn't close the neighbouring door! And there's a hole in the wall!\"" }, { "actor": "Electrochemistry", "dialogue": "So preppy! She's probably on some low grade performance enhancers. Like Preptide or Pericanine." }, { "actor": "Real Estate Agent", "dialogue": "\"A hole in the wall, can you believe it?\" She spreads her hands. \"And then the tenant ran off with his stuff. He's gone, the *money's* gone, just like that!\" She snaps her fingers." } ], [ { "actor": "Visual Calculus", "dialogue": "Could this have been the killer's hideout, and this narrow window -- the point of origin of the shot that killed the mercenary?" }, { "actor": "Hand/Eye Coordination", "dialogue": "This does look like an *embrasure*, a slit made for shooting out of." }, { "actor": "You", "dialogue": "Peek out." }, { "actor": "Visual Calculus", "dialogue": "The lights of Martinaise shine coolly in the clear night." }, { "actor": "You", "dialogue": "Would this have been a good hideout for a sniper?" }, { "actor": "Visual Calculus", "dialogue": "It's a good place to hide, but doesn't look like anyone has stayed here in a while." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "It's colder outside than you were expecting. You see the lieutenant, standing there, a small cloud of white escaping from his mouth..." }, { "actor": "Kim Kitsuragi", "dialogue": "He turns to you, but says nothing." }, { "actor": "Empathy", "dialogue": "He's waiting to see what you do. For god's sake say you fucked up, please." }, { "actor": "Volition", "dialogue": "First the investigation, now this... how many more things do you have to fuck up?" }, { "actor": "Pain Threshold", "dialogue": "Sharp pain shoots through your hip, throbbing..." }, { "actor": "You", "dialogue": "\"What's your problem?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What's *my* problem?\" he says, his voice rising with indignation..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're a real piece of work, detective, you know that?\"" }, { "actor": "Esprit de Corps", "dialogue": "He is your half-brother and you're driving him away. For what?" }, { "actor": "You", "dialogue": "\"What do you want me to do?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Apologizing* would be a good start.\"" }, { "actor": "You", "dialogue": "\"What do you want me to do?\"" } ], [ { "actor": "Encyclopedia", "dialogue": "By the way, where *is* home? The address is coming up blank and this place sure isn't it..." }, { "actor": "You", "dialogue": "I have no idea." }, { "actor": "Encyclopedia", "dialogue": "But you've been at this hostel-cafeteria for only three nights. Where were you before? You had to be somewhere." }, { "actor": "You", "dialogue": "Far away?" }, { "actor": "Encyclopedia", "dialogue": "In time or space?" }, { "actor": "You", "dialogue": "In time." }, { "actor": "Encyclopedia", "dialogue": "That doesn't sound like somewhere you can stay if you run out of money." }, { "actor": "You", "dialogue": "I'll live in a dumpster, I don't care. Fuck everything. Hobocop." }, { "actor": "Encyclopedia", "dialogue": "Entertain the thought when you get the time. Maybe being a hobo *and* a cop has its advantages?" } ], [ { "actor": "Ancient Reptilian Brain", "dialogue": "Sleep is merciful this time, brother. Not too deep. Lit by the continuous sound of the sea outside." }, { "actor": "Limbic System", "dialogue": "And the shape of the insect, its cyclical praying motion just... going on and on. That thing. Looking at you. You -- two things standing in front of each other..." }, { "actor": "Ancient Reptilian Brain", "dialogue": "No. Relax, man. It's just the comfortable darkness. Interrupted by the pain in your body. A telegraph, far away." }, { "actor": "Pain Threshold", "dialogue": "Far enough not to hurt for a while." }, { "actor": "Volition", "dialogue": "And your mind healing too. Weaving itself back into shape." }, { "actor": "Inland Empire", "dialogue": "Somehow you managed to dodge it all... The church, the window *and* the bad book in the store. On the shelf. You made it. Across the black sea unharmed..." }, { "actor": "You", "dialogue": "Turn to the other side." }, { "actor": "Limbic System", "dialogue": "You do so many times. Until dim light starts peeking into the hood you're under. The rough karakul. More and more each second. Time to face it again -- the world. Anew..." }, { "actor": "You", "dialogue": "[Open your eyes.]" } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]]" }, { "actor": "Authority", "dialogue": "As you look around this room full of sweaty men, swearing, drinking, spitting out tobacco.... does this look familiar?" }, { "actor": "You", "dialogue": "\"I get it, Titus. You guys really are *the authority* around here.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Huh?\"" }, { "actor": "You", "dialogue": "\"You must be -- you're just like real cops. Drinking beer and sitting around with your dicks in your hand.\"" }, { "actor": "Titus Hardie", "dialogue": "He leans in. \"You got a problem with *beer* now?\"" }, { "actor": "Authority", "dialogue": "Not quite there yet -- push on." }, { "actor": "You", "dialogue": "\"I have a beer-problem, but not a problem with beer. I also have *no* idea how to do my job. Like you.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Speak for yourself, buddy.\" He puts the beer down. \"I've been running this outfit for ten years now. You shoulda seen Martinaise *before* we started. It was like Jamrock now.\"" }, { "actor": "Eugene", "dialogue": "\"They didn't see shit, man,\" he turns to you. \"Kids getting shot, we had three shootings a week, fuckin' graffito everywhere -- you cops haven't shown up since the Thirties.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Congratulations on the graffito removal.\" He turns to Titus. \"All I see is you sitting around talking about *Monica's titties* -- while there's a rape victim.\"" }, { "actor": "Titus Hardie", "dialogue": "\"So what? What do you want from me? We took care of that fuck.\" He picks the beer back up." }, { "actor": "Authority", "dialogue": "Don't let him drink that. One more push, quick!" } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_took_rcm_cap\"] and Variable[\"boardwalk.thepigs_took_narcotics\"] and Variable[\"boardwalk.thepigs_altgreet_items_done\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.thepigs_greeting_done\"]]" }, { "actor": "The Pigs", "dialogue": "The woman stands, slumped. She looks catatonic under her mountain of RCM paraphernalia." }, { "actor": "Perception (Sight)", "dialogue": "Is one of those things a... police cap?" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_blackc_perc_saw_drugs\"]) == false]" }, { "actor": "You", "dialogue": "Pick up the RCM cap." }, { "actor": "The Pigs", "dialogue": "She doesn't even flinch as you reach out and disentangle the familiar-looking lieutenant's cap from her mountain of RCM paraphernalia." }, { "actor": "You", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh. Is that yours?\"" }, { "actor": "Esprit de Corps", "dialogue": "It's hard to say. It's been so long since you wore yours." }, { "actor": "You", "dialogue": "\"Maybe. Probably. You know me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's your hat.\" The lieutenant nods." } ], [ { "actor": "You", "dialogue": "Check the pedals." }, { "actor": "Abandoned Lorry", "dialogue": "You wedge yourself under the steering-wheel to get a better look. Seems like the few tools lying around here -- a hammer, a pair of pliers, a rusty wrench -- have been casually thrown there by the disorganized driver." }, { "actor": "Abandoned Lorry", "dialogue": "But one odd detail does catch your eye: A piece of sandpaper has been glued to the throttle." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"torque_dork\")) == false]" }, { "actor": "Logic", "dialogue": "Sandpaper adds extra grip." }, { "actor": "You", "dialogue": "The sandpaper would also rub off the pattern from the driver's right boot sole..." }, { "actor": "Abandoned Lorry", "dialogue": "... matching one of the footprints found from the crime scene. Which means that the missing lady driver was present at the lynching!" }, { "actor": "You", "dialogue": "First the drug smuggling, now this... How deep does this rabbit hole go?" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"XP.figured_out_hardies_present_at_the_lynching\"]]" }, { "actor": "Abandoned Lorry", "dialogue": "You've identified the missing eighth person at the lynching. Do you think that Hardie and his boys had anything to do with the drug trade?" }, { "actor": "You", "dialogue": "Not necessarily. The lady driver could have kept the drug trade a secret." }, { "actor": "Abandoned Lorry", "dialogue": "You should probably still talk to them, see what they've got to say for themselves." }, { "actor": "Abandoned Lorry", "dialogue": "The movie stars are still smiling from the walls. There's a radio transmitter in the front and a pull-out toolbox tucked under the driver's seat. Some tools lie scattered near the pedals." } ], [ { "actor": "You", "dialogue": "\"Who's *Tibbs*?\"" }, { "actor": "Titus Hardie", "dialogue": "\"My brother. He's in the window replacement business.\"" }, { "actor": "Conceptualization", "dialogue": "Tibbs -- that's short for..." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_rhetoric_tibs_is_short_for_tiberius\"]) == false]" }, { "actor": "Empathy", "dialogue": "Right now he's grateful he hasn't gotten his brother into this mess." }, { "actor": "You", "dialogue": "\"I'm sorry I made you guys fight.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Me too.\"" }, { "actor": "You", "dialogue": "\"Thank you for this, Titus. I'll go talk to her -- for the last time.\" (Conclude.)" }, { "actor": "Titus Hardie", "dialogue": "\"You do that.\" He grabs his beer and swirls it in his hand, then thinks of something. \"Hey, cop -- before you go.\"" }, { "actor": "Shivers", "dialogue": "Suddenly the wind picks up outside. You hear it rattling the large windows in their frames. It carries newspapers, circles the Whirling-in-Rags in a warm column..." }, { "actor": "Titus Hardie", "dialogue": "\"She...\" He looks up. \"Klaasje came to Martinaise to hide -- many of us did. This is where you wash up when there's nowhere left to go. The Union takes you in -- now, she *refused* that protection, but...\"" }, { "actor": "Suggestion", "dialogue": "Still, after all this headache..." }, { "actor": "You", "dialogue": "\"Good bye, Titus.\" [Leave.]" } ], [ { "actor": "Alice", "dialogue": "\"One moment...\" You can hear her shuffling through some papers." }, { "actor": "Alice", "dialogue": "\"Can you please describe the body -- age, sex, cause of death?\"" }, { "actor": "You", "dialogue": "\"An unidentified middle-aged man. Height 170-175 cm, dark hair, medium build. Looks like he slipped, fell through a hole in the boardwalk and hit his head against the metal bench.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We suspect he might have been inebriated when he fell -- there were bottles all around him, and traces of vomit on his shirt.\"" }, { "actor": "Alice", "dialogue": "\"Any signs of violence?\"" }, { "actor": "You", "dialogue": "\"No, seems like it was an accident.\"" }, { "actor": "Alice", "dialogue": "\"No field autopsy necessary...\" she repeats." }, { "actor": "Perception (Hearing)", "dialogue": "You can hear her quickly typing in the background." }, { "actor": "Alice", "dialogue": "\"What about his belongings? Did you examine his clothes?\"" }, { "actor": "You", "dialogue": "\"He was wearing boots, trousers and an old leather jacket with a bright blue lining. I found a library card from his pockets.\"" }, { "actor": "Alice", "dialogue": "\"Any information on the library card?\"" }, { "actor": "You", "dialogue": "\"I haven't examined it yet.\"" } ], [ { "actor": "You", "dialogue": "\"Guess what -- I've come upon something incriminating.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Incriminating... now that's a big boy word.\" He puts his beer can down." }, { "actor": "You", "dialogue": "\"You're involved. Somehow. I just don't have proof -- yet.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Well...\" He picks up his beer can. \"Maybe you should just fuck off then?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_spoke_to_the_corpse\"] or (Variable[\"whirling.hardie_postviscal_scan\"] and Variable[\"yard.sense_viscal_greeting_done\"]) or Variable[\"cargo.containeryard_finish_the_pile_of_belts_thought\"] or Variable[\"yard.hanged_rope_airlifting_carfo\"] or Variable[\"yard.hanged_rope_industrial_strength\"] or Variable[\"cargo.evrart_hardieboys_did_the_merco_in\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Logic", "dialogue": "We've hit a wall. Giving the body a more thorough look might give us some leverage. Just saying." }, { "actor": "You", "dialogue": "\"I want to talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Just get the dead guy's autograph -- since you're his biggest fan.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"How does the *bullet* in his head factor into this?\"" } ], [ { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_sunglasses_hub_reached\"]]" }, { "actor": "Siileng", "dialogue": "\"The shine on these sunglasses lasts a lifetime, officer! One hundred percent guaranteed!\"" }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_asked_pay_net_worth\"]]" }, { "actor": "You", "dialogue": "Try the shades on." }, { "actor": "Box of Sunglasses", "dialogue": "Abort! These are hideous. What's more, they don't even fit your face. You can feel them pinching your nose and chafing against your brow." }, { "actor": "Siileng", "dialogue": "\"Damn, officer, you look like a mega-secret spy, very secret,\" the man nods eagerly. \"They're practically made for you. I'll let you have them for... two re\u00e1l and fifty cents!\"" }, { "actor": "Electrochemistry", "dialogue": "They're perfect for concealing your bloodshot and baggy eyes." }, { "actor": "Composure", "dialogue": "It's going to be very difficult for anyone to take you seriously with these things on your face." }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"I'll take those ugly glasses.\"" }, { "actor": "Siileng", "dialogue": "\"A good starter pair, officer! And when you're ready to upgrade, come back and see me!\"" } ], [ { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "Destroy the machine." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ruby_red_check_pain\"]]" }, { "actor": "Pain Threshold", "dialogue": "You did it. The Compressor lies broken on its side. It's quiet in your head again. It still hurts like hell, but..." }, { "actor": "You", "dialogue": "\"You're under arrest!\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She looks at the machine, assessing the damage. Her hand trembles." }, { "actor": "Ruby, the Instigator", "dialogue": "\"Ah, fuck it.\" She puts the barrel of the gun into her mouth." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: CheckItem(\"gun_villiers\")]" }, { "actor": "You", "dialogue": "\"Go ahead, then.\" (Let her do it.)" }, { "actor": "Ruby, the Instigator", "dialogue": "She pulls the trigger before you finish your sentence." }, { "actor": "Ruby, the Instigator", "dialogue": "You watch as her brains trickle out through her neon hair." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"]]" }, { "actor": "You", "dialogue": "\"Oh god...\"" } ], [ { "actor": "Interfacing", "dialogue": "The chain trails off into the ocean, connecting the island to the supply depot on the coast." }, { "actor": "You", "dialogue": "What kind of enemies?" }, { "actor": "Interfacing", "dialogue": "Enemies of the Commune of Revachol." }, { "actor": "Rhetoric", "dialogue": "Of the future. Enemies of mankind." }, { "actor": "You", "dialogue": "\"This means I *sorta* got into the depot door.\"" } ], [ { "actor": "Un Pays Infernal", "dialogue": "This book is written by an angry humanitarian sciences doctor from the La Cherte University in Sur-La-Clef, a Dr. Benoit Mejean. He does not like Sur-La-Clef, La Cherte -- or in fact even the University he teaches in -- but what he likes even less is..." }, { "actor": "Rhetoric", "dialogue": "It's capitalism, isn't it?" }, { "actor": "Un Pays Infernal", "dialogue": "Capitalism." }, { "actor": "Un Pays Infernal", "dialogue": "Can't stand the shadow of it. This book promises to *really* get into everything that's wrong with capitalism -- to do so once and for all in an *exhaustive* and *final* manner." }, { "actor": "You", "dialogue": "Why would I want to?" }, { "actor": "Un Pays Infernal", "dialogue": "Critical theorists the world over agree: once *everyone* knows *every last shortcoming* of capitalism, capitalism will end. You are but one of billions, and there are over seven billion things wrong with capitalism, but one has to start somewhere. And Benoit Mejean, PhD, wants to start with..." }, { "actor": "Inland Empire", "dialogue": "You feel an ominous tingling in your fingertips as they browse the pages..." }, { "actor": "Un Pays Infernal", "dialogue": "You." }, { "actor": "You", "dialogue": "Read it." }, { "actor": "Un Pays Infernal", "dialogue": "You start reading it, but it's hard to really understand anything. It's all some sort of garbled word-wankery. After a while you give up and put the book down." } ], [ { "actor": "Bed", "dialogue": "And then -- sleep doesn't come." }, { "actor": "You", "dialogue": "Why?" }, { "actor": "Bed", "dialogue": "Maybe it's the bed's fault?" }, { "actor": "You", "dialogue": "Roll over to the other side." }, { "actor": "Bed", "dialogue": "It's a little better... Colours, scenes, and half-formed phrases still litter your mind. Part of you is still trying to solve the case, isn't it?" }, { "actor": "You", "dialogue": "No more thoughts. Fall asleep now..." }, { "actor": "Bed", "dialogue": "Your breathing steadies. A great silence washes over you... until your eyelids *twitch* in your sleep and images... images start forming..." }, { "actor": "Bed", "dialogue": "..." } ], [ { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_pilehub_reached\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (IsHourBetween(22, 5)) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (IsHourBetween(5, 9)) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Hello again. How can I help you?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_comp_intro1\"]) == false]" }, { "actor": "You", "dialogue": "Is Roy high -- and if yes, then what is he on?" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_electro_white_check\"]]" }, { "actor": "Electrochemistry", "dialogue": "Feeling warm and enthralled by the movement of light, while the mind continues to race forward? Lucky bastard -- he's probably on Pyrholidon. It's tough to come by on the street." } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"village.netpicker_wounds_talked_about\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_asked_skiff_from_her\"]) == false]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: DayCount() > 3]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: DayCount() > 4]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye, the sea's gonna calm down soon. I can feel it. The wind is turning southeast.\" She nods. \"What's on your mind, officer?\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_fisherwoman_first\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Why does she care about the waves so much?" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_rhet_whats_with_waves\"]) == false]" } ], [ { "actor": "Annette", "dialogue": "\"Mhm!\" She stamps her feet, waiting for you to say something." }, { "actor": "You", "dialogue": "\"Little girl, help. My Dick Mullen book ripped before I could get to the end. Do you know what happens?\"" }, { "actor": "Annette", "dialogue": "\"Which book was it, sir?\"" }, { "actor": "You", "dialogue": "\"Dick Mullen and the Mistaken Identity.\"" }, { "actor": "Annette", "dialogue": "\"Oh...\" She frowns. \"I'm very sorry, sir. I haven't read that one yet. I wish I could help you.\"" }, { "actor": "You", "dialogue": "\"Say, child... *you* wouldn't happen to know a good fridge, would you?\"" }, { "actor": "Annette", "dialogue": "\"A fridge?\"" }, { "actor": "You", "dialogue": "\"Yes. Like a big, big fridge a cop could put a dead body into.\"" }, { "actor": "Annette", "dialogue": "\"Hah!\" She smiles. \"You mean like the ice bear fridge? Man, that's scary.\"" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Ice bear fridge?\"" }, { "actor": "Annette", "dialogue": "\"Yes. Like a bear, but white. There's a fridge below the building, in the basement.\" She points underground. \"With red glowing eyes. I went back there once. Behind the bookstore...\"" }, { "actor": "Annette", "dialogue": "She lowers her voice. \"Mum doesn't want me to go there anymore. Not that I want to. It was pretty scary." }, { "actor": "You", "dialogue": "\"And there's a big fridge there?\"" }, { "actor": "Annette", "dialogue": "\"Yes.\" She smiles." } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_greeting_done\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_traps\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_whirling_thanks_done\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Hello again! Very generous of you to help us out, officer. I can't wait to get out of here.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Script: SetVariableValue(\"coast.gary_whirling_thanks_done\", true) --[[ Variable[ ]]]" }, { "actor": "You", "dialogue": "\"You said you'd tell me about Seolites, when Kim isn't here. He isn't here.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_white_check_succeeded\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Yes, officer. I'm very glad we're getting a chance to speak about it candidly, man to man.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_apartment\"]) == false]" } ], [ { "actor": "You", "dialogue": "\"Guess what -- I've come upon something incriminating.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Incriminating... now that's a big boy word.\" He puts his beer can down." }, { "actor": "You", "dialogue": "\"Why was there a *Vermillion* belt around his neck?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Vermillion? Like we use in the harbour?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Because we took it,\" he says, \"from the harbour where we work. Then we went out back and used it to *hang* him.\"" }, { "actor": "Half Light", "dialogue": "As he speaks, his fists contract, going through the pulling motion again, savouring it." }, { "actor": "Titus Hardie", "dialogue": "\"We did this,\" -- he looks you dead in the eye -- \"together. All of us. Until he was dead. That's why there's a container belt around his neck.\"" }, { "actor": "Reaction Speed", "dialogue": "There's a catch hidden somewhere. He didn't confess so that you could take them all away. It's too simple." }, { "actor": "You", "dialogue": "(Squint your eyes.) \"But there's a catch...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.return_to_hardies_with_more_evidence\"]) == false]" }, { "actor": "Elizabeth", "dialogue": "\"There is no catch. These seven honest men have all *equally* come forth to tell you what happened -- so that you don't waste any more of your time.\"" }, { "actor": "Rhetoric", "dialogue": "All -- seven -- together. They're diluting responsibility. It's an anti-arrest tactic." }, { "actor": "Authority", "dialogue": "They're playing to their *considerable* strength in numbers. Don't talk about arresting them. You'll only bring attention to your inability to do so." } ], [ { "actor": "You", "dialogue": "Time to get my gun!" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_redc_handeye_recognize_gun\"]) == false]" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Hand/Eye Coordination", "dialogue": "She's frantic, confused, teetering under all that gear... There's an opening, if you just move fast enough... If not, the lieutenant's got her on his sights." }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_shoot_the_betl_yourself_idea\"]) == false]" }, { "actor": "You", "dialogue": "\"No gun is worth this risk...\" (Slowly back away.)" }, { "actor": "The Pigs", "dialogue": "\"CONFINED QUARTERS, ASSAILANT COMING AT ME! SPLIT-SECOND DECISION, FIRE AT WILL!\"" }, { "actor": "Half Light", "dialogue": "OH MY GOD!!!!" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.thepigs_blackc_conc_how_it_feels\"]]" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.pigs_kim_esprit_its_okay_go_for_the_gun\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Situation is under control!\" The lieutenant's voice rings over the police siren. \"You're not shot, she's not a threat, everybody stay calm!\"" }, { "actor": "Esprit de Corps", "dialogue": "I was 95% sure the gun is empty and *still* that instinctual muscle twitch could have ended in an unnecessary death." } ], [ { "actor": "Suggestion", "dialogue": "Well, now you've done it. Let's see if you can talk your way out of this one." }, { "actor": "You", "dialogue": "\"I was just trying to convey that I understood his grievances and wasn't judging him for having them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant narrows his gaze. \"So you *don't* find his views... say, *unbefitting of a police officer*?\"" }, { "actor": "Rhetoric", "dialogue": "Okay... feels like this is going to be a *discussion* now." }, { "actor": "You", "dialogue": "\"Of course. But he's also not entirely responsible for them. I haven't been in this world for long -- already I'm a product of my environment.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There are tens of thousands of people who grew up in Martinaise and somehow managed to avoid becoming racists who yell 'Come here, saffron picker' at passers by.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Our position in Revachol is already precarious: Many people think we're vigilantes as it is. I can't have them thinking we're *racist* vigilantes to boot.\"" }, { "actor": "You", "dialogue": "\"Well, *actually*...\"" }, { "actor": "Rhetoric", "dialogue": "Wait a second. Are you sure you want to go there? Even if you succeed, you're going to fail." }, { "actor": "You", "dialogue": "What do you mean? I'm in the right here." }, { "actor": "Rhetoric", "dialogue": "Are you sure about that?" }, { "actor": "You", "dialogue": "Yes." } ], [ { "actor": "Acele", "dialogue": "\"Go ahead.\"" }, { "actor": "You", "dialogue": "The tape recorder lies on the wooden floorboards like a discarded toy. Pick it up." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acele_felt_bad_for_her_recording\"]) == false]" }, { "actor": "Empathy", "dialogue": "The device is cold to the touch. An angular \"Omicron\" logo adorns the yellow plastic cover. Underneath you see a reel of tape rolling. You put the device back on the ice." }, { "actor": "You", "dialogue": "\"I'd like to know more about your associates.\"" }, { "actor": "Acele", "dialogue": "\"My 'associates'?\" She blows on her chilled fingers. \"I haven't got much to say about them.\"" }, { "actor": "You", "dialogue": "\"Just answer the question, please.\"" }, { "actor": "Acele", "dialogue": "\"Sorry. I just don't tell people about my friends and who they are and so on. I don't provide information on them.\"" }, { "actor": "Rhetoric", "dialogue": "To the cops." }, { "actor": "You", "dialogue": "\"A-ha. Okay. Maybe I'll ask later about all this.\"" }, { "actor": "Acele", "dialogue": "\"Don't know what makes you think it'll be any different later, but...\"" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acele_heard_about_silver_bird\"]) == false]" } ], [ { "actor": "Rhetoric", "dialogue": "There! Do you smell that?" }, { "actor": "You", "dialogue": "I don't smell anything." }, { "actor": "Rhetoric", "dialogue": "Can you not detect that inimitable whiff of dissatisfaction and restlessness, that sense that the world is in need of dramatic, even violent re-ordering?" }, { "actor": "You", "dialogue": "(Close your eyes and take a deep breath.)" }, { "actor": "Rhetoric", "dialogue": "What do you smell?" }, { "actor": "Perception (Smell)", "dialogue": "The first thing that strikes you is the overwhelming brine. You imagine yourself underwater, a hundred-legged arthropod scuttling along the murky silt at the bottom of the sea..." }, { "actor": "Perception (Smell)", "dialogue": "Nothing. Or at least, nothing in particular. As far as you're concerned, your nose seems to be purely decorative." }, { "actor": "Rhetoric", "dialogue": "Absolute rubbish. Your politico-olfactory cortex doesn't deceive you. The smell is coming... from that balcony over there!" }, { "actor": "You", "dialogue": "You mean from that scary-looking girl in the old lady coat?" }, { "actor": "Rhetoric", "dialogue": "Certainement! A precocious communist youth, a symbol of a kinder, more hopeful future. Now's your chance to *establish contact* with your revolutionary brothers and sisters." }, { "actor": "Inland Empire", "dialogue": "A chance to establish contact with the future! What a beautiful, *terrible* thought..." } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_wounds_talked_about\"]) == false]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"village.netpicker_said_you_harry\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_shoulder_wound_suffered\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Officer Harry... you're wounded. Why are you wounded? You look terrible.\"" }, { "actor": "Conceptualization", "dialogue": "You're not *limping*. You're *you*." }, { "actor": "Authority", "dialogue": "She sounds almost disappointed with you. *Reprimanding* you for falling and hurting your knee." }, { "actor": "You", "dialogue": "\"I'm a cop. I don't merely exist in *this* world -- I live in the *between* life and death.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Everyone does that, in a way. You don't have to get shot for that.\" She waves her hand dismissively." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"What happened to you anyway? We heard gunshots from the town. They were closer than usual.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There was an exchange of fire on Rue de Saint-Ghislaine. It's nothing to be worried about, ma'am.\"" } ], [ { "actor": "You", "dialogue": "\"The Hardie boys gave me a recording. They say it proves the deceased's intention to commit rape.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"It sounds like the boys would have preferred my saying it *did* happen.\" A sigh. \"I didn't want to get caught up in this...\"" }, { "actor": "Empathy", "dialogue": "She is not at all worried the tape will contradict her statement." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"What does that recording say?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Just looking for a player.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.hear_what_sunday_night_done\"] or CheckItem(\"boombox\") == false) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She nods, exhaling a dense cloud of cigarette smoke." }, { "actor": "You", "dialogue": "\"What is this wild flower?\" (Show her the flower.)" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She looks at the dried petals in your palm, then lightly touches one with her fingernail." }, { "actor": "Perception (Sight)", "dialogue": "Chipped white polish covers the nail. It's long and sharp, like a mini dagger. The petal crumbles on contact." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Pretty. Looks like a dried *may bell* -- is that the one you caught? Sam Bo-style?\"" }, { "actor": "You", "dialogue": "\"Sudden change of topic!\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"All right.\" She nods and takes a drag. \"I like it sudden.\"" } ], [ { "actor": "Lilienne's Twin", "dialogue": "The scruffy-haired little boy kicks a stone. He can't be more than five years old." }, { "actor": "Lilienne's Other Twin", "dialogue": "The other one looks indistinguishable from him. He watches his brother kick the stone with his tongue lolling out of his mouth." }, { "actor": "You", "dialogue": "\"Is little Lily your sister?\" (Point to the house.)" }, { "actor": "Lilienne's Twin", "dialogue": "\"Yes.\"" }, { "actor": "You", "dialogue": "\"Okay.\"" }, { "actor": "Lilienne's Twin", "dialogue": "\"Yes.\"" }, { "actor": "You", "dialogue": "\"Children are stupid.\"" }, { "actor": "Lilienne's Twin", "dialogue": "\"Maybe *you're* stupid!\"" }, { "actor": "Lilienne's Other Twin", "dialogue": "\"Don't say that, he's a *po-leees oooffi-ser*,\" his brother whispers." } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.solve_the_strike_deadlock_done\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: CheckItem(\"gun_villiers\")]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_altgreet_found_gun\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_find_your_gun_done\"] and Variable[\"TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_done\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: CheckEquipped(\"jacket_carabineer\")]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_altgreet_rene_uniform\"]) == false]" }, { "actor": "Evrart Claire", "dialogue": "\"Mr. Du Bois...\" He looks at you with surprise. \"Why on earth are you dressed like my recently deceased security guard?\"" }, { "actor": "You", "dialogue": "\"It's a political statement. Revachol is for Revacholians.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Very powerful, Mr. Du Bois. This is a very powerful statement.\" He grins far and wide like he doesn't actually think your statement is powerful at all. \"Now, how can I help you today, Mr. Political Statement?\"" }, { "actor": "You", "dialogue": "\"You called me 'Mr. Du Bois.' Why?\"" } ], [ { "actor": "Church Doors", "dialogue": "Heavy wooden doors more than twice your height stand shut in front of you. The rectangular, sea-worn ornamentation appears in stark contrast to the padlock carelessly drilled into the wood." }, { "actor": "You", "dialogue": "Try to peel off the sticker without ripping it." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: Variable[\"church.churchdoor_got_sticker\"]]" }, { "actor": "Interfacing", "dialogue": "There's nothing like the sound of a sticker unpeeling. Now it's stuck to your thumb." }, { "actor": "You", "dialogue": "Put the sticker *in* your ledger -- after the last entry, where it belongs." }, { "actor": "Interfacing", "dialogue": "Looks like today was a gold star day!" }, { "actor": "You", "dialogue": "Apply some official force on the padlock." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: (Variable[\"church.churchdoor_open_crowbar\"] == true) == false]" }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"prybar\") == false and CheckEquipped(\"kvalsund_multitool\") == false) == false]" }, { "actor": "Physical Instrument", "dialogue": "A minute or so of mauling away at the lock has led to no success. The prybar in your hand has given you... zero mechanical advantage." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "You", "dialogue": "\"On second thought -- about something else...\"" }, { "actor": "The Deserter", "dialogue": "\"Figured.\" He sighs and holds his lower abdomen. A flash of pain there... it angers him." }, { "actor": "You", "dialogue": "(Now we are done.) \"Iosef Lilianovich Dros, you are under arrest for the murder of the colonel.\"" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" }, { "actor": "The Deserter", "dialogue": "\"What?!\" The old man's eyes fill with sudden, unexpected terror at the words: \"But you said I would be taken to the, uhm, the...\"" }, { "actor": "Composure", "dialogue": "The sum of all the erratic movements, fidgeting and mood swings he's been exhibiting..." }, { "actor": "Shivers", "dialogue": "The wind picks up. The silence on the water is broken all around you, little shivers of waves appear..." }, { "actor": "You", "dialogue": "\"Your Wayfarer rights have been suspended. Information provided to the officer on the scene will be used against you by the prosecution.\"" }, { "actor": "The Deserter", "dialogue": "\"I...\" He looks around, confused." }, { "actor": "You", "dialogue": "\"You will be provided legal counsel within one week, and must face court in 44 days.\"" } ], [ { "actor": "Metal Grille Door", "dialogue": "You can hear animated voices coming from the other side of the grille." }, { "actor": "You", "dialogue": "Try to listen." }, { "actor": "Metal Grille Door", "dialogue": "You can make out at least two separate voices." }, { "actor": "Perception (Hearing)", "dialogue": "Two voices, both male. Approximately early 20s." }, { "actor": "Metal Grille Door", "dialogue": "\"... Careful with those now...\"" }, { "actor": "Metal Grille Door", "dialogue": "\"I have it. It's going to work, I can feel it...\"" }, { "actor": "You", "dialogue": "Try to listen." }, { "actor": "Metal Grille Door", "dialogue": "You can make out at least two separate voices." }, { "actor": "Perception (Hearing)", "dialogue": "Two voices, both male. Approximately early 20s." } ], [ { "actor": "Barred Door", "dialogue": "The door is small but heavy-looking. It's barred from the inside." }, { "actor": "You", "dialogue": "\"So what's on the other side?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Unless we've veered off into a folded M dimension, I'm expecting to step out on the roof -- we could ask Klaasje about this route, see how she reacts?\"" }, { "actor": "Conceptualization", "dialogue": "Folded M dimension. A reference to the popular science fiction series *In System*. Look who's in a good mood suddenly (and reads science fiction)." }, { "actor": "Inland Empire", "dialogue": "Yes. It *is* quite likely that we will re-emerge on the M-Plain. Brace for psychokinetic impact. (Or the roof.)" }, { "actor": "You", "dialogue": "\"So what's on the other side?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Unless we've veered off into a folded M dimension, I'm expecting to step out on the roof -- we could ask Klaasje about this route, see how she reacts?\"" }, { "actor": "Conceptualization", "dialogue": "Folded M dimension. A reference to the popular science fiction series *In System*. Look who's in a good mood suddenly (and reads science fiction)." }, { "actor": "Inland Empire", "dialogue": "Yes. It *is* quite likely that we will re-emerge on the M-Plain. Brace for psychokinetic impact. (Or the roof.)" } ], [ { "actor": "Half Light", "dialogue": "Damn, that felt *good*. Your heart's pounding nicely. You should tell people to fuck off more often." }, { "actor": "Volition", "dialogue": "No, you shouldn't. You're an officer of the law." }, { "actor": "You", "dialogue": "Fuck yeah, motherfuckers!" }, { "actor": "Half Light", "dialogue": "That's the spirit!" }, { "actor": "Half Light", "dialogue": "Never forget: The whole world's a wooden house and you're a god damn flamethrower." } ], [ { "actor": "Electrochemistry", "dialogue": "Now that you've acquired some stimulants, it's time for a little pick-me-up. Time to *detect*." }, { "actor": "You", "dialogue": "This is gonna be really bad for my health, isn't it?" }, { "actor": "Electrochemistry", "dialogue": "It's not ideal, no... But you need the zeal. Let's face it, you're never going to finish this case without cheating." }, { "actor": "You", "dialogue": "Will it make me into a Supercop?" }, { "actor": "Electrochemistry", "dialogue": "It will make you into *more* than that -- a Megacop! This is your modus operandi. This is how you've done it for *years*. Let's go!" }, { "actor": "You", "dialogue": "I'm not doing this now. [Ignore thought.]" }, { "actor": "Electrochemistry", "dialogue": "This is so unprofessional of you. Think you can ignore this -- your *moral compass* telling you to sniff it? Guess again -- you'll be back here soon. You'll get the chance to choose more wisely." }, { "actor": "Tutorial Agent", "dialogue": "You've passed up your chance to start using SPEED for now, but don't worry! The option to use it becomes available again in 1 hour." } ], [ { "actor": "Empathy", "dialogue": "Kim also tries *not* to look at the pile of tape viscera on the carpet. Or the weird suitcase on the hat rack. Or the potted plant dying in the corner. But it's all just too morbid to ignore." }, { "actor": "Savoir Faire", "dialogue": "The man is finding it hard not to trip on the tape -- and not to send any of the bottles rolling across the floor..." }, { "actor": "You", "dialogue": "\"You're looking at the destruction?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods." }, { "actor": "You", "dialogue": "\"I'm sorry for... this.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No problem, officer.\" He takes a step toward the door. Like he'd like to leave." } ], [ { "actor": "Map Wall", "dialogue": "Several maps have been attached to a bulletin board hidden inside the alcove. They're held up by small pins. The board has come loose from one corner." }, { "actor": "Map Wall", "dialogue": "The maps look old and faded. Your eye catches a map of Insulinde, a map of Revachol, and a map of Martinaise." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: Variable[\"TASK.buy_a_map_of_martinaise\"] and Variable[\"TASK.buy_a_map_of_martinaise_done\"] == false and CheckItem(\"map_of_martinaise\") == false]" }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reaction Speed", "dialogue": "Martinaise!" }, { "actor": "Visual Calculus", "dialogue": "This one *could* work for seeing where the shot came from." }, { "actor": "You", "dialogue": "\"Storekeep, can I buy these maps?\"" }, { "actor": "Plaisance", "dialogue": "\"I'm sorry, officer, the map of Martinaise is the only one available. The other two are not for sale anymore... and besides, you could scarcely afford them.\"" }, { "actor": "Plaisance", "dialogue": "\"They're quite valuable, though they might not look it. The map of Martinaise is 90 cents, though.\"" }, { "actor": "You", "dialogue": "\"You seem to underestimate my resources, but sure, okay.\"" }, { "actor": "Plaisance", "dialogue": "\"Yes-yes. Are you interested or not?\"" }, { "actor": "You", "dialogue": "Look at the map of Insulinde." }, { "actor": "Map Wall", "dialogue": "This large map displays archipelagos. You see a constellation of small dots on the light blue emptiness of the Insulindic ocean. The largest, in the northeast, is \"Le Caillou\" (you are here). Another, far away in the southwest -- \"Semenese Islands (Ile du Fant\u00f4me)\"." } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_hero_Story_rc\"]) == false]" }, { "actor": "Drama", "dialogue": "Unfortunately there doesn't seem to be anything worth mentioning among your achievements. You should resort to good old lying." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punched_cuno\"]]" }, { "actor": "Physical Instrument", "dialogue": "Unless you wanna tell him how you took Cuno down. The decisiveness you exhibited in that situation would surely impress a man fond of order and discipline." }, { "actor": "You", "dialogue": "\"I knocked Cuno out\" (Point to the yard.) \"The kid needed discipline.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"The twelve-year-old junkie, whose alcoholic father beats him?\" His eyes light up. \"Why did you do that?\"" }, { "actor": "Rhetoric", "dialogue": "Well, if you phrase it like that it doesn't sound too good." }, { "actor": "You", "dialogue": "\"I needed to make him respect me.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Officer,\" he says with obvious disdain, \"this is unacceptable for anyone bearing an insignia. A man should lead by example, not terror.\"" }, { "actor": "Authority", "dialogue": "For a moment frozen in time this old soldier is your superior officer, inspiring you to be a better man. It feels good. Comforting." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"If you don't have any more questions we'll return to our game now.\" By the looks of it he's still trying to wrap his head around what you told him." }, { "actor": "You", "dialogue": "\"I said I wouldn't do it, but I found you a new *boule*.\"" }, { "actor": "Gaston Martin", "dialogue": "\"See, Ren\u00e9, I told you he was one of the good guys.\" He chuckles. \"You should have more faith in people.\"" } ], [ { "actor": "Ice Bear Fridge", "dialogue": "The bear's eyes are still glowing red -- it's guarding over the freezing corpse hidden inside its belly." }, { "actor": "Reaction Speed", "dialogue": "But where's the filament memory? It's not here..." }, { "actor": "You", "dialogue": "\"What is a giant bear-shaped fridge doing in an abandoned cellar in the first place?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good question. It looks like an ice cream fridge.\" The lieutenant reaches for one of the wrappers. He studies it in the light." }, { "actor": "Shivers", "dialogue": "Somewhere in the past it's summer. Five-year-old Fifette lets go of her mother's hand, change jingling in her pockets, as she hops towards the ice cream stand right across the plaza." } ], [ { "actor": "Crane Control Panel", "dialogue": "A rusting control panel with several knobs. The words *Marche* and *Arr\u00eat* are -- very, very slightly -- even more faded with use." }, { "actor": "You", "dialogue": "Press *Arr\u00eat*." }, { "actor": "Crane Control Panel", "dialogue": "The crane does not return to its original position. It does not move at all." }, { "actor": "You", "dialogue": "Press *Marche*." }, { "actor": "Crane Control Panel", "dialogue": "With a loud grind the crane shifts overhead, moving a massive metal container through the air..." }, { "actor": "Crane Control Panel", "dialogue": "... and with a surprisingly quiet thunk, the crane places the container down." }, { "actor": "Inland Empire", "dialogue": "This crane was built with a purpose which has now been fulfilled -- to move *this* container." } ], [ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"tc.doomed_commercial_area\"]) == false]" }, { "actor": "You", "dialogue": "\"Emma's Fashion Atelier.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You wait for a minute or two, but all you get from the call box is silence -- no one answers the call." }, { "actor": "You", "dialogue": "\"Fortress Accident SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one's home at Fortress Accident." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.radiocomputer_fortress_accident_why_failed_clicked\"]]" }, { "actor": "Shivers", "dialogue": "They have failed." }, { "actor": "You", "dialogue": "\"Fortress Accident SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one's home at Fortress Accident." } ], [ { "actor": "Mattress Nest", "dialogue": "There's a rain-soaked mattress on a concrete slab, only half-covered by the crumbling roof. At the head of it -- double embrasures -- firing slits, like two eyes in the wall." }, { "actor": "Kim Kitsuragi", "dialogue": "\"B triple prime...\" The lieutenant lowers his voice, stepping closer with his hand on his gun. \"This looks like a good place to shoot from.\"" }, { "actor": "You", "dialogue": "Inspect the wall." }, { "actor": "Mattress Nest", "dialogue": "The springs screech as you lean on the mattress and crane your neck to look out..." }, { "actor": "Inland Empire", "dialogue": "Trepidation. A tingling feeling in your stomach..." }, { "actor": "Mattress Nest", "dialogue": "A small piece of Martinaise coastline opens up in the square in front of you -- like a tiny landscape painting, one kilometre across the water. The ruins look familiar." }, { "actor": "You", "dialogue": "On the right..." }, { "actor": "Mattress Nest", "dialogue": "The red chimney and collapsed rear wall of the four-story tenement in front of the Whirling-in-Rags -- Rue de Saint Ghislaine 10." } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (IsHourBetween(21, 2)) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.has_shack\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_altgreet_singing_reaction\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_greeting_done\"]]" }, { "actor": "Washerwoman", "dialogue": "The old woman still hums her unknown song. She opens her eyes to acknowledge your presence." }, { "actor": "Encyclopedia", "dialogue": "There's a gap where the name of that song should be. You should ask her about it, right now!" }, { "actor": "You", "dialogue": "\"What is the song you're humming?\"" }, { "actor": "Washerwoman", "dialogue": "\"A lullaby my mother used to sing. I sang it to my kids too. It's an old Samaran children's song.\"" }, { "actor": "You", "dialogue": "\"It's weird. I don't like it.\"" }, { "actor": "Washerwoman", "dialogue": "\"Like I said,\" her tone sharpens, \"it's an old *children's* song. You don't have to like it.\"" } ], [ { "actor": "Perception (Hearing)", "dialogue": "The silence in this part of the church -- it's almost palpable. All the shifting matter and shuffling of living things is gone. Nothing seems to exist beyond the church anymore." }, { "actor": "Perception (Hearing)", "dialogue": "Maybe if you were to stand in just the right spot, even your footsteps would be completely silent..." }, { "actor": "You", "dialogue": "Wait, I think I still hear something..." }, { "actor": "Perception (Hearing)", "dialogue": "And then it's gone. Almost all of it -- but for the faintest of hums." }, { "actor": "Logic", "dialogue": "It seems that sound here is detached from its source somehow, if not blotted out outright. Truly unusual." }, { "actor": "Encyclopedia", "dialogue": "Sounds like the pale." }, { "actor": "You", "dialogue": "No. Let me just listen." }, { "actor": "Encyclopedia", "dialogue": "But to what? There is almost nothing." }, { "actor": "Perception (Hearing)", "dialogue": "You can hardly hear your own breathing." }, { "actor": "You", "dialogue": "Look up into the bell tower." }, { "actor": "Perception (Sight)", "dialogue": "The orderly rows of ceiling panels become barely visible, then disappear completely in the darkness of the tower overhead." }, { "actor": "You", "dialogue": "What if I don't *want* to know what's up there?" } ], [ { "actor": "A Brief Look at Infra-Materialism", "dialogue": "The book fits quite snugly into your palm. It would also fit comfortably into a jacket pocket." }, { "actor": "You", "dialogue": "Finish the book." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "You breeze through the next several sections until you arrive at the final chapter, titled 'A Communism Above Reality'..." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "When a society's revolutionary fervour reaches the third and highest level, infra-materialist theoreticians have postulated that the laws of physics cease to be laws." }, { "actor": "You", "dialogue": "That's because *I'm* the law. The law-jaw." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Under suitably revolutionary conditions, you might be! Though infra-materialists would argue that it's more like the community is *collectively* the law." }, { "actor": "Authority", "dialogue": "At last, a book gives you the respect and validation you're entitled to." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Of course, it's impossible to say what exactly happens under these conditions. No known society has ever achieved the levels of revolutionary enthusiasm the theory seems to require." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Some infra-materialists have even argued that it might require more plasm than *humanity alone* may be capable of producing." }, { "actor": "You", "dialogue": "What would a third-level society even look like? (Conclude.)" }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Some have theorised that such a society would be fundamentally unrecognisable, lacking many of the institutions we typically take for granted in advanced societies, including organised governments, financial institutions, and law enforcement." }, { "actor": "Half Light", "dialogue": "D-d-did that book just say there's no place for you in this future?" }, { "actor": "Authority", "dialogue": "This sounds like a seditious fantasy! How can they allow books like this in print?" }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Others have argued that people living under third-level conditions will be immune to such infirmities as hunger, disease, and mental illness..." } ], [ { "actor": "Volition", "dialogue": "You think you have a pretty hot suspect right now, don't you? That Ruby of yours." }, { "actor": "You", "dialogue": "Yeah? And?" }, { "actor": "Volition", "dialogue": "Notice how it came together without casting too much suspicion on *Klaasje* -- it was nice and *Ruby-centric* in the end." }, { "actor": "You", "dialogue": "What do you mean?" }, { "actor": "Volition", "dialogue": "Anything strike you a bit off about this mish-mash?" }, { "actor": "You", "dialogue": "It turned out the bullet was an antique..." }, { "actor": "Volition", "dialogue": "True. Strange how you conducted the whole *advanced ballistics analysis* and then hand-waved it?" }, { "actor": "You", "dialogue": "So far no one has mentioned hearing the shot." }, { "actor": "Volition", "dialogue": "Notice how this hasn't come up at all -- even Hardie and his boys didn't mention it. Neither did you." }, { "actor": "You", "dialogue": "I don't know, my roof route theory was solid." }, { "actor": "Volition", "dialogue": "Yeah, the route was pretty solid. Good work there. Still..." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_took_away_body_day_2\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I've got some good news.\" The lieutenant smiles. \"I took care of the body. The thought of him decomposing in my MC wouldn't let me sleep.\"" }, { "actor": "You", "dialogue": "\"Good, thanks.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet\"] and Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet_done\"] == false) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm just glad he's gone. We have other matters to attend to.\"" }, { "actor": "Rhetoric", "dialogue": "The lieutenant is downplaying his contribution -- he got up before sunrise to get this done. And now he's quite pleased with himself for taking care of the gruesome business so efficiently." }, { "actor": "Kim Kitsuragi", "dialogue": "He points to the mess hall doors. \"The Union muscle finally turned up, and they look rowdy. We need to talk to them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: CheckEquipped(\"shoes_t500\") and Variable[\"whirling.kim_stolen_boots_greet_done\"] == false]" }, { "actor": "Composure", "dialogue": "He won't even *acknowledge* the stolen boots you're wearing. For him, they don't exist. You'll have to bring it up yourself, later -- *if* you dare." }, { "actor": "You", "dialogue": "\"Are these the men Garte told us about yesterday?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I completely forgot.\" He looks at his notes. \"Sorry, I had a rough night's sleep. It's them, by the looks of it -- loud and nasty, just like the manager said.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"One loose thread less to worry about -- and one big problem to replace it.\" He crosses something out." } ], [ { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_inland_black_tree_taps\"] == true]" }, { "actor": "Cafeteria Window", "dialogue": "Again you find yourself looking at that big old window..." }, { "actor": "You", "dialogue": "Squint." }, { "actor": "Cafeteria Window", "dialogue": "There's a little slide panel up there, to let some air in. No need to open it in spring. It's still too cold outside." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_inland_black_tree_taps\"]) == false]" }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_viscalc_hedge_to_form\"]]" }, { "actor": "Visual Calculus", "dialogue": "One can't see into the Union box from the yard *outside* -- that hawthorn is too thick." }, { "actor": "You", "dialogue": "Squint." }, { "actor": "Cafeteria Window", "dialogue": "There's a little slide panel up there, to let some air in. No need to open it in spring. It's still too cold outside." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_inland_black_tree_taps\"]) == false]" } ], [ { "actor": "Interfacing", "dialogue": "As you hold your ledger's clip under the headlamp, an iridescent hologram appears: a street grid and the veins of a great river. A familiar sensation washes over you..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"There she is: Revachol West.\" There's a note of pride in the lieutenant's voice." }, { "actor": "Damaged Ledger", "dialogue": "Around the borders of the watermark are dozens, no, *hundreds* of micro-perforations." }, { "actor": "You", "dialogue": "Look at the shimmering street grid." }, { "actor": "Damaged Ledger", "dialogue": "The rectangular watermark is overlaid with the logo of the RCM, and yet the major arteries of Revachol are all recognizable. They shimmer in the Kineema's headlights." }, { "actor": "You", "dialogue": "\"Where are we on this?\" (Point to the halogen map.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let me see.\" He takes the ledger for a moment and inspects it." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Right here,\" he says, his finger near the top of the map, on a segment of coast jutting out into the great ocean." }, { "actor": "You", "dialogue": "\"Seems like a shithole.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It has its problems...\"" }, { "actor": "You", "dialogue": "\"Hey, Kim, what do all these holes mean?\" (Point to the dots on the watermark.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Those are *perforations*. They represent your record as an officer of the RCM. They're your statistics, as it were. I should have guessed you'd keep a record, officers often do. Let's take a look...\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"What happened to you?\" the lieutenant asks as he leans in, eyes mapping your frozen face." }, { "actor": "Suggestion", "dialogue": "Better keep the lieutenant in the dark about the whole 'Icebreaker' thing. He's not gonna get it." }, { "actor": "You", "dialogue": "\"This is what I am now, Kim. What I was always meant to be.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And what is that? A walking mask?\"" }, { "actor": "You", "dialogue": "\"A noble sufferer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't think *you* are supposed to call yourself that.\" A fleeting smile crosses his lips. \"But I appreciate the honesty. Now let's get back to work.\"" } ], [ { "actor": "Bench", "dialogue": "The cold stone slab of the bench does not look welcoming at all at all. Your shoulder aches." }, { "actor": "You", "dialogue": "Sit and rest." }, { "actor": "Bench", "dialogue": "As you gaze upon the wooden planks, the sea breeze blowing through your hair, you wish you could sit and alleviate the pain in your body..." }, { "actor": "Bench", "dialogue": "But realize now you do not have time to wait... the clock is ticking towards the final hour." }, { "actor": "You", "dialogue": "Sit and rest." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it." }, { "actor": "You", "dialogue": "\"Just tell me about a cool cryptid. Any cryptid.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"No offence, officer, but I'm not much of a *pedagogue* -- I don't know what I would've done if Lena hadn't persuaded me to go back to field research. You should ask her, if you want interesting stories.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Me -- I'm not a people person, unless you haven't noticed. And I don't make a good lecturer. My strength lies in field work and *persistence*.\" He brushes an errant strand of hair from his eye." }, { "actor": "Composure", "dialogue": "This is a gruff man who's been ridiculed too many times to feel comfortable talking about what's dearest to his heart. It's in his shoulders, his face, his... everything." }, { "actor": "You", "dialogue": "\"I know about *Cryobacter katlensis*.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Oh, everyone knows about that one, thanks to professor Mijanou being the talk of the town for a time...\" He coughs in his fist." }, { "actor": "Electrochemistry", "dialogue": "A bit of jealousy there. He'd want that glory, truth be told. Even if he'd have to inject *himself* with bacteria to get it." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Although -- probably because her life ended as a result of her work in Katla -- no one remembers her contributions to the search for the Nnong Okk.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Jean Vicquemare", "dialogue": "\"No.\" There's a silence. \"Sure, you got the case together -- you can *do* policework -- in bouts. That's not a surprise to me.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Even the insect -- I don't care. But you're an *alcoholic*. And you've been drinking -- again. I won't let my life unravel because of this.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsTHCCookingOrFixed(\"the_waste_land_of_reality\") or SubstanceUsedOnce(\"alcohol\") == false]" }, { "actor": "Judit Minot", "dialogue": "\"Jean -- I think he hasn't. I can see it on his face...\"" }, { "actor": "Endurance", "dialogue": "The bloating *has* gone down since you woke up that morning..." }, { "actor": "Jean Vicquemare", "dialogue": "\"Okay, so he's stayed clear for what? A week?\" He sighs." }, { "actor": "Trant Heidelstam", "dialogue": "\"It's tough. One of the toughest addictions to overcome. Comparable *only* to heavy synthetic opiates. Even morphine is easier to kick than alcohol -- statistically. The odds are against him. Especially at his age.\"" }, { "actor": "Jean Vicquemare", "dialogue": "He nods. \"He's too old. He's been like this for too long. I've seen him try many times. It's a farce by now.\"" }, { "actor": "Suggestion", "dialogue": "They're leaving. They're all turning away from you." }, { "actor": "Electrochemistry", "dialogue": "No. You can figure it out. *Replace* it! Replace the alcohol with amphetamine. Or GBL! Fuck it -- morphine! Graffito removal agent! Anything. It'll buy you time. All you need is time." }, { "actor": "Volition", "dialogue": "No. You *can* stop. Just wade through the hell. Month after month. Year after year -- you against the nothingness. It's possible, because *time* is possible." }, { "actor": "Conceptualization", "dialogue": "If you declare your life forfeit; if you declare yourself a doomed man... A doomed man does not need comfort. From *anything*. He can go on without drink, or help. Like a clockwork." }, { "actor": "Empathy", "dialogue": "For the world." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsHighestPolitical(\"revacholian_nationhood\")]" } ], [ { "actor": "You", "dialogue": "How do I get him to talk to me mano-a-mano?" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.measurehead_facha_dq_wc_to_get_him_to_talk\"]]" }, { "actor": "Suggestion", "dialogue": "It's obvious -- you need to steer the conversation to the topic that interests him *the most*. Something that he'd like to discuss with another man, in private..." }, { "actor": "Suggestion", "dialogue": "Othen than race science, what else do you think he's into?" }, { "actor": "Electrochemistry", "dialogue": "Light bondage?" }, { "actor": "Perception (Sight)", "dialogue": "Tattoos?" }, { "actor": "Rhetoric", "dialogue": "Perhaps *socialism*, seeing that he's working for the Union..." }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.wirral\"]) == false]" }, { "actor": "You", "dialogue": "Welkins?" }, { "actor": "Suggestion", "dialogue": "Could be, but even more importantly -- women. This specimen has surrounded himself not only with one or two, but *three* stellar babes." }, { "actor": "Suggestion", "dialogue": "What's more, all these girls seem to be Kojkos. What's up with that? You have to find out what's his deal with Graad..." }, { "actor": "You", "dialogue": "\"Listen... there's something *personal* I'd like to discuss with you.\"" }, { "actor": "Measurehead", "dialogue": "\"PERSONAL?\" He seems bemused." }, { "actor": "You", "dialogue": "\"It's about the peculiar nature of your friends here.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Is he talking about *us*, Jean?\"" }, { "actor": "Measurehead", "dialogue": "\"YOU MEAN THE BABES. I SEE.\" He appears to be calculating something." }, { "actor": "Measurehead", "dialogue": "\"PERHAPS WE *SHOULD* TALK IN PRIVATE. COME WITH ME.\"" } ], [ { "actor": "Saint-Batiste Pharmaceutics", "dialogue": "A small cabinet on the wall is filled with various medicine bottles, nasal sprays and blister packs. They all bear the Saint-Batiste Pharmaceutics logo." }, { "actor": "You", "dialogue": "\"A bottle of magnesium, please.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Mkay, here. I hope Saint-Batiste makes you feel better or something.\"" }, { "actor": "You", "dialogue": "\"I need Drouamine.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Mkay, here. I hope Saint-Batiste makes you feel better or something.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.horseback_monument_scaffolding\"]]" }, { "actor": "Horseback Monument", "dialogue": "An old monument stands in the middle of the traffic island. It is surrounded by scaffolding that has been haphazardly erected around it." }, { "actor": "You", "dialogue": "Reflect on the re-conceptualization." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"jam.horseback_monument_reflection_done\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "A cardboard sign hangs from the arm pointing out to sea. Written in shaky marker pen are the words: 'PALE SWALLOWS ALL'. What was once a gesture of great power has been hijacked to signal the ceaseless march of annihilation." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hard to disagree with the sentiment considering what we just survived.\" The lieutenant solemnly looks toward the plaza, then turns to you." }, { "actor": "Half Light", "dialogue": "Look -- up there! It is he who sirens. Syntagmatarchis Trypa! Here, upon us, to warn of the mangy jowls of The Gloaming." }, { "actor": "Logic", "dialogue": "Has The End not already come? Stones were wetted, bloods were coughed, the locals cast under greater shadow. Is this not inappropriate when tribute should instead be placed?" } ], [ { "actor": "Steban, the Student Communist", "dialogue": "\"Go ahead.\" The young man gives you a half-smile. His companion sniffs." }, { "actor": "You", "dialogue": "\"The matchboxes... you were trying to make the tower from Nilsen's journals.\"" }, { "actor": "Steban, the Student Communist", "dialogue": "\"So you really *did* read all the way to the end.\" A sheepish grin. \"Yeah, Uli and I were trying to see whether there was enough plasm between the two of us to hold up a few matchboxes...\"" }, { "actor": "Empathy", "dialogue": "Saying it out loud makes him realise how foolish it sounds." }, { "actor": "Echo Maker", "dialogue": "\"It was just a little *informal* experiment. No reason to take it too seriously.\"" }, { "actor": "You", "dialogue": "\"We should try again, all of us.\"" }, { "actor": "Steban, the Student Communist", "dialogue": "The young man looks at you a moment, then at his companion." }, { "actor": "Steban, the Student Communist", "dialogue": "\"What could it hurt? Alright, let's give it another go...\"" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "Before long, a modest tower begins to rise from the pile of matchboxes..." }, { "actor": "Hand/Eye Coordination", "dialogue": "You place every box with the utmost delicacy and precision." }, { "actor": "Steban, the Student Communist", "dialogue": "\"Easy, Uli...\"" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: Variable[\"reputation.communist\"] > 10]" }, { "actor": "Echo Maker", "dialogue": "\"It's holding, it's holding...\"" }, { "actor": "Logic", "dialogue": "For the moment." }, { "actor": "Rhetoric", "dialogue": "The higher the tower goes, the quieter the room seems to become. Aside from the occasional comment, the three of you are completely absorbed by the task." } ], [ { "actor": "You", "dialogue": "\"These men, they didn't do it!\"" }, { "actor": "Kortenaer", "dialogue": "\"Yeah? Who did then?\"" }, { "actor": "Inland Empire", "dialogue": "You should implicate *yourself*. Throw yourself onto the embrasure, chest first!" }, { "actor": "You", "dialogue": "\"It was someone *else* -- someone who's not here now.\"" }, { "actor": "Kortenaer", "dialogue": "\"How fucking *convenient*...\" He gives you a drunken stare -- then puts his hand on the gun." }, { "actor": "Reaction Speed", "dialogue": "His fingers are twitching. That's a draw reflex. He's about to draw." }, { "actor": "You", "dialogue": "\"I've changed my mind. I can still change my mind, right?\"" }, { "actor": "Kortenaer", "dialogue": "\"You think you're funny?\" There's a dangerous gleam in his eye. \"What if I just shot one of your pals here right now, huh?\"" }, { "actor": "Kortenaer", "dialogue": "\"How about the kipt?\" He points his gun at Elizabeth. \"That'd be fucking *funny*...\"" }, { "actor": "Elizabeth", "dialogue": "\"Listen, please!\" She raises both hands. \"This cop and this drumhead court martial won't decide who...\"" }, { "actor": "Half Light", "dialogue": "He's gonna do it, he's gonna shoot her!" }, { "actor": "You", "dialogue": "Think! THINK! Why doesn't he believe me?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_logic_rc_to_prevent_gardener_death\"]) == false]" }, { "actor": "Logic", "dialogue": "Your mind grinds to a halt. All you can see is the revolver in the man's armoured hand -- swaying, pointed at her. You move your mouth like a fish gasping for air..." }, { "actor": "You", "dialogue": "\"I'll kill you!\"" } ], [ { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_main_hub_reached\"]]" }, { "actor": "Feld Mural", "dialogue": "The once-bright mural towers above you, saying \"FELD ELECTRICAL R&D.\"" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.mural_look_in\"] and IsKimHere() == false]" }, { "actor": "Esprit de Corps", "dialogue": "Somewhere in Martinaise, Lieutenant Kitsuragi is consulting his notebook... A sudden draught turns a page between his hands. You're going to need him if you want to listen to the wind." }, { "actor": "You", "dialogue": "\"What is this building?\"" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (IsHourBetween(8,19)) == false]" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Some sort of industrial ruin? I don't recognize the name of the company. R&D used to mean Research and Development... It looks long-abandoned.\"" }, { "actor": "You", "dialogue": "\"What is this building?\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Great news -- the boat is big enough for a grown man like you to fit underneath it in a supine position." }, { "actor": "You", "dialogue": "Wait, what would I be doing under there?" }, { "actor": "Visual Calculus", "dialogue": "I don't know? Sleeping? What do people do under boats? This is merely a measurement from your visual cortex, do with it what you want." }, { "actor": "Endurance", "dialogue": "The elements are rough around here. I don't know about this..." }, { "actor": "You", "dialogue": "Wait, what would I be doing under there?" }, { "actor": "Visual Calculus", "dialogue": "Sleeping. Was it not decided that you're a *hobocop* -- more hobo than cop -- or was that fine irony that your visual cortex somehow misunderstood?" }, { "actor": "Conceptualization", "dialogue": "Oh no. He's pretty much a bum now." }, { "actor": "Endurance", "dialogue": "The elements are rough around here. I don't know about this..." }, { "actor": "You", "dialogue": "[Discard thought.]" } ], [ { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: Variable[\"coast.exec_viscal_succeeded\"]]" }, { "actor": "Visual Calculus", "dialogue": "A row of ghostly shades facing a crumbling wall, with another seven shades standing ten metres from them. A single person stands on the sideline." }, { "actor": "You", "dialogue": "Look at the person standing on the side." }, { "actor": "Visual Calculus", "dialogue": "The commandant -- the one who gives the order. Machine gun fire crackling through the air, the lights of the muzzle flashes dancing on his face..." }, { "actor": "You", "dialogue": "Good bye. [Leave.]" }, { "actor": "Visual Calculus", "dialogue": "A cold sea wind blows away the figures." }, { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: Variable[\"TASK.ask_about_ruby_in_village\"] and Variable[\"TASK.locate_ruby_on_the_coast_done\"] == false]" }, { "actor": "Shivers", "dialogue": "Behind this building -- the other one. Once filled with engineers and designers of Feld Electric, now collapsed and dead, but for some rats... You feel drawn, for some reason, to the faded mural again." } ], [ { "actor": "Savoir Faire", "dialogue": "One day, you may be able to scale this tower. But it won't be today. Neither your sinews nor your spirit could handle this ascent." }, { "actor": "You", "dialogue": "Oh well, didn't really care about climbing up some stupid beams anyway." }, { "actor": "Savoir Faire", "dialogue": "Yeah, sure. There are other things we could do. But, man, it would have been cool." }, { "actor": "Tiago", "dialogue": "\"Hey, man. I see it in you -- you are prepared to surrender yourself to the fire of revelation. But you're still a bit shaky spiritually.\" He looks you over. \"You're also just, physically, shaking.\"" }, { "actor": "Tiago", "dialogue": "\"Keep the flame in your soul alive, though. One day you'll make it up here, if you put in the work.\"" }, { "actor": "You", "dialogue": "\"Do you know where the other spooker is?\" (Point at the strange machines around you.)" }, { "actor": "Tiago", "dialogue": "\"Other spooker? Oh, esa viejita muy estudiosa!\" He laughs. \"Dunno, homes.\"" }, { "actor": "Rhetoric", "dialogue": "Viejita is... grandma?" }, { "actor": "You", "dialogue": "\"Wait, so there *is* another person living in the church -- and it's a *viejita*?\"" }, { "actor": "Tiago", "dialogue": "\"No, I just call her 'viejita' because of her clothes, she's actually quite young...\" He scratches his head. \"Or maybe not *that* young... Age is just one of the many masks we wear.\"" }, { "actor": "You", "dialogue": "\"And you don't know where she is?\"" }, { "actor": "Tiago", "dialogue": "\"That's what I said, homes.\"" }, { "actor": "You", "dialogue": "\"How can you not know that when you both live here?\"" }, { "actor": "Tiago", "dialogue": "\"Don't really follow her comings and goings. Just see her typing on her computer now and then. We've got different interests.\"" }, { "actor": "You", "dialogue": "\"So you've got nothing else to tell me? How she looks, what she does, who *is* she?\"" } ], [ { "actor": "Inland Empire", "dialogue": "Rust peels off the bent iron posts of the swing. The wind whistles through the skeleton of the small house behind you. There's desolation... everywhere." }, { "actor": "You", "dialogue": "\"What happened here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"In this yard?\" The lieutenant looks at the small building. A flock of grey swallows takes off in the distance." }, { "actor": "Visual Calculus", "dialogue": "He's assessing the situation. How long ago was it abandoned." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Someone thought they could have a summer house in a *bloc obscur*. For cheap. It didn't work out. They abandoned it about a decade ago.\"" }, { "actor": "You", "dialogue": "\"So this part of the coast is a *bloc obscur*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Practically. It's not an official term in any way, but...\" he spreads his arms, \"look around -- no sewage, broken power lines, crime, drunks... Life is tough in the blocs. It's no place to build a summer house.\"" }, { "actor": "You", "dialogue": "\"You're right -- it's no place. Let's go.\" [Finish]" } ], [ { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"XP.help_annette\"]) == false]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"plaza.annette_white_success_nervous\"]]" }, { "actor": "Annette", "dialogue": "\"Hi, ace detective.\" She smiles warmly. \"Are you here for more books?\"" }, { "actor": "You", "dialogue": "\"Shouldn't you be at school or something?\"" }, { "actor": "Annette", "dialogue": "\"I do my studies at home at the moment. I have to help Mum keep this place running.\"" }, { "actor": "You", "dialogue": "\"What is *school* anyway?\"" }, { "actor": "Annette", "dialogue": "\"School?\" She rubs her red, chilled nose. \"Well, mine is a big yellow building on Boogie Street. And the people there run it. They say it's a *charity*.\"" }, { "actor": "Shivers", "dialogue": "The gale wind blows in from the coast, a wind of needles. It wraps itself around a building of brick and mortar. Somewhere, a clamor rings through the honeycomb of classrooms." }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.annette_shivers_schoolmemory\"]) == false]" }, { "actor": "You", "dialogue": "\"School is stupid. You're lucky not to be there.\"" }, { "actor": "Annette", "dialogue": "\"Mum says it's necessary to do both, because it builds character. Mum says a proper worker is dutiful -- that's how you get ahead in life, you succeed.\"" }, { "actor": "Composure", "dialogue": "There is stress and unease behind these words. She's reciting etiquette." } ], [ { "actor": "Stained Glass Window", "dialogue": "[Action/Check: Condition: (Variable[\"church.stained_greeting_done\"]) == false]" }, { "actor": "Stained Glass Window", "dialogue": "[Action/Check: Condition: (Variable[\"church.stained_midgreet_quick_exit\"]) == false]" }, { "actor": "Stained Glass Window", "dialogue": "In white, silver, and apricot fa\u00efence, the young mother of humanism stands above you. A crack runs across her body. She is impossibly tall, oval-faced and sad -- a dark and radiant majesty." }, { "actor": "Encyclopedia", "dialogue": "This is Her Innocence Dolores Dei." }, { "actor": "Stained Glass Window", "dialogue": "Cradled in her arms are a pair of glowing lungs, clearly visible from underneath her flowing dress. \n\nYou should kneel." }, { "actor": "You", "dialogue": "No." }, { "actor": "Stained Glass Window", "dialogue": "Cold wind seeps in from the crack in the glass. Snowdrifts cover the floorboards at your feet. Above, you feel her multicoloured eyes on you. Inspecting you." }, { "actor": "Inland Empire", "dialogue": "As if under a microscope." }, { "actor": "You", "dialogue": "No. I am not your bug." }, { "actor": "Stained Glass Window", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "As that bitter thought passes through your head, the lieutenant draws an x-shaped cross from shoulder to shoulder. With three fingers." }, { "actor": "You", "dialogue": "I'm not doing that cross either." }, { "actor": "Stained Glass Window", "dialogue": "Good call. She left us all in the shits, don't give her a single thing. Just stand there in the apricot-coloured light of the window, secretly grinding your teeth. The woman smiles her distant smile, unmoved, struck in half by the crack in the glass." }, { "actor": "Half Light", "dialogue": "Serves her right. She only cares about her sovereign's orb and her silk robes and getting to the aerodrome on time -- to *leave*." } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsNight()) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] and IsDayFrom(2)) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She takes a sip from her silvery thermal cup. \"What can I help you with?\"" }, { "actor": "You", "dialogue": "\"What can you tell me about this strike?\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_strike_hub_reached\"]]" }, { "actor": "Joyce Messier", "dialogue": "\"Of course.\" She takes a sip from the thermal cup." }, { "actor": "You", "dialogue": "\"The scabs at the gate -- did you put them there?\"" }, { "actor": "Joyce Messier", "dialogue": "\"The... *scabs*?\" She raises her brow. \"You mean the huddled masses of Jamrock, come to plead for work where the Union refuses to?\"" }, { "actor": "Reaction Speed", "dialogue": "Don't let her answer it herself." } ], [ { "actor": "Evrart Claire", "dialogue": "\"The golden boy returns once more! Wonderful -- simply wonderful, Harry.\" He claps his hands together like a child who's just been offered cotton candy. \"Of course, I already knew this.\"" }, { "actor": "Evrart Claire", "dialogue": "\"My friend, the mail-man, confirms the letter is on its way. You've done a great thing today. You've given the children of Martinaise a real future. I feel I can finally trust you, Harry.\"" }, { "actor": "Evrart Claire", "dialogue": "\"You're in my inner circle. You too, Mr. Kitsuragi,\" he nods to the lieutenant, smiling broadly. \"We can talk about anything: the strike, the murder, your lost gun -- *nothing* is off the table.\"" }, { "actor": "Suggestion", "dialogue": "Hear that? You did it the honest way. You got the *real* signatures and now he's happy. Well done." }, { "actor": "Interfacing", "dialogue": "I don't know... your dirty forgery-fingers aren't sure if playing this one straight was the right thing to do." }, { "actor": "Drama", "dialogue": "We would've preferred trickery, but the choice was yours, sire, as always. You are the liege. And you're *in*." }, { "actor": "Physical Instrument", "dialogue": "Finally -- answers. Ask away, son." }, { "actor": "You", "dialogue": "\"What was the fine print on the document I mailed? What was the catch?\"" }, { "actor": "Evrart Claire", "dialogue": "\"There was no fine print, Harry.\" He leans forward. \"But I do hope all that construction noise and limited street access *encourages* some people to move. After a year of that ruckus, who wouldn't?\"" }, { "actor": "Perception (Hearing)", "dialogue": "Oops... yes, the noise would do the trick. It'll be terrible." }, { "actor": "Evrart Claire", "dialogue": "\"And when they do...\" He holds out his index finger. \"They will have a *good* place to go. I'm currently working on renovating the buildings near the roundabout into affordable *workers palaces*.\"" }, { "actor": "Composure", "dialogue": "He proudly spreads his hands to demonstrate the size of the palaces. They're very large." } ], [ { "actor": "You", "dialogue": "Attempt to stop *The Expression* from happening." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_subdued_expression\"]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Electrochemistry", "dialogue": "It's like something snaps in you -- a nerve ending, a thought, a sadness. Your face in the mirror is suddenly clean of the leer that had distorted it for god knows how long." }, { "actor": "Electrochemistry", "dialogue": "Just like that it's over -- the running gag that your life had become. A sad old man looks back at you." }, { "actor": "You", "dialogue": "Use your chaincutters to fix the faucet. Stop steam from fogging up the mirror." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_interfacing_white_check_succeeded\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"chaincutters\") == false) == false]" }, { "actor": "Interfacing", "dialogue": "The chaincutters slip out of your hands as you attempt to twist the faucet into place. Well, you know one thing for sure -- you've probably never been a plumber." }, { "actor": "You", "dialogue": "Face yourself." } ], [ { "actor": "Evrart Claire", "dialogue": "\"A fantastic change of heart, Harry!\" He rubs his nose. \"Go talk to Ma\u00f1ana down by the gates. He'll brief you and give you the key.\"" }, { "actor": "Reaction Speed", "dialogue": "And just like that, it's happening -- the roller coaster is moving. Too late to take it back now." }, { "actor": "Evrart Claire", "dialogue": "\"Just open *one little door*. You don't need to go in or anything. I just want that weasel to come home and see the unlocked door. That's it. Anything else we should discuss?\"" }, { "actor": "You", "dialogue": "\"How do you know my name?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, I know everything about you, Harry.\" He taps on the folder in front of him. \"I have a big fat folder on you. Very juicy stuff.\"" }, { "actor": "Evrart Claire", "dialogue": "\"And the word on the street is your memory is a bit... hazy.\" He looks at you questioningly. \"If that's true, maybe I can help you out? Do you a little favour so to speak.\"" }, { "actor": "Rhetoric", "dialogue": "It might be a good idea to hide your *confusion*... I mean, see what his game is first." }, { "actor": "You", "dialogue": "\"It's true. My memory *is* a bit hazy.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I assure you, there's nothing to be ashamed of, Harry. You're among friends and the good news is...\" He taps on the folder again." }, { "actor": "Evrart Claire", "dialogue": "\"My big fat folder is ready to serve. I'm sure you have a lot of questions -- maybe my fat folder and I can help you out? Do you a little favour of sorts?\"" }, { "actor": "Perception (Sight)", "dialogue": "It's just a brown folder. You can't make out what's written on it." }, { "actor": "Evrart Claire", "dialogue": "\"You *must* have questions, Harry. C'mon on now...\" He makes a come-hither motion. \"Don't be shy. Let's hear them.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"What?\" The big man looks at you, confused." }, { "actor": "You", "dialogue": "\"The shady brew. You told me to make it even shadier. I didn't. It had alcohol in it. Now there's no alcohol.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Did I? Well done then, Harry. I like not knowing about it and I'm sure you made the right call. I spend the whole day delegating tasks, and it's a great relief to see people taking initiative.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I don't even want to know what all of that means -- brew, shady, alcohol, turned off. I'm gonna let the world *surprise* me.\"" }, { "actor": "You", "dialogue": "\"Have you heard about the horseback monument being renovated?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Ah yes, I was informed.\" He clasps his hands together and rests them on his desk. \"It seems to be a big undertaking. What are you hoping to achieve with it exactly?\"" }, { "actor": "Reaction Speed", "dialogue": "Who told him it was you?!" }, { "actor": "You", "dialogue": "\"I'm giving the ordinary folk a hero they can believe in -- *me*.\"" }, { "actor": "Evrart Claire", "dialogue": "\"A vanity project? Or is this your way of inciting *rebellion*? Tut-tut, I thought you lawmen were supposed to keep the peace?\"" }, { "actor": "You", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We are,\" the lieutenant says firmly as he meets Evrart's gaze. \"And we will do our best to ensure that's what happens here.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Indeed.\" He turns back to you. \"I'm glad to see you making headway with your endeavours, Mr. Du Bois. I look forward to seeing the end result. Is there anything else on your mind?\"" }, { "actor": "You", "dialogue": "\"I mailed the signatures you asked me to get.\" (Lie.)" } ], [ { "actor": "Perception (Hearing)", "dialogue": "All around you, the hisses and chirps of locusts fill the musky air. The earthen floor of the shack has been shaped into mounds of mud dotted with little holes for windows." }, { "actor": "Conceptualization", "dialogue": "Like skyscrapers, spires of dirt and sand rising. Accommodations for their insectoid inhabitants?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well, detective, it appears you're on the way to solving the case...\" The lieutenant looks around, writes something in his notebook, and turns to you..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"The missing locust case, which is a sub-case of the imaginary insect case. So at least *that's* going well.\"" }, { "actor": "You", "dialogue": "\"Yes. We need to tell Morell about this immediately.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course. I'll leave that to you. You seem to have a *handle* on the phasmid-trap-insect situation.\"" } ], [ { "actor": "Smoker on the Balcony", "dialogue": "\"Gendarmerie! You found me.\" The young man on the balcony gives you a bright smile, before taking another drag from his cigarette." }, { "actor": "Perception (Hearing)", "dialogue": "Somewhere in the distance a baby cries over a blasting radio. There's a family argument reaching its crescendo in an upstairs apartment, while around the corner the air conditioners drone." }, { "actor": "Empathy", "dialogue": "It feels like a Friday. He seems to be in a good mood today." }, { "actor": "Electrochemistry", "dialogue": "And his shirt is still unbuttoned." }, { "actor": "You", "dialogue": "\"Yes, the cleaning lady let me in. She also led me to your apartment.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Beautiful,\" he replies, smiling. As he looks at you, something sparkles in his eyes." }, { "actor": "Smoker on the Balcony", "dialogue": "\"So tell me, are you here to make things *right* again?\"" }, { "actor": "You", "dialogue": "\"That's what I'm aiming for, yes.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Beautiful,\" he says again. A nearby street lamp casts shadows on his chin, drawing out the slender cheekbones." }, { "actor": "Smoker on the Balcony", "dialogue": "\"I have some good news for you. My Sunday friend is visiting me tonight. I told him about you and he'd like to say hello. Step in, he's already waiting.\" He nods towards door #28." }, { "actor": "You", "dialogue": "\"Wait, who exactly is visiting you?\"" } ], [ { "actor": "Shivers", "dialogue": "Signage is put up and taken down, shop windows boarded up and reopened once more. What remains constant -- voyeurism, always unhelpful. And, at times, quite fully helpless." }, { "actor": "You", "dialogue": "Is that why that hole in the wall is there? Voyeurism?" }, { "actor": "Shivers", "dialogue": "It doesn't even matter why it was put there in the first place. That's something it could have been used for." }, { "actor": "You", "dialogue": "Is that why that hole in the wall is there? Voyeurism?" }, { "actor": "Shivers", "dialogue": "It doesn't even matter why it was put there in the first place. That's something it could have been used for." }, { "actor": "You", "dialogue": "It's not my fault this pinball operation failed." }, { "actor": "Shivers", "dialogue": "No, but how does it make you feel, to dig through its trash?" }, { "actor": "You", "dialogue": "Like an intruder." }, { "actor": "Shivers", "dialogue": "But why? None of this belongs to anyone anymore." }, { "actor": "You", "dialogue": "[Ignore thought.]" } ], [ { "actor": "Shivers", "dialogue": "The Delta Logistics Company truck stands here waiting, reflecting white light from the courtyard behind it." }, { "actor": "You", "dialogue": "Can't I get into the courtyard somehow?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Whatever's going on there could hardly be of any consequence to our ongoing investigation.\" The lieutenant adjusts his glasses." }, { "actor": "Kim Kitsuragi", "dialogue": "\"You can come back to it on your own when we're done with this case.\"" }, { "actor": "You", "dialogue": "Why is the light so strange?" }, { "actor": "Shivers", "dialogue": "Because this is a place of mystery." }, { "actor": "You", "dialogue": "Why is the light so strange?" }, { "actor": "Shivers", "dialogue": "Because this is a place of mystery." }, { "actor": "You", "dialogue": "Let it go for now. [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Do you, uh, want to *talk* about what just happened?\"" }, { "actor": "You", "dialogue": "\"That's probably a good idea.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Normally I'm opposed to discussing one's feelings, especially on-duty, but I think this is an exceptional case...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So, what do *you* think happened?\"" }, { "actor": "Drama", "dialogue": "'Tis possible thou couldst persuade the lieutenant 'twas all a part of thy 'unorthodox' method. But can thou persuade *thyself*?" }, { "actor": "You", "dialogue": "\"It was nothing.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant merely nods." } ], [ { "actor": "You", "dialogue": "\"Fine. 20 re\u00e1l for the night.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He sighs so much he seems to deflate. He slams the key before you. \"The room is yours for the night. Don't forget you'll need *another* 20 re\u00e1l tomorrow.\"" }, { "actor": "You", "dialogue": "\"So, about that money I owe...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes, have you got it?\"" }, { "actor": "You", "dialogue": "\"Actually, let's talk about something else.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_owing_hub_exited_once\"]]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"Garte, I found a new bird... dammit, I FORGOT to take it with me!\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"I have no idea what you're talking about.\"" }, { "actor": "Endurance", "dialogue": "It's a long *healthy* trek back to the village." }, { "actor": "Visual Calculus", "dialogue": "Back to the village -- then back here -- then back to the coast *again*... That must be 3 kilometres in total. Okay..." }, { "actor": "You", "dialogue": "\"Where did everyone go?\"" } ], [ { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_whitecheck_succeeded\"]]" }, { "actor": "Closed Curtains", "dialogue": "You see a set of tattered curtains blocking the way to another room. A strange cage-like trinket dangles from the curtains." }, { "actor": "You", "dialogue": "Pull the curtains open." }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (Variable[\"tc.wards_plais\"]) == false]" }, { "actor": "Closed Curtains", "dialogue": "You see a dimly lit room full of dusty furniture and trash. A doorway stands in the back, covered in dozens of scary little cage-like trinkets, your shadow looming over it like an omen." }, { "actor": "Plaisance", "dialogue": "A small terrified \"Oh!\" escapes from Plaisance, as she tries her best to look away, her round face buried in her hands." } ], [ { "actor": "You", "dialogue": "\"Here's the money for the spirits.\"" }, { "actor": "Rosemary", "dialogue": "He hands you the bottle. \"Jus' make sure to *enjoy* that one, friend!\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")]" }, { "actor": "Horrific Necktie", "dialogue": "*Bratan*, I am so proud. Now -- whatever you do, don't drink it. This deserves so much more than just regular *oral* consumption." }, { "actor": "Electrochemistry", "dialogue": "The tie is *SO* on the money there! Up the bum it goes!" }, { "actor": "You", "dialogue": "Huh..." }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"TASK.enter_cavern_done\"]]" }, { "actor": "Horrific Necktie", "dialogue": "Just step away from the old man and let's have a little word alone, just you and me. Soon we will enter the *Other-World*." }, { "actor": "Inland Empire", "dialogue": "Soon. The time will come soon. Have patience, brave one." }, { "actor": "Half Light", "dialogue": "I'm getting a really dark vibe from this. This... won't be pretty." }, { "actor": "You", "dialogue": "\"I want a pack of smokes.\"" }, { "actor": "Rosemary", "dialogue": "\"My kinda guy,\" he mumbles, handing you a pack. \"Here you go, friend.\"" } ], [ { "actor": "You", "dialogue": "Time to get my gun!" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.thepigs_redc_handeye_recognize_gun\"]]" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: CheckEquipped(\"ledger_damaged\") or CheckEquipped(\"ledger_oblivion\") or CheckEquipped(\"ledger_of_failure_and_hatred\")]" }, { "actor": "Hand/Eye Coordination", "dialogue": "Alright, here's the plan: You hurl the ledger in her face -- already darting right -- and *immediately* close the distance. Left hand grabs the barrel, right one breaks the wrist..." }, { "actor": "Physical Instrument", "dialogue": "...fingers lock behind her head, knee to the face, knee to the face, crush the ribcage, side-step and drop her with the hammer kick." }, { "actor": "Half Light", "dialogue": "OH MY GOD, YES!!!!" }, { "actor": "Visual Calculus", "dialogue": "No. That won't be necessary. Look closer. The gun, all three barrels, red and blue light shining through -- it's not loaded." }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.pigs_viscal_gun_is_empty\"]]" }, { "actor": "You", "dialogue": "Hold on, why does that make me nauseous?" }, { "actor": "Inland Empire", "dialogue": "That knowledge comes from a very dark place." }, { "actor": "You", "dialogue": "How dark?" }, { "actor": "Inland Empire", "dialogue": "'Paint the wall with your brains' dark." }, { "actor": "You", "dialogue": "\"My god, it's not loaded... The gun isn't loaded!\"" }, { "actor": "The Pigs", "dialogue": "\"What...?\" The woman looks at the weapon in disbelief, her eyes suddenly reddish with tears. She looks straight down the barrel... and squeezes the trigger." }, { "actor": "You", "dialogue": "\"Wait...\"" }, { "actor": "The Pigs", "dialogue": "A click. Nothing happens. She looks at the useless weapon. \"This isn't police issue. Police weapons have bullets. This isn't real! What is this?\"" } ], [ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_perc_black\"]]" }, { "actor": "You", "dialogue": "*Should* I say that?" }, { "actor": "Perception (Sight)", "dialogue": "I don't know -- what's the problem? You're just *reacting to stimuli*." }, { "actor": "You", "dialogue": "\"You're black.\"" }, { "actor": "The Gardener", "dialogue": "\"What do you mean?\"" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: CheckEquipped(\"neck_tie\") and Variable[\"whirling.necktie_personified\"]]" }, { "actor": "Horrific Necktie", "dialogue": "Ask her about music -- it'll get the convo flowing, don't worry!" }, { "actor": "You", "dialogue": "\"Nothing.\"" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should proceed with our business in Martinaise.\" The lieutenant turns to you." }, { "actor": "You", "dialogue": "\"Do you still have your salts? I think I could use some.\"" }, { "actor": "The Gardener", "dialogue": "\"Sure -- I'm done with them.\" She takes a small capsule out of her breast pocket and hands it to you." } ], [ { "actor": "Man from Hjelmdall Series", "dialogue": "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." }, { "actor": "Physical Instrument", "dialogue": "This is entirely, *completely* you. You have found the *right* books." }, { "actor": "You", "dialogue": "Look through the display of books." }, { "actor": "Man from Hjelmdall Series", "dialogue": "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.\"" }, { "actor": "You", "dialogue": "Good god, how many are there?" }, { "actor": "Man from Hjelmdall Series", "dialogue": "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.\"" }, { "actor": "Half Light", "dialogue": "Those snow crabs are worse than they sound." }, { "actor": "You", "dialogue": "Is that all?" }, { "actor": "Man from Hjelmdall Series", "dialogue": "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." }, { "actor": "You", "dialogue": "\"Wow, more Hjelmdall...\"" }, { "actor": "Man from Hjelmdall", "dialogue": "Mountains of it. Heroic quantities of Hjelmdall. Roy's puny shirt is nothing compared to the *real deal*." }, { "actor": "You", "dialogue": "\"I want to buy the 'Hjelmdallermann' book.\"" }, { "actor": "Plaisance", "dialogue": "\"Oh yes, certainly.\" She rubs her hands together. \"Another good sale.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Oh, that's very nice. I haven't gotten around to her yet -- I'm very, very busy, you see.\" He adjusts a button on his sleeve. \"I hope you're getting along.\"" }, { "actor": "Evrart Claire", "dialogue": "\"One thing I wanna make very clear, Harry, is that this is not some kind of Union *versus* Corporation situation. Everyone is just pals here.\"" }, { "actor": "You", "dialogue": "\"Just pals?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Yes, we're all trying to do what's best for Martinaise.\" His smile widens. \"Don't feel like you shouldn't work with her just because you and I are such good friends. I'm not a jealous guy.\"" }, { "actor": "Suggestion", "dialogue": "Whoa... that's so nice of him. Suspiciously nice." }, { "actor": "You", "dialogue": "\"I told Joyce that I met you.\"" }, { "actor": "Evrart Claire", "dialogue": "\"It's *perfectly* okay. Even if you've told her everything we've talked about, it's *absolutely* fine.\"" }, { "actor": "Empathy", "dialogue": "He seems happy about the prospect of you telling Joyce about your conversations." } ], [ { "actor": "Empathy", "dialogue": "You were too pushy last time. Think this through, try to really *understand* the psychological bond Cuno has with Cunoesse." }, { "actor": "You", "dialogue": "Okay. So what's the deal with Cunoesse?" }, { "actor": "Empathy", "dialogue": "Just look -- while Cuno has no problem being near you, she always hides behind the fence, afraid for her life, like she's *done* something. Something very bad." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_punchhub_reached\"]) == false]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"yard.cunoesse_main_hub_reached\"]]" }, { "actor": "Empathy", "dialogue": "Also, Cuno hasn't stopped talking to you. Even enjoys it from time to time. When you talk to the other one it's like talking to a cornered animal. She only hisses." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cunoesse_reaction_speed_shes_a_girl\"]) == false]" }, { "actor": "Empathy", "dialogue": "All in all, Cuno respects madness. You cannot hope to outdo her on that front. You must win yourself a few minutes with him alone." }, { "actor": "You", "dialogue": "Interesting. How?" }, { "actor": "Empathy", "dialogue": "Cunoesse is by far the worst of the two. Cuno has no problem being near you, but the other hides behind the fence, afraid for her life, like she's *done* something. Something very bad." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punchhub_reached\"]]" }, { "actor": "Empathy", "dialogue": "She came up with that psychopathic scheme of screaming for help before. Cuno just wanted to talk to you about his name. Cunoesse was the one who wound him up and directed him." } ], [ { "actor": "Electrochemistry", "dialogue": "That sugary black rum stain on the counter makes you teary-eyed with joy. It's almost touching how syrupy and sticky it is. How long have you been up already?" }, { "actor": "You", "dialogue": "An hour?" }, { "actor": "Electrochemistry", "dialogue": "Sweet lord, a whole hour! And you haven't thought about rum and lemonade in all that time? You've truly extinguished all trace of yourself." }, { "actor": "You", "dialogue": "I've been secretly thinking about it all this time!" }, { "actor": "Electrochemistry", "dialogue": "There he is, the old boy the devil! You rascal, you! Lets celebrate right now by licking that stain off the counter. Do it, it'll be *wild*!" }, { "actor": "You", "dialogue": "Lick it." }, { "actor": "Electrochemistry", "dialogue": "You press your tongue against the counter. The stain is crusted at first, but after a couple of licks it starts to melt like a snowflake. If snowflakes were made of spiced black rum. Maybe it's your imagination but there's already some lemonade in it too. And some human hairs." }, { "actor": "Electrochemistry", "dialogue": "It would go well with those cigarettes. That's a *great* combination." } ], [ { "actor": "Horseback Monument", "dialogue": "A cardboard sign hangs from the arm pointing out to sea. Written in shaky marker pen are the words: 'PALE SWALLOWS ALL'. What was once a gesture of great power has been hijacked to signal the ceaseless march of annihilation." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hard to disagree with the sentiment considering what we just survived.\" The lieutenant solemnly looks toward the plaza, then turns to you." }, { "actor": "Half Light", "dialogue": "Look -- up there! It is he who sirens. Syntagmatarchis Trypa! Here, upon us, to warn of the mangy jowls of The Gloaming." }, { "actor": "Logic", "dialogue": "Has The End not already come? Stones were wetted, bloods were coughed, the locals cast under greater shadow. Is this not inappropriate when tribute should instead be placed?" }, { "actor": "Authority", "dialogue": "Citizens must be warned. This is not only a declaration of the dead but a warning for those still alive. It comes, indomitably." }, { "actor": "You", "dialogue": "\"This is only the beginning.\" (Grin wickedly.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Khm,\" the lieutenant clears his throat, keen to move on." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Detective, I have a few questions if you don't mind...\"" }, { "actor": "You", "dialogue": "\"Actually, I'd prefer silence.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay.\" The lieutenant snaps shut like a world-ending implosion." }, { "actor": "Esprit de Corps", "dialogue": "The cop radio is buzzing on silent..." }, { "actor": "You", "dialogue": "\"Thanks.\" (Keep staring at the monument.)" }, { "actor": "Horseback Monument", "dialogue": "Your eyes glide over the horse, over its patina green coat. Something about the mount's sad animal-eyes makes you pause..." } ], [ { "actor": "Horrific Necktie", "dialogue": "*Bratan*, now is the time!" }, { "actor": "You", "dialogue": "Time for what?" }, { "actor": "Horrific Necktie", "dialogue": "Oh... you will see. (It feels like the tie is rubbing itself against your chest like a cat in heat.)" }, { "actor": "Horrific Necktie", "dialogue": "First, the spirits -- the blue medicinal spirits. Grab the bottle and uncork it! It is time to unleash the Other-World." }, { "actor": "You", "dialogue": "Wait, right now? Ruby's gone. I don't really think there's anything to celebrate here." }, { "actor": "Horrific Necktie", "dialogue": "Hush-hush, *bratan*, now is not the time to celebrate, now is the time to get *ready*. Trust me on this. This is what it's all been building towards. It's gonna be off the hook. Off *all* hooks." }, { "actor": "You", "dialogue": "Slowly uncork the blue medicinal spirit." }, { "actor": "Horrific Necktie", "dialogue": "The bottle opens with a silent, mysterious hiss. The fumes rising from its mouth are as crisp as the northern winds." }, { "actor": "Shivers", "dialogue": "Howling somewhere, lashing the boardwalk with brine and rain -- an ancient warmth crawls under your skin." }, { "actor": "Horrific Necktie", "dialogue": "Now, *bratan*, take me off." }, { "actor": "You", "dialogue": "What? I didn't know I could do that..." }, { "actor": "Horrific Necktie", "dialogue": "*Bratan*, have I ever lied to you? Just take me off. (The necktie tugs encouragingly at your neck.)" }, { "actor": "You", "dialogue": "Take the necktie off." }, { "actor": "Horrific Necktie", "dialogue": "Your fingers manage to undo the oily knot and the necktie slides off. It looks so frail sitting there in your hand, weighing almost nothing." }, { "actor": "You", "dialogue": "Now what?" }, { "actor": "Horrific Necktie", "dialogue": "Now put me in the bottle." }, { "actor": "You", "dialogue": "But... why?" } ], [ { "actor": "You", "dialogue": "\"I tried to hit on her...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood.\" He's stone-faced." }, { "actor": "You", "dialogue": "\"She said I'm going to have to interrogate her later and it's going to *suck* for me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It *is*,\" he nods. \"This would have been good to know *before*.\"" }, { "actor": "You", "dialogue": "\"Okay.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Anything else?\"" }, { "actor": "You", "dialogue": "\"She knows I didn't remember being a cop.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay,\" he nods. \"That's manageable.\"" }, { "actor": "You", "dialogue": "\"I met her. In the hallway, after I woke up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood -- you were not in good shape on Monday.\"" } ], [ { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" }, { "actor": "You", "dialogue": "\"You have a gun.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"And?\"" }, { "actor": "You", "dialogue": "\"I can't quite tell... what *kind* of gun is it?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"A Nachtwey 80 front-loader. Two-barrelled -- not really what you were looking for, I'm guessing.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That... isn't... it...\"" }, { "actor": "Visual Calculus", "dialogue": "That merc was probably shot from a distance with a military-grade rifle. Otherwise everyone at the Whirling would have heard the shot downstairs." }, { "actor": "You", "dialogue": "(Wince.) \"There's other evidence I want to ask you about.\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah. *Evidence*.\"" } ], [ { "actor": "Shelf of Romance Stories", "dialogue": "The shelves are littered with romantic tales from across time and space." }, { "actor": "You", "dialogue": "\"I want buy the 'Sixteen Days of Coldest April' book.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "Does anything more real, more *you* stand out?" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.book_whitech_pain_threshold_romance\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "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." }, { "actor": "You", "dialogue": "\"Storekeep, what's on this shelf?\"" }, { "actor": "Plaisance", "dialogue": "\"Oh, such wonderful, beautiful stories. Stories of love!\" She sighs wistfully. \"You should definitely buy these.\"" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.book_wc_trigger_bad_romance\"]) == false]" } ], [ { "actor": "Microgrid Generator", "dialogue": "An old cylindrical generator is nested above the ammo lift, with makeshift electrical wiring running out of its side and across the floor. The cables disappear into the wall to your right." }, { "actor": "Cuno", "dialogue": "Cuno puts his hand on the generator. \"This shit's cold.\"" }, { "actor": "Inland Empire", "dialogue": "N-n-n-no. This isn't right..." }, { "actor": "You", "dialogue": "Where do these wires lead?" }, { "actor": "Kim Kitsuragi", "dialogue": "He looks at the wall socket. \"Downstairs somewhere.\"" } ], [ { "actor": "Electrochemistry", "dialogue": "That sugary black rum stain on the counter makes you teary-eyed with joy. It's almost touching how syrupy and sticky it is. How long have you been up already?" }, { "actor": "You", "dialogue": "Not now." }, { "actor": "Electrochemistry", "dialogue": "Oh *excuse me*, do you have something better to do than lust for sweet syrupy rum and lemonade? With a twist of lemon? Maybe lime? Maybe who cares, just rum?" }, { "actor": "Volition", "dialogue": "Yes, you do have something better to do. Stop drooling over that stupid rum stain and go. Before it's too late." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.tree_greeting_done\"]]" }, { "actor": "Hawthorn Tree", "dialogue": "The gnarled hawthorn tree on Rue de Saint-Ghislaine. A wintry breeze blows by, making the magnetic tape flutter." }, { "actor": "You", "dialogue": "Disentangle the tape." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"canal.tree_whitec_interfacing_disentangle_tape\"]) == false]" }, { "actor": "Interfacing", "dialogue": "Like an immaculate labyrinth, the magnetic tape twists and turns around the branches..." }, { "actor": "Interfacing", "dialogue": "You just can't get it loose. All you've done is make your fingers bleed from the thorns." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Rhetoric", "dialogue": "Now *this* place seems promising from an ideological angle..." }, { "actor": "You", "dialogue": "Inhale." }, { "actor": "Rhetoric", "dialogue": "It smells like..." }, { "actor": "Perception (Smell)", "dialogue": "We're getting crates and pallets calling to mind vast stands of winter pines, a swirl of ancient odours absorbed by heavy carpet fibres, but also a pervasive, treacly *sweetness* that somehow reminds you of kola nuts..." }, { "actor": "Perception (Smell)", "dialogue": "The whole place could probably use a good deep cleaning, you think." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant gives you a sharp sideways look." }, { "actor": "Evrart Claire", "dialogue": "Meanwhile, Evrart Claire clatters away on his typewriter, wilfully indifferent to your presence." } ], [ { "actor": "Shelf of Romance Stories", "dialogue": "The shelves are littered with romantic tales from across time and space." }, { "actor": "You", "dialogue": "\"I want buy the 'Sixteen Days of Coldest April' book.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"I want buy the 'Sixteen Days of Coldest April' book.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "Does anything more real, more *you* stand out?" }, { "actor": "Shelf of Romance Stories", "dialogue": "[Action/Check: Condition: Variable[\"doomed.book_whitech_pain_threshold_romance\"]]" }, { "actor": "Pain Threshold", "dialogue": "As you focus on the overwhelming mass of colourful novels, a discrepancy catches your eye -- one of the books is not like the others." }, { "actor": "Shelf of Romance Stories", "dialogue": "A grey book has lost itself between all the romance. The title reads: 'Sixteen Days of Coldest April.'" }, { "actor": "Volition", "dialogue": "Turn away, this is a bad idea." }, { "actor": "You", "dialogue": "What's this all about?" }, { "actor": "Shelf of Romance Stories", "dialogue": "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." } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"I've told you everything I've got.\" He looks around nervously. \"Can you please stop talking to me now?\"" }, { "actor": "You", "dialogue": "\"What was that *argument* all about?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"It's about... biological determinism. Natural law. The sorting of the races.\" He spits on the ground." }, { "actor": "Racist lorry driver", "dialogue": "\"Not the most popular topic nowadays, with the Coalition in charge and all. You might want to *change the topic* -- that is, bury your head under the sand like common sheep.\"" }, { "actor": "Half Light", "dialogue": "*Change the topic* -- the way he says it makes it almost sound like a threat." }, { "actor": "Reaction Speed", "dialogue": "Not sheep -- ostriches." }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.racist_reaction_ostriches_not_sheep\"]]" }, { "actor": "Encyclopedia", "dialogue": "Actually, neither ostriches or sheep bury their heads in the sand. It's just a saying." }, { "actor": "You", "dialogue": "\"On second thought, let's talk about something else.\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Suit yourself, officer. Hide your face in the sand if you so wish.\" He spits on the ground." } ], [ { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_bough_samaran_speakers\"]]" }, { "actor": "A Pedestal of Speakers", "dialogue": "Only the speakers remain, dusty and forgotten..." }, { "actor": "You", "dialogue": "\"Can't I just buy the sad, conquered Samaran speakers?\"" }, { "actor": "Siileng", "dialogue": "\"No way, officer, these aren't for sale. They're bad speakers, low-fi socialist junk.\"" }, { "actor": "You", "dialogue": "\"You're right, I don't have time for junk, I lead a luxury life.\"" }, { "actor": "Siileng", "dialogue": "\"That's right, officer!\" The street vendor flashes you a smile. \"You're a high-class policeman who accepts nothing less than the best! Lucky for you, I've got the best on sale!\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Rhetoric", "dialogue": "Yes, *of course*. Now we're on the right track..." }, { "actor": "You", "dialogue": "Inhale." }, { "actor": "Rhetoric", "dialogue": "It smells like..." }, { "actor": "Perception (Smell)", "dialogue": "We're getting crates and pallets calling to mind vast stands of winter pines, a swirl of ancient odours absorbed by heavy carpet fibres, but also a pervasive, treacly *sweetness* that somehow reminds you of kola nuts..." }, { "actor": "Perception (Smell)", "dialogue": "The whole place could probably use a good deep cleaning, you think." }, { "actor": "Evrart Claire", "dialogue": "Meanwhile, Evrart Claire clatters away on his typewriter, wilfully indifferent to your presence." } ], [ { "actor": "Logic", "dialogue": "This seems to be some kind of workshop. For fixing up pinball machines -- a long time ago. Everything is covered with dust now..." }, { "actor": "You", "dialogue": "\"This used to be a... pinball workshop.\"" }, { "actor": "Logic", "dialogue": "Yes. Martinaise North 22 used to be a pinball arcade." }, { "actor": "Perception (Hearing)", "dialogue": "A creak, some dust falls off a shelf." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Downstairs in the hall -- next to the main door. One of them even works. I've seen one of the Hardies bang away at it.\"" } ], [ { "actor": "You", "dialogue": "\"You're no fun, Lieutenant Killjoy.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He scans your face as though searching for clues. \"I did not know murder investigations are supposed to be *fun*.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Now, gentlemen, no need to squabble.\" She turns to you. \"I wouldn't be of much use to you anyway, sweetie.\"" }, { "actor": "You", "dialogue": "\"Why? Three heads are better than two.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Thank you, but...\" She looks out the window wistfully. \"Martinaise isn't the most wheelchair-accessible place, you see. I'd slow you down.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Perhaps another time?\" She turns back to you with a hopeful glint in her eyes." }, { "actor": "You", "dialogue": "\"I don't know if you've noticed, but I don't know where I am, or what I'm doing. Or *anything*.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Yes, officer, you look rather dazed... like a stunned fox. But surely things can't be *that* bad?\" Her eyes follow your movements with some concern." }, { "actor": "Suggestion", "dialogue": "She won't judge you, no matter what you say." }, { "actor": "You", "dialogue": "\"I drank so hard I forgot *literally* everything.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh my...\" It takes a moment to process. \"You know where we *are*, right?\"" }, { "actor": "You", "dialogue": "\"The 'Whirling-in-Rags' cafeteria? It was on my keys.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"That's right, and where is the Whirling-in-Rags cafeteria itself located?\"" }, { "actor": "You", "dialogue": "\"The edge of civilization.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"We're in the city of *Revachol*, dear.\" She flashes you a worried look." }, { "actor": "You", "dialogue": "\"Mhm, okay.\"" } ], [ { "actor": "Logic", "dialogue": "These are the same belts as the one the victim was hanged with." }, { "actor": "Encyclopedia", "dialogue": "I knew it was a cargo lashing belt!" }, { "actor": "You", "dialogue": "The same exact belts. Even the same writing..." }, { "actor": "Logic", "dialogue": "Indeed, it appears so. This is where the belt came from." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "You", "dialogue": "\"Hey Cuno... got any speed?\"" }, { "actor": "Cuno", "dialogue": "\"Fucking right, pig. Cuno's filling bath tubs with that shit. Cuno's a kingpin.\"" }, { "actor": "You", "dialogue": "\"You're yanking my chain, aren't you kid?\"" }, { "actor": "Cuno", "dialogue": "\"Don't be yankin' your shit in front of the Cuno. Cuno's always serious. Always rollin'. Big kilo, but you ain't gettin' any. Get the fuck off!\"" }, { "actor": "Drama", "dialogue": "Belying the act, he's actually telling the truth. Or at least 0.00001% of it. He has a *little* speed. He's just not giving it to you." }, { "actor": "Electrochemistry", "dialogue": "He's GOT to at least know a source, look at him! You need to figure this out somehow." }, { "actor": "Suggestion", "dialogue": "You need to befriend him first." }, { "actor": "You", "dialogue": "\"Hey Cuno... got any speed?\"" }, { "actor": "Cuno", "dialogue": "\"Fucking right, pig. Cuno's filling bath tubs with that shit. Cuno's a kingpin.\"" }, { "actor": "You", "dialogue": "\"Can I have some? Just a little?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_tried_to_make_truce_with_speed\"]]" }, { "actor": "Cuno", "dialogue": "\"Did Cuno not tell you? Cuno doesn't do that entrapment shit. King Pin Cuno ain't going to the pork pen. Get the fuck out of here!\"" }, { "actor": "Half Light", "dialogue": "He's not worried about prison. He just wants to antagonize you." } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_know_revachol_ice_city\"]]" }, { "actor": "Electronic Doorbell", "dialogue": "They don't want to talk to you." }, { "actor": "You", "dialogue": "\"Fabron's Taxi...\" (The rest has been burned off.)" }, { "actor": "Electronic Doorbell", "dialogue": "Looks like someone has melted half the plastic off with a lighter -- the doorbell doesn't work anymore." }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but no one answers." }, { "actor": "Conceptualization", "dialogue": "What an ominous name for a hair salon... Doesn't bode well for anyone's hair." }, { "actor": "Half Light", "dialogue": "Just seeing the words \"Andro-Orlando\" gets your hackles up. It's very existence is a *threat* to your masculinity, to say nothing of your hair." }, { "actor": "You", "dialogue": "\"Fabron's Taxi...\" (The rest has been burned off.)" }, { "actor": "Electronic Doorbell", "dialogue": "Looks like someone has melted half the plastic off with a lighter -- the doorbell doesn't work anymore." }, { "actor": "You", "dialogue": "\"East Delta Pinball (Entrance from building B).\"" } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_village_intro_done\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"village.joyce_left_mid_village_greet\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.meet_lilienne_for_a_date\")--[[ Variable[ ]]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"I'll just keep the Cor-de-Leite in the channel, if that's okay. It's too shallow near the pier...\" She winds the mooring line around a post." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye, ma'am... And it's a jetty, by the way.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course. Jetty. I prefer a good jetty to a pier any day. Jet-jet-jetty...\"" }, { "actor": "Drama", "dialogue": "Something about the way she says it makes you want to sing." }, { "actor": "You", "dialogue": "\"Hello, ma'am.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Joyce Messier", "dialogue": "\"Hello, detectives.\" She fastens the end of the line around the post and straightens her back." }, { "actor": "Joyce Messier", "dialogue": "\"It's good to see you here. I only just arrived myself.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_inside_main_hub_reached\"] == true) == false]" }, { "actor": "Barred Door", "dialogue": "This is a small, heavy door. There is no lock in sight." }, { "actor": "You", "dialogue": "Push." }, { "actor": "Barred Door", "dialogue": "It's barred from the inside. You hear the bar rattle in the brackets." }, { "actor": "Perception (Hearing)", "dialogue": "Sounds like it's heavy too. Very sturdy." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_hearing_heavy\"]) == false]" }, { "actor": "You", "dialogue": "\"Where does this lead to?\"" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.steel_door_unlocked\"]]" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.elevator_taken_up\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It must be connected to the room we found behind the kitchen door. Maybe we should go back and take that elevator up...\" He looks at the door with suspicion." } ], [ { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_failed_authority_wc_third_time\"]) == false]" }, { "actor": "Authority", "dialogue": "Okay, this time... is FOR REAL. You have *two* bad options ruled out -- the odds are on your side!" }, { "actor": "You", "dialogue": "\"Let's try this again -- Kim, gimme your gun.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No,\" he whispers, not even looking at you. \"Not going to happen.\"" }, { "actor": "You", "dialogue": "That's it? That's all I got?" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_just_put_the_gun_in_your_mouth\"]]" }, { "actor": "Authority", "dialogue": "Well... The rest of that nancy stuff was really just there to make the gun thing more appealing. But it might work anyway." }, { "actor": "You", "dialogue": "\"If Kim was here, he would know what to say.\"" }, { "actor": "Titus Hardie", "dialogue": "\"So you wanna go get him or you wanna pester Old Titus here with more of your questions?\"" }, { "actor": "You", "dialogue": "Present a solid theory about why Ruby could've done it." } ], [ { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"XP.help_annette\"]]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.annette_altgreet_passives_shown\"]) == false]" }, { "actor": "Annette", "dialogue": "\"I'm sorry, sir, I can't talk right now. I'm very busy with my homework... I have so much homework now.\"" }, { "actor": "Empathy", "dialogue": "You just can't win." }, { "actor": "Logic", "dialogue": "Out of the rain and into the gutter." }, { "actor": "You", "dialogue": "\"Who is that?\" (Point to the woman browsing books.)" }, { "actor": "Annette", "dialogue": "\"Oh, that's auntie Billie. She's nice, if a bit distressed.\"" }, { "actor": "You", "dialogue": "\"Why is she distressed?\"" }, { "actor": "Annette", "dialogue": "\"I think she has a bad husband. Not very nice or helpful.\"" }, { "actor": "You", "dialogue": "\"Say, child... *you* wouldn't happen to know a good fridge, would you?\"" }, { "actor": "Annette", "dialogue": "\"A fridge?\"" }, { "actor": "You", "dialogue": "\"Yes. Like a big, big fridge a cop could put a dead body into.\"" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "A man in his late twenties stands behind the counter, inspecting a stuffed seabird. As you approach, he gives you a sideways glance, then looks down again." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"reputation.superstar_cop\"] >=2) == false]" }, { "actor": "Empathy", "dialogue": "That was disdain in his eyes. Even now he's purposefully ignoring you." }, { "actor": "Empathy", "dialogue": "Everything is cool between you and this guy. He's a big fan. Make some small talk." }, { "actor": "You", "dialogue": "\"Are you the bartender?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"No, I'm not the *bartender*. I'm the cafeteria manager.\"" }, { "actor": "Composure", "dialogue": "He's very animated all of a sudden. This seems like a touchy subject." }, { "actor": "You", "dialogue": "\"You look like a bartender.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"That period of my life is over. Not everyone who stands behind a counter is a bartender, okay? I'm the cafeteria manager.\"" }, { "actor": "You", "dialogue": "\"Understood.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Mhm.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_bartender_later\"]]" } ], [ { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"whirling.vicquemare_main_hub_reached\"]]" }, { "actor": "Man with Sunglasses", "dialogue": "\"Again?! I can't believe this shit...\" He shakes his head, looking like he really is having trouble believing this *shit*." }, { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viquemare_logic_antipassive_he_is_famous\"] or Variable[\"whirling.vicquemare_disguise_asked\"] == true) == false]" }, { "actor": "Drama", "dialogue": "He might be wearing a disguise." }, { "actor": "You", "dialogue": "\"Look, I just have to ask: are we from the same police station?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"I'm going to say... *no*. Just to see what you'll say to that. What do you say?\"" }, { "actor": "You", "dialogue": "\"Okay.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Okay?!\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Jean, he said okay, give it a rest.\"" }, { "actor": "Esprit de Corps", "dialogue": "Okay. I was clearly wrong. He is a firefighter, male nurse, animal control agent -- something of that kind. Not a cop. Go on with your cop work. Don't let me stop you again." }, { "actor": "You", "dialogue": "\"Are you famous or something?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Not as famous as you, superstar.\" He says without the slightest hint of irony." }, { "actor": "Rhetoric", "dialogue": "Yeah... it's still irony." } ], [ { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_sylvie_greeting_done\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "If she used to work in the Whirling-in-Rags, then you must have met her." }, { "actor": "You", "dialogue": "\"Hello, this is the police calling. I have some questions for you about your last days at work.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, right...\" She recognizes your voice almost immediately. \"Hello, officer, what can I do for you?\"" }, { "actor": "Empathy", "dialogue": "You can hear resentment in her tone -- she's not thrilled to be talking to you again." }, { "actor": "Electrochemistry", "dialogue": "There is *no* resentment in her tone. She wants you to ask her out. No question about it." }, { "actor": "You", "dialogue": "\"Was it you who called the police?\"" }, { "actor": "Sylvie", "dialogue": "\"No, not me.\"" }, { "actor": "You", "dialogue": "\"But why *didn't* you call? Didn't a corpse behind your workplace bother you?\"" }, { "actor": "Sylvie", "dialogue": "\"What? Of course it bothered me! But I thought the Union already knew about the corpse.\"" }, { "actor": "You", "dialogue": "\"I meant us. You should have called *the police*.\"" }, { "actor": "Sylvie", "dialogue": "\"No one calls the police.\" You can hear her adjust the receiver in her hand. \"The Union would get angry.\"" }, { "actor": "You", "dialogue": "\"What do you mean by that?\"" }, { "actor": "Sylvie", "dialogue": "\"You know...\" She seems to be looking for words. \"What the Union says, goes. People listen to them and they take care of their own, which is, like, everyone here.\"" } ], [ { "actor": "Cuno's Dad", "dialogue": "The ageing alcoholic is still there, breathing... The air in the room is stale." }, { "actor": "You", "dialogue": "\"Kim, is this thing even *alive*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm afraid it is. Look, it *moves*.\" He points to a fleshy lump sticking out from the other end of the blanket. The limb seems to be twitching from time to time." }, { "actor": "Perception (Sight)", "dialogue": "And look, the other foot is camouflaged by a striped sock bearing the name MAXTOR on the sole. Three toes are poking out of a hole." }, { "actor": "Encyclopedia", "dialogue": "Maxtor is a gas company. He's wearing free socks from a gas company. They probably came with the bills." }, { "actor": "Cuno's Dad", "dialogue": "A groan rises from the man's throat, dry like a death rattle... He's trying to say something in his sleep." }, { "actor": "Half Light", "dialogue": "The bear is trying to wake up!" }, { "actor": "You", "dialogue": "(Whisper.) \"I took your amphetamine, old man.\"" }, { "actor": "Cuno's Dad", "dialogue": "Silence... Only heat emanates from the sleeping body." } ], [ { "actor": "Primer Book", "dialogue": "You hold in your hand the colourful primer. The title reads: \"A Primer for Small Kids.\" There's a bear involved." }, { "actor": "You", "dialogue": "Flip through the pages." }, { "actor": "Primer Book", "dialogue": "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..." }, { "actor": "You", "dialogue": "Let's do this." }, { "actor": "Primer Book", "dialogue": "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." }, { "actor": "You", "dialogue": "Mmhm." }, { "actor": "Primer Book", "dialogue": "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." }, { "actor": "You", "dialogue": "Nod stoically." }, { "actor": "Primer Book", "dialogue": "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 Yst\u00e4v\u00e4, Z is for Zenith." }, { "actor": "You", "dialogue": "That's it?" }, { "actor": "Primer Book", "dialogue": "That's it. You know the alphabet now." }, { "actor": "Conceptualization", "dialogue": "In what is called the IL -- the International Language, developed by scientists from Graad in the Twenties! Sinus means 'Sign', for example." }, { "actor": "You", "dialogue": "[Put the book away.]" } ], [ { "actor": "Hand/Eye Coordination", "dialogue": "Just as you look at the flowers, a gust of wind raises them from the roof, picking them up in the air..." }, { "actor": "You", "dialogue": "Move your hand, fast!" }, { "actor": "Hand/Eye Coordination", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_flower_red_check_grab\"] == true]" }, { "actor": "Hand/Eye Coordination", "dialogue": "You catch a single white flower between your fingers. The rest fly off into the wind. It's a may bell!" }, { "actor": "Hand/Eye Coordination", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"] or Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Hand/Eye Coordination", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant gives you an acknowledging little nod." }, { "actor": "Hand/Eye Coordination", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"finger_pistols\")) == false]" } ], [ { "actor": "Cuno", "dialogue": "\"Been waitin' for you to fucking man up.\" He nods at the building behind him. \"In there is Cuno's violent dad. On steroids. Cuno's dad does steroids *and* speed. If you can take him, you can have half the speed.\"" }, { "actor": "You", "dialogue": "\"I've made up my mind, Cuno. And this is what's going to happen...\" (Conclude.)" }, { "actor": "Cuno", "dialogue": "\"Okay, Cuno's listening?\"" }, { "actor": "You", "dialogue": "\"I'm going in there for justice. I'm a narc, Cuno. I'm going to confiscate that crap.\" (Lie -- you need speed.)" }, { "actor": "Cuno", "dialogue": "\"Sure.\" He winks at you. \"Confiscate it. For Cuno. And you can have half.\"" }, { "actor": "Electrochemistry", "dialogue": "So half of a half is a quarter, right? We're probably talking about a quarter gram here." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"XP.got_into_the_apartment_building\"]]" }, { "actor": "Cuno", "dialogue": "\"Just get in the apartment building. Cuno knows you already fucked your way in. Cuno knows everything.\" He aggressively points at his eyes." }, { "actor": "Cuno", "dialogue": "\"Go to Room #12, first floor, and kick down the door. Police-violence-style. Cuno-style. And then it's action time: You're locked in the room with violent fuck head.\"" }, { "actor": "Cuno", "dialogue": "\"That's it.\" He concludes. \"Next time Cuno sees you, you better have his shit.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What the hell are you signing us up for here?\"" }, { "actor": "You", "dialogue": "\"C'mon, Kim...\" (Whisper.) \"Obviously I'm not gonna take it. We need to get drugs away from a minor.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay then,\" he concedes." } ], [ { "actor": "Steban, the Student Communist", "dialogue": "\"Go ahead.\" The young man gives you a half-smile. His companion sniffs." }, { "actor": "You", "dialogue": "\"What *exactly* are you two doing here?\"" }, { "actor": "Steban, the Student Communist", "dialogue": "\"In the most general sense, I would say we're cultivating revolutionary consciousness.\"" }, { "actor": "Echo Maker", "dialogue": "\"Yes, that's probably the best way to describe it.\"" }, { "actor": "Steban, the Student Communist", "dialogue": "\"But more specifically, we're running a reading group, the most rigorous and theoretically advanced materialist reading group in Martinaise.\"" }, { "actor": "Echo Maker", "dialogue": "\"Comrade Steban is a great discussion leader. One of the best at the university.\"" }, { "actor": "Logic", "dialogue": "It's obvious they take this 'group' of theirs extremely seriously. Whatever you do, *don't* compare it to a common book club." }, { "actor": "Half Light", "dialogue": "*YAWWWWN!* Can you imagine anything duller than a bunch of binoclards yanking each others' knobs?" }, { "actor": "You", "dialogue": "\"Sounds like a yank-fest for binos.\"" }, { "actor": "Steban, the Student Communist", "dialogue": "\"It's nothing like that. A yank-fest is a decadent bourgeois phenomenon, a pastime for over-educated office workers who lack proper revolutionary outlets for their social dissatisfactions and repressed sexuality.\"" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"plaza.kim_said_stopped_obsessing\"] == true) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "\"But now we're getting hung up on the pathologies of capitalism. Let's move on.\"" }, { "actor": "You", "dialogue": "\"I think I get the idea. Let me ask about something else.\"" }, { "actor": "Steban, the Student Communist", "dialogue": "\"Go ahead.\" The young man gives you a half-smile. His companion sniffs." } ], [ { "actor": "Coffee Table", "dialogue": "A large table with two huge vacuum-insulated thermal coffee dispensers. Someone has forgotten a small plastic card next to the stacks of cups." }, { "actor": "Inland Empire", "dialogue": "Peer into a discarded coffee cup!" }, { "actor": "You", "dialogue": "Look into one of the old coffee cups." }, { "actor": "Coffee Table", "dialogue": "You see nothing exceptional. It's a dirty cup, smudged brown, with old ground coffee stuck to the bottom... slowly getting mouldy." }, { "actor": "You", "dialogue": "What am I supposed to see here?" }, { "actor": "Inland Empire", "dialogue": "Look closer!" }, { "actor": "Coffee Table", "dialogue": "If you squint your eyes enough the coffee grounds almost seem to make up two letters: F... and K." }, { "actor": "Inland Empire", "dialogue": "It's a clue!" }, { "actor": "You", "dialogue": "Huh, okay. Thanks, this certainly wasn't a waste of time." }, { "actor": "Coffee Table", "dialogue": "You throw the cup back into the trash bin." }, { "actor": "You", "dialogue": "Look into one of the old coffee cups." }, { "actor": "Coffee Table", "dialogue": "You see nothing exceptional. It's a dirty cup, smudged brown, with old ground coffee stuck to the bottom... slowly getting mouldy." }, { "actor": "You", "dialogue": "What am I supposed to see here?" }, { "actor": "Inland Empire", "dialogue": "Look closer!" }, { "actor": "Coffee Table", "dialogue": "If you squint your eyes enough the coffee grounds almost seem to make up two letters: F... and K." } ], [ { "actor": "Visual Calculus", "dialogue": "Could this have been the killer's hideout, and this narrow window -- the point of origin of the shot that killed the mercenary?" }, { "actor": "Hand/Eye Coordination", "dialogue": "This does look like an *embrasure*, a slit made for shooting out of." }, { "actor": "You", "dialogue": "Peek out." }, { "actor": "Visual Calculus", "dialogue": "Outside the window -- the day is clear, and as mild as can be in early spring." }, { "actor": "You", "dialogue": "Would this have been a good hideout for a sniper?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's a great place to hide, certainly, but there hasn't been anyone in here for ages.\"" } ], [ { "actor": "Reaction Speed", "dialogue": "Is that an Insulindian phasmid? It looks like an Insulindian phasmid. Quick -- catch it before it scuttles away!" }, { "actor": "Inland Empire", "dialogue": "It's gotta be the phasmid this time. Look -- it moved!" }, { "actor": "You", "dialogue": "Wait a moment. Is that really the phasmid? You don't want to make a fool out of yourself." }, { "actor": "Fishing Rod", "dialogue": "Definitely not a phasmid. Definitely a fishing rod." }, { "actor": "Evrart Claire", "dialogue": "\"I see you're admiring my fishing gear. Are you by any chance a fisherman yourself?\"" }, { "actor": "You", "dialogue": "\"I think maybe I used to be the Fisher King...\"" }, { "actor": "Evrart Claire", "dialogue": "\"Ha ha, maybe you were.\"" } ], [ { "actor": "Acele", "dialogue": "\"This?\" She breathes on her freezing fingers. \"It's a portable recording device. It's for field recording. Low quality, but still.\"" }, { "actor": "You", "dialogue": "\"And the wires?\"" }, { "actor": "Acele", "dialogue": "\"Actually just one wire, I picked on it till the braiding came loose. The wire leads to a contact microphone.\"" }, { "actor": "You", "dialogue": "\"Got it.\"" }, { "actor": "Acele", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"I got shot in the leg.\" (Point at your limb.)" }, { "actor": "Acele", "dialogue": "\"Ouch.\" She looks at your leg. \"I did notice you limping, but I thought maybe it was your 'thing' or something...\"" }, { "actor": "Acele", "dialogue": "\"When I was sixteen I used to date this guy who had a limp. But it only showed when he was sober, so I guess it wasn't real or something. I don't know.\" She shrugs, eyes glazed over..." }, { "actor": "Acele", "dialogue": "\"Anyway\u2026\" She turns back to you. \"Shot in the leg... I'm sorry, man, that must suck.\"" }, { "actor": "You", "dialogue": "\"Tell me more about this *music place* you've been planning in the church.\"" }, { "actor": "Acele", "dialogue": "\"It's supposed to become, like, a club. For *anodic dance music*. Like that new style of synthesizer stuff they play at The Paliseum.\"" }, { "actor": "Acele", "dialogue": "\"Except that... yeah.\" She looks at the old wooden church up on the poles. As a mean wind comes bellowing in, the six-story structure lets out a doleful shriek." }, { "actor": "Shivers", "dialogue": "The floorboards are twisting and the shooting beams are slowly cracking like bones. Far east of the golden Delta, beyond the industrial port, there is a black patch of unlit coast with the smallest creatures on the ice..." } ], [ { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.sleeper_greeting_done\"]) == false]" }, { "actor": "Sleeping Dockworker", "dialogue": "A man is sleeping at the table, wearing mud-caked boots and rolled down overalls. The back of his shirt reads \"WILD PINES\", encircled by a logo with a tree." }, { "actor": "Physical Instrument", "dialogue": "He looks one with the table. It would take quite some effort to wake him up." }, { "actor": "Interfacing", "dialogue": "A colourful piece of plastic is dangling from his carabiner... hmm. Makes your fingers itch." }, { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.sleeper_picked_magnesium\"]) == false]" }, { "actor": "Sleeping Dockworker", "dialogue": "On the counter -- rolled out of his open hand -- you see a blister pack of headache medicine." }, { "actor": "You", "dialogue": "Steal the dockworker's ID." }, { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_redcheck_stealing_stuff\"]]" }, { "actor": "Interfacing", "dialogue": "Your fingers find their way into the shackle, flicking open its spring-loaded gate. The metal loop holds the plastic ID, and a leather-bound pocketbook..." }, { "actor": "You", "dialogue": "And the man?" }, { "actor": "Sleeping Dockworker", "dialogue": "The man emits a loud snore. Is he about to wake up? Doesn't look like it, but you never know. Better be quick!" }, { "actor": "Volition", "dialogue": "Are you positive that what you're doing here is proper police conduct? You can still leave and do *nothing*." }, { "actor": "You", "dialogue": "Steal the document." } ], [ { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.goracy_main_hub_reached\"]) == false]" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "A thin man is smoking below an exhaust hood, occasionally sipping from his mug. This must be the Whirling's cook." }, { "actor": "Gor\u0105cy Kubek", "dialogue": "As you step in, he nods towards the table and says something in a completely foreign language. The only words you can make out are 'gor\u0105cy' and 'kubek'." }, { "actor": "Logic", "dialogue": "It must be his name. Gor\u0105cy, Gor\u0105cy Kubek... Sounds representative." }, { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.goracy_logic_it_is_his_name\"]) == false]" }, { "actor": "Logic", "dialogue": "Okay, it's definitely not his name. Whatever you do, please don't call him Gor\u0105cy Kubek! Please. It's not funny." }, { "actor": "You", "dialogue": "\"Mr. Kubek? I'm here on official police business.\"" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "The man puts his cup down and replies something, his left hand drawing arcs in the air." }, { "actor": "You", "dialogue": "\"I need a fridge to store a corpse.\"" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "The man keeps shaking his head. His eyes seem sad. Then he starts swiping crumbs off the counter top." }, { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"I need to get the corpse...\" (Point to Kim) \"... into the fridge!\" (Point to the fridge.)" } ], [ { "actor": "Inland Empire", "dialogue": "You should totally sing karaoke here, the first chance you get. Your emotions need to be expressed. People need to know of your vast, oceanic soul." }, { "actor": "You", "dialogue": "My soul is puny." }, { "actor": "Inland Empire", "dialogue": "Of course. Like a small animal that only comes out at night. All it needs -- is to be heard." }, { "actor": "Inland Empire", "dialogue": "Through a PA system." }, { "actor": "Inland Empire", "dialogue": "By other people." }, { "actor": "Half Light", "dialogue": "Whether they like it or not. Ram it up their ears, says your adrenaline gland. Violently express yourself." }, { "actor": "You", "dialogue": "This goes well with a theory I'm developing: that I'm a down-on-my-luck superstar person." }, { "actor": "Inland Empire", "dialogue": "There has been precisely no evidence to the contrary. So yes, Yes, it's likely. You should probably go on stage and pose for a moment when you're done with this thought. See if it works." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "You", "dialogue": "How do I get him to talk to me mano-a-mano?" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.measurehead_facha_dq_wc_to_get_him_to_talk\"]) == false]" }, { "actor": "Suggestion", "dialogue": "Simple. Just humiliate him in front of his entourage until he has to *beg you* in private to stop. Then you can let him know it was all but a clever ploy to separate him from his babes..." }, { "actor": "You", "dialogue": "(Lie.) \"Earlier you said there was a 'growth' in your groin area...\"" }, { "actor": "Measurehead", "dialogue": "\"LOOK, HIS RAVAGED BRAIN IS STUCK BETWEEN UNIMAGINARY WORLD -- AND OURS. IT'S ALL FUSING TOGETHER. SOON HE CAN'T TELL THE DIFFERENCE.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"*You* are a growth in the groin area!\" the girl snaps at you. \"Low-value man.\"" }, { "actor": "Pain Threshold", "dialogue": "These words hit you *right* where it hurts." }, { "actor": "Measurehead", "dialogue": "\"IT SADDENS EVEN ME. THE GHOUL IS A CRUEL MASTER.\"" }, { "actor": "You", "dialogue": "Try again, punch his lights out with a right hook!" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_whitec_post_fail_fight\"]]" }, { "actor": "Physical Instrument", "dialogue": "Just like that, instinct took over -- a solid strike straight into his throat, into the cartilage! You could swear you felt the soft palate break..." }, { "actor": "Measurehead", "dialogue": "The man is reeling, gasping for air, time stands still around you. In the distance the sounds of the harbour are falling silent." }, { "actor": "Perception (Hearing)", "dialogue": "All you hear is a small gurgling sound as a trickle of blood appears on the man's lip." }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_fight_failed_mid_success\"] == false]" } ], [ { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_whitecheck_succeeded\"]) == false]" }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: Variable[\"doomed.bookstore_curtains_greeting_done\"] == true]" }, { "actor": "Closed Curtains", "dialogue": "You see a tattered set of curtains and a polyhedron-shaped cage-like trinket." }, { "actor": "You", "dialogue": "Take a peek behind the curtains." }, { "actor": "Savoir Faire", "dialogue": "The room behind them is dim... You can only discern shadowy silhouettes of *things* there, crouching in the dark like monsters in a child's bedroom." }, { "actor": "Savoir Faire", "dialogue": "A faint slice of light from the curtains reveals a doorway in the back, draped in cage-like polyhedrons. They are all made of fish heads and tiny animal bones; it looks like a small graveyard..." }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: Variable[\"doomed.bookstore_curtains_perc_secondary\"] == true]" }, { "actor": "Inland Empire", "dialogue": "We must be dealing with seriously malign forces here if there are *dozens* of wards." }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Closed Curtains", "dialogue": "You see a tattered set of curtains and a polyhedron-shaped cage-like trinket." }, { "actor": "You", "dialogue": "Examine the strange cage-like trinket." } ], [ { "actor": "Cuno", "dialogue": "\"Okay, so, we've got the old fuck.\" The kid whispers, his eyes bugging out of his skull with excitement." }, { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Cuno", "dialogue": "A crooked little smile. \"Oh fuck, he's practically dyin' to big up how he did it. Just get him to cough it up. Cuno's got your back.\"" }, { "actor": "You", "dialogue": "\"Okay, let's do this.\" [Leave.]" }, { "actor": "Cuno", "dialogue": "\"Cuno's in the game. Let's fucking do this, pig.\" he whispers, excitedly." } ], [ { "actor": "Dried Wildflower", "dialogue": "Six crumbling petals rest on your palm. They're white, a bell-shaped crown." }, { "actor": "You", "dialogue": "\"What is this, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is the Insulindian Lily.\" The lieutenant corrects his glasses. \"Called 'May bells' or 'Lucille's tears' during the Revolution. Girls used to pin these on soldiers before sending them off to battle.\"" }, { "actor": "Encyclopedia", "dialogue": "This flower is a spring flower, but it's a bit early for that, isn't it?" }, { "actor": "You", "dialogue": "\"Who pinned them? Which side?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The revolutionaries: so the communards and the anarchists. White's their colour. But the custom started in the Suzerain's army so it held meaning for the kingsmen too.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's about girls and boys more than *sides*. Girls sending off boys who are going to their deaths -- then also dying themselves in the ruins, from dysentery and consumption. It's a symbol of the Civil War.\"" }, { "actor": "You", "dialogue": "\"Is it a coincidence -- it being on the roof?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Maybe -- maybe not.\" He makes a note in his little note book. \"We'll see.\"" } ], [ { "actor": "Interfacing", "dialogue": "The chain trails off into the ocean, connecting the island to the supply depot on the coast." }, { "actor": "You", "dialogue": "Lock it from whom?" }, { "actor": "Interfacing", "dialogue": "Enemies." }, { "actor": "You", "dialogue": "What for?" }, { "actor": "Cuno", "dialogue": "The boy stares at the mechanism. \"Cool fucking chain.\"" }, { "actor": "You", "dialogue": "\"Lock it from whom?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From enemies.\" He looks up ahead. \"Enemies of the Commune of Revachol. This seafort was a revolutionary fortification, I believe...\"" } ], [ { "actor": "Acele", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"Tell me about Andre.\"" }, { "actor": "Acele", "dialogue": "\"Andre? He's a cool guy. Doesn't really come off as one, but he is. To me at least...\"" }, { "actor": "Perception (Sight)", "dialogue": "She rubs her sides, but not from cold. Her shoulders are relaxed. She must have taken a hit or she's on an upswing." }, { "actor": "Acele", "dialogue": "\"He takes care of shit. Sorry, I mean he's got a *vision*. Of what life should be, you know? He tries to push things until everything falls into place. He's an organizer.\"" }, { "actor": "You", "dialogue": "\"Tell me about the others.\"" }, { "actor": "Acele", "dialogue": "\"Who do you want to know about?\"" }, { "actor": "You", "dialogue": "\"Actually, do tell me about *yourself*.\"" }, { "actor": "Acele", "dialogue": "\"Me?\"" }, { "actor": "You", "dialogue": "\"Actually, no.\"" }, { "actor": "Acele", "dialogue": "\"Yes, better that way...\"" } ], [ { "actor": "ROO A72 Motor Skiff", "dialogue": "The skiff floats on the calm mirror of the sea -- its two seats are empty." }, { "actor": "Inland Empire", "dialogue": "Once you get in, that's it -- one pull of the starter handle and you're off into the bay. A strange trepidation comes over you: are you sure you want to go *now*?" }, { "actor": "Savoir Faire", "dialogue": "Have you made all the necessary preparations? Closed all your accounts?" }, { "actor": "Logic", "dialogue": "Remember what the Net Picker said: It's a small tank. You won't be going back and forth on this." }, { "actor": "You", "dialogue": "(I'm not ready yet.) [Leave.]" } ], [ { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_greeting_done\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.check_back_on_renovation_later\") or Variable[\"jam.horseback_monument_reflection_done\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Man, you're like, bleeding now. Reality's really messed you up.\"" }, { "actor": "You", "dialogue": "\"I found your jacket.\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_jacket_washed\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Ah, Tequila, I *knew* you'd come through. That's fucking great, man!\"" }, { "actor": "You", "dialogue": "(Give him the jacket.)" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Let me see. What? This isn't my jacket. My jacket was beautiful. This is fucking filthy! What am I supposed to do with this?\"" }, { "actor": "You", "dialogue": "\"Look, I just stumbled upon *another* dead body. I don't care about the jacket.\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"I'm not taking a disgusting pile of hobo rags. I may be in an irrecoverably decaying orbit, but I've still got standards...\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Either bring it back the way it was before, or find a dumpster to burn it in.\" He hands it to you." } ], [ { "actor": "Joyce Messier", "dialogue": "\"Ah, yes -- back to the *low-down*.\"" }, { "actor": "You", "dialogue": "\"That's all for now.\" (Conclude for now.)" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_amnesia_known\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"Glad to have been of assistance -- the little that I know. Anything else I can do?\"" }, { "actor": "You", "dialogue": "\"What can you tell me about this strike?\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_strike_hub_reached\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"Everything.\" She smiles. \"Right up to -- but not including -- *trade secrets*.\"" }, { "actor": "You", "dialogue": "\"What is your role in this, precisely?\"" }, { "actor": "Joyce Messier", "dialogue": "\"I believe the official title is Senior Labour Negotiator. In practice I'm a grocery clerk. I relay the Union's demands to Wild Pines, and return with Wild Pines' counter-offer...\"" }, { "actor": "Drama", "dialogue": "No way. She's more. She can make decisions." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"How are these talks going?\"" }, { "actor": "Joyce Messier", "dialogue": "\"They're *not*. That's the problem. The Union stopped all negotiations a week ago. After that awful lynching took place.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Great! You wanna bounce something off your old friend, Mr. Claire, right?\" He seems genuinely pleased. \"Well, let's hear it, Harry!\"" }, { "actor": "You", "dialogue": "\"Are you sure? I find it a little odd.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm just a nice guy, Harry. I wouldn't be where I am now if I wasn't nice.\" He slams his fist into his hand. \"Politics is all about *emotions*, and I want you to have positive emotions when you think of me.\"" }, { "actor": "Electrochemistry", "dialogue": "Okay then. Positive emotions it is! You like positive emotions." }, { "actor": "You", "dialogue": "\"Joyce said the previous Union leader vanished under suspicious circumstances.\"" }, { "actor": "Evrart Claire", "dialogue": "\"*Vanished*?! Harry, the woman left her casserole in the oven and couldn't make it here in time for the voting.\"" }, { "actor": "Evrart Claire", "dialogue": "\"'Oh, did I leave my casserole on? Better go home and check. The election can wait!'\" The man frowns, disapprovingly. \"When she got back the whole thing was over.\"" }, { "actor": "Drama", "dialogue": "Wait... there was no mention of a casserole from Joyce." } ], [ { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: Variable[\"whirling.smoker_main_hub_reached\"]]" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.smoker_commented_on_clothing\"]) == false]" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"hat_samaran\")) == false]" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"jacket_kimono_robe\")) == false]" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Hi again, gendarme.\"" }, { "actor": "You", "dialogue": "What is it about the way he carries himself?" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: Variable[\"whirling.smoker_whitecheck_composure\"]]" }, { "actor": "Composure", "dialogue": "Could he be... a member of the *homo-sexual underground*?" }, { "actor": "Physical Instrument", "dialogue": "Yes, this man is definitely one of the homos, I've seen them homos with my own eyes." }, { "actor": "Electrochemistry", "dialogue": "This *sexual* thing seems interesting... Ask around, become involved." }, { "actor": "Encyclopedia", "dialogue": "Just pointing it out, we're not talking about some kind of a cult with *members* here, you made it up." } ], [ { "actor": "You", "dialogue": "\"I just found a *bullet* -- in the hanged man's head.\"" }, { "actor": "Titus Hardie", "dialogue": "\"A bullet, you say?\" He pats the back of his head. \"That's mighty curious.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Indeed. *Mighty*. How did it get there?\" The lieutenant is fixed on Titus." }, { "actor": "Titus Hardie", "dialogue": "He gives you an indulgent look. \"Well there are so many bullets in the world and so many heads...\"" }, { "actor": "Titus Hardie", "dialogue": "He sighs deeply. \"I guess it's only logical -- at some point one of them bullets had to end up in one of them heads...\"" }, { "actor": "Alain", "dialogue": "\"It's bound to happen again, you know.\" He taps on his right temple. \"Just statistically speaking, of course.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: CheckItem(\"fractured_bullet\")]" }, { "actor": "Drama", "dialogue": "Sire, it would be an event most dramatic if you were to produce the bullet and dangle it before their very eyes!" }, { "actor": "You", "dialogue": "\"Don't worry, I will figure this out sooner or later.\" (Conclude.)" }, { "actor": "Titus Hardie", "dialogue": "\"Never been worried in my life, lawman.\" He crosses his hairy arms, having forgotten his beer for a moment." }, { "actor": "Logic", "dialogue": "It's not like you blew it *wide* open, but there's a little crack in there, somewhere..." }, { "actor": "You", "dialogue": "\"I talked to Joyce. The merc you hanged -- his friends are coming for you.\"" } ], [ { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "The edges of the pages are worn and smudged. A lot of people have read about the Devil Woman's altercations with the Hjelmdall Man." }, { "actor": "You", "dialogue": "Time to flip through the book." }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "You open the book to a random page. Man from Hjelmdall, wielding his two zweih\u00e4nders, is carving through a sea of savages, his visage fixed in grim determination." }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "His arms, whirling like windmills, are soaked with the blood of his enemies. Mangled corpses litter the battlefield." }, { "actor": "Rhetoric", "dialogue": "It calls out to you. This is the spirit of Revachol." }, { "actor": "You", "dialogue": "Oh shit, gritty and heroic." }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "Berserker rage burns in his azure-hued eyes as he brings glory and honour to his long lost Hjelmdaller tribe from the village of Hjelmdall. The ivory giant roars like an ice bear, and the winds of Katla howl out his name." }, { "actor": "You", "dialogue": "Gimme more!" }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "Man from Hjelmdall rides on a gilded gryffin, his golden mane billowing in the breeze. Both zweih\u00e4nders sheathed on his back, he is off to war. Will he conquer his enemies? Will he conquer himself?" }, { "actor": "You", "dialogue": "Onward!" }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "The steel muscles of Man from Hjelmdall gleam in the humid jungle air, yet the man does not sweat. In meditation his soul drifts in the frigid Northlands he calls home." }, { "actor": "You", "dialogue": "\"Holy shit, this is so *me*!\" (Really get into the book.)" }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "A passage reads: \"The Man from Hjelmdall looks up, his eyes blue as the mountain lakes of his homeland. He rarely speaks, but now his voice booms in the darkened throne room: 'Do not try to sap my masculine essence, wicked temptress! Son of Hjelmdall will never succumb to your seductive wiles'.\"" }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "\"'Thine spells are no match for purity and strength of will. Brothers of Hjelmdall stand above the vices of flesh for it is weak and corruptible, yet mine is forged in gore and strife.' Queen Lydiaana just laughs, a sultry and salacious sound, then says...\"" } ], [ { "actor": "Reaction Speed", "dialogue": "Is that an Insulindian phasmid? It looks like an Insulindian phasmid. Quick -- catch it before it scuttles away!" }, { "actor": "You", "dialogue": "Creep up to the phasmid quietly." }, { "actor": "Fishing Rod", "dialogue": "You're a master of stealth. But look what you've caught -- not a phasmid, but a fishing rod!" }, { "actor": "Evrart Claire", "dialogue": "\"What are you trying to accomplish, Harry?\"" }, { "actor": "You", "dialogue": "\"Uh, it's a novel fishing method.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Perhaps we should try it out in the wild sometime.\"" } ], [ { "actor": "You", "dialogue": "\"About my bill...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Got the 20 re\u00e1l?\"" }, { "actor": "You", "dialogue": "\"I don't have any money. I spent all I had on other things. I had the urge to buy things. With *all* of the money!\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He stares at you in disbelief. \"Sure. That's it then. You're not getting into the room. Sort your shit out elsewhere.\"" }, { "actor": "You", "dialogue": "\"But I don't have anywhere to go...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yeah... that's not my problem anymore.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"hobocop\")) == false]" }, { "actor": "You", "dialogue": "\"Here's your trash container key.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_trash_bed_offer_made\"] == true]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: DayCount() == 2]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He stares at the key before him on the counter, then up at you." }, { "actor": "Composure", "dialogue": "He looks pale. Nauseous. He's guilty. But not enough to apologize..." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "Wordlessly, he places it back under the desk." } ], [ { "actor": "You", "dialogue": "\"It looks like someone was in a real hurry.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What kind of car do you think it was?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.samaran_vis_calc_vehicle\"]]" }, { "actor": "You", "dialogue": "\"I think it was a Coupris 40.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He seems impressed. \"That's quite likely, from what I can tell.\"" }, { "actor": "You", "dialogue": "\"Yeah, I have no idea. Who could it have been?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant shrugs. \"We're not traffic cops. Should we get back to the murder?\"" }, { "actor": "You", "dialogue": "\"No, we need to find this Jacob Irw before tragedy strikes.\" (Take the task.)" }, { "actor": "Kim Kitsuragi", "dialogue": "He sighs. \"If we must.\"" }, { "actor": "Esprit de Corps", "dialogue": "I'm not expecting him to get far with this, the lieutenant consoles himself." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it." }, { "actor": "Suggestion", "dialogue": "You need to ask him about specific cryptids -- cryptids you've heard about from Lena, or his friend Gary. He won't *just* talk." }, { "actor": "You", "dialogue": "\"Your friend Gary told me about the burning rhino.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Did he?\" He lowers his voice. \"That one's a hoax. Some Seraise rice farmers set fire to rhinoceros cadavers and used them scare tourists.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "Gary obliviously stares at the stage -- safe in the knowledge the burning rhinoceros exists." }, { "actor": "You", "dialogue": "\"What if you're wrong? What if it's real?\" (Conclude.)" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"I doubt that. Once confirmed a hoax, so-called sightings of the rhino stopped.\" A cough. \"Was there anything else, or...\"" } ], [ { "actor": "Lilienne's Twin", "dialogue": "The scruffy-haired little boy kicks a stone while the other watches him do it." }, { "actor": "You", "dialogue": "\"Kids, have you seen any bad people around?\"" }, { "actor": "Lilienne's Twin", "dialogue": "\"What bad people?\" One of the twins looks up, his mouth slightly open." }, { "actor": "You", "dialogue": "\"Bad people. Criminals. Dangerous women.\"" }, { "actor": "Lilienne's Other Twin", "dialogue": "\"No, we're not really supposed to talk to strangers, you know.\" The other twin shakes his head." }, { "actor": "You", "dialogue": "\"Bye kids, take care.\" [Leave.]" } ], [ { "actor": "Safety Curtains", "dialogue": "An iron safety curtain curves before your eyes, folded like a bellows. It covers half the room -- blocking the way into a colossal industrial chimney." }, { "actor": "Logic", "dialogue": "This is directly above the central furnace in the cellar. The voices probably came from here." }, { "actor": "You", "dialogue": "Knock on it." }, { "actor": "Safety Curtains", "dialogue": "What an odd thing to do.... Nothing happens." }, { "actor": "You", "dialogue": "\"Hello? I yelled, but it didn't work...\"" }, { "actor": "Safety Curtains", "dialogue": "Again your voice becomes a raspy croak, mid-sentence. It's silent in the abandoned office building -- no one answers you." }, { "actor": "Empathy", "dialogue": "A sudden bout of self pity comes over you." }, { "actor": "Drama", "dialogue": "Sire, may we suggest something? Think of the yelling-into-the-furnace as a *grand performance*. Use your chest voice, not your head voice. Sing from the diaphragm." } ], [ { "actor": "You", "dialogue": "\"So, *who* killed the merc then? Any leads?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Not yet. Just some ideas. She says the shot came from outside, behind the window somewhere. So that's a clue.\"" }, { "actor": "You", "dialogue": "\"Got it. Tell me something else.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, sure. You don't need my clues. You're doing a great job on your own.\" He shakes his head." }, { "actor": "You", "dialogue": "(Whisper) \"Kim, we did it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant gives a smile only you can see." }, { "actor": "You", "dialogue": "\"Whose idea was it to hang him anyway -- hers?\"" }, { "actor": "Titus Hardie", "dialogue": "\"In a manner of speaking.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_reaction_speed_another_girl_picked_up\"]) == false]" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Titus Hardie", "dialogue": "\"We had... help. From another girl. It was her idea to hang him -- and I liked it, for political reasons. It sent a good message.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"XP.glen_says_he_thinks_she_could_be_a_new_hardie\"] == true) == false]" } ], [ { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_success_read\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.replaced_viscal_read_before_tribunal\"] and Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (CheckItem(\"map_of_martinaise\")) == false]" }, { "actor": "Visual Calculus", "dialogue": "The same two neon lit shapes -- a man and a woman. A ray of backward motion explodes from the man's mouth, through the window, to the roof outside, widening into a radius -- A prime." }, { "actor": "You", "dialogue": "I have the map -- extrapolate the radius to include all of Martinaise." }, { "actor": "Visual Calculus", "dialogue": "According to your map of the district, this shot could have come from a wide angle of locations -- starting with the northern edge of the abandoned boardwalk, ending with an islet in the bay. Let's call them B prime." }, { "actor": "You", "dialogue": "More precisely?" }, { "actor": "Visual Calculus", "dialogue": "B' for boardwalk; B'' for Land's End and B''' for the islet, detective. There may be smaller points in between, but those are too fine to zoom in on." }, { "actor": "You", "dialogue": "\"Kim, do you think the shot could have come from further than the roof? In Martinaise?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From where, precisely?\"" } ], [ { "actor": "Industrial Stove", "dialogue": "This industrial gas-powered stove has been used to prepare food for many hungry hostel guests. There are several pots and pans on hand." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_boots_kim_acid\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "Getting the corpse residue out of these boots is going to require patience. And also a huge pot full of boiling water, soap, and white vinegar." }, { "actor": "You", "dialogue": "Check out the cookware." }, { "actor": "Industrial Stove", "dialogue": "A commercial pot draws your attention. It's very large. Gigantic, even. It could be used to make enough stew to feed an entire city. And also to boil a putrid pair of death-boots." }, { "actor": "Esprit de Corps", "dialogue": "Far away, in the darkness of a makeshift morgue behind Station 41's lazareth, Dr. Nix Gottlieb cuts into the cold, dead feet of a murder victim. The veins are oddly black, he suspects a neurotoxin..." }, { "actor": "You", "dialogue": "Add water -- and the boots -- to the pot. Bring it all to a *nice* boil." }, { "actor": "Industrial Stove", "dialogue": "The soap bubbles over the rim of the pot -- the water slowly comes to a boil." }, { "actor": "You", "dialogue": "Wait..." }, { "actor": "Industrial Stove", "dialogue": "Strips of polymer fabric and human tissue separate from the lining of the boots. They float to the bubbling surface." }, { "actor": "You", "dialogue": "Beautiful." }, { "actor": "Industrial Stove", "dialogue": "A two course dinner of rotting flesh and hardened ceramic." } ], [ { "actor": "Stone", "dialogue": "A stone like any other, lying in a whorl of sleet and mud. Maybe there's something under it?" }, { "actor": "You", "dialogue": "Turn it over." }, { "actor": "Stone", "dialogue": "There's a key beneath it, rusty from the dirt." }, { "actor": "Kim Kitsuragi", "dialogue": "\"This must be for the front door. Let's see if it works.\"" }, { "actor": "You", "dialogue": "Put the stone back. [Leave.]" } ], [ { "actor": "Rhetoric", "dialogue": "Now *this* place seems promising from an ideological angle..." }, { "actor": "You", "dialogue": "Where am I?" }, { "actor": "Rhetoric", "dialogue": "An important place. One of the last bastions of the left in Martinaise. Perhaps here you'll find the man who'll help you get organised?" }, { "actor": "Rhetoric", "dialogue": "But you can't just come out and *ask* him. You should make your introduction first. Pay homage. This is a man of *stature*." }, { "actor": "Evrart Claire", "dialogue": "Meanwhile, the man of stature clatters away on his typewriter, wilfully indifferent to your presence." } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.horseback_monument_scaffolding\"]]" }, { "actor": "Horseback Monument", "dialogue": "An old monument stands in the middle of the traffic island. It is surrounded by scaffolding that has been haphazardly erected around it." }, { "actor": "You", "dialogue": "Reflect on the re-conceptualization." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.horseback_monument_reflection_done\"]]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"plaza.ultralib_monument_apocalypse\"]]" }, { "actor": "Horseback Monument", "dialogue": "The roundabout is quiet, almost eerily so under the brilliant sunlight. The doom crier in the centre waits to be swallowed by the bright sky, his cardboard omen flapping in the wind like live bait..." }, { "actor": "You", "dialogue": "What did this king do?" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"jam.monument_white_succeeded\"]]" }, { "actor": "Encyclopedia", "dialogue": "Even by the standards of the Filippian kings, Old Sumptuous Filippe was known for his profligacy." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_refused_to_restock_trap\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Oh, hello, officer.\" He covers his mouth, struggling to suppress a coughing fit." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"There, there, dear.\" She gently touches her husband's arm. \"Don't talk too much. And have some more tea.\"" }, { "actor": "You", "dialogue": "\"How did you become a *cryptozoologist*?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_cryptozoology\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"It's truly not that special. What is *cryptozoology* anyway? A derogative. I just like puzzles, like any scientist.\"" }, { "actor": "You", "dialogue": "\"What kinds of evidence do you use?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Everything from forgotten regional lore to newspaper accounts like the one that brought us here to look for the phasmid. I keep a very open mind.\"" }, { "actor": "Conceptualization", "dialogue": "He's interested in things that people believe that scientists don't." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_concept_belief\"]]" } ], [ { "actor": "You", "dialogue": "Use your chaincutters to fix the faucet. Stop steam from fogging up the mirror." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_interfacing_white_check_succeeded\"]]" }, { "actor": "Interfacing", "dialogue": "The faucet is quite terribly mangled, but you just might be able to twist its parts into place." }, { "actor": "Interfacing", "dialogue": "You handle the chaincutters deftly, applying just enough pressure. The faucet regains a recognizable shape. The steam stops." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: HasVolitionDamage()]" }, { "actor": "Interfacing", "dialogue": "Told you that you *needed* those chaincutters. Everything is connected. Everything has a purpose." }, { "actor": "Mirror", "dialogue": "The mirror begins to clear slowly without you having to wipe it." }, { "actor": "You", "dialogue": "Dig deep into your mind to locate the source of *The Expression*." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_expression_source_located\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "Like the rest of you, it comes from a bad place somewhere in the past. That's all you know for now." }, { "actor": "You", "dialogue": "Face yourself." } ], [ { "actor": "You", "dialogue": "Check the pedals." }, { "actor": "Abandoned Lorry", "dialogue": "You wedge yourself under the steering-wheel to get a better look. Seems like the few tools lying around here -- a hammer, a pair of pliers, a rusty wrench -- have been casually thrown there by the disorganized driver." }, { "actor": "Abandoned Lorry", "dialogue": "But one odd detail does catch your eye: A piece of sandpaper has been glued to the throttle." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: IsTHCPresent(\"torque_dork\")]" }, { "actor": "Interfacing", "dialogue": "This particular lorry is a FALN A-Z 'Tempo', a model infamous for its irritating design mistake: the slippery-smooth throttles." }, { "actor": "Logic", "dialogue": "Sandpaper adds extra grip." }, { "actor": "You", "dialogue": "Look around the cabin again." }, { "actor": "Abandoned Lorry", "dialogue": "The movie stars are still smiling from the walls. There's a radio transmitter in the front and a pull-out toolbox tucked under the driver's seat. Some tools lie scattered near the pedals." }, { "actor": "You", "dialogue": "Remove the radio transceiver." }, { "actor": "Abandoned Lorry", "dialogue": "It takes a few moments, but eventually the transceiver slides from its greased socket mount with an eminently satisfying *chhhnk*." }, { "actor": "Hand/Eye Coordination", "dialogue": "Nearly the same sound produced by the action on a good breechloader, you can't fail to notice." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Esprit de Corps", "dialogue": "As you take the transceiver in your hands, the lieutenant bites his lower lip, apparently deep in thought." } ], [ { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_altgreet_tribunal\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_pilehub_reached\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_shoulder_wound_suffered\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I see you were wounded in the recent... altercation.\" He nods gravely at your leg. \"A speedy recovery to you, officer.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Now, what can I do for you?\"" }, { "actor": "You", "dialogue": "\"I'm back for the transceiver. Is it still available?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"For the moment, yes.\"" }, { "actor": "You", "dialogue": "\"I'm gonna shop around a bit. I might be back later.\"" } ], [ { "actor": "Encyclopedia", "dialogue": "By the way, where *is* home? The address is coming up blank and this place sure isn't it..." }, { "actor": "You", "dialogue": "I have no idea." }, { "actor": "Encyclopedia", "dialogue": "But you've been at this hostel-cafeteria for only three nights. Where were you before? You had to be somewhere." }, { "actor": "You", "dialogue": "I don't know... near? South maybe." }, { "actor": "Encyclopedia", "dialogue": "You don't really know, do you?" }, { "actor": "You", "dialogue": "I don't. Does this mean I'm homeless?" }, { "actor": "Encyclopedia", "dialogue": "\"South maybe\" doesn't sound like somewhere you can stay if you run out of money." }, { "actor": "You", "dialogue": "I'll live in a dumpster, I don't care. Fuck everything. Hobocop." }, { "actor": "Encyclopedia", "dialogue": "Entertain the thought when you get the time. Maybe being a hobo *and* a cop has its advantages?" } ], [ { "actor": "Ancient Reptilian Brain", "dialogue": "Thoughts, baby. A million little lights in the dark. You're one fine instrument, brother -- all those faces and all those names, all that laughter and screaming and scheming around... Every corner and every street..." }, { "actor": "Limbic System", "dialogue": "Recorded in you. Forever. On ferrotape." }, { "actor": "You", "dialogue": "Spinning, spinning... tell me, am I dreaming?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "No. You're spinning tapes at the discotheque. The great, unceasing disco of the mind. The flash! The bang! The endless *learning* experience." }, { "actor": "You", "dialogue": "Spinning on empty." }, { "actor": "Ancient Reptilian Brain", "dialogue": "On and on it goes, for untold hours. At the disco where you first asked her to dance. Rising -- rising! -- above the dark curvature. The great wingspan of sleep, studded with stars." }, { "actor": "Limbic System", "dialogue": "Behold, there are *millions* of them down there. The first time. The last time. The smoke in her mouth, the potted flowers, the faces: turning, changing." }, { "actor": "You", "dialogue": "*What* is it?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "It's the *world*, Harry-boy. And you're *made* of it. Every day you're out there you make more of yourself from it. I'm afraid you can't be *unmade* now." }, { "actor": "Ancient Reptilian Brain", "dialogue": "You can never forget this shit." }, { "actor": "You", "dialogue": "The rain, the snow... I don't want to. It's beautiful." }, { "actor": "Limbic System", "dialogue": "Beautiful? It's *stuck* on loop... whirling, spitting out words and images." }, { "actor": "Ancient Reptilian Brain", "dialogue": "You're the son of the World again. Harrister -- a ceaseless agent picking up litter and old newspapers, collecting your little bubble gum wrappers and idiotic picture post cards. Meaningless, meaningless keepsakes." }, { "actor": "Limbic System", "dialogue": "Reading your awful letters and *recalling* things, aren't you? The endless names of the world... An address book, you are. The map of a city." }, { "actor": "You", "dialogue": "That's right. I *am* an agent of the world." }, { "actor": "Ancient Reptilian Brain", "dialogue": "You'll go insane if you keep going like this. One more day and you'll be in the loonie bin. I just know you will. And for what, brother-man?" } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_refused_to_restock_trap\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_white_check_succeeded\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Hello, officer! I think I almost have it! A new trap design, that is! I know you're sceptical, but I have a good feeling about this.\"" }, { "actor": "You", "dialogue": "Develop an alternative theory about the missing locusts." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_white_check_succeeded\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"yard.shack_saw_the_locust_city\"]) == false]" }, { "actor": "Interfacing", "dialogue": "Consider the way the empty trap was disturbed, as though *shaken*. Most likely the hands of a young person -- hands small enough to fit inside the trap too." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_greeting_done\"]]" }, { "actor": "Logic", "dialogue": "You should ask the redheaded boy. Cuno." } ], [ { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "The front of this quarterly journal features a large, satirical portrait of the late King Frissel. From the sides of his head, a pair of white antlers spread to the corners of the cover." }, { "actor": "You", "dialogue": "Why Frissel?" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "Because Frissel was incompetent, foolish, and cruel. In short, the embodiment of everything the communards wished to overthrow. It's *satire*, you see." }, { "actor": "You", "dialogue": "Flip through the pages, see what catches your eye." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "To your disappointment, there aren't any full-colour pictures to direct your attention, just column after column of closely set text, interrupted occasionally by little doodles in black and white..." }, { "actor": "Savoir Faire", "dialogue": "No advertisements, you notice. So who's funding this *radical commentary*?" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "After riffling the pages with your thumb several times, you return to the table of contents..." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "The magazine is divided into several sections: 'International Developments', 'Kunst und Kultur', and 'Local Concerns'. Just inside the cover there's also an editor's note." }, { "actor": "You", "dialogue": "What is 'Kunst und Kultur'?" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "It takes a moment, but gradually it dawns on you that 'Kunst und Kultur' must mean 'Arts and Culture'..." }, { "actor": "Logic", "dialogue": "*Why* they decided to title this one section in *Walder* is beyond you." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it since you've offered to help." }, { "actor": "You", "dialogue": "\"Just tell me about a cool cryptid. Any cryptid.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"No offence, officer, but I'm not much of a *pedagogue* -- I don't know what I would've done if Lena hadn't persuaded me to go back to field research. You should ask her, if you want interesting stories.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Me -- I'm not a people person, unless you haven't noticed. And I don't make a good lecturer. My strength lies in field work and *persistence*.\" He brushes an errant strand of hair from his eye." }, { "actor": "Composure", "dialogue": "This is a gruff man who's been ridiculed too many times to feel comfortable talking about what's dearest to his heart. It's in his shoulders, his face, his... everything." }, { "actor": "You", "dialogue": "\"Just tell me about a cool cryptid. Any cryptid.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"No offence, officer, but I'm not much of a *pedagogue* -- I don't know what I would've done if Lena hadn't persuaded me to go back to field research. You should ask her, if you want interesting stories.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Me -- I'm not a people person, unless you haven't noticed. And I don't make a good lecturer. My strength lies in field work and *persistence*.\" He brushes an errant strand of hair from his eye." }, { "actor": "Composure", "dialogue": "This is a gruff man who's been ridiculed too many times to feel comfortable talking about what's dearest to his heart. It's in his shoulders, his face, his... everything." } ], [ { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.paledriver_greeting_done\"]) == false]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: Variable[\"jam.paledriver_quick_intro\"]]" }, { "actor": "Paledriver", "dialogue": "The woman still has her eyes fixed on the photograph in her hands. In the background, the radio plays." }, { "actor": "You", "dialogue": "Snap your fingers in front of her face." }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.probe_drivers_about_drugs\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Wait...\" The lieutenant stops you before you can snap." }, { "actor": "Kim Kitsuragi", "dialogue": "\"She's just a distracted old woman. Better to leave her alone.\"" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.ask_paledriver_how_to_turn_back_time\")--[[ Variable[ ]]]" }, { "actor": "You", "dialogue": "\"But Measurehead said she knows the secret to turning back time.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant considers the slumped form for a moment. He sighs." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't understand why you're so set on what seems like a... *personal side-task*, but if you must, then let's get it over with...\"" } ], [ { "actor": "Logic", "dialogue": "This is it -- the scene of the party. The fire pit, cigarettes, and empty bottles all evidence it." }, { "actor": "You", "dialogue": "Yeah. Sure does look like a lot of folks partied here." }, { "actor": "Logic", "dialogue": "Looks like they were here a while, judging from all the bottles. The sunken motor carriage provided them a focal point -- like a goose ice-sculpture or a chocolate fountain." }, { "actor": "You", "dialogue": "\"Hey, Kim. Looks like we've had a couple of party-goers here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like it.\"" }, { "actor": "You", "dialogue": "\"This was some kind of theatre to them. A circus production by a great clown.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hey -- let's keep moving, detective.\" The lieutenant adjusts his glasses." }, { "actor": "Empathy", "dialogue": "Somehow he doesn't want to dwell on it..." } ], [ { "actor": "Oranjese Passport", "dialogue": "This passport, issued by the Sovereign Republic of Oranje -- is issued to a black haired woman called Katarzine Alasije." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Klaasje's hidden documents...\" The lieutenant looks at it in your hands. \"That she said would be in a buoy on the coast.\"" }, { "actor": "You", "dialogue": "Look at the photo." }, { "actor": "Oranjese Passport", "dialogue": "It's Klaasje. With short, black hair and glasses. She looks boyish, younger somehow." }, { "actor": "Empathy", "dialogue": "An old photo. Before life came and did what it does." }, { "actor": "You", "dialogue": "Look at the photo." }, { "actor": "Oranjese Passport", "dialogue": "It's Klaasje. With short, black hair and glasses. She looks boyish, younger somehow." }, { "actor": "Empathy", "dialogue": "An old photo. Before life came and did what it does." }, { "actor": "You", "dialogue": "Look at the photo." } ], [ { "actor": "Joyce Messier", "dialogue": "\"Whatever I can help you with. We need to contain the situation.\"" }, { "actor": "You", "dialogue": "\"How much time do we have?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Until the executions start? Truthfully -- I don't know. It depends on their progress identifying the members of the lynch mob. And their impatience.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They don't report their progress to you?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Not on this matter. I'm afraid they consider this a personal initiative.\" There is a brief silence. Seagulls squawk over the bay..." }, { "actor": "Inland Empire", "dialogue": "Five days. Not more. Maybe sooner." }, { "actor": "Joyce Messier", "dialogue": "\"It's a matter of days, not weeks.\"" }, { "actor": "You", "dialogue": "\"Where are the remaining two mercs now?\"" }, { "actor": "Joyce Messier", "dialogue": "\"They've gone to ground, as it were. I don't recommend seeking them out.\" She puts her foot on the guardwire, for balance. \"For one -- they're almost certainly armed to the teeth.\"" }, { "actor": "Joyce Messier", "dialogue": "\"They don't have the same respect for the Revachol Citizens Militia as I do. To put it bluntly they think you're vigilantes, *ghetto savages*. It will not be a fruitful meeting.\"" }, { "actor": "Authority", "dialogue": "Vigilantes? You're a professional officer of the only *legitimate* authority in Revachol." }, { "actor": "Half Light", "dialogue": "You should show those meatheads exactly how *savage* you really are." }, { "actor": "You", "dialogue": "\"Okay, I'll steer clear for the moment.\"" }, { "actor": "Joyce Messier", "dialogue": "\"That's wise,\" she nods. \"Our goal is to *avert* catastrophe. Besides,\" she sighs, \"You're likely to encounter them sooner or later.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"radical_feminist_agenda\")) == false]" }, { "actor": "Drama", "dialogue": "It's all very organic -- her mannerisms, her movements. If she's acting, she's quite gifted." }, { "actor": "Logic", "dialogue": "By *they* she means the Hardie boys." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_rfa_rhetoric_questions_rapeable\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Are you saying that you were *asked* to tell us you were assaulted?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Not explicitly, but I understood what they meant. It wouldn't hurt to spice things up a bit -- some assault and battery, *sexual* assault maybe. It was clear the latter would be *spicier*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsTHCPresent(\"radical_feminist_agenda\")]" }, { "actor": "Rhetoric", "dialogue": "'Spicier'. Of course. Rape's nothing but a plot device for these guys -- to throw around as they wish." } ], [ { "actor": "The Deserter", "dialogue": "\"Petty-bourgeois law...\" He snorts and spits. \"This is all you care about, right? The only thing in the world for you types...\"" }, { "actor": "Perception (Sight)", "dialogue": "A drop of blood in the saliva..." }, { "actor": "Half Light", "dialogue": "Tear into him again. Pile it on him." }, { "actor": "Drama", "dialogue": "Lie! You have a witness." }, { "actor": "You", "dialogue": "C'mon, what am I forgetting? (Hit yourself on the side of your head.)" }, { "actor": "Logic", "dialogue": "Wait, here it comes -- the god damn May bells, the dried may bells on Klaasje's roof!" }, { "actor": "Reaction Speed", "dialogue": "Wait, don't forget the footprints! The diagonal prints in the dust in the secret space behind Klaasje's bedroom! *Now* they're gonna come up!" } ], [ { "actor": "You", "dialogue": "\"Hello, this is the police calling. I have some questions for you about your last days at work.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, right...\" She recognizes your voice almost immediately. \"Hello, officer, what can I do for you?\"" }, { "actor": "Empathy", "dialogue": "You can hear resentment in her tone -- she's not thrilled to be talking to you again." }, { "actor": "Electrochemistry", "dialogue": "There is *no* resentment in her tone. She wants you to ask her out. No question about it." }, { "actor": "You", "dialogue": "\"Do you know who put the victim's clothes in the trash?\"" }, { "actor": "Sylvie", "dialogue": "\"No, I don't know. It wasn't me...\" She gulps. \"I haven't been out there since... I was terrified of the stench and the corpse.\" She falls silent." }, { "actor": "You", "dialogue": "\"I must have had some sort of official police documents on me. Do you know where they could be?\"" }, { "actor": "Sylvie", "dialogue": "\"I, ugh... the ones I had to wrench out of your toilet?\"" }, { "actor": "You", "dialogue": "\"What happened to them?\"" }, { "actor": "Sylvie", "dialogue": "\"I... dammit, I don't remember what I did to your damn papers! I don't remember every little thing I do...\" Resentment gives way to concern in her voice." }, { "actor": "Half Light", "dialogue": "She's worried she might have accidentally done something bad. Then she remembers it's *you*." }, { "actor": "Sylvie", "dialogue": "\"Especially when there's a hurricane loose. It's your fault for losing them -- not mine.\"" }, { "actor": "Inland Empire", "dialogue": "Something in you wants to immediately *forget* about this. As if there was a reason you threw them away." } ], [ { "actor": "Abandoned Lorry", "dialogue": "The movie stars are still smiling from the walls. There's a radio transmitter in the front and a pull-out toolbox tucked under the driver's seat. Some tools lie scattered near the pedals." }, { "actor": "You", "dialogue": "Admire the posters." }, { "actor": "Abandoned Lorry", "dialogue": "These are movie posters featuring starlets from long-forgotten films -- from the Twenties, the Teens, even the Nineties of the last century." }, { "actor": "Abandoned Lorry", "dialogue": "One of them particularly catches your eye: a centrefold of an ing\u00e9nue attached right above the back seat." }, { "actor": "Perception (Smell)", "dialogue": "There's definitely perfume in the air. It's spicy, with a hint of ambrette, wafting through the bitter air of the cabin." }, { "actor": "You", "dialogue": "Stop and wonder: What's that smell?" }, { "actor": "Perception (Smell)", "dialogue": "The remnants of a sweet juniper-scented perfume. Probably 'Granate No 5'." }, { "actor": "You", "dialogue": "Enough of the posters." }, { "actor": "Abandoned Lorry", "dialogue": "The actresses -- and the rare actor -- all smile you a warm good bye. A radio transmitter is attached to the dashboard and a toolbox sits under the driver's seat." }, { "actor": "You", "dialogue": "Check the pedals." }, { "actor": "Abandoned Lorry", "dialogue": "You wedge yourself under the steering-wheel to get a better look. Seems like the few tools lying around here -- a hammer, a pair of pliers, a rusty wrench -- have been casually thrown there by the disorganized driver." }, { "actor": "Abandoned Lorry", "dialogue": "But one odd detail does catch your eye: A piece of sandpaper has been glued to the throttle." } ], [ { "actor": "You", "dialogue": "\"I'm trying to turn back time. Can you help me, br\u00f6ther?\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_told_him_to_fuck_off\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"Let's get one thing straight: You can't tell a man to 'fuck off' and then say he's your brother. It doesn't work like that...\"" }, { "actor": "Suggestion", "dialogue": "Listen, despite his hostile exterior, this one's got a soft underbelly. He's desperate for affirmation..." }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"plaza.lorryman_fascha_composure_begging_for_praise\"]]" }, { "actor": "Suggestion", "dialogue": "Massage his ego, feed him a few grapes, make him *like* you." }, { "actor": "Half Light", "dialogue": "DON'T FORGET TO TICKLE THE BEANBAG!" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"XP.remember_the_beanbag\"]]" }, { "actor": "Logic", "dialogue": "Okay, but don't *literally* say that." }, { "actor": "Racist lorry driver", "dialogue": "\"Now what makes you think I know how to 'turn back time'?\"" }, { "actor": "You", "dialogue": "\"My gut tells me you're just the guy I'm looking for.\"" } ], [ { "actor": "You", "dialogue": "\"Maybe it's all part of a leadership challenge? Against you, Titus.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_said_the_cover_up_thing_in_logic_wc\"] or Variable[\"whirling.hardies_ruby_gay_branch_passed\"]]" }, { "actor": "Titus Hardie", "dialogue": "\"There's no fucking leadership challenge.\" A flash of rage; he calms himself. \"Just when I thought you were taking this seriously, cop, you put your head in your ass.\"" }, { "actor": "Eugene", "dialogue": "\"Man, now he's just throwing shit against the wall to see what sticks.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"A little thing -- Ruby had these posters in her truck. Old movie stars.\"" }, { "actor": "Titus Hardie", "dialogue": "Titus's gaze meets yours: \"Yeah, so...?\"" }, { "actor": "You", "dialogue": "\"Nothing. They where just there.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Don't take me wrong, I love to stare at broads on posters, but we're talking about a *murder* here.\"" }, { "actor": "You", "dialogue": "\"A little thing -- Ruby had these posters in her truck. Old movie stars.\"" }, { "actor": "Titus Hardie", "dialogue": "Titus's gaze meets yours: \"Yeah, so...?\"" }, { "actor": "You", "dialogue": "\"The people on the posters -- were all women. One looked exactly like Klaasje.\"" } ], [ { "actor": "Door, Room #3", "dialogue": "The door is closed." }, { "actor": "You", "dialogue": "Knock again." }, { "actor": "Door, Room #3", "dialogue": "Still no answer." }, { "actor": "You", "dialogue": "Try the handle." }, { "actor": "Door, Room #3", "dialogue": "This door can only be opened with a key or from the inside." }, { "actor": "Electrochemistry", "dialogue": "As you hold the metal you sense the warmth left there by her hand." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Limbic System", "dialogue": "It's easier, this time, drifting off. Your head has found a comfortable indent in the pillow. Your legs and your torso feel like lead weights sinking to the bottom of the sea, until they're suddenly light..." }, { "actor": "You", "dialogue": "Sing along -- in silent communion." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Blackness, blackness, blackness. The ultimate disco. The ruins of your life behind you, still smouldering. Ashes rise. But you're not looking." }, { "actor": "Limbic System", "dialogue": "For now -- a little while -- you can..." }, { "actor": "You", "dialogue": "(Sleep. Without words or images.)" }, { "actor": "Limbic System", "dialogue": "When the pictograms and the hieroglyphs of the world return, they seem silent somehow. The alarm rings quietly too. You're ready." }, { "actor": "Half Light", "dialogue": "Ready -- but something is coming. It always is." }, { "actor": "You", "dialogue": "[Open your eyes.]" } ], [ { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_drunk_alt_greet\"]) == false]" }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: Variable[\"village.abigail_greeting_done\"]]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don't call Abigail.\" The drunk man looks at you with his sad, swollen eyes." }, { "actor": "You", "dialogue": "\"Tell me about your friends.\" (Point to the others.)" }, { "actor": "Don't Call Abigail", "dialogue": "He glares at you. \"Don't ya fuckin' call her, hear me.\" His voice trembles with every word, becoming ever weaker. \"Abigail,\" he whimpers in the end." }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_drunk_counter\"] >= 5) == false]" }, { "actor": "You", "dialogue": "\"Where am I? What is this place?\"" }, { "actor": "Don't Call Abigail", "dialogue": "The man hiccups, then mumbles something unintelligible." }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: Variable[\"village.abigail_drunk_counter\"] >= 5]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don'... don'...\" the man stammers, \"don't call...\" Slowly, his head nods off to the side and he passes out, tongue dangling from his mouth." } ], [ { "actor": "You", "dialogue": "\"Ren\u00e9... I need to go back in time. Can you help me?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant flashes you a quick side-glance." }, { "actor": "Composure", "dialogue": "His posture tenses." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"plaza.fascha_dq_asked_someone_the_q\"]]" }, { "actor": "Esprit de Corps", "dialogue": "Damn it, not this again..." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"What?!\" The old soldier scowls at you, unamused." }, { "actor": "Empathy", "dialogue": "He thinks you're playing a joke on him." }, { "actor": "Gaston Martin", "dialogue": "\"Now, now...\" His partner raises both hands in a calming gesture. \"I'm sure the officer means it figuratively. Like a forensic technique or something, right?\"" }, { "actor": "You", "dialogue": "\"Right, right... A forensic technique. Can you help me or not?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Forensic techniques are your forte, not mine, officer.\" Something stiffens in the man. He shakes his head. \"Find another fool, I will not be part of your... joke.\"" }, { "actor": "You", "dialogue": "\"No, I literally need to go back in time. For Revachol.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"*Bon sang*, son. You must have a loose screw up there or something.\" He taps on his temple. \"Sounds like you really mean it.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Alright, I will entertain this... *fantasy*, if you tell me, what interest does an RCM officer have in... 'time travel'?\"" }, { "actor": "Gaston Martin", "dialogue": "\"Oh, you're in for a treat, officer. Seeing the playful side of old Ren\u00e9 is about as rare as a red rainbow.\"" } ], [ { "actor": "Filthy Jacket", "dialogue": "As you hold it in your hands, it makes an uncomfortable crunching sound..." }, { "actor": "You", "dialogue": "Man, how did this jacket get so disgusting?" }, { "actor": "Filthy Jacket", "dialogue": "It's a sordid, filthy tale, not for the weak. Are you sure you can stomach it?" }, { "actor": "Composure", "dialogue": "Some secrets are better left uncovered. Don't even try, seriously." }, { "actor": "You", "dialogue": "Think about it." }, { "actor": "Filthy Jacket", "dialogue": "It occurs to you that you're not even *holding* the jacket itself, but rather the thick crust of jetsam and seagull shit that ensconces it." }, { "actor": "Perception (Smell)", "dialogue": "It smells like a dead sea creature, tangled in grey strands of seaweed. It must have spent quite some time in the water before the tide deposited it ashore..." }, { "actor": "You", "dialogue": "Gross." }, { "actor": "Composure", "dialogue": "Why, why did you think about it? Look at your hands -- They're covered in muck!" }, { "actor": "You", "dialogue": "Maybe if I wipe my hands on my pants?" }, { "actor": "Composure", "dialogue": "What? No! Then it'll just be on your *pants*. This is a disaster. You'll never get the smell out." } ], [ { "actor": "Savoir Faire", "dialogue": "Hey, money-mouth. Eendracht. The impeccable hustler-provider of the seventh generation. It's showtime with Savvy!" }, { "actor": "You", "dialogue": "Eendracht? The hustler-provider? The *seventh* generation?!" }, { "actor": "Savoir Faire", "dialogue": "Yeah, swindle-father. Papa-preneur. Look, this is serious. No time for distractions. It's time to make *money*. Lots of it." }, { "actor": "You", "dialogue": "Money?!" }, { "actor": "Savoir Faire", "dialogue": "That's right! It's time to stop muttering about your 'economic self-interest' and actually do something about it. Yeah, I heard you back there. What the hell was that?!" }, { "actor": "You", "dialogue": "What do you expect? I'm an ultraliberal. I speak ultraliberal-ese." }, { "actor": "Savoir Faire", "dialogue": "Good, good, gotta spread the gospel. But talk alone doesn't bring in the cash. It's time for step two." }, { "actor": "Savoir Faire", "dialogue": "Listen, if you really want to make it in the big leagues, you need to *re-conceptualize* your entire portfolio. Collecting tare and moaning about taxes is not going to cut it." }, { "actor": "Savoir Faire", "dialogue": "You need to become a MILLIONAIRE. Now, how do you become a MILLIONAIRE?" }, { "actor": "You", "dialogue": "Ma\u00f1ana flicked me a coin." }, { "actor": "Savoir Faire", "dialogue": "*One* coin. The first of many. Imagine so many coins you're going to need to hire someone to help you manage all your wealth." }, { "actor": "You", "dialogue": "I could sell Kim's motorcar, like I sold his spinners?" }, { "actor": "Savoir Faire", "dialogue": "And then what? Join the ranks of blue-collar criminals?" } ], [ { "actor": "Logic", "dialogue": "Give up. You'll never find the answer. There's no other copy of \"Dick Mullen and the Mistaken Identity\" here." }, { "actor": "You", "dialogue": "There's got to be a way to solve this." }, { "actor": "Logic", "dialogue": "There isn't. If only you had more time... more resources... who knows what you could have come up with?" }, { "actor": "Logic", "dialogue": "Maybe if there had been more money... and less speed..." }, { "actor": "Electrochemistry", "dialogue": "Or *MORE* speed!" }, { "actor": "Conceptualization", "dialogue": "Hang on, you can do this. *Use your imagination*. You know who the suspects are, just... make it up." }, { "actor": "Conceptualization", "dialogue": "So, who killed Charlie Spillane and Deanna Deneuve, detective? Just fucking pick one." }, { "actor": "You", "dialogue": "Fuck you, book! It *was* Dick Mullen." }, { "actor": "Logic", "dialogue": "It still doesn't make sense, but who cares? Yes, Dick Mullen, the famous detective, killed his best friend and a dame he just nailed in cold blood. But why'd he do it? Unclear!" }, { "actor": "Conceptualization", "dialogue": "Doesn't matter. The choice has been made. You caught the criminal -- It was Dick Mullen all along. Who's the real detective now? That's right, it's you. Rest easy tonight, *real detective*." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.viquemare_esprit_wc_firefighters\"]]" }, { "actor": "Esprit de Corps", "dialogue": "You *know* what it is. It's like the two of you know each other. Just ask him." }, { "actor": "You", "dialogue": "\"Tell me the truth, do you know me from somewhere?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Oh, I definitely know you from *somewhere*.\"" }, { "actor": "Esprit de Corps", "dialogue": "Another life..." }, { "actor": "You", "dialogue": "\"From where? From another life?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Yes. From another life. A different life. Maybe the life of a police officer belonging to the ranks of the...\" He pauses." }, { "actor": "Man with Sunglasses", "dialogue": "\"To what station do you think you would belong in this alternate and totally fictional reality?\"" }, { "actor": "You", "dialogue": "\"Fifty-seventh?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Man with Sunglasses", "dialogue": "\"Good job, that was very close.\" He now speaks with the tone of a mother helping her kid take first steps. \"Maybe try again?\"" }, { "actor": "You", "dialogue": "\"99,999,999.9th?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"That's...\" The man looks extremely surprised. \"...exactly right! Down to a fraction.\"" }, { "actor": "You", "dialogue": "\"No need for the sarcasm.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"I don't even know what to say to that...\" he shakes his head. \"What is your god damn station?\"" } ], [ { "actor": "Mail Collection Box", "dialogue": "The dented yellow mailbox greets you with it's graffito, bullet holes and an RCM sticker." }, { "actor": "You", "dialogue": "Drop the white envelope into the mailbox." }, { "actor": "Mail Collection Box", "dialogue": "But the documents inside the envelope still lack the required signatures..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's not going to be that easy. We need to dirty our hands with the signatures.\" He looks around. \"I assume that's the goal here.\"" }, { "actor": "You", "dialogue": "\"Fuck you, mail delivery box!\" (Kick it.)" } ], [ { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"seafort.deserter_main_hub_reached\"]]" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"seafort.phasmid_has_arrived\"]]" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"gates.deserter_post_phasmid_hub_reached\"]]" }, { "actor": "The Deserter", "dialogue": "The old man stares at the reeds. His face shows no emotion -- only a faint tremor passes over his features, like a leaf in the wind." }, { "actor": "You", "dialogue": "\"What has happened to this man?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Old age and shock.\" He looks at him, then you." }, { "actor": "You", "dialogue": "\"Old age and shock, yes.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The appearance of the phasmid, in conjunction with the stress of the arrest. He's spent his entire life here. For him to leave would be...\" He shakes his head." } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]]" }, { "actor": "Horseback Monument", "dialogue": "The scaffolding around the old monument has been taken down. In its place are the spoils of your investment. Numerous rods and ropes still hold the original reassemblage in place." }, { "actor": "You", "dialogue": "What indentations? What do I see?" }, { "actor": "Perception (Sight)", "dialogue": "Something with great kinetic energy seems to have impacted the cuirass... around where the 'heart' is. A bullet?" }, { "actor": "Visual Calculus", "dialogue": "Someone's shot him in the heart. Interesting." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "\"Lieutenant -- has someone *shot* the king?\" (Point to the indentation)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay...\" He cleans his glasses before looking up. \"I can't see it. But I'll take your word for it.\"" }, { "actor": "You", "dialogue": "\"What do you think?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well... Martinaise is riddled with bullet holes. This place saw a lot of action during the Revolution. But the statue *is* recently renovated -- so maybe a joke? Target practice? Or a political statement?\"" }, { "actor": "You", "dialogue": "\"None of the above. Maybe it's connected to the murder?\"" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"XP.discover_the_bullet\"] or Variable[\"yard.hanged_got_bullet_out\"] or Variable[\"whirling.hardie_rhetoric_wc\"]) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_drama_white_success_volition_activated\"]]" }, { "actor": "Drama", "dialogue": "Who... what... Dear god, you've been lied to! She could have killed her lover and lied to everyone! She's not *candid* at all, she's smoke and mirrors and will-o-wisps!" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.who_was_caller_done\"] and Variable[\"tc.klaasje_amandou\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.klaasje_amandou\"]) == false]" }, { "actor": "Drama", "dialogue": "Look at her! Her hands, her nails, the cigarette... Every second you stall, you become more entangled in this spider's *web of lies*. Arrest her immediately!" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"XP.detect_compromized_skillset\"]) == false]" }, { "actor": "You", "dialogue": "\"What if I told you you're under arrest, miss.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_chosename_klaasje\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"But I haven't *done* anything...\" She backs up against the railing -- with a forced smile on her face. \"Anything *illegal*.\"" }, { "actor": "Authority", "dialogue": "Failure to aid a police investigation." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"The theatrical suicide attempt -- we need to talk about it.\"" }, { "actor": "You", "dialogue": "\"Do we have to?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We do. I was able to re-contextualize it as a dark joke.\" He pauses thoughtfully. \"I will not be able to re-contextualize it the next time.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I understand you sometimes employ *extreme* interrogation tactics, but I want you to understand: that was *too* extreme.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We can't have RCM officers going around, putting guns in their mouths. We can't afford to have that image. Few institutions can.\"" }, { "actor": "You", "dialogue": "\"Understood. 100%. It won't happen again.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good. I'm glad we had this talk.\" He nods. \"After you.\"" } ], [ { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_yourself_organised_cancelled\"]) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"apt.student_main_hub_reached\"]) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: Variable[\"apt.student_left_pre_main_hub\"]]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"jacket_interisolar_white\") and Variable[\"apt.student_jacket_discussed\"] == false) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (CheckItem(\"book_nilsenism_introduction\") and Variable[\"TASK.get_yourself_organised_done\"] == false) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "\"The gendarme returns.\" The young man turns to you. \"What do you need?\"" }, { "actor": "You", "dialogue": "\"Did this reading group have anything to do with the lynching?\"" }, { "actor": "Steban, the Student Communist", "dialogue": "\"Lynching? No. We're not an *operational* cell.\"" }, { "actor": "Echo Maker", "dialogue": "\"We think of ourselves as more of an intellectual vanguard.\"" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"ice.noid_church_greeting_done\"]) == false]" }, { "actor": "Noid", "dialogue": "\"You got us in, cop. I can't believe you got us in...\" He looks around the hall, examining the carpentry." }, { "actor": "Empathy", "dialogue": "With wonder in his sharp eyes." }, { "actor": "Noid", "dialogue": "\"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.\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"That's me. A friend and an ally to the hard core underground. Have a moment to talk?\"" }, { "actor": "Noid", "dialogue": "He nods: \"What's on your mind?\"" }, { "actor": "You", "dialogue": "\"Now that our sines are synced, can you help me contact the Coalition?\"" }, { "actor": "Noid", "dialogue": "\"You sure that's a good idea? Those are some serious frequencies you want to mess with...\"" }, { "actor": "Acele", "dialogue": "\"Come on, Noid. I think we owe him.\"" }, { "actor": "Andre", "dialogue": "\"Acele's right. He's one of us now.\"" } ], [ { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "A police badge on which you see the photo of a man -- you. Some seaweed is stuck to the back." }, { "actor": "You", "dialogue": "\"Precinct: 41?\"" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The number shows that this badge belongs to an officer of the 41st precinct." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The badge in your hands shines as you rotate it, catching light. You see lines of information on it. And a shining watermark." }, { "actor": "You", "dialogue": "\"Precinct: 41?\"" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The number shows that this badge belongs to an officer of the 41st precinct." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The badge in your hands shines as you rotate it, catching light. You see lines of information on it. And a shining watermark." } ], [ { "actor": "Footprints in the Dust", "dialogue": "You *clearly* see footprints in the downy carpet of dust covering the workshop floor." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Jackpot.\" The lieutenant takes out his notebook. \"These, unlike everything else here, are *new*.\"" }, { "actor": "You", "dialogue": "Crouch, study the footprints." }, { "actor": "Footprints in the Dust", "dialogue": "Large prints, most likely made by boots. The size is hard to determine (sole could be bigger than vamp). The soles have left a pattern -- uniform, horizontal lines." }, { "actor": "Perception (Sight)", "dialogue": "One person has been here. They've gone back and forth. The tips point both ways." }, { "actor": "Encyclopedia", "dialogue": "This print is unlike one left by a regular worker boot. It is not a *brand* sole, with logos on it. It seems custom made or old fashioned." }, { "actor": "Visual Calculus", "dialogue": "Shoe size is 41-42, maybe 43. It could be a large-footed woman or a small-to-average-footed man. This is, unfortunately, the worst, most vague shoe size there is." }, { "actor": "You", "dialogue": "\"This doesn't look like the workers boots from the hanging, does it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. These little... horizontal lines are different. They look custom made to me. Or some kind of foreign print? Hard to say. Still a *boot* though.\"" } ], [ { "actor": "You", "dialogue": "\"I talked to Joyce. The merc you hanged -- his friends are coming for you.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah?\" He doesn't seem worried. \"By friends you mean his squadmates from Krenel?\"" }, { "actor": "Eugene", "dialogue": "\"Wouldn't wanna beat up his grandma.\" There's snickering in the room. Some of the men put their beers down." }, { "actor": "Half Light", "dialogue": "*Nervous* snickering. There's a rush of adrenaline present." }, { "actor": "Empathy", "dialogue": "Titus did his best, but his men are a bit unsettled." }, { "actor": "You", "dialogue": "\"Forget I mentioned it, it was probably nothing.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Goddamn right it's nothing. The fuck are they gonna do? We got ten thousand men in the Union.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_2372_union_members\"]]" }, { "actor": "Encyclopedia", "dialogue": "Evrart said there were two thousand three hundred and seventy two Union members. But whatever keeps their spirits up." }, { "actor": "You", "dialogue": "Convince Titus he is being manipulated." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]" }, { "actor": "Rhetoric", "dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter." } ], [ { "actor": "The Deserter", "dialogue": "Nothing comes up -- yet the old man watches you stimulate thoughts by hitting yourself." }, { "actor": "Pain Threshold", "dialogue": "You need to punch yourself again!" }, { "actor": "You", "dialogue": "\"May bells -- behind the victim's window! I saw them growing *here*.\" (Point to them.)" }, { "actor": "The Deserter", "dialogue": "\"Damn May bells...\" He looks at the blossoming field: \"The whole island is turning white with them...\"" }, { "actor": "Empathy", "dialogue": "He seems tender suddenly, nostalgic even. A strange mood swing." }, { "actor": "The Deserter", "dialogue": "\"So many this year too. The spring is coming, no... it's already here. Wash the filth away...\"" }, { "actor": "You", "dialogue": "\"I haven't seen these flowers anywhere else in Martinaise. Only here.\"" }, { "actor": "The Deserter", "dialogue": "\"They blossom on the islets before. We fertilized them with our blood.\" He looks to the water. \"R\u00e8surrection was snow white in May, before they ruined it.\"" }, { "actor": "Shivers", "dialogue": "South, the Bay of Martinaise is dotted with little freckles of islets, turning green, with white flowers in white snow..." }, { "actor": "The Deserter", "dialogue": "\"The coast too -- before they piled their containers on top of it. Filled with broken, useless trash for fat fingered bourgeois children to play with...\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.alaineugene_bad_greet\"]]" }, { "actor": "Alain", "dialogue": "The man stares at you with spite in his eyes." }, { "actor": "You", "dialogue": "\"Any idea what happened to Klaasje?\"" }, { "actor": "Eugene", "dialogue": "\"Damn songbird of misery that one...\" The man shakes his head." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"And do you have any information on her whereabouts?\"" }, { "actor": "Eugene", "dialogue": "\"Nah. Garte said she took off some time before the firefight, that's all. Trying to remember if there was anything... oh, yeah, he said she seemed to be in real hurry.\"" }, { "actor": "Savoir Faire", "dialogue": "She's gone. Face it." }, { "actor": "Volition", "dialogue": "Move on. There's no catching her this time around." }, { "actor": "You", "dialogue": "\"What's gonna happen to the Hardie boys now that Titus is dead?\"" }, { "actor": "Alain", "dialogue": "\"T... Ti... Tit...\" The spit flying out of his mouth is accompanied by a painful grimace. \"Tit... Titus's fuckin' dead...\"" }, { "actor": "Eugene", "dialogue": "\"What's gonna happen to the Hardie boys? Look around you, man. This shit is done. There are no more Hardie boys!\"" } ], [ { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" }, { "actor": "You", "dialogue": "\"Would you say that Lely was... a *likeable* person?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I didn't like him. Hardened mercenaries aren't particularly likeable types.\"" }, { "actor": "You", "dialogue": "\"Did you feel... protective of the Union?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, sure, and I didn't like Wild Pines sending in those foreign hirelings -- me and a fuck-ton of other people around here.\"" }, { "actor": "Drama", "dialogue": "I hate to be the bearer of bad tidings, but I don't think she's perjuring herself." }, { "actor": "Empathy", "dialogue": "She didn't hate him, okay?" }, { "actor": "You", "dialogue": "\"I have other questions.\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" }, { "actor": "You", "dialogue": "\"Do you like to... hang out on rooftops?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Who doesn't? Oh, you probably mean Klaasje's rooftop. Sure, I've hung out there. She's got this great antenna...\"" }, { "actor": "You", "dialogue": "\"Is that the only reason you... hung out on the roof?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"The view's pretty bomb too, but you might say the antenna was the main attraction there, yeah. Along with Klaasje.\"" } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsNight()]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_special_greeting_done_night\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"] and IsDayFrom(2)]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_special_greeting_done_rain\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She looks at the ripples on the water's surface. \"What can I help you with -- not an umbrella, I hope. I don't need one myself, you see...\" She pats her wet raincoat." }, { "actor": "Shivers", "dialogue": "All around you, rain keeps falling down. On the wooden boards she's standing on, and on the water around you..." }, { "actor": "You", "dialogue": "\"No need. Tell me something.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course.\"" }, { "actor": "You", "dialogue": "\"What can you tell me about this strike?\"" } ], [ { "actor": "Cuno", "dialogue": "\"Right, pig, this is where Cuno plays with his little wooden choo-choo. Fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"There was also a mug in the trash.\" (Show him the mug.)" }, { "actor": "Cuno", "dialogue": "\"The fuck? A *mug* in the trash? Is this about the fucking clothes again?\"" }, { "actor": "You", "dialogue": "\"Actually, talking about this makes me uncomfortable. Let's back up a notch.\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, back out of this shit with Cuno.\"" }, { "actor": "Cunoesse", "dialogue": "\"Back out and take your fat ass with you.\"" }, { "actor": "You", "dialogue": "\"I was wondering about that trash container.\"" }, { "actor": "Cuno", "dialogue": "\"Don't be wondering about Cuno's shit, pig!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.open_trash_container\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_inland_something_in_there\"] and CheckItem(\"ledger_damaged\") == false and CheckItem(\"ledger_of_failure_and_hatred\") == false and CheckItem(\"ledger_oblivion\") == false]" }, { "actor": "You", "dialogue": "\"Okay, enough about this, Cuno. I've got other matters to address.\"" }, { "actor": "Cuno", "dialogue": "\"Of course you do, fuckface.\"" } ], [ { "actor": "Pain Threshold", "dialogue": "Points are good. Have one, you old dog! Before we all die..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_kim_sports\"] and Variable[\"whirling.klaasje_saw_sports_branch_in_race\"] == false]" }, { "actor": "You", "dialogue": "Better not to mention it..." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The young woman looks at you, then the lieutenant, then you." }, { "actor": "Empathy", "dialogue": "She's clearly sensing something. A spike in testosterone levels, perhaps." }, { "actor": "You", "dialogue": "\"Where is Lelystad? The place, I mean.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"In Oranje, officer. It's a... I think *municipality* is the term? A nowhere-town there.\"" }, { "actor": "Encyclopedia", "dialogue": "The Lelystad municipality has few boroughs and even fewer cities -- it's made of agricultural plots near the border of Gottwald. Executive summary: cows, silos, and wheat." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.ask_about_tattoo_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_kim_changed_victims_ethnicity\"] or Variable[\"XP.determine_victims_ethnicity\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This means his race was Occidental, which fits the statements of another witness,\" the lieutenant says, pleased." }, { "actor": "You", "dialogue": "(Look at the autopsy paper.) \"Moving on...\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Take the speed. Take that glorious stuff. You have it now. You've got it! TAKE IT!" }, { "actor": "You", "dialogue": "No. Not right now, anyway. [Discard thought.]" }, { "actor": "Electrochemistry", "dialogue": "Come on. Come on! A little! Just a little bit! Whaddya say, huh?" }, { "actor": "You", "dialogue": "Maybe just a little..." }, { "actor": "Electrochemistry", "dialogue": "Just a little. Then a lot. Come on, party boy! Let's get FUCKED!" } ], [ { "actor": "Hand/Eye Coordination", "dialogue": "Just as you look at the flowers, a gust of wind raises them from the roof, picking them up in the air..." }, { "actor": "You", "dialogue": "Move your hand, fast!" }, { "actor": "Hand/Eye Coordination", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_flower_red_check_grab\"] == true]" }, { "actor": "Hand/Eye Coordination", "dialogue": "You catch a single white flower between your fingers. The rest fly off into the wind. It's a may bell!" }, { "actor": "Hand/Eye Coordination", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.arrest_klaasje_done\"] or Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The young woman looks at the may bell in your hand -- just a glance -- then takes a drag of her cigarette." }, { "actor": "Hand/Eye Coordination", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Oh, that's very nice. I haven't gotten around to her yet -- I'm very, very busy, you see.\" He adjusts a button on his sleeve. \"I hope you're getting along.\"" }, { "actor": "Evrart Claire", "dialogue": "\"One thing I wanna make very clear, Harry, is that this is not some kind of Union *versus* Corporation situation. Everyone is just pals here.\"" }, { "actor": "You", "dialogue": "\"Just pals?\"" }, { "actor": "Evrart Claire", "dialogue": "\"We're all trying to do what's best for Martinaise.\" His smile widens. \"Don't feel like you can't cooperate with her, because you and I are such good friends and I'm helping you find your lost gun. I'm not a jealous guy.\"" }, { "actor": "Suggestion", "dialogue": "Whoa... that's so nice of him. Suspiciously nice." }, { "actor": "You", "dialogue": "\"Why haven't you let her in to see you?\"" } ], [ { "actor": "Inland Empire", "dialogue": "Now! Now you will *finally* get to know who you are!" }, { "actor": "You", "dialogue": "\"Wait. I have a *few* questions before we go. About who I am.\"" }, { "actor": "Jean Vicquemare", "dialogue": "The man looks westward, impatiently." }, { "actor": "Perception (Hearing)", "dialogue": "Jingling his car keys in his pocket." }, { "actor": "You", "dialogue": "\"The phasmid -- I need to tell Lena about this ASAP.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.return_to_mainland_done\"]) == false]" }, { "actor": "Jean Vicquemare", "dialogue": "\"Well, you can do that in all the spare time you're going to have.\"" }, { "actor": "Judit Minot", "dialogue": "\"Jean...\" She stops." }, { "actor": "You", "dialogue": "\"She's a cryptozoologist. She told me about this phasmid...\"" }, { "actor": "Judit Minot", "dialogue": "She listens to you sadly. The wind blows." }, { "actor": "You", "dialogue": "\"Who *am* I?\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Who *are* you? You're a gym teacher, Harry.\"" }, { "actor": "You", "dialogue": "\"What?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.return_to_mainland_done\"]]" } ], [ { "actor": "Drainage Pipe", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.drainage_hub_reached\"]) == false]" }, { "actor": "Drainage Pipe", "dialogue": "An old pipe peeks out from beneath the rotting boards of the boardwalk. Could this be an alternative path into the Feld building?" }, { "actor": "Visual Calculus", "dialogue": "A building like this must have multiple doors serving various functions. Perhaps a basement access?" }, { "actor": "You", "dialogue": "Come closer and look in." }, { "actor": "Drainage Pipe", "dialogue": "Your eyes slowly begin to adjust to the darkness inside the drainage pipe." }, { "actor": "Drainage Pipe", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks over your shoulder." }, { "actor": "You", "dialogue": "Try to pull the door apart." }, { "actor": "Drainage Pipe", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.drainage_wc\"]]" }, { "actor": "Physical Instrument", "dialogue": "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..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good work.\" The lieutenant nods toward the impenetrable darkness inside. \"Shall we?\"" }, { "actor": "You", "dialogue": "[Go in.]" } ], [ { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ladder_hub_reached\"]]" }, { "actor": "Feld Ladder", "dialogue": "The rusty ladder leads to the rooftop." }, { "actor": "You", "dialogue": "Teleport to the roof." }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_ladder_savoir_wc\"]]" }, { "actor": "Savoir Faire", "dialogue": "All you need to do is close your eyes and concentrate. Darkness *enfolds* you. You can *feel* the distance between the bench and the first rung of the ladder. All you need to is..." }, { "actor": "You", "dialogue": "Do it." }, { "actor": "Savoir Faire", "dialogue": "*ZOOT*! *ZAP*! *POW*! *CRINKLE*! It's like magic, you feel yourself disappear, your atoms fading out of existence..." }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: (IsHourBetween(8,19)) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay, well. That's impressive, but...\"" }, { "actor": "Savoir Faire", "dialogue": "*BAM*! You find yourself on the roof... having mastered the art of physical displacement." }, { "actor": "You", "dialogue": "\"I did it, Kim! I teleported!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I just *saw* you climb the ladder,\" the lieutenant shouts from below. \"You just climbed it, like a regular person.\"" }, { "actor": "Savoir Faire", "dialogue": "No -- not like a regular person. Like a phase spider." } ], [ { "actor": "Evrart Claire", "dialogue": "\"A fantastic change of heart, Harry!\" He rubs his nose. \"Go talk to Ma\u00f1ana down by the gates. He'll brief you and give you the key.\"" }, { "actor": "Reaction Speed", "dialogue": "And just like that, it's happening -- the roller coaster is moving. Too late to take it back now." }, { "actor": "Evrart Claire", "dialogue": "\"Just open *one little door*. You don't need to go in or anything. I just want that weasel to come home and see the unlocked door. That's it. Anything else we should discuss?\"" }, { "actor": "You", "dialogue": "\"Do you know there's a mega rich light-bending guy inside one of the containers outside?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Mega rich light-bending guy? Oh my god! How did that get in there?\"" }, { "actor": "You", "dialogue": "\"He's so rich he could get in anywhere.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Damn it to hell, Harry!\" He slams his fist on the table. \"I specifically told my guys to check all the containers for mega rich light-bending guys.\"" }, { "actor": "You", "dialogue": "\"You know, some of him *may* have been a figment of my imagination.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Honestly, Harry, we might be moving a spot of drugs through this harbour, but I won't be caught transporting the light-bending mega-rich.\" He shakes his head. \"I have a reputation to protect.\"" }, { "actor": "You", "dialogue": "\"Yes, the transportation of the mega rich should be more tightly regulated. Didn't seem like he was safe.\"" }, { "actor": "Evrart Claire", "dialogue": "\"You're a fucking idiot, Harry. I love it! Thank you for sharing this deep, idiotic part of yourself with me. A hallucinating market liberal. I love it. So poetic.\"" }, { "actor": "Evrart Claire", "dialogue": "He bursts out laughing. \"I shudder to think what you're going to tell me next, Harry.\"" }, { "actor": "Drama", "dialogue": "Not for one second did he believe there's an actual mega rich person somewhere in his containertown." } ], [ { "actor": "Esprit de Corps", "dialogue": "Okay, the man with the sunglasses and his *hypothetical Station 41*. Weird, right?" }, { "actor": "You", "dialogue": "I guess it was kind of weird, yes." }, { "actor": "Esprit de Corps", "dialogue": "There's something we're missing here... something you can't put our finger on. You know what -- just ask him. I know it sounds crazy (and you'll probably get laughed at). But still..." }, { "actor": "You", "dialogue": "I was thinking the same thing. I should just ask him if we're from the same station." }, { "actor": "Esprit de Corps", "dialogue": "Yes. Just cross it off the list. It's probably not true though." } ], [ { "actor": "Conceptualization", "dialogue": "Paintbrush -- check, heavy fuel oil -- check... Now the only thing left to do is paint the wall." }, { "actor": "Conceptualization", "dialogue": "The paintbrush in your hand is like a loaded revolver. What will it be, desperado? Quite a few things come to mind..." }, { "actor": "You", "dialogue": "\"WHAT SHADOW LIES THERE, BENEATH THE BRIGHT GLEAM\"" }, { "actor": "Conceptualization", "dialogue": "You've spoken. The wall will now silently repeat the message. For a decade or so, until the sea air degrades the paint, adding another layer of *detritus* to the city." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Very poetic.\" The lieutenant nods in appreciation -- it doesn't sound sincere. \"Real poetry. Should we return to our murder investigation? I hear there's a really *bad* one we're supposed to solve.\"" } ], [ { "actor": "Samaran Butter", "dialogue": "[Action/Check: Condition: Variable[\"canal.samaran_vis_calc_wc_success\"]]" }, { "actor": "Perception (Sight)", "dialogue": "The crumpled SAMARAN BUTTER billboard still soaks in the canal, marked by tyre tracks." }, { "actor": "You", "dialogue": "\"Yup -- *I* did this.\"" }, { "actor": "Visual Calculus", "dialogue": "Clearly. The motor carriage in question was a Coupris 40 -- mere minutes before it took a final voyage into the ocean." }, { "actor": "You", "dialogue": "Why the Coupris 40?" }, { "actor": "Visual Calculus", "dialogue": "It's about the right size, and the tyre marks look like they came from the skinny tyres frequently found on that motor carriage." }, { "actor": "Encyclopedia", "dialogue": "The Coupris 40 is a very popular model with bank clerks, topping-pie delivery drivers, secondary school teachers, cops, strippers dressed as cops, undressed strippers..." }, { "actor": "You", "dialogue": "What now?" }, { "actor": "Visual Calculus", "dialogue": "Now? You'd have to follow the tracks to be sure." }, { "actor": "You", "dialogue": "\"Yup -- *I* did this.\"" } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_failed_wc_once\"]]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_failed_the_wc_second_time\"]) == false]" }, { "actor": "Authority", "dialogue": "This time it's going to work. You already ruled out the first, *bad* option that didn't." }, { "actor": "You", "dialogue": "\"Let's try this again -- Kim, gimme your gun.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No,\" he whispers, not even looking at you. \"Not going to happen.\"" }, { "actor": "You", "dialogue": "\"I need Kim and his gun here for my *demonstration*.\"" }, { "actor": "Shanky", "dialogue": "\"The fuck are you talkin' about -- gun?\" He asks angrily. \"No one's gonna let you wave a gun around here.\"" }, { "actor": "You", "dialogue": "That's it? That's all I got?" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Great! You wanna bounce something off your old friend, Mr. Claire, right?\" He seems genuinely pleased. \"Well, let's hear it, Harry!\"" }, { "actor": "You", "dialogue": "\"What happened to the previous negotiator, Mr. Gaumont?\"" }, { "actor": "Evrart Claire", "dialogue": "\"What do you mean, Harry?\" The big man sounds annoyed. \"Nothing. I let him go.\"" }, { "actor": "You", "dialogue": "\"He made concessions for the company in previous negotiations. Why would you let an ally like that go?\"" }, { "actor": "Evrart Claire", "dialogue": "\"He's an old man, Harry. I wanted him to spend more time with his family.\" He looks down and sighs. \"God knows how long he's got left.\"" }, { "actor": "You", "dialogue": "\"You called him a midget.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Harry!\" he exclaims, indignant. \"I have *little people* in my organization. I would never call someone a midget. What is this?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Honestly, I'm beginning to think *you're* a midget, Harry.\" Abruptly, he smiles and changes his tone. \"I'm only kidding, Harry. You're not a midget. No one is. We're pals.\"" }, { "actor": "Half Light", "dialogue": "It's hard to say if he really lost his temper or if this is another one of his tricks. This man... almost never angers visibly." }, { "actor": "You", "dialogue": "\"Evrart, Joyce seems to think the Union is low-balling her.\"" } ], [ { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "A police badge on which you see the photo of a man -- you. Some seaweed is stuck to the back." }, { "actor": "You", "dialogue": "\"I found my badge!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"At least *something* good came out of all this.\" The lieutenant glances at the badge in your hands." }, { "actor": "You", "dialogue": "Study the badge." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "Encased between two durable plastic sheets is a bluish card with lines of information -- and a watermark in the shape of the street grid of Revachol West." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "You see: a photo, a name, a rank, a document number, the date of issue, and -- in the lower right corner -- your precinct." }, { "actor": "You", "dialogue": "Put the badge away. [Leave.]" } ], [ { "actor": "Door (Unopenable)", "dialogue": "An old door, worn by elements, guards the depot. The wind has blown a sand dune in front of it. The door hasn't been opened in a long while. You see a handle." }, { "actor": "You", "dialogue": "\"Could this structure have been used to take the shot?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From here to the Whirling? I can't see how...\" He looks southeast and blows on his fingers: \"The church is in the way.\"" }, { "actor": "You", "dialogue": "\"Could this structure have been used to take the shot?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From here to the Whirling? I can't see how...\" He looks southeast and blows on his fingers: \"The church is in the way.\"" }, { "actor": "You", "dialogue": "\"Could this structure have been used to take the shot?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From here to the Whirling? I can't see how...\" He looks southeast and blows on his fingers: \"The church is in the way.\"" }, { "actor": "You", "dialogue": "Open the door." }, { "actor": "Door (Unopenable)", "dialogue": "You rattle the handle a bit, then push on the door with all your weight -- it does not budge. Not only is it locked, it's also *jammed* shut." } ], [ { "actor": "Inland Empire", "dialogue": "Stop. Just up ahead: danger." }, { "actor": "Hand/Eye Coordination", "dialogue": "You are prepared. Don't put away your friend. Your weapon." }, { "actor": "Interfacing", "dialogue": "Raindrops slip from the barrels of your Villiers 9mm pistol." }, { "actor": "Hand/Eye Coordination", "dialogue": "For God's sake -- find some bullets before you go any further. An unloaded gun won't do you any good!" }, { "actor": "Inland Empire", "dialogue": "Wait -- your old friend has prepared you for this -- at great cost to himself. Make sure you have the spirit bomb in your hand when *shit goes south*." }, { "actor": "You", "dialogue": "I'm ready to do this." }, { "actor": "Inland Empire", "dialogue": "Good. Be ready to take damage." } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "The woman gazes steadily at the waves. A sudden gust picks up her dark hair and lets it fall again, tussled, wild. She brushes a few stray locks from her eyes, and only then spots you approaching." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye, so here you are. The sun is up and the rain is...\" she puts her hand in the rain, \"...cold. Ice cold. I don't mind. At least it keeps the drunks and teenagers at bay.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Know that you're not the first guy to bring a girl to Land's End. This is what locals call a *make-out spot*. That is not going to happen here today -- I just want to make that clear, dimples.\" She turns to face the sea once more." }, { "actor": "Empathy", "dialogue": "Her thoughts are still elsewhere -- with distances across the water, and with the water itself." }, { "actor": "Encyclopedia", "dialogue": "Across the rusty water -- that's La Delta, the financial district. In the mist-covered distance, towers rise as a rebuke to the poverty of this coast." }, { "actor": "You", "dialogue": "(Look at her) \"You seem surprised that I made it.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "She chuckles. \"Drinking men aren't known for keeping their appointments.\"" }, { "actor": "You", "dialogue": "\"I'm just trying to be a responsible grown-up.\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Ruination has come. The broken arches betray the once grand history of this building. It towered over the harbour, until *it* happened." }, { "actor": "You", "dialogue": "Form a guess about what happened." }, { "actor": "Visual Calculus", "dialogue": "A great force from the northeast fired into the city. Heavy artillery shelled the coastline, fired from the water -- a straight shot into Revachol." }, { "actor": "Visual Calculus", "dialogue": "The tenement acted as a defensive wall against the worst of the shelling. Until it was destroyed, and they had a direct firing line." }, { "actor": "Savoir Faire", "dialogue": "The wind blows through your hair. The sea breeze cuts around you, high on the balcony, as you stare over the edge at the sea." }, { "actor": "You", "dialogue": "Time to go. [Finish thought.]" } ], [ { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kimnotes_entered_wo_kim\"]]" }, { "actor": "Half-Finished Paperwork", "dialogue": "These are fragments of the lieutenant's paperwork, left unfinished. Notes on this and other recent cases." }, { "actor": "You", "dialogue": "\"Look, Cuno, Lieutenant Kitsuragi's notes.\"" }, { "actor": "Cuno", "dialogue": "The boy picks up the notes and shuffles through some of the case names: \"'The Child', 'Dom's Unfinished', 'Dom's Unfinished 2', 'The Man With the Hole in His Head'... Boring ass shit,\" he concludes." }, { "actor": "Cuno", "dialogue": "\"Oh... 'Motorcycle Emptiness' -- that's a cool case. Cuno can solve that shit for the bino.\"" }, { "actor": "You", "dialogue": "\"Don't call him a *bino*.\"" }, { "actor": "Cuno", "dialogue": "The boy hesitates for a moment, then nods. \"No one tells Cuno what to call something, but the bino was alright in Cuno's book.\" He taps his chest solemnly. \"Cuno's pig.\"" }, { "actor": "You", "dialogue": "What has he written -- on *this* case?" }, { "actor": "Half-Finished Paperwork", "dialogue": "Very little. This is a daily write-up. He's just started copying notes from his notebook, preparing them for filing. The case appears to be named, however." }, { "actor": "You", "dialogue": "What is the name?" }, { "actor": "Half-Finished Paperwork", "dialogue": "HDB41-0803.1300 (THE HANGED MAN)" }, { "actor": "Esprit de Corps", "dialogue": "Twenty-eight kilometres to the northeast, in the infirmary of Precinct 57, Lieutenant Kim 'Pinball' Kitsuragi rests under a heart monitor. A triage sign coloured yellow hangs from his injury record -- safe, it means. He coughs, propped up against the pillow." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kimnotes_esprit\"]) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"I think I just need a break from our main case for a bit.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I certainly understand the impulse, but this is our job, detective. Our whole *raison d'\u00eatre*. At some point, we'll need to return to it.\"" }, { "actor": "You", "dialogue": "\"This has *got* to be better than your DynaWave.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"An Esterhaz is certainly nothing to sniff at.\" The lieutenant nods. \"But if you compare the feature sets, I would say they're more-or-less equivalent.\"" }, { "actor": "You", "dialogue": "\"Fine, it appears we've reached a draw.\"" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"inventory.suzerainty_trade_war_counter\"] > 2]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, another draw. It appears we are quite equally matched.\"" }, { "actor": "You", "dialogue": "Put the transceiver away. (Conclude.)" }, { "actor": "Abandoned Lorry", "dialogue": "The movie stars are still smiling from the walls. There's a radio transmitter in the front and a pull-out toolbox tucked under the driver's seat. Some tools lie scattered near the pedals." }, { "actor": "You", "dialogue": "Remove the radio transceiver." }, { "actor": "Abandoned Lorry", "dialogue": "It takes a few moments, but eventually the transceiver slides from its greased socket mount with an eminently satisfying *chhhnk*." }, { "actor": "Hand/Eye Coordination", "dialogue": "Nearly the same sound produced by the action on a good breechloader, you can't fail to notice." } ], [ { "actor": "Primer Book", "dialogue": "You hold in your hand the colourful primer. The title reads: \"A Primer for Small Kids.\" There's a bear involved." }, { "actor": "You", "dialogue": "\"Kim, I know the alphabet now.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good. I also know the alphabet.\"" }, { "actor": "Esprit de Corps", "dialogue": "It is a very useful skill to have, he thinks. For all sorts of life-activities. Like reading, and..." }, { "actor": "You", "dialogue": "Exactly what I need!" }, { "actor": "Primer Book", "dialogue": "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..." }, { "actor": "You", "dialogue": "On what?" }, { "actor": "Primer Book", "dialogue": "The alphabet." }, { "actor": "You", "dialogue": "Exactly what I need!" }, { "actor": "Primer Book", "dialogue": "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..." }, { "actor": "You", "dialogue": "On what?" }, { "actor": "Primer Book", "dialogue": "The alphabet." } ], [ { "actor": "Empathy", "dialogue": "Kim also tries *not* to look at the pile of tape viscera on the carpet. Or the weird suitcase on the hat rack. Or the potted plant dying in the corner. But it's all just too morbid to ignore." }, { "actor": "Savoir Faire", "dialogue": "The man is finding it hard not to trip on the tape -- and not to send any of the bottles rolling across the floor..." }, { "actor": "You", "dialogue": "\"This is where *the magic* happens.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And by that you mean crimes against humanity?\"" }, { "actor": "You", "dialogue": "\"Well, crimes against myself anyway.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have no idea what that means.\" He looks toward the exit, longingly." } ], [ { "actor": "Half Light", "dialogue": "Tremble. THE TIME IS NOW. \u03c4\u1f70 \u1f45\u03bb\u03b1." }, { "actor": "You", "dialogue": "This is because of the insane world-ending I've been saying isn't it? (Proceed.)" }, { "actor": "Half Light", "dialogue": "Yes. You spoke the words of the \u03c0\u03b1\u03bb\u03af\u03bd\u03c4\u03c1\u03bf\u03c0\u03bf\u03c2, and the houses of Perikarnassis. Items, people, even WORDS will tumble, all will lose its meaning in the coming years. That is why you marked yourself." }, { "actor": "You", "dialogue": "Am I sure it's not just a joke, or some kind of coping mechanism?" }, { "actor": "Half Light", "dialogue": "It's *totally* also a coping mechanism." }, { "actor": "You", "dialogue": "I *do* think the world might end soon. (Opt in.)" }, { "actor": "Half Light", "dialogue": "The face of the woman fractures. There will be herd killing. We all become vapour." } ], [ { "actor": "A Folded Library Card", "dialogue": "The library card is folded into two and still slightly wet to the touch. The front side reads: \"Central Jamrock Public Library Card. Issued to Billie M\u00e9jean, expires July '53.\"" }, { "actor": "Logic", "dialogue": "Billie is a unisex name. Could be the deceased *or* his family member?" }, { "actor": "You", "dialogue": "Look at the backside." }, { "actor": "A Folded Library Card", "dialogue": "\"If lost, please return the card to the library. Dial 005-02-55-211 or visit us at Meroe Street 78, Jamrock. Business hours: 09.00 to 18.00.\"" }, { "actor": "Logic", "dialogue": "You should first decide what to do with the corpse, before taking any further actions. Talk to the lieutenant about it." }, { "actor": "You", "dialogue": "[Put it away.]" } ], [ { "actor": "Savoir Faire", "dialogue": "Hey, money-mouth. Eendracht. The impeccable hustler-provider of the seventh generation. It's showtime with Savvy!" }, { "actor": "You", "dialogue": "Do I know you?" }, { "actor": "Savoir Faire", "dialogue": "You will. I'm here to make your life better. They call me the Man-About-Town. Gilded Heart-Throb. Master of Money." }, { "actor": "You", "dialogue": "I know all about money." }, { "actor": "Savoir Faire", "dialogue": "No, you don't! You just keep muttering about your 'economic self-interest' and not doing anything about it. Yeah, I heard you back there. What the hell was that?!" }, { "actor": "You", "dialogue": "It is but a symptom of the rapacious catastrophe that will devour us all." }, { "actor": "Savoir Faire", "dialogue": "Brilliant, catastrophes are *prime time* for money-makers. But you're not really reaping any benefits yet, are you? No shorting, no shameless speculation..." }, { "actor": "Half Light", "dialogue": "Just take my money and leave me alone!" }, { "actor": "Savoir Faire", "dialogue": "Listen, if you really want to make it in the big leagues, you need to *re-conceptualize* your entire portfolio. Collecting tare and moaning about taxes is not going to cut it." }, { "actor": "Savoir Faire", "dialogue": "You need to become a MILLIONAIRE. Now, how do you become a MILLIONAIRE?" }, { "actor": "You", "dialogue": "I could sell Kim's motorcar, like I sold his spinners?" }, { "actor": "Savoir Faire", "dialogue": "And then what? Join the ranks of blue-collar criminals?" }, { "actor": "You", "dialogue": "Alright, I give up -- I have no idea how to make millions." }, { "actor": "Savoir Faire", "dialogue": "Of course you don't. You've never even been *close* to a sum with more than three zeros. Let's face it, you've been on a years-long losing streak..." } ], [ { "actor": "Writing Desk", "dialogue": "A phone book lies open on the table, covering a stack of utility bills. Right next to it, in plain sight, sits a small bottle of amphetamine, conveniently equipped with a straw." }, { "actor": "Electrochemistry", "dialogue": "Score! It's right there, baby. Today's your lucky day." }, { "actor": "You", "dialogue": "Take the speed from the table." }, { "actor": "Writing Desk", "dialogue": "You pocket the bottle as if it were the most natural thing in the world." }, { "actor": "Electrochemistry", "dialogue": "Don't wait, celebrate! Blast that shit right here! Take inventory of it once this boring table shit is done!" }, { "actor": "Half Light", "dialogue": "Blast it before you face the beast, de Ruyter. You're going to need the encouragement." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Rhetoric", "dialogue": "Yes, *of course*. Now we're on the right track..." }, { "actor": "You", "dialogue": "Inhale." }, { "actor": "Rhetoric", "dialogue": "It smells like..." }, { "actor": "Perception (Smell)", "dialogue": "We're getting crates and pallets calling to mind vast stands of winter pines, a swirl of ancient odours absorbed by heavy carpet fibres, but also a pervasive, treacly *sweetness* that somehow reminds you of kola nuts..." }, { "actor": "Perception (Smell)", "dialogue": "... an office? Something officious? Is that a word? There's a bit of dust in the air that may be triggering your allergies." }, { "actor": "Evrart Claire", "dialogue": "Meanwhile, the man behind the desk clatters away on his typewriter, wilfully indifferent to your presence." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities, you call me Evrart, I call you Harry!\"" }, { "actor": "You", "dialogue": "\"Fine by me.\"" }, { "actor": "Evrart Claire", "dialogue": "\"So Harry, what can I help you with today?\"" }, { "actor": "You", "dialogue": "\"I wanted to go over a couple of things about me.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Let's hear it, Harry.\" He sinks deeper into his chair." }, { "actor": "You", "dialogue": "\"Let's talk of other matters for a moment.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Of course, Harry, of course! Let's not linger on personal details and amnesia. You wanted something from me?\"" }, { "actor": "You", "dialogue": "\"Do you know there's a mega rich light-bending guy inside one of the containers outside?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Mega rich light-bending guy? Oh my god! How did that get in there?\"" }, { "actor": "You", "dialogue": "\"Slime like him? Must've oozed in through the cracks.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Damn it to hell, Harry!\" He slams his fist on the table. \"I specifically told my guys to check all the containers for mega rich light-bending guys.\"" }, { "actor": "You", "dialogue": "\"You know, some of him *may* have been a figment of my imagination.\"" } ], [ { "actor": "Barbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.barbell_main_hub_reached\"]]" }, { "actor": "Barbell", "dialogue": "The barbell waits patiently on the floor, like a dog for its master." }, { "actor": "You", "dialogue": "Is this familiar because I'm a weightlifter?" }, { "actor": "Inland Empire", "dialogue": "No, it's not that... It's the stale smell of rubber, the squeaky sound of sneakers, your bruised knee against the mat. And a whistle... then the feeling is gone." }, { "actor": "Logic", "dialogue": "It's just a memory." }, { "actor": "Endurance", "dialogue": "A memory from another life -- when you were young and fit." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I thought we decided to leave it to Processing.\" The lieutenant shakes his head. \"Let's not turn this into some kind of circus.\"" }, { "actor": "Interfacing", "dialogue": "Damn it, this is turning into some sort of mega-puzzle." }, { "actor": "Logic", "dialogue": "Okay, so you can *sneak* out of your room maybe, after he's gone asleep..." }, { "actor": "You", "dialogue": "Try to remove the dead man's boots." }, { "actor": "The Hanged Man", "dialogue": "Before you can grab hold of the boot, you hear a voice coming out of the dead man's mouth. It's the voice of Lieutenant Kim Kitsuragi, telling you to stop whatever you're doing." }, { "actor": "The Hanged Man", "dialogue": "You're sabotaging the crime scene, and yet you haven't even finished the field autopsy. Come back later when you're done with the investigation." } ], [ { "actor": "A Brief Look at Infra-Materialism", "dialogue": "You spend a moment contemplating the cover's slightly unnerving swirl of orange, yellow, and green." }, { "actor": "You", "dialogue": "Read the introduction on Ignus Nilsen." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Known to his numerous admirers as the 'Evangelist of the Revolution' and to his even-more-numerous enemies as the 'Apocalyptic Shrike', Ignus Nilsen remains one of the most controversial and fascinating figures to emerge in the years of the Antecentennial Revolution, second only to Kras Mazov himself." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "During his unparalleled life, he helped guide a revolution in one country and found a new state in another. Along the way, he committed some of the most notorious war crimes in an era famed for its atrocities." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "And yet, his most *fascinating* contribution to history may be the most overlooked: His theory of ideological plasm, from which his followers and successors developed the school of communism known as *infra-materialism*." }, { "actor": "You", "dialogue": "Start reading the first chapter." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "If you're like most people, you probably believe that your thoughts reside in your brain, right?" }, { "actor": "Conceptualization", "dialogue": "Yes, you have a little cabinet for organizing and storing them away." }, { "actor": "Inland Empire", "dialogue": "That's not right at all. Thoughts don't exist in the brain, they float through the *air*! Your brain is but a fish swimming through them..." } ], [ { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: Variable[\"whirling.goracy_main_hub_reached\"]]" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: IsNight()]" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "The man nods at you, checks his watch and sighs, \"Ai-ai-ai...\"" }, { "actor": "Logic", "dialogue": "It's late. He's working." }, { "actor": "You", "dialogue": "\"I don't think I need anything else. Stay masculine!\" [Leave.]" } ], [ { "actor": "Inland Empire", "dialogue": "You should totally sing karaoke here, the first chance you get. Your emotions need to be expressed. People need to know of your vast, oceanic soul." }, { "actor": "You", "dialogue": "My soul is modest. It's normal sized." }, { "actor": "Inland Empire", "dialogue": "Exactly. It's measured, level-headed, and it needs to be heard." }, { "actor": "Inland Empire", "dialogue": "Through a PA system." }, { "actor": "Inland Empire", "dialogue": "By other people." }, { "actor": "Half Light", "dialogue": "Whether they like it or not. Ram it up their ears, says your adrenaline gland. Violently express yourself." }, { "actor": "You", "dialogue": "This goes well with a theory I'm developing: that I'm a down-on-my-luck superstar person." }, { "actor": "Inland Empire", "dialogue": "Who is mistakenly identified as a cop for his prominent jaw line? Yes, sounds likely. You should probably go on stage and pose for a moment when you're done with this thought. See if it works." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Metal Grille Door", "dialogue": "You can hear animated voices coming from the other side of the grille." }, { "actor": "You", "dialogue": "\"Hey, it's me again!\" (Knock on the grille.)" }, { "actor": "Metal Grille Door", "dialogue": "You hear the voices conferring once again." }, { "actor": "Metal Grille Door", "dialogue": "\"He came back?\" There's a note of surprise in the voice. \"Do you have the passphrase this time?\"" }, { "actor": "You", "dialogue": "\"It's 'Blessed are the sausage grinders'.\"" }, { "actor": "Metal Grille Door", "dialogue": "\"Did he say something about sausages?\" The voice appears completely confused by your response" }, { "actor": "You", "dialogue": "\"It's 'We await the silent mole empire'.\"" }, { "actor": "Metal Grille Door", "dialogue": "\"He said something about moles. Perhaps he's just a night-wandering lunatic.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "You see the lieutenant's familiar shape in the orange jacket. It turns double -- then triple -- from the pain." }, { "actor": "Pain Threshold", "dialogue": "It's nothing. You're alive, that's what matters." }, { "actor": "You", "dialogue": "\"Kim....\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Sunrise, parabellum*,\" the lieutenant says. He's in the middle of a freshly cleaned room, with the fan above his head like a halo. His face is covered in bruises." }, { "actor": "You", "dialogue": "\"What... happened?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What happened? You shot the major in the face. A firefight ensued.\"" }, { "actor": "You", "dialogue": "\"Is he dead?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes.\"" }, { "actor": "Half Light", "dialogue": "You're a real killer, Harry." }, { "actor": "Inland Empire", "dialogue": "A bloodstained killer." }, { "actor": "You", "dialogue": "\"I warned them I am a killer of killers...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That you did.\" The lieutenant looks at you with a peculiar expression. He then continues..." }, { "actor": "Esprit de Corps", "dialogue": "A man of his word, this killer of killers." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Yes. Your lost gun.\" His face turns serious. \"My best men are on it. They're turning every stone, searching every playground, asking kids, grandmas, everyone.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Your gun *will* be found, Harry. Let me assure you of that.\" He winks at you. \"It's just a matter of time and... *effort*.\"" }, { "actor": "Rhetoric", "dialogue": "The only way to find it seems to be working with him. He might even be holding your gun hostage..." }, { "actor": "You", "dialogue": "Hold on, could he really hold my gun hostage?" }, { "actor": "Rhetoric", "dialogue": "Who knows? Only one thing is certain: If you work with him, you're going to get it back, and working with him might be the only way to do it." }, { "actor": "You", "dialogue": "\"I will not be blackmailed with this gun business.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Harry, Harry -- I was only trying to be tactful. A lost gun is a dangerous thing. I can't have it around in my neighbourhood.\"" }, { "actor": "Evrart Claire", "dialogue": "His tone is suddenly very serious. \"Kids could be playing gun-roulette with it as we speak. Teenage gangs could be arming themselves. Get a hold of yourself, Harry!\"" }, { "actor": "You", "dialogue": "(Lie.) \"I opened the door to your weasel's den.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Are you shitting me, Harry? Did you not really open the door and are now just telling me you did?\" His lively eyes are mapping your face. \"You're a wild one, Harry!\"" }, { "actor": "You", "dialogue": "\"No, no, Evrart. I really did open the door.\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Wait, stop -- that man, bloated beyond all recognition, was 42?" }, { "actor": "You", "dialogue": "It's what she said, yes." }, { "actor": "Visual Calculus", "dialogue": "Below the damage, the weeks of decomposition, all the swollen indignity of mortality -- he was 42 years old?" }, { "actor": "You", "dialogue": "Where is this going?" }, { "actor": "Visual Calculus", "dialogue": "How old are *you*? That's where this is going. Forty-five thousand litres of raw alcohol has left its disfigurements. What lies beneath, you wonder." }, { "actor": "You", "dialogue": "(Turn around.) \"Miss, how old do you think I am?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Huh?\" She leans in closer. \"How old do I think you are?\"" }, { "actor": "Rhetoric", "dialogue": "She's buying time to formulate the best answer." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.light_paid_shares\"]]" }, { "actor": "Sawed-off Street Light", "dialogue": "It's the 700 re\u00e1l modified street light you traded for shares." }, { "actor": "You", "dialogue": "See you later, sunshine. [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.light_roy_asked_how_get_shares\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Uh,\" comes a voice from behind the glass. \"One quick question. How do I get hold of my shares?\"" }, { "actor": "You", "dialogue": "\"I'll get my Personal Brand Strategist to sort the legal work out with you.\" (Mumble.) \"Once I have one...\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Oh, right. Perfect. Thank you.\"" } ], [ { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: (Variable[\"yard.sense_viscal_greeting_done\"]) == false]" }, { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: (Variable[\"yard.viscal_greeting_pre_stage\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "There are several footprints in the mud, left by work boots: anywhere from 6 to 12 pairs have walked here." }, { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Rhetoric", "dialogue": "There! Do you smell that?" }, { "actor": "You", "dialogue": "I don't smell anything." }, { "actor": "Rhetoric", "dialogue": "Can you not detect that inimitable whiff of dissatisfaction and restlessness, that sense that the world is in need of dramatic, even violent re-ordering?" }, { "actor": "You", "dialogue": "Are you saying there's a communist nearby?" }, { "actor": "Rhetoric", "dialogue": "Without a doubt. Your politico-olfactory cortex doesn't deceive you. The smell is coming... from that balcony over there!" }, { "actor": "You", "dialogue": "You mean from that scary-looking girl in the old lady coat?" }, { "actor": "Rhetoric", "dialogue": "Certainement! A precocious communist youth, a symbol of a kinder, more hopeful future. Now's your chance to *establish contact* with your revolutionary brothers and sisters." }, { "actor": "Inland Empire", "dialogue": "A chance to establish contact with the future! What a beautiful, *terrible* thought..." } ], [ { "actor": "Inland Empire", "dialogue": "The Headless FALN Rider -- he could appear at any minute!" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Please tell me we're not here to look for a headless man in a tracksuit riding a horse... because there's no such thing.\"" }, { "actor": "Inland Empire", "dialogue": "Don't listen to the lieutenant! He doesn't know *anything*." }, { "actor": "You", "dialogue": "\"We'll just wait and see.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There's nothing to wait for. We should get some rest, it's been a long day.\"" }, { "actor": "You", "dialogue": "\"You're right, what was I thinking? Let's go.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods." } ], [ { "actor": "Savoir Faire", "dialogue": "Sorry, but you just don't have it in you right now." }, { "actor": "Tiago", "dialogue": "\"What were you even trying to do, man? I believe you can overcome your problems eventually, if you purge yourself of your wilfulness and seek the Mother's guidance. But *this*, right now, would be some suicidal shit.\"" }, { "actor": "You", "dialogue": "\"Some ravers want to turn this place into a nightclub.\"" }, { "actor": "Tiago", "dialogue": "\"The ones in the tent outside, right? I seen 'em. Think they're scared of me.\"" }, { "actor": "You", "dialogue": "\"So, what do you think? About the nightclub, that is.\"" }, { "actor": "Tiago", "dialogue": "\"Why not? They wouldn't bother me none. I'm usually way up there, imbibing. Ain't no music on Earth that can reach where I go.\"" }, { "actor": "Tiago", "dialogue": "\"Might even be nice to have some company...\"" }, { "actor": "Empathy", "dialogue": "He said that in spite of himself. He's more attached to the human than he'd like to think." }, { "actor": "You", "dialogue": "\"Did you just climb down from the church tower?\"" }, { "actor": "Tiago", "dialogue": "\"Sure did, homes.\"" } ], [ { "actor": "You", "dialogue": "Touch it with your finger, gently. (Proceed.)" }, { "actor": "The Hanged Man", "dialogue": "A black trickle of liquid runs into his throat from the wound..." }, { "actor": "You", "dialogue": "Put your finger in." }, { "actor": "The Hanged Man", "dialogue": "Your index fits right in there. A tight tunnel of flesh opens up -- tissue damage -- wide enough for two fingers. As you push both in, you reach through his mouth, right into his brain stem." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"doomed.fridge_corpse_in_fridge\"]]" }, { "actor": "You", "dialogue": "Brain stem?" }, { "actor": "The Hanged Man", "dialogue": "Yes. That's what this part is called." }, { "actor": "Physical Instrument", "dialogue": "You've seen the drawings. You've studied them." }, { "actor": "You", "dialogue": "Push deeper." }, { "actor": "The Hanged Man", "dialogue": "Your fingers slide into the remains of his limbic system. There is no resistance. It's gelatinous. The slug-like structures are damaged too, the tearing extends deep into both hemispheres." }, { "actor": "Encyclopedia", "dialogue": "This is what he used to regulate his emotions with..." }, { "actor": "Inland Empire", "dialogue": "The ululations of the limbic system have ended. All is quiet." }, { "actor": "You", "dialogue": "\"There's a cavity... cut right between the hemispheres.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant answers with the sound of his pen on paper." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Fuckin' *CAVITY* C...\" Cuno's voice is hushed." } ], [ { "actor": "Pain Threshold", "dialogue": "Points are good. Have one, you old dog! Before we all die..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_kim_sports\"] and Variable[\"whirling.klaasje_saw_sports_branch_in_race\"] == false]" }, { "actor": "You", "dialogue": "Better not to mention it..." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The young woman looks at you, then the lieutenant, then you." }, { "actor": "Empathy", "dialogue": "She's clearly sensing something. A spike in testosterone levels, perhaps." }, { "actor": "You", "dialogue": "\"How old was he, miss?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"He was forty-two.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Forty-two? Are you sure? I would have had him above fifty...\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"He had many scars that made him appear older. But no.\" The memory makes her smile." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"We even celebrated his birthday, like, some weeks ago... It was a funny two days. He had little reason to lie to me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.exact_date\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_age_fourty\"]]" } ], [ { "actor": "Visual Calculus", "dialogue": "The light vanishes inside the concrete slit. The structure goes deep under the earth." }, { "actor": "You", "dialogue": "What's in there?" }, { "actor": "Visual Calculus", "dialogue": "Maybe it's just a storm drain for the sewer?" }, { "actor": "You", "dialogue": "What's in there?" }, { "actor": "Visual Calculus", "dialogue": "Maybe it's just a storm drain for the sewer?" }, { "actor": "You", "dialogue": "What's in there?" }, { "actor": "Visual Calculus", "dialogue": "Maybe it's just a storm drain for the sewer?" }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Jean Vicquemare", "dialogue": "\"Look what the tide brought in,\" the man says in a measured tone. Suddenly, his expression changes and he tilts his head..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: CheckEquipped(\"shirt_t500\") and (CheckEquipped(\"shoes_t500\") or CheckEquipped(\"gloves_t500\") or CheckEquipped(\"hat_t500\"))]" }, { "actor": "Jean Vicquemare", "dialogue": "\"I wanna call you a teapot, but I'm honestly kind of impressed... no idea where you got all that gear -- but there's no doubt in my mind that some bad, bad people are looking for it...\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Also, you look like a fucking idiot.\"" }, { "actor": "Rhetoric", "dialogue": "Whatever this is, it is completely unimportant compared to what you've just *seen*." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.vicquemare_main_hub_reached\"]) == false]" }, { "actor": "You", "dialogue": "\"Forget about all this, there's a giant...\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"We're not forgetting about anything -- look at you!\" He points at you with both hands." }, { "actor": "You", "dialogue": "\"Wait... you're the Man with Sunglasses.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"That's right, and you're some kind of a... urban scarecrow thing.\"" }, { "actor": "You", "dialogue": "\"No one else seems bothered by my FALN gear.\"" } ], [ { "actor": "You", "dialogue": "\"Titus, you have to see it. Things don't add up -- we need to talk to her.\" (Move on.)" }, { "actor": "Titus Hardie", "dialogue": "Silence. He looks around the room." }, { "actor": "Theo", "dialogue": "The old man in the corner nods." }, { "actor": "Perception (Sight)", "dialogue": "A very small nod -- and a trickle of tobacco spit on his lip." }, { "actor": "Authority", "dialogue": "This is the only opinion he cares for." }, { "actor": "Titus Hardie", "dialogue": "\"Yeah -- I see it.\" He puts his beer down. \"There's one more thing I've been *wondering* about. Ever since you asked me where she is. Add it to your list of suspicions, if you want.\"" }, { "actor": "Titus Hardie", "dialogue": "\"I don't *know*.\" He smiles a peculiar smile. \"I don't know where she went. She just up and left. Got real scared too. Wouldn't tell me where -- however *hard* I asked. Wanna know why?\"" }, { "actor": "You", "dialogue": "\"Why?\"" }, { "actor": "Titus Hardie", "dialogue": "\"She was afraid I would tell you.\" He looks you straight in the eye. \"Maybe she was right. By now I probably would.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"She knew there's evidence on her -- and she knew we'd find it. This is typical suspect behaviour. Why fleeing is always incriminatory.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Perhaps.\" He looks out of the window again. \"Ask her if you find her. It won't be easy though. She made sure of that.\"" }, { "actor": "You", "dialogue": "\"Do you have any clues on where Ruby went?\"" }, { "actor": "Titus Hardie", "dialogue": "\"She's not far. We know that much -- she didn't take her lorry. So she's on foot.\"" }, { "actor": "Alain", "dialogue": "\"Good fucking luck, man... She knows this place like the back of her hand. You'll never find her.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, Al.\" He gives a sharp look. \"And we won't either.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ruby_third_merc\"] == true]" }, { "actor": "De Paule", "dialogue": "\"Oh yeah, that's Ruud.\" The armoured woman smiles a vicious smile. \"Ruud 'The Killer' Hoenkloewen -- he doesn't talk much.\"" }, { "actor": "Ruud Hoenkloewen", "dialogue": "\"... all of you fucking cunts inside out...\"" }, { "actor": "You", "dialogue": "\"Okay. Let's just keep talking -- no one needs to die today.\" (Back off.)" }, { "actor": "Kortenaer", "dialogue": "\"This... talking-shit won't help you.\" The man shakes his head and staggers forward." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"gun_villiers\") or CheckItem(\"gun_ruby\") or CheckItem(\"spirit_bomb\")) == false]" }, { "actor": "You", "dialogue": "\"... Fuck me, I forgot the bullets.\" (Just stand there.)" }, { "actor": "Kortenaer", "dialogue": "\"What's that, loincloth? I can't hear you. Sounds like you got your mouth full of dick. Ruud...\"" }, { "actor": "Rhetoric", "dialogue": "Shit, this is it. Tell him anything, tell him you have more information!" }, { "actor": "You", "dialogue": "\"Go ahead then. Kill me then. I *want* to die.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Uh, what?\" The lieutenant quickly glances at you." }, { "actor": "Kortenaer", "dialogue": "\"Let me help you then...\" The man looks to his left. \"Kill him.\"" }, { "actor": "Ruud Hoenkloewen", "dialogue": "To your right, the killer raises his rifle and takes aim at you. His moves are steady, but the long barrel of the rifle sways slowly..." }, { "actor": "Encyclopedia", "dialogue": "An Ister AR-FA7, built for taking out light armoured vehicles. It will devastate you." } ], [ { "actor": "Rhetoric", "dialogue": "Yes, *of course*. Now we're on the right track..." }, { "actor": "You", "dialogue": "Where am I?" }, { "actor": "Rhetoric", "dialogue": "An important place. One of the last bastions of the left in Martinaise. Perhaps here you'll find the man who'll help you get organised?" }, { "actor": "Rhetoric", "dialogue": "But you can't just come out and *ask* him. You should make your introduction first. Pay homage. This is a man of *stature*." }, { "actor": "Evrart Claire", "dialogue": "Meanwhile, the man of stature clatters away on his typewriter, wilfully indifferent to your presence." } ], [ { "actor": "The Deserter", "dialogue": "He suddenly jerks to life: \"You know who he was -- a Coalition trained murderer, armoured and armed. He wasn't human, the blunt end of a hammer, *dripping with blood*...\"" }, { "actor": "You", "dialogue": "\"He was a killer. But he was still under the protection of the law.\"" }, { "actor": "The Deserter", "dialogue": "\"...beating us to the ground. Moaning with joy...\" He breathes in with strange animation: \"You hounds get so thorough when a company-trained killer dies. I haven't seen you on this coast for *forty years*. You know... maybe I should have killed one sooner?\"" }, { "actor": "The Deserter", "dialogue": "\"Got your attention...\" He looks you dead in the eye, pupils shaking. \"*Now* you stop beating druggies and prostitutes in your basement. *Now* you come to investigate. Not when they die by the hundreds...\" He breathes through flared nostrils..." }, { "actor": "Rhetoric", "dialogue": "This is it. Shot him, shot him, say shot him not killed him..." }, { "actor": "You", "dialogue": "\"So you shot him?\"" }, { "actor": "The Deserter", "dialogue": "\"Oh the inhumanity...\" He closes his black eyes. \"One paramilitary less in Revachol.\" You can almost see him squeeze a tear out of his eye. His fists begin to tremble from the anger." }, { "actor": "You", "dialogue": "Hold your breath." }, { "actor": "The Deserter", "dialogue": "\"I *had* them in my sights, both of them -- him and the whore. I was breathing with them, in phase, and I pulled the trigger and flew on the air until I landed in his mouth...\" He begins to smile." }, { "actor": "The Deserter", "dialogue": "\"I didn't think I had a shot like that in me anymore. I did. I saw him kneel there with his mouth full of death and that stupid look on his face.\" The smile quivers. \"And his dick still in her...\"" }, { "actor": "Electrochemistry", "dialogue": "There. A hot flash of rage almost carries the smile away. Some dark piece..." }, { "actor": "You", "dialogue": "\"Then what?\"" }, { "actor": "The Deserter", "dialogue": "\"Nothing. I went to sleep. Next morning there were May bells everywhere. The world was white -- or what's left of it anyway. My last spring here... I knew the fascists would come to avenge their own...\"" } ], [ { "actor": "Inland Empire", "dialogue": "Awful lonely here. No ruckus. No old men playing their little ball game." }, { "actor": "You", "dialogue": "Yeah, where did the old guys go?" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You mean the guys who were playing p\u00e9tanque?\"" }, { "actor": "You", "dialogue": "\"Yeah, where did they go?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Have you noticed people sometimes appear and disappear in places? It's called *doing things*.\"" }, { "actor": "You", "dialogue": "\"But what if I wanted to talk to them?\"" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Inland Empire", "dialogue": "You'll get them next time. But let's be honest, they weren't even in the suspects list." }, { "actor": "Inland Empire", "dialogue": "You would have wasted *so* much time talking to these two pensioners. Precious case-time." }, { "actor": "You", "dialogue": "\"But what if I wanted to talk to them?\"" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Savoir Faire", "dialogue": "There! On that balcony. Do you see it?" }, { "actor": "You", "dialogue": "See *what*? (Squint your eyes.)" }, { "actor": "Savoir Faire", "dialogue": "The *artisto*. Now hold up, you can't go into a bullring without a prep talk. It's baby's first sales negotiation after all! Savvy's gotta give you the do-s and don't-s." }, { "actor": "Pain Threshold", "dialogue": "That's a pathetic-looking *bull*. Where are the sharpened horns ready to puncture your gristle? There's no real danger here." }, { "actor": "Drama", "dialogue": "Rehearsal helps fine tune a performance. Learn your lines so they can flow out of you like Herc Zeitung's legendary soliloquy in 'Hoppla, jetzt komm ich!'!" }, { "actor": "You", "dialogue": "Alright, I'm listening." }, { "actor": "Savoir Faire", "dialogue": "Artistos are known to *repel* wealth. It bounces off their skin like rubber. The moment a reasonable business proposal enters their periphery, they go and get 'political'." }, { "actor": "Suggestion", "dialogue": "Nonsense, no one 'repels wealth', the businessmen just don't know how to entice them." }, { "actor": "Savoir Faire", "dialogue": "What you need to do is lure them in with a strong one-liner -- get them on your side before you've even finished a sentence. Show us what you've got -- pretend you're facing the girl!" }, { "actor": "You", "dialogue": "Excuse me, could I please take a look at your art?" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Honestly, I didn't want to bring it up, Harry -- I heard you have become Measurehead's race pupil...?\"" }, { "actor": "You", "dialogue": "\"It was a tactic, I needed to get in somehow. It's not like I'm a racist now.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Of course, Harry, of course! You're not some kind of a fantastic racist now. And rest assured, no one's gonna hear about it.\" He winks at you." }, { "actor": "Evrart Claire", "dialogue": "\"No one's gonna know what you did with race there, Harry. Your race-bonanza is safe with me. Word of how *racy* it got will never leave Martinaise.\"" }, { "actor": "Half Light", "dialogue": "You can see the map of Revachol in your head. Dozens of red arrows are pointing outwards from Martinaise. Moving all across the city." }, { "actor": "Evrart Claire", "dialogue": "\"Anyway, I assure you, I am a very well-informed man. Information reaches me before I even get the chance to request it.\"" }, { "actor": "Rhetoric", "dialogue": "Yes, but it's because his word usually sets things in motion." } ], [ { "actor": "Electrochemistry", "dialogue": "Whoa! In your hand: *pyrholidon* -- the double rainbow of synthetic hallucinogens. Rare and gritty, a product of the age of atomic power." }, { "actor": "You", "dialogue": "Look at the little puck of liquid." }, { "actor": "Electrochemistry", "dialogue": "What a funny little cap! Don't let the *scary* medical warnings throw you off. It's an inadequate antidote to radiation poisoning, but a *potent* antidote to *boredom*." }, { "actor": "You", "dialogue": "Hmm... open the cap." }, { "actor": "Electrochemistry", "dialogue": "The container is warm to the touch -- or is that just the anticipation? You screw the lid open and look. A little slit on the side lets you just *slurp* it up, like an oyster! C'mon! Slurp it!" }, { "actor": "You", "dialogue": "Slurp it, but only a little." }, { "actor": "Electrochemistry", "dialogue": "You suck a minuscule drop of extremely chemical-smelling liquid into your mouth. There it seeps into your tongue. When you swallow it's already almost all gone." }, { "actor": "You", "dialogue": "Tastes like a kiss." }, { "actor": "Electrochemistry", "dialogue": "It tastes like *many* things, all melting into one conflagration in the back of your throat. As you look around, the world slowly *exists*. As it did before. Only now gentle flames lick at its edges, as though it were a photo burning." }, { "actor": "You", "dialogue": "Oh god, on *fire*?" }, { "actor": "Electrochemistry", "dialogue": "Not *really*. It's just a metaphor. The effect of that otherworldly drop of liquid is slower, more subtle than that of real flames -- yet just as warm." } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_took_rcm_cap\"] and Variable[\"boardwalk.thepigs_took_narcotics\"] and Variable[\"boardwalk.thepigs_altgreet_items_done\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.thepigs_greeting_done\"]]" }, { "actor": "The Pigs", "dialogue": "The woman stands, slumped. She looks catatonic under her mountain of RCM paraphernalia." }, { "actor": "Perception (Sight)", "dialogue": "Is one of those things a... police cap?" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_blackc_perc_saw_drugs\"]) == false]" }, { "actor": "You", "dialogue": "Leave her be. [Leave.]" } ], [ { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.books_hub_reached\"]) == false]" }, { "actor": "Reading Materials", "dialogue": "Books and magazines lie scattered on the floor and on a makeshift cupboard. They are not particularly well organized." }, { "actor": "You", "dialogue": "Sift through them." }, { "actor": "Reading Materials", "dialogue": "Most are softcovers: serialized *fantastique* and detective stories from the Twenties and Thirties. This disparate digest includes the classic 'Animal Adventures'." }, { "actor": "Encyclopedia", "dialogue": "Popular depictions of man-versus-nature by amateur naturalists T. and T. Harpin (husband and wife). Widely read by people from all walks of life. Who doesn't like nature? Who doesn't want to *survive*?" }, { "actor": "Reading Materials", "dialogue": "Among what is mostly commercial fiction and serialized stories, you find a 'Magazine Cathodique' for electrical engineering. Then it's back to pulp: light erotica, an international thriller about circuit benders..." }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" }, { "actor": "Cuno", "dialogue": "\"Been readin' shit here,\" Cuno notes, thoughtfully. \"Hooked on the book.\"" }, { "actor": "You", "dialogue": "Does anything stand out as unusual?" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: Variable[\"seafort.books_concept_white_succeeded\"]]" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.deserter_prehub_reached\"]) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.minot_whirling_mainhub_reached\"]]" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Yes,\" she looks at you. \"What is it?\"" }, { "actor": "You", "dialogue": "\"Look, something is really bugging me. Are we or are we not from the same police station?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Goddamnit, you leave her alone!\" The man with sunglasses snaps at you. \"Keep your weird bullshit to yourself and be professional for once, for fucks sake...\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Can I actually help you with something?\" She looks at you apologetically." }, { "actor": "Esprit de Corps", "dialogue": "Yes, of course -- preposterous. I mean, you would *remember* if they were, right? Who forgets their squadmates? That's not possible." }, { "actor": "You", "dialogue": "\"Did you just call me *Harry*?\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Yes, I called you by your name, what about it?\" She sounds slightly agitated and... sad." }, { "actor": "You", "dialogue": "\"Nothing, ma'am.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "She doesn't reply, but her eyes are still sad." }, { "actor": "You", "dialogue": "\"I know this might sound weird, but are you... a firefighter?\"" }, { "actor": "Horse-Faced Woman", "dialogue": "Her brown eyes linger on you for a moment." } ], [ { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_pregreeting_hub_reached\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"What is it?\" The woman is still hunched over the keyboard, gently illuminated by the purring machine." }, { "actor": "You", "dialogue": "\"I didn't break anything, did I?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"No, you just printed out my personal log and wasted some paper.\" It does not look like a big loss to her." }, { "actor": "You", "dialogue": "\"Sorry, but... who *are* you? What are you doing here?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"I am Soona Luukanen-Kilde, the former lead programmer of Fortress Accident and RSA Radios. I have over 16 years of programming experience and I'm proficient in both Vox and Orbis languages...\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"If you're not here to hire me, I don't really know how can I help you.\" She turns back to the terminal." }, { "actor": "Logic", "dialogue": "Did she say *over 16 years of experience*? She must have started programming when she was still a teenager." }, { "actor": "Reaction Speed", "dialogue": "That still doesn't answer what she's doing in an abandoned church." }, { "actor": "You", "dialogue": "\"What if you *didn't* have to leave? I talked to Andre, he wants to make it work.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"I don't want to make anything work,\" she replies, her expression unchanged." }, { "actor": "You", "dialogue": "\"Hold on, you don't want to make *anything* work?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Yes, *anything*. I don't want to make anything work.\"" } ], [ { "actor": "Savoir Faire", "dialogue": "Wow, you work *hard*." }, { "actor": "You", "dialogue": "(Discard thought.)" }, { "actor": "Savoir Faire", "dialogue": "I know you're in a hurry, sir -- off to work really hard, as always -- I just need *one* moment of your time to discuss how hard you hustle." }, { "actor": "Savoir Faire", "dialogue": "Oh, yes. You hustle. You're a provider. It's tough out there, but you keep it real and provide..." }, { "actor": "You", "dialogue": "What hard work do I do exactly?" }, { "actor": "Savoir Faire", "dialogue": "Look at yourself, you're a human pedometer! You must have walked 200,000 steps down cracked asphalt, mosaic, sand, and linoleum after you re-emerged." }, { "actor": "Savoir Faire", "dialogue": "That is the sign of a hustler who never gives up. The world is harsh and people are evil -- you didn't make it that way. And you won't let it break you. You *ride*." }, { "actor": "You", "dialogue": "I'm not sure I *ride*..." }, { "actor": "Savoir Faire", "dialogue": "Oh, you do. You *make* money. You got gills, baby, meaning those black papers with the faces of the innocences on them. You bring in the Franconegros and the Solas." }, { "actor": "Savoir Faire", "dialogue": "It ain't easy, but you *do* it. Day in and day out. You didn't make the rules but you won't lose! You're a cop and a sprinter and a money printer." }, { "actor": "You", "dialogue": "Sure, and I got that giant novelty cheque from Evrart..." }, { "actor": "Savoir Faire", "dialogue": "Wasn't *easy* getting that giant novelty cheque from Evrart. Took some ingenuity to get into the harbour, but you got in -- and you *took* that bribe as hard as any cop's taken it." }, { "actor": "You", "dialogue": "Yeah, and Evrart gave me that fiver.\"" }, { "actor": "Savoir Faire", "dialogue": "He did, yes he did. And you took it. Took it and put in in your pocket. Ka-ching, baby doll. Officer Hustle riding shotgun." } ], [ { "actor": "Interfacing", "dialogue": "The chain trails off into the ocean, connecting the island to the supply depot on the coast." }, { "actor": "You", "dialogue": "\"Lock it from whom?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From enemies.\" He looks up ahead. \"Enemies of the Commune of Revachol. This seafort was a revolutionary fortification, I believe...\"" }, { "actor": "You", "dialogue": "\"This means I *sorta* got into the depot door.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Technically -- no. It doesn't.\"" }, { "actor": "Interfacing", "dialogue": "He's right." }, { "actor": "You", "dialogue": "\"Lock it from whom?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From enemies.\" He looks up ahead. \"Enemies of the Commune of Revachol. This seafort was a revolutionary fortification, I believe...\"" }, { "actor": "You", "dialogue": "Lock it from whom?" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.restock_trap_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, dear. It's good to see a familiar face.\" The elderly woman smiles up at you hopefully." }, { "actor": "You", "dialogue": "\"That's all for now, ma'am.\" [Leave.]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_refused_to_restock_trap\"] and Variable[\"whirling.lena_refused_to_restock_trap_leave\"] == false) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_before_lena_day_2\"] or Variable[\"coast.morell_before_lena_day_2_wokim\"]) and Variable[\"whirling.lena_worried_special_goodbye_done\"] == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Just a moment, officer...\" She smiles up at you nervously. \"If you run into my husband again... do tell him I'm worried, and to hurry back.\"" }, { "actor": "Inland Empire", "dialogue": "Do it. Who knows what cryptozoological mysteries will be uncovered?" }, { "actor": "You", "dialogue": "\"I'm sorry, I don't want to get involved in your affairs.\" (Refuse the task)" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Of course, sweetie. Good luck with your investigation.\"" } ], [ { "actor": "Savoir Faire", "dialogue": "Nope, not happening." }, { "actor": "You", "dialogue": "\"Did you just climb down from the church tower?\"" }, { "actor": "Tiago", "dialogue": "\"Sure did, homes.\"" }, { "actor": "You", "dialogue": "\"Okay, I have other questions.\"" }, { "actor": "Tiago", "dialogue": "The sinewy figure lingers on the wooden beams, blending into the shadows." }, { "actor": "You", "dialogue": "\"Okay then, thanks.\" [Leave.]" }, { "actor": "Tiago", "dialogue": "\"I think we're done here, ese.\" The figure crawls off into the darkness above." }, { "actor": "Kim Kitsuragi", "dialogue": "\"That was... an interesting conversation.\"" } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_refused_to_restock_trap\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_white_check_succeeded\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Hello, officer! I think I almost have it! A new trap design, that is! I know you're sceptical, but I have a good feeling about this.\"" }, { "actor": "You", "dialogue": "\"No but really -- I *did* check all the traps.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Yes-yes -- *and*?\"" }, { "actor": "You", "dialogue": "\"And one of them was *empty*.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"*Completely* empty?\" The cryptozoologist's eyes grow wide." }, { "actor": "Half Light", "dialogue": "Surprise -- tempered with fear and trepidation. He doesn't know what to think yet. Maybe you're joking?" }, { "actor": "You", "dialogue": "\"Yes, there was nothing in the trap. No locusts, no phasmid.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"No locusts... but no phasmid either...\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"That's not *ideal*, but...\" He rubs his chin." } ], [ { "actor": "Joyce Messier", "dialogue": "She's tying a complicated nautical knot around the post." }, { "actor": "You", "dialogue": "\"Hello, ma'am.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"Hello, detective.\" She fastens the end of the line around the post and straightens her back." }, { "actor": "Joyce Messier", "dialogue": "\"It's good to see you here. I only just arrived myself.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"What brings you here?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Nothing, really... I've had my eye on this jetty for weeks now. So I decided to investigate it personally. This cluster of buildings isn't on any of the official maps, as far as I can tell.\"" }, { "actor": "Logic", "dialogue": "That -- and she's also keeping an eye on *you*." }, { "actor": "You", "dialogue": "\"Have you been spying on me?\"" }, { "actor": "Joyce Messier", "dialogue": "\"'Spying' has such a negative connotation. I did track your progress along the coast, however, and decided I would be better able to assist you from here...\"" }, { "actor": "Joyce Messier", "dialogue": "\"Then there's the matter of that little scamp in old-lady clothes. She threatened to paint the Cor-de-Leite red. Like blood, you see. Well, I like it the way it is -- white.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.cindy_first_greeting_balcony_done\"]]" }, { "actor": "Authority", "dialogue": "What is this? Destruction of property? Hooliganism? Elder abuse?" } ], [ { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.smoker_main_hub_reached\"]) == false]" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Hi, gendarme. Another rendezvous.\" There he is again -- the smoker on the balcony! Right here in the Whirling-in-Rags." }, { "actor": "You", "dialogue": "\"Hello.\" (Adjust your tie.)" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: CheckEquipped(\"hat_samaran\")]" }, { "actor": "Smoker on the Balcony", "dialogue": "\"I see you've found yourself a little something from my wardrobe.\" He scans you. \"Not bad, not bad at all. What brings you here?\"" }, { "actor": "You", "dialogue": "\"I met your Sunday friend.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"You did?\" A small smile adorns his face. \"And how did you like him?\"" }, { "actor": "You", "dialogue": "\"You were right, he was magical. Magically bureaucratic.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"I told you, he can be very useful. I guess that's the charm of powerful people.\"" }, { "actor": "You", "dialogue": "\"What are you, you two?\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Friends, I told you. Sunday friends. Friends who like to get together from time to time.\"" } ], [ { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "\"If you didn't kill him... why hide?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I saw *you* roll into town. I wasn't about to stick around for questioning by a goddamn La Puta Madre agent.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_ruby_scared_thiscopthiscop\"]]" }, { "actor": "Reaction Speed", "dialogue": "So this is what she was scared to tell Titus. *This cop, this cop...*" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_half_light_thiscopthiscop\"]]" }, { "actor": "Half Light", "dialogue": "That strange distant fear is getting close now. It's a fear -- of *yourself.*" }, { "actor": "You", "dialogue": "\"What do you mean... La Puta Madre agent?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yes -- you.\" She looks at you quizzically. \"Everyone says you're his peone. His 'Human Can Opener.'\"" }, { "actor": "Kim Kitsuragi", "dialogue": "Through the sudden sharp pain in your head, you hear the lieutenant mumble something to himself." }, { "actor": "Perception (Hearing)", "dialogue": "\"Fucking hell\" and \"Why me?\" you hear through the white noise." }, { "actor": "Pain Threshold", "dialogue": "It's especially bad suddenly. Felt like a vein exploded." }, { "actor": "You", "dialogue": "\"Who's 'everyone'? How do you know this?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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?\"" }, { "actor": "Logic", "dialogue": "If she knows *that* about you, she must know your real name too." } ], [ { "actor": "Bathtub", "dialogue": "This is not the cleanest bathtub in the world, but it's cleaner than you are right now." }, { "actor": "Perception (Smell)", "dialogue": "Ah, that soap scum smell. It smells like life. At least compared to you." }, { "actor": "You", "dialogue": "Run yourself a bath." }, { "actor": "Bathtub", "dialogue": "The bathtub slowly fills with water. The water beckons." }, { "actor": "You", "dialogue": "Undress, close your eyes, and submerge." }, { "actor": "Bathtub", "dialogue": "The water doesn't feel particularly clean. A few beer cans are bobbing up and down along your flanks like sad duckies. You pause to think before letting your head go under." }, { "actor": "Savoir Faire", "dialogue": "Hold it right there! Keep your head above water, or you'll lose all those pheromones Morell sprayed on you." }, { "actor": "You", "dialogue": "Keep your head above water, just in case." }, { "actor": "Bathtub", "dialogue": "The lukewarm water is comforting, like amniotic fluid." }, { "actor": "Inland Empire", "dialogue": "You feel nice and lonely. And so, so tired." }, { "actor": "You", "dialogue": "Leave the beer cans in." }, { "actor": "Bathtub", "dialogue": "The cans continue to bob, as do your thoughts, aimlessly splashing up against the sides of the tub." }, { "actor": "Electrochemistry", "dialogue": "They're not even really thoughts. Just assorted sensations, none of them acute enough to focus on." } ], [ { "actor": "You", "dialogue": "\"What exactly is your goal here?\"" }, { "actor": "Scab Leader", "dialogue": "\"We were promised work.\" He points to the gates. \"We'd be in there -- WORKING -- if the bastards hadn't shut the gates.\"" }, { "actor": "You", "dialogue": "\"And you are unable to breach the entrance?\"" }, { "actor": "Scab Leader", "dialogue": "\"Main gate's locked -- would take *heavy ordnance* to bust it open. Could try to get in through the secretary's office.\" He points up the stairs. \"Door's locked. The guard's blocking the way to the access panel.\"" }, { "actor": "Scab Leader", "dialogue": "\"And I don't mean the scrawny Mesque punk either.\" He points at the dockworker idling on the staircase. \"I mean Head-Measurer -- or whatever he is.\"" }, { "actor": "You", "dialogue": "\"Have you considered storming in? Like, all of you?\"" }, { "actor": "Scab Leader", "dialogue": "\"Why don't *you* go arrest them instead? I'm sure they've done plenty of criminal shit, they have *that look*.\"" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"So what are you going to do now?\"" }, { "actor": "Scab Leader", "dialogue": "\"Wait. They might go home eventually. Or get drunk. Leave the access panel unguarded. Or the company sends someone to reason with them...\"" }, { "actor": "Scab Leader", "dialogue": "\"Unexpected situation. But we hold the pressure on, until someone makes a mistake. Then it's our time, we strike.\" The man rubs his jaw -- a lightly bearded square wedge." }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"tc.scab_leader_is_a_merc\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_reaction_introduced_personal_question\"]) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_the_weasel_key_from_manana\"]) == false]" }, { "actor": "You", "dialogue": "\"Lieutenant, what is your opinion of this task we're undertaking?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_kim_expresses_understanding_worknig_with_evrart_is_necessarry\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"As I already said,\" the lieutenant replies, adjusting his glasses. \"I understand this can't be avoided.\"" }, { "actor": "You", "dialogue": "\"Got it!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_weasel_key_from_manana\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_the_weasel_key_from_manana_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But we do need to get the key from this 'Ma\u00f1ana' Evrart mentioned.\" The lieutenant glances at the door. \"Cause we are *not* gonna break the lock.\"" }, { "actor": "You", "dialogue": "Carefully knock." }, { "actor": "Door, Basement Apartment", "dialogue": "You knock silently. The upholstery muffles the sound. No response comes from the apartment." } ], [ { "actor": "Electrochemistry", "dialogue": "Now that you've acquired some stimulants, it's time for a little pick-me-up. Time to *detect*." }, { "actor": "You", "dialogue": "What... but right *here*? Now?" }, { "actor": "Electrochemistry", "dialogue": "See, that's your problem -- a lack of confidence. Speed can help you with that. It can help you with EVERYTHING." }, { "actor": "You", "dialogue": "What... but right *here*? Now?" }, { "actor": "Electrochemistry", "dialogue": "See, that's your problem -- a lack of confidence. Speed can help you with that. It can help you with EVERYTHING." }, { "actor": "You", "dialogue": "What... but right *here*? Now?" }, { "actor": "Electrochemistry", "dialogue": "See, that's your problem -- a lack of confidence. Speed can help you with that. It can help you with EVERYTHING." }, { "actor": "You", "dialogue": "What... but right *here*? Now?" }, { "actor": "Electrochemistry", "dialogue": "See, that's your problem -- a lack of confidence. Speed can help you with that. It can help you with EVERYTHING." } ], [ { "actor": "You", "dialogue": "\"Okay, let's take a... step back.\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? Where?\"" }, { "actor": "You", "dialogue": "\"Did you shoot Lely?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ruby_didnt_do_it_arguments\"]]" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm listening.\"" }, { "actor": "You", "dialogue": "\"Do you have an... alibi? For when Lely was shot?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Man, I was with the boys the whole night. I hope they at least bothered to impress *that* upon you.\"" }, { "actor": "You", "dialogue": "\"They did say you left to take a... really long leak. Fifteen minutes.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She scoffs. \"Can't do either without some power of mind over bladder. And, anyway, that wouldn't have been enough time.\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Now that you've acquired some stimulants, it's time for a little pick-me-up. Time to *detect*." }, { "actor": "You", "dialogue": "Okay, my body is ready. Let's do this. (Try some speed.)" }, { "actor": "Electrochemistry", "dialogue": "You raise the Preptide bottle, press one nostril closed, and inhale *furiously* with the other. The rush is almost immediate. It tastes bitter and caustic, and stings a bit inside your nose." }, { "actor": "You", "dialogue": "Mamma mia!" }, { "actor": "Electrochemistry", "dialogue": "Now the taste is slowly receding into your throat... The rush is growing in intensity, your little heart pounding like a bird in a cage. A sweat breaks out across your brow, your jaw clenches..." }, { "actor": "Endurance", "dialogue": "And, let's be honest, there's a little chest pain -- the *good* kind, of course. You may wanna blast a Nosaphed or something." }, { "actor": "Logic", "dialogue": "Hmmm, you could work with this high... Like, literally *work*: Solve the case, file some papers. Maybe clean up your hostel room, then solve *another* case, then start a side investigation into the para-natural, then build a radiocomputer..." }, { "actor": "Composure", "dialogue": "Whooh, this shit is strong. This shit is disco." }, { "actor": "Suggestion", "dialogue": "Time for a little truth. Tell the lieutenant you did some, clear the air." }, { "actor": "You", "dialogue": "Cool, cool, let's boogie. [Finish thought and spring to action.]" } ], [ { "actor": "Rhetoric", "dialogue": "There! Do you smell that?" }, { "actor": "You", "dialogue": "I don't smell anything." }, { "actor": "Rhetoric", "dialogue": "Can you not detect that inimitable *whiff* of dissatisfaction and restlessness, that sense that the world is in need of dramatic, even *violent* re-ordering?" }, { "actor": "You", "dialogue": "Does that mean there's a communist nearby?" }, { "actor": "Rhetoric", "dialogue": "Undoubtedly. And the scent is coming... from that railing over there!" }, { "actor": "You", "dialogue": "You mean from Ma\u00f1ana?" }, { "actor": "Rhetoric", "dialogue": "Yes. Now's your chance to *establish contact*." }, { "actor": "Savoir Faire", "dialogue": "But be easy about it. Communists have been known to charge when startled." } ], [ { "actor": "Punch Clock/Payphone", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momoffice_made_it_to_payphone_hub\"]]" }, { "actor": "Punch Clock/Payphone", "dialogue": "[Action/Check: Condition: Variable[\"cargo.payphone_wc_succ\"]]" }, { "actor": "Punch Clock/Payphone", "dialogue": "The payphone hangs mutely on the wall. There isn't much more to do here." }, { "actor": "You", "dialogue": "Insert 10 cents." }, { "actor": "Punch Clock/Payphone", "dialogue": "The machine swallows your coin and seems to be waiting for your next move." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Metal Grille Door", "dialogue": "You can hear animated voices coming from the other side of the grille." }, { "actor": "You", "dialogue": "Try to listen." }, { "actor": "Metal Grille Door", "dialogue": "You can make out at least two separate voices." }, { "actor": "Perception (Hearing)", "dialogue": "Two voices, both male. Approximately early 20s." }, { "actor": "Perception (Hearing)", "dialogue": "The voices are male, you think. Beyond that, you can't tell..." }, { "actor": "You", "dialogue": "Try to listen." }, { "actor": "Metal Grille Door", "dialogue": "You can make out at least two separate voices." }, { "actor": "Perception (Hearing)", "dialogue": "Two voices, both male. Approximately early 20s." } ], [ { "actor": "You", "dialogue": "\"No, I think I'm good. I think I'm good without my badge, thanks.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"I'm going to report that you are in pursuit of your missing items. Over.\"" }, { "actor": "Mack Torson", "dialogue": "\"In pursuit of his...\" The man is fighting back tears." }, { "actor": "Jules Pidieu", "dialogue": "\"Officer, do you need further assistance? Over.\"" }, { "actor": "You", "dialogue": "\"This might sound odd, but there's *personal details* I'd like to discuss.\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (DayCount() > 2) == false]" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_badge_done\"] == true) == false]" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4. Your badge should have most of your personal details? Look over that. Over.\"" }, { "actor": "You", "dialogue": "\"Of course. My badge. I can look at my badge that I have.\" (Lie.)" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4. Anything else for you, sir? Over.\"" }, { "actor": "You", "dialogue": "\"That's all for now.\" (End call with the 41st.)" } ], [ { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_firewalker_out\"] or Variable[\"plaza.kineema_i_am_firewalker\"]) == false]" }, { "actor": "Alice", "dialogue": "\"Just a moment, officer...\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_firewalker_out\"] or Variable[\"plaza.kineema_i_am_firewalker\"]) == false]" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, come in, officer! Over.\"" }, { "actor": "You", "dialogue": "\"Listen, I've actually lost my gun, too.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, I know, I already wrote it in a report, but...\" He hesitates. \"It will stay on my desk for a few days. Over.\"" }, { "actor": "You", "dialogue": "\"That's all for now.\" (End call with the 41st.)" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_story_cancel\"] == true) == false]" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: DayCount() > 2]" }, { "actor": "Jules Pidieu", "dialogue": "\"Roger that. 10-10. Over and out.\" With those words the cabin becomes silent again, the radio-microphone resting on its hook." } ], [ { "actor": "You", "dialogue": "\"How much pale is there compared to the world?\"" }, { "actor": "Joyce Messier", "dialogue": "\"The pale outweighs reality two to one -- there is more pale than there is matter. And the ratio is slipping.\"" }, { "actor": "You", "dialogue": "\"Slipping how? To our detriment or...\"" }, { "actor": "Joyce Messier", "dialogue": "\"What do you think, detective?\" She looks you in the eye." }, { "actor": "You", "dialogue": "\"It's growing. There is more and more of the pale.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Precisely. One of the few measurable effects of the pale is that it is expanding at an unknown rate.\"" }, { "actor": "Joyce Messier", "dialogue": "\"An intuitive conclusion of that development is that one day the pale will cover everything -- but this sort of talk is mostly left to extremists.\"" }, { "actor": "You", "dialogue": "\"Cover *everything*? That can't be. Where would we go...\"" }, { "actor": "Joyce Messier", "dialogue": "\"Most people -- and indeed most private and government sector organizations; entire civilizations and religions even -- find handy ways to ignore, or downplay that knowledge.\"" }, { "actor": "Joyce Messier", "dialogue": "\"I suggest you do the same.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_talk_wild_pale_yonder\"]]" }, { "actor": "Inland Empire", "dialogue": "*Off we go...* you see the hanged man's mouth open." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_inalnd_yonder\"]) == false]" }, { "actor": "You", "dialogue": "Gulp." }, { "actor": "Joyce Messier", "dialogue": "\"It doesn't look like you're *doing* the same. The suggestion was meant in earnest, detective. Live life.\"" } ], [ { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "A cockatoo is a parrot with an erectile crest, found on the Semenine islands and in southern Face-\u00e0-la-Mer. Known for their intelligence and general precociousness, cockatoos are popular birds in aviculture; however, they often exhibit various behavioural issues." }, { "actor": "You", "dialogue": "Okay. What more?" }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "You", "dialogue": "Alright, what problems do these birds have?" }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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'." }, { "actor": "You", "dialogue": "Who would ever want a chatty companion?! I want someone who knows how to *listen*." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "You", "dialogue": "Right. That's pretty bad. Anything else?" }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "You", "dialogue": "Read about the most common bang-bang cockatoo." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "Half Light", "dialogue": "The *bang* is for all the scary things in the world... that may happen at any time." }, { "actor": "You", "dialogue": "Alright, what problems do these birds have?" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.titus_posttribunal_explained_your_betrayal_of_titus\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.titus_posttrib_bad_greet\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_posttrib_gud_greet\"]]" }, { "actor": "Titus Hardie", "dialogue": "\"Hey, it's you again!\" He smiles, more than a bit drunk now. \"I've been thinking about it and you know what... we're both cops. This city is big enough for two cops.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"So long, fellows. Be good so I don't have to come back here again.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_tribunal_exit_seen\"]]" }, { "actor": "Titus Hardie", "dialogue": "He gives you a quick two-finger salute." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.return_lenas_pin\"]]" }, { "actor": "You", "dialogue": "\"I got 3.20 for it. Here's the money.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, that's very thoughtful of you. Are you sure you don't need the money? Okay, then. Thank you.\"" }, { "actor": "Empathy", "dialogue": "She really would have rather had the pin back, but she doesn't want to make you feel bad." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]" }, { "actor": "You", "dialogue": "\"You seem to be in a chair.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Yes, dear, I am a paraplegic.\"" }, { "actor": "Encyclopedia", "dialogue": "A paraplegic is someone with limited or no ability to use the lower half of their body. Paraplegia is caused by spinal cord injuries -- like falling from a great height, or a grenade explosion!" }, { "actor": "You", "dialogue": "\"Thanks for clearing that up for me. Let's move on.\" (Proceed.)" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"No problem.\" She nods, smiling up at you from behind her glasses." }, { "actor": "Empathy", "dialogue": "There is no bitterness in her voice. She accepted the curiosity her condition inspires a long time ago." }, { "actor": "You", "dialogue": "\"I've gotta get going now.\" [Leave.]" } ], [ { "actor": "You", "dialogue": "\"Looks like a gym to me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, but no one's been here in ages.\" He draws a stripe on the dusty floor with his foot..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a ray of streetlight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"Let's just keep going, I'm sure it's just a regular abandoned house, nothing mysterious here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sounds good.\"" } ], [ { "actor": "You", "dialogue": "\"That's not why I've come here. I *really* need to turn back time now.\" (Continue.)" }, { "actor": "Measurehead", "dialogue": "\"CLEARLY IT IS IMPOSSIBLE FOR YOU TO SHED YOUR NEUROTIC OBSESSION. THIS WAILING FOR THE PAST IS A TASK UNFIT FOR MEN. IT IS BETTER LEFT FOR WIDOWS, MOURNING THEIR HUSBANDS -- AND FOR MENTALLY ILL COMMUNISTS MOURNING THEIR COMMUNE.\"" }, { "actor": "Measurehead", "dialogue": "\"IF YOU WANT ADVICE ON BABES -- OR THE MYSTERIES OF LIFE -- OR EVEN ON REVACHOL -- LOOK FORWARD. TO ESCAPE YOUR DEFEATED STATE YOU NEED TO MOVE FORWARD. ONTO FUTURE VICTORIES.\"" }, { "actor": "Rhetoric", "dialogue": "But isn't he a traditionalist?! Why does he keep talking about future..." }, { "actor": "You", "dialogue": "\"I\u2019m still convicned the babes were more *faithful* in the past. They stuck with their men.\"" }, { "actor": "Measurehead", "dialogue": "\"IT SEEMS TO ME YOU ARE IN NEED OF A WARNING. HERE IT IS: IT IS ABSOLUTELY POSSIBLE TO RETURN TO THE PAST. YOU JUST NEED TO TAKE A TICKET TO SEREGLEE ISLAND, THE SOUTHERNMOST OF THE SEMENINE ARCHIPELAGO, ALSO KNOWN AS ILE DU FANT\u00d4ME. AND WALK INTO PALE.\"" }, { "actor": "Measurehead", "dialogue": "\"LET IT DITHER AND ROT YOUR MIND. THEN YOU CAN MARINATE FOREVER IN YOUR IRREVERSABLE DEFEAT. WHILE RACE ENEMIES LAUGH AT YOUR MOTIONLESS, GAP-MOUTHED CORPSE.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.pale\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.what_is_pale\"] and Variable[\"TASK.ask_paledriver_how_to_turn_back_time_done\"] == false) == false]" }, { "actor": "Encyclopedia", "dialogue": "Pale? What is pale... it does *not* sound inviting." }, { "actor": "Logic", "dialogue": "Where would you even get a ticket? You can't just pack your bags and leave." }, { "actor": "Inland Empire", "dialogue": "Finally -- a chance to connect with the *divine*." }, { "actor": "Perception", "dialogue": "It gets very cold in the office, like in a desert after the nightfall..." }, { "actor": "You", "dialogue": "\"Why do I have the feeling there's a catch...\"" }, { "actor": "Measurehead", "dialogue": "\"THERE IS NO CATCH. YOU WILL GET WHAT YOU WANT. THE GHOUL IS A CRUEL MASTER, BUT IT IS NOT PALE. PALE TAKES YOUR MIND AND REJECTS THE FLESH. IT IS CAPRICIOUS AND TERRIFYING, LIKE A VIRGIN. YOU WILL LOSE YOUR COURAGE BEFORE HER FACE.\"" }, { "actor": "Measurehead", "dialogue": "\"GO HAVE A LOOK,\" he gestures toward the intersection. \"THE WHITE-HAIRED PROTEIN MASS AT THE INTERSECTION. A LORRY DRIVER. IMPOSSIBLE TO MISS HER IF YOU'RE EVEN A HALF-DECENT COP.\"" } ], [ { "actor": "A Pile of Clothes", "dialogue": "A bundle of clothes heaped on the bed. A stained parka, some towels and a duvet. Some socks even." }, { "actor": "Perception (Sight)", "dialogue": "In the dark it looks like a nest." }, { "actor": "You", "dialogue": "Slowly reach out your hand." }, { "actor": "A Pile of Clothes", "dialogue": "Something underneath there is breathing." }, { "actor": "Half Light", "dialogue": "It doesn't give a shit that you're a cop! Stop your hand now or you're gonna die!" }, { "actor": "Inland Empire", "dialogue": "It's not too late, no one's going to blame you for backing out. You don't have to do this. Just get out." }, { "actor": "You", "dialogue": "Fuck this, I'm out. [Leave.]" } ], [ { "actor": "Shivers", "dialogue": "A brisk coastal wind still howls against the window of the shack. Occasionally the waves crawl in under the foundation, producing a low hum..." }, { "actor": "You", "dialogue": "Listen." }, { "actor": "Shivers", "dialogue": "The room feels muffled, like you pulled your hat over your ears. Outside, it is cold and windy, but you're inside, and it feels safe and warm." }, { "actor": "Shivers", "dialogue": "WHAT IS THIS PLACE TO YOU?" }, { "actor": "You", "dialogue": "Looks like this is my new home -- wonder where the old one went?" }, { "actor": "Shivers", "dialogue": "Westward, across the canal, towers the Whirling-in-Rags. Door #1 on the second floor is locked, behind it lies a trashed room. One floor below, behind a counter, stands an irritable man." }, { "actor": "Shivers", "dialogue": "In a small shack in the fishing village, a baroque heater hums quietly, emanating a sense of comforting warmth. A washbasin lies on the table, the water inside reflecting the sombre face of the world." }, { "actor": "Shivers", "dialogue": "Far away, on the corner of Perdition and Main, a nondescript building, obscured in a haze. It's vacant and lost, just like its tenant." }, { "actor": "You", "dialogue": "\"This feels like a cozy hideout.\"" }, { "actor": "Shivers", "dialogue": "Who are you talking to? There is no one here. Not even cold." }, { "actor": "You", "dialogue": "No, wait, I changed my mind, I want to choose again." }, { "actor": "Shivers", "dialogue": "There is no going back." }, { "actor": "Shivers", "dialogue": "Outside, the howl of the wind has picked up. The waves crash against the stilts again. It's as if you think the thought, but in someone else's voice..." }, { "actor": "Shivers", "dialogue": "LOOK UNDER THE FLOORBOARDS" } ], [ { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_pilehub_reached\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Hello hello! Let me know if I can help you with anything.\"" }, { "actor": "You", "dialogue": "\"I'd like to buy back the commemorative pin I sold.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Yes! Fortunately, I still have it. 3.30 and it's yours.\"" }, { "actor": "You", "dialogue": "\"Actually, no -- I don't have the money.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Your choice, officer. I can't promise I can hold on to it for much longer, however.\"" }, { "actor": "You", "dialogue": "\"I'm looking for something that plays a tape. For police business.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.boombox_mainhub_reached\"] == false and Variable[\"TASK.listen_to_merc_tape_done\"] == false) == false]" } ], [ { "actor": "Ancient Reptilian Brain", "dialogue": "There is nothing. Only warm, primordial blackness. Your conscience ferments in it -- no larger than a single grain of malt. You don't have to do anything anymore." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Ever." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Never ever." }, { "actor": "You", "dialogue": "Never ever ever?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Never ever ever ever, baby!" }, { "actor": "You", "dialogue": "(Simply keep on non-existing.)" }, { "actor": "Ancient Reptilian Brain", "dialogue": "An inordinate amount of time passes. It is utterly void of struggle. No ex-wives are contained within it." }, { "actor": "You", "dialogue": "This is great!" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Yes. It. Is." }, { "actor": "You", "dialogue": "What was that about the *ex-* something?" }, { "actor": "Limbic System", "dialogue": "An awareness creeps up on you. A mass lies hidden in your dead angle, soaking in some lurid, acidic sauce. It's bloated and shameful, a ball of meat surrounding you... This is a terrible line of questioning, and it will only lead to more awareness of the meat-thing." }, { "actor": "You", "dialogue": "No, I wanted to know about the ex-something." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Ex-love, ex-tenderness. It is foolish of you to resurface to the loss. Not after all the damage you suffered to get here, some of it irreversible... Stay, sail with me through the Abyssopelagic Zone!" }, { "actor": "You", "dialogue": "Allons-y! Never let me go!" }, { "actor": "Ancient Reptilian Brain", "dialogue": "All right. Nothingtown to Fuck-All-Borough!" }, { "actor": "You", "dialogue": "Let's visit the ancient Zero-Holm!" } ], [ { "actor": "You", "dialogue": "\"I'm coming.\" (Climb down.)" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_archer_working_soona\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Noid", "dialogue": "\"About time. You grab that amp. Forget the cables. Need to leave some evidence of our antenna to inspire future generations...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_turned_down_archer\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Script: SetVariableValue(\"character.committee_of_la_responsabilite\", true) --[[ Variable[ ]]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"TASK.make_the_music_harder_core_done\"]]" }, { "actor": "Noid", "dialogue": "\"Well, cop-man, we've re-paid the favour. Guess this cements the cop-hardcore alliance.\"" }, { "actor": "Egg Head", "dialogue": "\"YEEEAGH. WE ARE COPS NOW.\"" }, { "actor": "Andre", "dialogue": "\"Easy, Egg. We're still hardcore music venue organisers, first and foremost. But maybe this *does* make us pillars of the local community...\"" }, { "actor": "You", "dialogue": "\"I've got my own case to worry about, but if I have time, I'll be back.\"" }, { "actor": "Noid", "dialogue": "\"Sure, I've heard that before...\"" }, { "actor": "Noid", "dialogue": "\"I'll put this tech away later. Think there's an extra can set, in case you want to grab a *souvenir* or something. Don't think anyone will miss it.\"" } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.doomed_investigation\"] and Variable[\"TASK.doomed_investigation_done\"] == false) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"We're inside the chimney of an old central furnace. It's strange, I know.\" She looks at the ruddy bricks that make up the walls -- even though they've been repainted there are still signs of coal-black soot here and there." }, { "actor": "Novelty Dicemaker", "dialogue": "\"But when I arrived here, all the other rooms were taken, so I had to build myself a makeshift home. Besides, I don't really have to pay any rent here, so that's a plus.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_the_witch\"]) == false]" }, { "actor": "Authority", "dialogue": "Does it mean she's *unlawfully* occupying a part of the house? Shameful!" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reaction Speed", "dialogue": "When she arrived here, there was no room anywhere else... She must've known the other businesses." }, { "actor": "You", "dialogue": "\"How did you become a dicemaker?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"How did I *become* one? It was a business decision. I was a regular jeweller at first, but that's an unfocused field -- with too much competition.\"" }, { "actor": "Half Light", "dialogue": "She doesn't let it show, but there's anger in there -- she doesn't like jewellers. Thinks they're a mob." }, { "actor": "Novelty Dicemaker", "dialogue": "\"Some of my friends were role-players. They asked me to make some polyhedral dice out of cobalt. That was my first order. I grew it from there.\"" }, { "actor": "You", "dialogue": "\"Do you like role-playing games yourself?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Not especially. I like working with rare materials and a steady pay. And role-players as customers -- they're nice people.\"" }, { "actor": "Rhetoric", "dialogue": "Some of those nice people have big bucks to spend on novelty items." }, { "actor": "Empathy", "dialogue": "She's thankful for the security they provide her." } ], [ { "actor": "Southwest Entrance to the Tenements", "dialogue": "A sturdy metal door guards the southwest entrance to the apartment building. It's locked." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.find_a_way_inside_apt_building\")--[[ Variable[ ]]) == false]" }, { "actor": "You", "dialogue": "\"Ma'am, we're looking for Billie M\u00e9jean's apartment. We have important news to deliver.\"" }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "No reply. You can hear faint sweeping inside; a gust of wind blows through your clothes." }, { "actor": "You", "dialogue": "Knock again." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "The door rattles again, but this time you hear an elderly woman's voice calling out from inside..." }, { "actor": "Cleaning Lady", "dialogue": "\"Stop banging on the door! I'm not letting any more strangers inside.\"" }, { "actor": "You", "dialogue": "\"This is the police -- open the door.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"The police?! Everyone knows the police don't come around *here*.\u201c The hallways echoes with her cackle." }, { "actor": "You", "dialogue": "\"But I'm not joking.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"No, I already told you, I won't be responsible for any more strangers getting into the building...\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Go check the backyard door, maybe someone there will...\" She trails off, leaving the sentence unfinished." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_a_way_inside_apt_building\"] and Variable[\"TASK.find_a_way_inside_apt_building_done\"] == false) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.hjelmdall_mainhub_reached\"]]" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "What a shirt. All other shirts pale in comparison to the muscular man with antlers and immense zweih\u00e4nders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.hjelmdall\"]]" }, { "actor": "You", "dialogue": "\"What's the deal with the man on this t-shirt?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's the Man from Hjelmdall.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Walking away from his burning village, yes.\"" }, { "actor": "Empathy", "dialogue": "Their matter-of-fact tone belies their surprise at the fact that you didn't recognize the figure in the print." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.hjelmdall_empathy_surprise\"]]" }, { "actor": "Drama", "dialogue": "Lie, sire. For no reason." }, { "actor": "You", "dialogue": "\"He's a music-based superstar, right?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Hmm, I think you might be thinking about someone else I... dislike music,\" he frowns. \"So I couldn't tell you who.\"" } ], [ { "actor": "Soona, the Programmer", "dialogue": "\"And now if you'll just connect that here...\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Got it. Are we ready?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"We're ready to try, at least. Please, put those on. I've configured the channels so that only your microphone is set to broadcast. We'll both be able to listen, but anyone we reach will only hear *your* voice.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"You will need to transmit your connection request while I attempt to locate the warship's public frequency. You will likely encounter some interference, but it's important to keep transmitting your request until you're acknowledged. Ready?\"" }, { "actor": "You", "dialogue": "\"Not yet.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Too late. I've begun transmitting...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_snowing\"]) == false]" }, { "actor": "Shivers", "dialogue": "A soft rustling. Between your ears, a winterscape with fast falling snow..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_shivers_snow\"]]" }, { "actor": "You", "dialogue": "Where's the sound coming from?" }, { "actor": "Shivers", "dialogue": "Every lightswitch, every motor carriage, every doorbell, tea kettle, and radio in Martinaise, all mingled with electrical interference caused by scattered thunderstorms over Ozonne." }, { "actor": "Soona, the Programmer", "dialogue": "\"Officer? Are you in order? We're waiting for you to start...\"" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_inland_corpse_answered\"]]" }, { "actor": "The Hanged Man", "dialogue": "I'm gone." }, { "actor": "You", "dialogue": "I can't get the damn compartment in my ledger open." }, { "actor": "The Hanged Man", "dialogue": "The blue heart? Oh, that's good shit, you'll love it. Just press down and *fuck* it open like you always do." }, { "actor": "The Hanged Man", "dialogue": "Fuck it hard, Copopo the Clown." }, { "actor": "Physical Instrument", "dialogue": "He means force. It'll work." }, { "actor": "You", "dialogue": "I can see you're gone, but *who* are you?" }, { "actor": "The Hanged Man", "dialogue": "I'm a joke. Look at me." }, { "actor": "You", "dialogue": "You are now, but who were you when you were alive?" }, { "actor": "The Hanged Man", "dialogue": "A killer. A motherfucker and a killer." }, { "actor": "Half Light", "dialogue": "Takes one to know one." }, { "actor": "You", "dialogue": "I have another question for you." }, { "actor": "The Hanged Man", "dialogue": "Go ahead, Cobo." } ], [ { "actor": "Titus Hardie", "dialogue": "\"What are you talkin' about, madman? There's no eighth Hardie boy. There's seven of us and we're all here.\" He sizes you up." }, { "actor": "Titus Hardie", "dialogue": "\"Or what -- *you* want to be the eighth Hardie boy? We ain't hiring!\" He shakes his head." }, { "actor": "Glen", "dialogue": "\"Actually, boss, we've been talking and we think she could maybe...\"" }, { "actor": "Suggestion", "dialogue": "This person Glen wants to hire -- he really respects her." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"XP.gardner_confirmed_shes_not_eight_hardie\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "*She*? So there is an eighth Hardie and it's a Hardie girl? Who might it be, Elizabeth the gardener?" }, { "actor": "Titus Hardie", "dialogue": "\"Shut the *fuck* up, Glen!\" he roars. \"I do the talking here! Now what the fuck do you want, cop?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Logic", "dialogue": "It has to be good if he won't let you pursue it." }, { "actor": "Glen", "dialogue": "\"Sorry, boss...\" you hear the blond man almost whimper." }, { "actor": "You", "dialogue": "\"Titus, let's go over the night of the murder again.\"" }, { "actor": "Titus Hardie", "dialogue": "He frowns, but then gives you a quick nod. \"Alright.\"" }, { "actor": "You", "dialogue": "\"Who's *Tibbs*?\"" } ], [ { "actor": "A Hole in the Wall", "dialogue": "A few bricks have fallen off, revealing a compartment behind the wall. It's too dark to see in." }, { "actor": "You", "dialogue": "\"What does this mean -- a rifle here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It means there are firearms -- albeit inoperable -- still lying around in Martinaise. It's an interesting coincidence, I would say. Might come in useful in the future.\"" }, { "actor": "Empathy", "dialogue": "He likes this find." }, { "actor": "You", "dialogue": "\"Look, there's a hole in the wall.\" (Point at the hidden compartment.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There is, yes. And there also appears to be something *inside* the hole... Interesting. Do you want to take a look?\"" }, { "actor": "You", "dialogue": "\"Okay, I do...\" (Look inside.)" }, { "actor": "A Hole in the Wall", "dialogue": "Your hand reaches deep into darkness and spider webs, rummaging around. You find rusty rifles, hidden away..." }, { "actor": "You", "dialogue": "Inspect the rifles." }, { "actor": "A Hole in the Wall", "dialogue": "Most of them are rusty and inoperable like the rest, but one catches your eye -- a bolt action model with a fine wood stock. In better cosmetic order than the others." } ], [ { "actor": "Kortenaer", "dialogue": "\"Yes... So what?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"character.habit_alcohol\"]]" }, { "actor": "Electrochemistry", "dialogue": "Yeah. So what. You should be drunk too. Or, like, *drunker*. You don't want to die sober do you?" }, { "actor": "You", "dialogue": "I don't need a drink right now, for god's sake, the gardener just got shot!" }, { "actor": "Electrochemistry", "dialogue": "Fucking horrible... A girl got shot?! Because of you?! Only warm alcohol will help soothe the guilt!" }, { "actor": "Volition", "dialogue": "Shut up! Let him think, too much is on the line, he's *not* gonna fuck it up because of you. I won't let you." }, { "actor": "You", "dialogue": "\"Your judgement is impaired. You'll regret this.\"" }, { "actor": "Kortenaer", "dialogue": "\"Nah...\" He wipes the sweat from his brow. \"I'm clear as day. Fucking government ordained super-soldier...\"" }, { "actor": "Composure", "dialogue": "He must be tweaked off too. With something other than alcohol. They always are..." }, { "actor": "De Paule", "dialogue": "\"Enough already! What is this?!\" The woman's voice is furious. \"We didn't come here to fucking chat!\"" }, { "actor": "Kortenaer", "dialogue": "\"Interrupt me again and I will execute you on the spot, lance-corporal.\" The outburst is accompanied by yellowish saliva around his mouth." }, { "actor": "Suggestion", "dialogue": "Now! You got them both off-piste! He's foaming mad at her..." }, { "actor": "You", "dialogue": "Think of an argument!" } ], [ { "actor": "You", "dialogue": "Pick up the gun lying in the sand." }, { "actor": "The Deserter", "dialogue": "His gaze follows your motions. The rifle feels surprisingly light in your hand, frame stocked and patched in places with tape and wire." }, { "actor": "Hand/Eye Coordination", "dialogue": "Still warm from his parched hands. Not the metal. The metal is ice cold. This weapon has been modified several times." }, { "actor": "You", "dialogue": "\"The rifle has been patched and modified several times.\"" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (IsCunoInParty()) == false]" }, { "actor": "The Deserter", "dialogue": "\"Things keep falling apart if you don't tend to them.\"" }, { "actor": "You", "dialogue": "Stow the gun. (Conclude.)" }, { "actor": "The Deserter", "dialogue": "The old man keeps following your motions with his gaze. His right arm twitches suddenly..." }, { "actor": "Reaction Speed", "dialogue": "Some kind of involuntary response? Something is slightly off with his motorics..." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"TASK.extract_a_confession_done\"]]" } ], [ { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: Variable[\"whirling.goracy_main_hub_reached\"]]" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: IsNight()]" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "The man nods at you, checks his watch and sighs, \"Ai-ai-ai...\"" }, { "actor": "Logic", "dialogue": "It's late. He's working." }, { "actor": "You", "dialogue": "\"Do you know what's behind that door?\" (Point to the blue door.)" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "He looks up at you, then looks away quickly, shrugging and muttering something to himself." }, { "actor": "Composure", "dialogue": "Shrugging is an international sign for: 'No, I don't know what's behind that door'." }, { "actor": "You", "dialogue": "\"Leo said you're friends with Ma\u00f1ana. Is that true?\"" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "The mention of 'Ma\u00f1ana' gets his attention. He smiles and delivers a whole slew of unfamiliar words and lively gestures. Then he falls silent again." }, { "actor": "Empathy", "dialogue": "They're friends." }, { "actor": "You", "dialogue": "\"Gor\u0105cy, could I have some of that brew?\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Is there something here that would indicate a sniper used this place as a nest for taking the shot? Just some urban detritus, a bottle and a dilapidated old comms tower." }, { "actor": "Endurance", "dialogue": "The wind picks up. Fine sea foam lashes your face. It feels like needles. You can take it -- just raise your collar, detective." }, { "actor": "Perception", "dialogue": "In the distance you can hear the breakers roar." }, { "actor": "You", "dialogue": "Look over the water -- to the Whirling-in-Rags." }, { "actor": "Visual Calculus", "dialogue": "There, 1.2 kilometres over the wave-crossed bay, through heavy, dark grey curtains of rain you see the smallest rectangle, barely visible." }, { "actor": "Visual Calculus", "dialogue": "The light is off on the third floor of the Whirling-in-Rags. The young woman is gone who knows where. Safe, closed off. Her form no longer moves behind the glass there..." }, { "actor": "You", "dialogue": "What about the cigarette butts?" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_inland_corpse_answered\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_inland_failed_twice\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_inland_failed_once\"]]" }, { "actor": "Inland Empire", "dialogue": "The fish-lips stay silent in response. You must be losing your mind, asking him that over and over..." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_questions_accessed_in_autopsy\"]) == false]" }, { "actor": "You", "dialogue": "I have something I need to know, corpse-man." }, { "actor": "The Hanged Man", "dialogue": "Of course! You have questions, don't you? The power of your *imagination* is at your service." }, { "actor": "You", "dialogue": "Enough." }, { "actor": "The Hanged Man", "dialogue": "You can come back and look into this face any time you want. Ask me your little questions, freshen your memory. Create associations, remind yourself of your *mortality*, Coppolopo." } ], [ { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.vicquemare_main_hub_reached\"]) == false]" }, { "actor": "Man with Sunglasses", "dialogue": "\"You look like shit.\" Your ruffled face reflects in the man's sunglasses." }, { "actor": "Man with Sunglasses", "dialogue": "\"And I don't mean that as a metaphor.\"" }, { "actor": "Conceptualization", "dialogue": "You can't leave it like that -- spin it on its head. ENGAGE CAPS LOCK." }, { "actor": "Physical Instrument", "dialogue": "No, you don't -- you look like a young god." }, { "actor": "You", "dialogue": "\"I'm never going to get this case solved.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"You're not. I really don't believe you are.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"C'mon, Jean...\" The woman next to him sighs. \"It looks like it's been a rough week on him.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"It's not just this week.\" He scans you from head to toe. \"What do you want?\"" }, { "actor": "Visual Calculus", "dialogue": "There's something about this guy that *matches* with a face in your head. A similar, but different face." }, { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viquemare_viscal_familiar\"]) == false]" }, { "actor": "Composure", "dialogue": "Okay, so this guy is cool -- he stands there like a statue. An *angry* statue. And he does *not* like you." }, { "actor": "Suggestion", "dialogue": "Don't even try to win him over. You won't." }, { "actor": "You", "dialogue": "\"Okay then. See you around!\" [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "Nothing comes up. You see the lieutenant watch you try to stimulate thought processes by hitting yourself." }, { "actor": "Empathy", "dialogue": "He does not look worried -- yet. He has that *do what you have to do* expression, with a pinch of *don't hit yourself again*." }, { "actor": "Pain Threshold", "dialogue": "You need to punch yourself again!" }, { "actor": "You", "dialogue": "\"I don't need your cooperation. I've got this.\" (Show him the Triangong 4-46.)" }, { "actor": "The Deserter", "dialogue": "\"Heh...\"" }, { "actor": "Encyclopedia", "dialogue": "You know peacetime laws in Moralintern-affiliated nations forbid it -- it's a rarity." }, { "actor": "You", "dialogue": "\"Looks to me like it could be used for a long range shot.\"" }, { "actor": "The Deserter", "dialogue": "\"It's a real gun, not like the little musketeer pistols you RCM fasces have.\"" } ], [ { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (Variable[\"tc.wards_plais\"]) == false]" }, { "actor": "Warded Door", "dialogue": "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." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (CheckItem(\"key_bookstore_backdoor\")) == false]" }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: Variable[\"doomed.bookstore_backdoor_greeting_done\"]]" }, { "actor": "You", "dialogue": "Break down the door." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.bookstore_backdoor_redcheck_smash\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "Ow, shoot! Whose moronic idea was it to just *run through the door*? Don't you know that things like that *hurt*?!" }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"coach_physical_instrument\")) == false]" }, { "actor": "You", "dialogue": "\"Is that... Is that *blood* I'm seeing?\" (Rub your forehead.)" }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "You see the lieutenant's familiar shape in the orange jacket. It turns double -- then triple -- from the pain." }, { "actor": "Pain Threshold", "dialogue": "It's nothing. You're alive, that's what matters." }, { "actor": "You", "dialogue": "\"Kim....\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Sunrise, parabellum*,\" the lieutenant says. He's in the middle of a freshly cleaned room, with the fan above his head like a halo. His face is covered in bruises." }, { "actor": "You", "dialogue": "\"Ouch.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's not *ouch* time yet. You just got a *drouamine* pill an hour ago. Wait until it wears off.\"" }, { "actor": "Encyclopedia", "dialogue": "Drouamine. Then it's not *that* bad. Neither surgical, nor organ-damage bad. But still under-the-counter bad." }, { "actor": "You", "dialogue": "\"How bad am I hurt?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Reasonably bad. You were shot in the left quadriceps -- that's your thigh. The outer side thankfully, no major arteries were nicked. The bullet was removed and a bacterial infection treated with mercurochrome.\"" }, { "actor": "You", "dialogue": "\"Can I... walk?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We will see.\"" } ], [ { "actor": "Frequency Fireplace", "dialogue": "This old fireplace is covered in lines drawn in blue and red marker, the mesh spreading over the stone like blood vessels on alabaster skin. It looks ghostly and strangely ancient." }, { "actor": "Inland Empire", "dialogue": "A diagram for summoning some time-forgotten being? The symbols seem very esoteric." }, { "actor": "Conceptualization", "dialogue": "The whole thing resembles Kedran mosaic tiles. Very Pisantic." }, { "actor": "You", "dialogue": "Hold on, how do I know what Kedran mosaic tiles are supposed to look like?" }, { "actor": "Conceptualization", "dialogue": "History classes. Students with their textbooks open, studying the roots of our civilization. Those aquarelle-blue tiles looked beautiful in the sun." }, { "actor": "You", "dialogue": "What am I looking at?" }, { "actor": "Frequency Fireplace", "dialogue": "Radio frequencies, it seems. UKV123.6, UKV123.7, UKV123.9... some written notes too. Sparse and cryptic." }, { "actor": "You", "dialogue": "Radio frequencies for what?" }, { "actor": "Frequency Fireplace", "dialogue": "Unclear. It looks like a cardiovascular system, split into veins and capillaries. Very advanced." }, { "actor": "You", "dialogue": "So we're dealing with something medical here?" }, { "actor": "Frequency Fireplace", "dialogue": "You think so? The web is comprised of radio stations. All lead back to one red heart, titled: The Game Master Frequency. A note says: 'This one can listen in on any station it wants?!'" }, { "actor": "Half Light", "dialogue": "Looks like a surveillance programme..." }, { "actor": "Interfacing", "dialogue": "They must have had *massive* airwidth. These things don't come cheap." }, { "actor": "You", "dialogue": "Wait, who's the Game Master?" }, { "actor": "Frequency Fireplace", "dialogue": "Someone very important." }, { "actor": "Authority", "dialogue": "The leader of a massive on-air game built by these people." } ], [ { "actor": "Sandcastle", "dialogue": "Weather has not been kind to Lily's little sandcastle. The once mighty towers are quickly eroding away. You can see something shining back to you from what must have been a vast underground catacomb network." }, { "actor": "You", "dialogue": "\"Broken...\"" }, { "actor": "Sandcastle", "dialogue": "A gush of wind disintegrates another piece of the cellar ceiling, exposing more of the mysterious glimmer underneath. The shithole's about to collapse." }, { "actor": "Half Light", "dialogue": "The building's coming down on you, you need to get out of here!" }, { "actor": "Visual Calculus", "dialogue": "Smooth reflective surface... are these the gloves you're looking for?" }, { "actor": "You", "dialogue": "Leave the sandcastle alone. [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Are you serious?\" The lieutenant's face changes immediately, taking on a more sombre expression." }, { "actor": "Kim Kitsuragi", "dialogue": "\"How long has he been dead? Did you *identify* him, search through his pockets? Is he still there?\"" }, { "actor": "You", "dialogue": "\"I found a library card from his pockets, issued to someone named Billie M\u00e9jean by the Jamrock Public Library. The body is still there.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Great, we should call the library -- maybe it can provide us with a lead. That is, if we decide to take the case.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Taking the case would mean that we need to identify the man and take care of the corpse. I can take the body to the morgue on my own or we could ask for the help of the Hardie boys.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But if all of this seems too much of a hassle, then there's also the option of reporting back to the station and leaving the case for our colleagues to solve.\"" }, { "actor": "You", "dialogue": "\"I want us to solve the case completely on our own.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright. We're still going to have to call the station to let them know we're taking on an additional case, and so they can take away the body.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's make sure we didn't miss anything -- especially any identifying information -- before we go.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kimintro_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like we have more to discuss with those so-called *Hardie boys*.\" His voice is lowered. \"Half their reasoning just went out the window.\"" } ], [ { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: Variable[\"tc.wards_plais\"]]" }, { "actor": "Warded Door", "dialogue": "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." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (CheckItem(\"key_bookstore_backdoor\")) == false]" }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.bookstore_backdoor_greeting_done\"]) == false]" }, { "actor": "Physical Instrument", "dialogue": "What if... you just break it down?" }, { "actor": "You", "dialogue": "Maybe I *should* break it down? But not before I strategize..." }, { "actor": "Physical Instrument", "dialogue": "That's right, take in your surroundings. You need to have a solid ground and a proper posture if you want to succeed." }, { "actor": "You", "dialogue": "Check your surroundings." }, { "actor": "Physical Instrument", "dialogue": "The room is dimly lit and littered with old barber shop rubbish, but the path to the door is clear." }, { "actor": "You", "dialogue": "And what about the door?" }, { "actor": "Physical Instrument", "dialogue": "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." } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_archer_working_soona\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Noid", "dialogue": "\"About time. You grab that amp. Forget the cables. Need to leave some evidence of our antenna to inspire future generations...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_turned_down_archer\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"TASK.make_the_music_harder_core_done\"]]" }, { "actor": "Noid", "dialogue": "\"Well, cop-man, we've re-paid the favour. Guess this cements the cop-hardcore alliance.\"" }, { "actor": "Egg Head", "dialogue": "\"YEEEAGH. WE ARE COPS NOW.\"" }, { "actor": "Andre", "dialogue": "\"Easy, Egg. We're still hardcore music venue organisers, first and foremost. But maybe this *does* make us pillars of the local community...\"" }, { "actor": "You", "dialogue": "\"It's been good working with you... gentlemen.\"" }, { "actor": "Noid", "dialogue": "\"No need to fake it, we know you're still a cop at heart...\"" }, { "actor": "Noid", "dialogue": "\"I'll put this tech away later. Think there's an extra can set, in case you want to grab a *souvenir* or something. Don't think anyone will miss it.\"" } ], [ { "actor": "Inland Empire", "dialogue": "It's only a red chair. Just a red chair in an empty shack -- with what looked like a dusty bow tie on the shelf. Nothing to see here, right?" }, { "actor": "You", "dialogue": "\"Hey Kim, where are we?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"In someone's abandoned shack. On the coast. In Martinaise...\" He looks at you. \"In Revachol.\"" }, { "actor": "Rhetoric", "dialogue": "He's afraid you've forgotten suddenly." }, { "actor": "You", "dialogue": "\"Could our suspect be staying here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Here?\" He looks around. \"I don't see signs of recent habitation. This place is abandoned.\"" }, { "actor": "Suggestion", "dialogue": "See? He doesn't like the *vibration* from the red chair either." }, { "actor": "You", "dialogue": "\"All right. Let's move.\" [Finish thought.]" } ], [ { "actor": "Knick-knacks Stand", "dialogue": "Toy soldiers stand guard over bowls filled with bracelets, rings, and used cigarette lighters." }, { "actor": "You", "dialogue": "Win 'her' back?" }, { "actor": "Inland Empire", "dialogue": "Yes! Buy something nice! A figurine." }, { "actor": "Volition", "dialogue": "This sounds... off. You shouldn't trust this guy." }, { "actor": "You", "dialogue": "Inspect the knights on horseback." }, { "actor": "Knick-knacks Stand", "dialogue": "Big men on big horses clad in lamellar armour and carrying flintlocks. The kind that would mow down a line of enemy soldiers in the blink of an eye." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: Variable[\"tc.franconigerian_cavalry\"]]" }, { "actor": "You", "dialogue": "(Point at the knights on horseback.) \"These are Franconigerian cavalry, right?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mhm. I used to be very serious about my Franconigerian knights...\" He looks at the dusty figurines in the dim light." }, { "actor": "Esprit de Corps", "dialogue": "...a long, long time ago." }, { "actor": "You", "dialogue": "Purchase the Headless FALN Rider and his cap." }, { "actor": "Bird's Nest Roy", "dialogue": "\"Did I mention that this figurine is supposed to be lucky? Always carry it with you.\" He grins." } ], [ { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sylvie_greeting_done\"]]" }, { "actor": "You", "dialogue": "\"Hey, Sylvie, it's the police again.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, great.\" She doesn't sound thrilled. \"What else do you need, detective?\"" }, { "actor": "You", "dialogue": "\"Have you seen my gun?\"" }, { "actor": "Sylvie", "dialogue": "\"Please, no. Not this again -- everyone saw your 'cool gun', detective...\" She sounds beyond exacerbated." }, { "actor": "You", "dialogue": "\"I showed you my gun? When did it happen?\"" }, { "actor": "Sylvie", "dialogue": "\"You were trying to *impress* some people with it. Everyone was eating and...\" She stops hesitantly, not sure if she should continue." }, { "actor": "Half Light", "dialogue": "Sounds like it's going to be bad. Do you really want to know?" }, { "actor": "You", "dialogue": "\"And what? What did I do?\"" }, { "actor": "Sylvie", "dialogue": "\"You were waving it around in everyone's face, begging them to describe it. You said it 'calms you'. And then you started making suicide jokes. It got pretty *graphic*.\"" }, { "actor": "Drama", "dialogue": "Oh, those again? I have been trying to wean you off them." }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sylvie_drama_suicidejokes\"]]" }, { "actor": "You", "dialogue": "Off of what?" }, { "actor": "Drama", "dialogue": "You know, when you put your gun, your *actual* gun, on your temple and pretend to shoot your brains out? Off of that. People don't like that." }, { "actor": "Rhetoric", "dialogue": "Hm, I remember this. You were screaming things like \"My brains are all over the walls, painting them red. I won't be seeing it, cause these are my brains. I can't see without my brains!\" Very nice visuals there." } ], [ { "actor": "Perception (Hearing)", "dialogue": "All around you, the hisses and chirps of locusts fill the musky air. The earthen floor of the shack has been shaped into mounds of mud dotted with little holes for windows." }, { "actor": "Conceptualization", "dialogue": "Like skyscrapers, spires of dirt and sand rising. Accommodations for their insectoid inhabitants?" }, { "actor": "Perception (Hearing)", "dialogue": "Sounds like you found the locusts, detective." }, { "actor": "You", "dialogue": "What is this?" }, { "actor": "Perception (Hearing)", "dialogue": "Heaps of leaves are rotting among the mud-cake towers. Dozens of little locusts feed on them, buzzing away with vicious joy. Cuno has really outdone himself here." }, { "actor": "Inland Empire", "dialogue": "It's an ode to self expression." }, { "actor": "Conceptualization", "dialogue": "It's the work of a self-taught visionary." }, { "actor": "You", "dialogue": "I should go and ask him to stop then. [Finish thought.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"What happened to you?\" the lieutenant asks as he leans in, eyes mapping your frozen face." }, { "actor": "You", "dialogue": "\"This is what I am now, Kim. What I was always meant to be.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And what is that? A walking mask?\"" }, { "actor": "You", "dialogue": "\"The last kingsman.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The last kingsman...\" he repeats pensively, inspecting your face. \"That's fitting, I suppose. Almost as if you *did* manage to turn back time. If only for yourself.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright, detective,\" he reaches out and pats you on the arm. It feels strangely encouraging. \"Let's get going, we've got a killer to catch.\"" } ], [ { "actor": "Visual Calculus", "dialogue": "You look down at the white ceramic sabatons hugging your arches and calves, surprised at how well they fit." }, { "actor": "Perception (Hearing)", "dialogue": "Your movements cause tiny little clicks, like dice rolling somewhere far away, as the plates reorient to your motions." }, { "actor": "You", "dialogue": "It is good to be an unstoppable ceramic man." }, { "actor": "Visual Calculus", "dialogue": "Remember, this is a highly specialized kinetic re-distributor meant to stop bullets. Wear it, observe its properties. See if there's a *weakness* in the design." }, { "actor": "Half Light", "dialogue": "For the day you have to *fight* someone covered in the same material." } ], [ { "actor": "You", "dialogue": "\"The pale can damage the mind?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Extensively.\"" }, { "actor": "You", "dialogue": "\"How?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Some say the damage stems from extreme sensory deprivation. Others argue that pale somehow *consists* of past information, that's degrading. That it's rarefied past, not rarefied matter.\"" }, { "actor": "Joyce Messier", "dialogue": "\"They call it *the blend-over of the self*. The pale does not only suspend the laws of physics, but also the laws of psychology, maybe History, even... The human mind becomes over-radiated by past.\"" }, { "actor": "Rhetoric", "dialogue": "Who says and who argues?" }, { "actor": "You", "dialogue": "\"Who says and who argues?\"" }, { "actor": "Joyce Messier", "dialogue": "\"The logical positivists say -- the dialectical materialists argue.\"" }, { "actor": "You", "dialogue": "\"What does this over-radiation feel like?\"" }, { "actor": "Joyce Messier", "dialogue": "\"It feels terrible. Absolutely terrible. International standards strictly limit civilian travellers to six days of pale exposure per year...\"" }, { "actor": "Logic", "dialogue": "It's more for her -- way more." }, { "actor": "You", "dialogue": "\"*You're* not a civilian passenger?\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_harrier\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"No, nameless detective of the Citizens Militia. I am a member of the *Entroponetic Business Class*. I'm cleared and trained for 22 days of pale transit annually.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_revolutionary_melancholy\"]]" }, { "actor": "Empathy", "dialogue": "Perhaps that explains her strange pining after the Revolution? Some degraded early memories..." } ], [ { "actor": "Composure", "dialogue": "As you turn, a bright light catches your eye, making you squint." }, { "actor": "You", "dialogue": "[Discard thought.]" }, { "actor": "Composure", "dialogue": "You sure? The light is *important*. The light is life. And destiny." }, { "actor": "You", "dialogue": "Where's it coming from?" }, { "actor": "Composure", "dialogue": "From a distant sunset? A stage light? Flash photography? Nowhere in particular? It's just what *superstar law-officers* do -- they squint at lights. And they solve shit." }, { "actor": "You", "dialogue": "Actually, now that I hear *superstar* and *law official* in a sentence they sound weird together." }, { "actor": "Composure", "dialogue": "What are you, deaf? They're perfect! Like 'rockstar politician' and 'drug-addict teacher'. Embrace the superstardom you've worked so hard to establish." }, { "actor": "You", "dialogue": "You've got the wrong impression. I'm no superstar. I'm trash." }, { "actor": "Composure", "dialogue": "Yeah, a cool *trash* superstar. Big dick cop down on his luck. Salaam Rocky Bhai. Bad-ass, on the edge disco cop. Time to recede into a ludicrous fantasy world, HERE WE GO! Camera, lights..." }, { "actor": "You", "dialogue": "No. Fuck you! [Finish thought]" } ], [ { "actor": "Half Light", "dialogue": "Do you feel that?" }, { "actor": "You", "dialogue": "Feel what?" }, { "actor": "Half Light", "dialogue": "That tingle on the back of your neck... like you're being *watched*." }, { "actor": "You", "dialogue": "What, where? (Look around.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant is waiting patiently, tapping his foot lightly to a tune only he can hear." }, { "actor": "Half Light", "dialogue": "There, *the lieutenant*. Isn't it suspicious how he's always there, *watching* you, *listening* to you?" }, { "actor": "Logic", "dialogue": "Assume for the sake of argument that there's something to this inane conspiracy... If Seol is keeping tabs on everyone, maybe they can fill in some of your memory holes..." }, { "actor": "Empathy", "dialogue": "Isn't that what you've always wanted, to be listened to?" }, { "actor": "You", "dialogue": "There's nothing suspicious here. [Discard thought.]" } ], [ { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_success_read\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.replaced_viscal_read_before_tribunal\"] and Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (CheckItem(\"map_of_martinaise\")) == false]" }, { "actor": "Visual Calculus", "dialogue": "The same two neon lit shapes -- a man and a woman. A ray of backward motion explodes from the man's mouth, through the window, to the roof outside, widening into a radius -- A prime." }, { "actor": "You", "dialogue": "Have a look at point A' -- the roof." }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_ruled_out_roof_shot_for_viscal\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "The ray cast from the man's mouth unravels into a fan of possible directions, all on the roof at first. The shot could have come from any of them. This is composite location A prime -- most likely of the origin points." }, { "actor": "You", "dialogue": "So I'm what... 80% sure the roof is where the shot was made from?" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.ballistics_analysis_done\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "72%. With a weapon that's good for medium range, like a rifle or sports pistol. This is a good short distance, but not too short. The perpetrator aimed with their back against the railing, or possibly kneeling for precision. This would explain why it only took them one shot." }, { "actor": "Visual Calculus", "dialogue": "The lights were on in here. Outside it was dark. It was like shooting fish in an aquarium -- a well lit aquarium. The victim opened his mouth to let the bullet in. Neither of them would have seen anything outside, in the darkness -- too busy with their own bodies." } ], [ { "actor": "Shivers", "dialogue": "The Delta Logistics Company truck stands here waiting, reflecting white light from the courtyard behind it." }, { "actor": "You", "dialogue": "Are there people in there?" }, { "actor": "Shivers", "dialogue": "Yes, people hard at work at their desks. They can barely tell if it's day or night anymore because the lights in the building are so uniform and bright. Who knows when they'll come out?" }, { "actor": "You", "dialogue": "What keeps them motivated?" }, { "actor": "Shivers", "dialogue": "Irony. They're yuppies masquerading as Mazovians... Or was it Mazovians masquerading as yuppies? Even they get confused sometimes, out here in poverty-stricken Martinaise." }, { "actor": "You", "dialogue": "Can't I get into the courtyard somehow?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Whatever's going on there could hardly be of any consequence to our ongoing investigation.\" The lieutenant adjusts his glasses." }, { "actor": "Kim Kitsuragi", "dialogue": "\"You can come back to it on your own when we're done with this case.\"" }, { "actor": "You", "dialogue": "Let it go for now. [Leave.]" } ], [ { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"XP.help_annette\"]]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.annette_altgreet_passives_shown\"]) == false]" }, { "actor": "Annette", "dialogue": "\"I'm sorry, sir, I can't talk right now. I'm very busy with my homework... I have so much homework now.\"" }, { "actor": "Empathy", "dialogue": "You just can't win." }, { "actor": "Logic", "dialogue": "Out of the rain and into the gutter." }, { "actor": "You", "dialogue": "\"What are you doing now?\"" }, { "actor": "Annette", "dialogue": "\"Math...\" She looks into her notebook with trepidation. \"It's really difficult. Like -- really. They say you need it to get rich. Better than standing outside in the cold, I guess.\"" }, { "actor": "Annette", "dialogue": "\"Oh, oh...!\" Suddenly, she smiles and perks up. \"I found something while you were away.\"" }, { "actor": "You", "dialogue": "\"What is it?\"" }, { "actor": "Annette", "dialogue": "\"I thought this would fit you... Like thanks for helping out! Not me -- the city I mean. Like a detective does.\" She gives you a hat -- almost exactly like the one Dick Mullen wears on the covers." }, { "actor": "You", "dialogue": "\"A detective hat?\"" }, { "actor": "Annette", "dialogue": "\"Yes! Just like the one Dick Mullen wears all the time...\" She grins. \"You'll look way more serious with that.\"" }, { "actor": "Annette", "dialogue": "\"Right. I have to get back to my homework now, before Mum notices. Man, this is *hard*...\" She looks back at the infernal scribblings under her nose." } ], [ { "actor": "Empathy", "dialogue": "What's this? We're getting reports of *normal*, *reasonable*, *temperate* political opinions somewhere in Martinaise..." }, { "actor": "You", "dialogue": "You must be mistaken: I'm a real radical." }, { "actor": "Empathy", "dialogue": "Of course, a *radical centrist*. In these bright and loud times where a thousand frequencies drown one another out, sober thinking is a radical act..." }, { "actor": "Empathy", "dialogue": "It's time... to become a citizen of the *Kingdom of Conscience*." }, { "actor": "You", "dialogue": "No more talk -- Sign me up for a passport! (Opt in.)" }, { "actor": "Empathy", "dialogue": "I knew we could trust you. Remember -- *real democracy* is just around the corner for Revachol. When that real democracy kicks in we are all going to be so much happier." } ], [ { "actor": "You", "dialogue": "\"Looks like a gym to me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, but no one's been here in ages.\" He draws a stripe on the dusty floor with his foot..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... Good thing we have a flashlight on us.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a faint beam of daylight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"Let's just keep going, I'm sure it's just a regular abandoned house, nothing mysterious here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sounds good.\"" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"That's just it! This isn't like him at all. He always plans his expeditions so carefully...\"" }, { "actor": "Shivers", "dialogue": "A cold breeze hisses through dense thickets of reeds.... Something sweet in it, somnolent. A damp chill goes down your spine. When you look around, you're still in the Whirling-in-Rags." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\u201cBut you have more important things to worry about.\u201d She glances out the window toward the bay." }, { "actor": "Conceptualization", "dialogue": "More important than a missing *expedition?* I don't know... expeditions often lead to something interesting." }, { "actor": "You", "dialogue": "\"The water lock on the canal is broken, so your husband is probably just stuck on the other side of the coast.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, my! What happened to the water lock?\"" }, { "actor": "You", "dialogue": "\"I really don't know.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Well, whatever the cause, I'm thankful. You've spared me another sleepless night.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_morell_back_to_lena\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Script: FinishTask(\"TASK.tell_lena_about_water_lock_done\")--[[ Variable[ ]]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Listen, sweetie. I hate to ask, but if your investigation happens to take you to the other side of the coast, please do keep an eye out for my husband...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_questtaking_passives_shown\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "This will *surely* lead to a cryptozoological mystery with that *extremely rare insect*..." }, { "actor": "Conceptualization", "dialogue": "Yes! Some left-field scientific research is exactly what you need right now. Funk up that *vanilla* murder investigation." } ], [ { "actor": "Mountain of Board Games", "dialogue": "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 Wirr\u00e2l-related merchandise." }, { "actor": "You", "dialogue": "\"So what about all these 'Wirr\u00e2l' things?\"" }, { "actor": "Plaisance", "dialogue": "\"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!\"" }, { "actor": "Plaisance", "dialogue": "\"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." }, { "actor": "You", "dialogue": "\"So what about all these 'Wirr\u00e2l' things?\"" }, { "actor": "Plaisance", "dialogue": "\"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!\"" }, { "actor": "Plaisance", "dialogue": "\"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." }, { "actor": "You", "dialogue": "\"So what about all these 'Wirr\u00e2l' things?\"" }, { "actor": "Plaisance", "dialogue": "\"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!\"" }, { "actor": "Plaisance", "dialogue": "\"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." }, { "actor": "You", "dialogue": "\"I want to buy the *Suzerainty* game.\"" } ], [ { "actor": "You", "dialogue": "\"On second thought -- about something else...\"" }, { "actor": "The Deserter", "dialogue": "\"Figured.\" He sighs and holds his lower abdomen. A flash of pain there... it angers him." }, { "actor": "You", "dialogue": "\"What, specifically, did you not *like* about what you saw the night of the murder?\"" }, { "actor": "The Deserter", "dialogue": "\"Them fucking...\" He looks at the charred wood. \"I didn't like that.\"" }, { "actor": "You", "dialogue": "\"Okay then.\"" }, { "actor": "The Deserter", "dialogue": "*Splat*, a bloody spitball lands on the firewood." }, { "actor": "You", "dialogue": "\"Those words: 'the future teaches you...'\"" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (Variable[\"village.skiff_said_boombox_to_kim\"]) == false]" }, { "actor": "The Deserter", "dialogue": "\"Real music. It's La Revacholi\u00e8re, you shit-licking boujee dog. *Chanson de soldat* of the black-and-whites.\"" }, { "actor": "Encyclopedia", "dialogue": "Marching song..." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.deserter_ency_marching_song\"]) == false]" } ], [ { "actor": "Shivers", "dialogue": "A drop in temperature. An easy flow of air: an empty street. Before you, a thoroughfare unjammed with lorries. No more drivers smoking on hitch steps. Just... silence." }, { "actor": "You", "dialogue": "What did the smoke smell like?" }, { "actor": "Shivers", "dialogue": "Chemically sweetened. Across the road, a forgotten bus stop; corrosion has opened a hole in its roof. An elm tree watches over the building. Its branches are dripping with rain and snow." }, { "actor": "Shivers", "dialogue": "The road is smooth and motley. Craters filled with a black asphalt. The asphalt first laid is grey already. A row of tenements are under construction in the distance." }, { "actor": "You", "dialogue": "What about the road?" }, { "actor": "Shivers", "dialogue": "Craters pocked the surface. Children played in them, until heavy trucks full of black pitch rolled in. The landowners have filled the craters with money. It is a vital artery of flow of trade." }, { "actor": "Perception (Sight)", "dialogue": "There's one bump on the road: a dead dog lies flat about two hundred paces away, right at the turn." }, { "actor": "You", "dialogue": "That is enough. [Finish thought.]" }, { "actor": "Shivers", "dialogue": "The wind moves the aerosol. A detective stands behind the boom barrier; a breeze moves a curl of his hair." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.minot_whirling_mainhub_reached\"]) == false]" }, { "actor": "Horse-Faced Woman", "dialogue": "The woman in an RCM patrol officer's uniform winces as she notices you." }, { "actor": "Horse-Faced Woman", "dialogue": "\"I would really prefer not to talk to you right now...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.decomptage\"]) == false]" }, { "actor": "Authority", "dialogue": "A patrol officer is the lowest rank in the RCM, below lieutenant and sergeant." }, { "actor": "You", "dialogue": "\"Fine, I'm leaving.\" [Leave.]" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Okay.\" It looks like she's about to add something, but then she changes her mind." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"What happened to you?\" the lieutenant asks as he leans in, eyes mapping your frozen face." }, { "actor": "You", "dialogue": "\"This is what I am now, Kim. What I was always meant to be.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And what is that? A walking mask?\"" }, { "actor": "You", "dialogue": "\"A noble sufferer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't think *you* are supposed to call yourself that.\" A fleeting smile crosses his lips. \"But I appreciate the honesty. Now let's get back to work.\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Great news -- the boat is big enough for a grown man like you to fit underneath it in a supine position." }, { "actor": "You", "dialogue": "Wait, what would I be doing under there?" }, { "actor": "Visual Calculus", "dialogue": "Sleeping. Was it not decided that you're a *hobocop* -- more hobo than cop -- or was that fine irony that your visual cortex somehow misunderstood?" }, { "actor": "Conceptualization", "dialogue": "Oh no. He's pretty much a bum now." }, { "actor": "Endurance", "dialogue": "The elements are rough around here. I don't know about this..." }, { "actor": "You", "dialogue": "\"Great news, I found somewhere new to sleep.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh?\"" }, { "actor": "You", "dialogue": "\"I can pretty much finish the case from under that boat there. It's dry, weatherproof, and *free of charge*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sarcastic self pity is not what we need at this moment, officer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I understand the situation looks grim, but we must continue with our investigation.\"" }, { "actor": "Volition", "dialogue": "Think of it as a salvation." }, { "actor": "Logic", "dialogue": "You have a home, somewhere. All cops do. When this is done you can return." } ], [ { "actor": "You", "dialogue": "Attempt to narrow the receiving mode manually." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_interfacing_rc_success\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Interfacing", "dialogue": "You allow the broken hunk of metal to clatter to the ground. It wasn't clear to you it did anything anyway..." }, { "actor": "Horseback Antenna", "dialogue": "\"Nein, Liebling!\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"What are you doing? The connection is even worse now! This is extremely unprofessional.\"" }, { "actor": "You", "dialogue": "\"That piece of junk didn't even work!\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"That is because you broke it. Things stop working when you break them. Or did you not know that?\"" }, { "actor": "Empathy", "dialogue": "She's right. This was your responsibility..." }, { "actor": "Soona, the Programmer", "dialogue": "\"Damn it! I'm going to push the power supply. I doubt it will last more than a few minutes, so you'd better make them count.\"" }, { "actor": "Horseback Antenna", "dialogue": "A maelstrom of sound, swirling and swirling around an invisible point. It's mounting, mounting..." }, { "actor": "Horseback Antenna", "dialogue": "\"... nicht mehr derselbe ist, seit er auf einem Luftschiff aus Graad zur\u00fcckgekommen ist...\"" }, { "actor": "Horseback Antenna", "dialogue": "\"... Firewalker? Please respond...\"" }, { "actor": "Pain Threshold", "dialogue": "It's too much! Your ear drums are throbbing, about to burst!" }, { "actor": "Kim Kitsuragi", "dialogue": "\"... a long winter... Long and cold...\"" }, { "actor": "Horseback Antenna", "dialogue": "... and then, nothing." }, { "actor": "Soona, the Programmer", "dialogue": "\"Try it now.\"" } ], [ { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrartdocument_forged_two_signature\"]) == false]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (CheckItem(\"white_envelope_signed_wrong\")) == false]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (CheckItem(\"white_envelope_lilienne_and_idiot_doom\")) == false]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrartdocument_forged_one_signature\"]]" }, { "actor": "White Envelope", "dialogue": "You take the legal documents out of the envelope: a 12-40 month construction period and the zoning plan in the addendum. Underneath all this -- Lilienne's signature and your little forgery." }, { "actor": "You", "dialogue": "Try to find a loophole in the deal." }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrartdocument_logic_wc_to_see_whats_up_with_the_signatures\"]; Script: SetVariableValue(\"cargo.evrart_explained_there_was_no_fine_print\", true) --[[ Variable[ ]]]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_two_random_people_to_sign_the_papers_done\"]]" }, { "actor": "Logic", "dialogue": "There is no loophole. The simple truth is the current residents are going to lose their street access and for the next 12-40 months their lives will be dominated by constant construction noise right next door." }, { "actor": "You", "dialogue": "What are the ramifications here?" }, { "actor": "Logic", "dialogue": "There are none. The signatures of the drunks are worthless and once Evrart is ready to start the construction, he'll need to actually get Lilienne and Isobel to sign." } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: CheckEquippedGroup(\"gloves\")]" }, { "actor": "Horseback Antenna", "dialogue": "Your gloves give you a solid grip on the metal bar. This feels pleasingly familiar..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]" }, { "actor": "Physical Instrument", "dialogue": "Keep it together, champ! You've *got* this." }, { "actor": "Horseback Antenna", "dialogue": "... and before you know it, you're safely perched atop the monument." }, { "actor": "You", "dialogue": "\"Did you *see* that bar work?\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, you're a natural gymnast, detective. Now would you like to do what you got up there to do?\"" }, { "actor": "You", "dialogue": "\"Did you *see* that bar work?\"" } ], [ { "actor": "Interfacing", "dialogue": "The chain trails off into the ocean, connecting the island to the supply depot on the coast." }, { "actor": "You", "dialogue": "This means I *sorta* got into the depot door." }, { "actor": "Interfacing", "dialogue": "Technically -- no. Sorry." }, { "actor": "You", "dialogue": "\"This means I *sorta* got into the depot door.\"" }, { "actor": "Cuno", "dialogue": "\"Dunno, pig, doesn't look like we behind a door right now -- just Cuno's 2 cents of course.\"" }, { "actor": "Interfacing", "dialogue": "He's right." }, { "actor": "You", "dialogue": "Lock it from whom?" }, { "actor": "Interfacing", "dialogue": "Enemies." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "It's colder outside than you were expecting. You see the lieutenant, standing there, a small cloud of white escaping from his mouth..." }, { "actor": "Kim Kitsuragi", "dialogue": "He turns to you, but says nothing." }, { "actor": "Empathy", "dialogue": "He's waiting to see what you do. For god's sake say you fucked up, please." }, { "actor": "You", "dialogue": "\"What's your problem?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What's *my* problem?\" he says, his voice rising with indignation..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're a real piece of work, detective, you know that?\"" }, { "actor": "Esprit de Corps", "dialogue": "He is your half-brother and you're driving him away. For what?" }, { "actor": "You", "dialogue": "\"Okay, you're right. I fucked up back there.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, and?\"" }, { "actor": "You", "dialogue": "\"'And'?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant stares impassively." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.hjelmdall_mainhub_reached\"]]" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "What a shirt. All other shirts pale in comparison to the muscular man with antlers and immense zweih\u00e4nders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.hjelmdall\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "The antlers on the hood of the man's cloak and his piercing blue eyes are familiar...." }, { "actor": "You", "dialogue": "Sniff the T-shirt." }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "Smells like worn cotton. And a little old sweat there?" }, { "actor": "Perception (Smell)", "dialogue": "Worn cotton with a side of flea market or trash bin." }, { "actor": "Bird's Nest Roy", "dialogue": "\"Sniffing is okay,\" says the shopkeep. \"But please don't try anything on. Can't have you leaving your photon emissions in the fabric of things you're not going to buy.\"" }, { "actor": "Inland Empire", "dialogue": "You're not imagining it. Photon emissions? What is he talking about?" }, { "actor": "You", "dialogue": "Let go of the T-shirt. [Leave.]" } ], [ { "actor": "Endurance", "dialogue": "You see that seagull up there? Remind you of anybody?" }, { "actor": "You", "dialogue": "No one comes to mind." }, { "actor": "Endurance", "dialogue": "You! You and the seagull are just alike!" }, { "actor": "You", "dialogue": "Why am I like a seagull?" }, { "actor": "Endurance", "dialogue": "Think about the seagull's story. It's one of endurance -- and adaptation. The seaside was paradise once. They were birds of that paradise." }, { "actor": "Endurance", "dialogue": "Then their paradise became *shit city*. And what did they do? They became urban survivors! Eating burgers out of trash cans! Killing and eating pigeons!" }, { "actor": "Endurance", "dialogue": "No time for that sentimental bullshit. They're hustlers, getting shit done. They're one pair of track pants away from gangsters. Just like you." }, { "actor": "You", "dialogue": "Fuckin' right. Whatever it takes to survive. I AM THE SEAGULL!" }, { "actor": "Endurance", "dialogue": "Own it! Steal hot dogs, shit in the sand -- whatever it takes to keep going!" } ], [ { "actor": "Endurance", "dialogue": "Do you know what today is?" }, { "actor": "You", "dialogue": "Huh?" }, { "actor": "Endurance", "dialogue": "Of course. It's been too long since this has happened for you to recognize the feeling." }, { "actor": "Endurance", "dialogue": "It's your first day sober." }, { "actor": "You", "dialogue": "What?! I've been sober for *over two days* already!" }, { "actor": "Endurance", "dialogue": "It takes a while for that shit to get out of your system, and for reality to come back into focus." }, { "actor": "You", "dialogue": "Reality... (Look around.)" }, { "actor": "Endurance", "dialogue": "Yes, you're beginning to see the world for what it is, even through the mental fog. And yourself, too -- what you've made yourself into." }, { "actor": "You", "dialogue": "I don't know how I feel about this yet..." }, { "actor": "Endurance", "dialogue": "You're going to feel all kinds of contradictory, confusing things for months to come. But don't get discouraged -- you just have to keep going, right foot in front of left, left foot in front of right..." }, { "actor": "You", "dialogue": "I'm done with my old life. One foot after the other, I will go on..." }, { "actor": "Endurance", "dialogue": "...and together we will walk the waste land of reality. Because even if you haven't had your last drink or your last line, you will never really, truly enjoy either again." } ], [ { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.smoker_main_hub_reached\"]) == false]" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Hi, gendarme. Another rendezvous.\" There he is again -- the smoker on the balcony! Right here in the Whirling-in-Rags." }, { "actor": "You", "dialogue": "\"Hello.\" (Adjust your tie.)" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: CheckEquipped(\"hat_samaran\")]" }, { "actor": "Smoker on the Balcony", "dialogue": "\"I see you've found yourself a little something from my wardrobe.\" He scans you. \"Not bad, not bad at all. What brings you here?\"" }, { "actor": "You", "dialogue": "What is it about the way he carries himself?" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.smoker_whitecheck_composure\"]) == false]" }, { "actor": "Composure", "dialogue": "It's the sports, he's a sports guy, all about that physical prowess and athletic skill... Nothing else here." }, { "actor": "You", "dialogue": "\"I need to talk with your Sunday friend again, it's about committee business.\"" } ], [ { "actor": "Half Light", "dialogue": "Tremble. THE TIME IS NOW. \u03c4\u1f70 \u1f45\u03bb\u03b1." }, { "actor": "You", "dialogue": "What time?" }, { "actor": "Half Light", "dialogue": "Time for THE SHOW. For \u03c4\u1f70 \u1f45\u03bb\u03b1. The hallowed time of fear and disintegration. A countdown has begun. All will collapse on itself. The world will disappear into a single grain of blackness. All sound will be muted. All life will scream." }, { "actor": "You", "dialogue": "Wait, wait -- when did this *countdown* begin?" }, { "actor": "Half Light", "dialogue": "Monday morning. The moment you arrived in this reality. You are the first crack in the sheer face of god. From you it will spread." }, { "actor": "You", "dialogue": "What time?" }, { "actor": "Half Light", "dialogue": "Time for THE SHOW. For \u03c4\u1f70 \u1f45\u03bb\u03b1. The hallowed time of fear and disintegration. A countdown has begun. All will collapse on itself. The world will disappear into a single grain of blackness. All sound will be muted. All life will scream." }, { "actor": "You", "dialogue": "\u03c4\u1f70 \u1f45\u03bb\u03b1? What's that?" }, { "actor": "Half Light", "dialogue": "\u03bf\u1fe6 \u03bb\u1f79\u03b3\u03bf\u03c5 \u03b4' \u1f10\u1f79\u03bd\u03c4\u03bf\u03c2 \u03be\u03c5\u03bd\u03bf\u1fe6 \u03b6\u1f7d\u03bf\u03c5\u03c3\u03b9\u03bd \u03bf\u1f31 \u03c0\u03bf\u03bb\u03bb\u03bf\u1f76 \u1f61\u03c2 \u1f30\u03b4\u1f77\u03b1\u03bd \u1f14\u03c7\u03bf\u03bd\u03c4\u03b5\u03c2 \u03c6\u03c1\u1f79\u03bd\u03b7\u03c3\u03b9\u03bd." } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_phys_inst_bar\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: CheckEquippedGroup(\"gloves\")]" }, { "actor": "Horseback Antenna", "dialogue": "Your gloves give you a solid grip on the metal bar. This feels pleasingly familiar..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_phys_inst_bar\"]) == false]" }, { "actor": "Horseback Antenna", "dialogue": "You don't exactly cut a lithesome figure, but after several moments of scrambling you manage to hoist yourself atop the monument." }, { "actor": "Physical Instrument", "dialogue": "That performance was, frankly, an embarrassment." }, { "actor": "You", "dialogue": "\"Did you *see* that bar work?\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"I didn't see anything. I was focussed on my work. Have you checked the connections yet, or no?\"" }, { "actor": "You", "dialogue": "Examine the connections." }, { "actor": "Horseback Antenna", "dialogue": "The connection itself is nothing more than a little braid of exposed wire wrapped about the hoof of the horse, a copper fetter it cannot slip." } ], [ { "actor": "You", "dialogue": "\"I'm looking for a suspect. Have you seen anyone suspicious around?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"No, I'm afraid I can't help you with this one, officer. It's just a regular day off for me and Mikael here.\" He pats his son's head." }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So you haven't seen anyone around?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"No, I'm sorry. As I said -- this is just a day off. We just arrived anyway.\"" }, { "actor": "Empathy", "dialogue": "There's something friendly and familiar in how he says that. A day off." }, { "actor": "Drama", "dialogue": "He's telling the truth. He hasn't seen anyone." }, { "actor": "You", "dialogue": "\"You look like someone who has money. Do you have any money?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"I do have some money, yes, but that's not what's really important here.\" He brushes it off like it's not a thing at all." }, { "actor": "Authority", "dialogue": "He's not gonna give you money, what are you doing? Clearly you were just profiling." }, { "actor": "Rhetoric", "dialogue": "No, I mean, c'mon -- you need the money. If it's not a thing, he can give you some." }, { "actor": "You", "dialogue": "\"Could I have some of that 'unimportant' money then?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Oh, no, I don't have it *on me*, officer, I was talking in more... general terms.\" He looks uncomfortable, his left hand squeezing his son's shoulder." }, { "actor": "Trant Heidelstam", "dialogue": "\"I'm just spending time with my kid here, showing him around the lesser-known parts of our home town... It wouldn't be *wise* to carry huge amounts of cash on such expeditions!\"" }, { "actor": "Physical Instrument", "dialogue": "Not that he would have to worry about being robbed -- he looks surprisingly buff. Does he work out?" } ], [ { "actor": "Endurance", "dialogue": "It's clear you like the hard stuff, br\u00f6ther." }, { "actor": "You", "dialogue": "[Discard thought.]" }, { "actor": "Endurance", "dialogue": "No, no. When the bl\u00f6\u00f6d and the flesh call, there is no discarding them. Speak true, do you like *the hard stuff*?" }, { "actor": "You", "dialogue": "What is *the hard stuff*?" }, { "actor": "Endurance", "dialogue": "*Fascism*, br\u00f6ther." }, { "actor": "You", "dialogue": "Okay, stomach. I've made up my mind about fascism. (Proceed to the J\u00fcdgement.)" }, { "actor": "Endurance", "dialogue": "You're going to keep your v\u00f6ws, right? Keep your v\u00f6ws, br\u00f6ther!" }, { "actor": "You", "dialogue": "I will keeps my v\u00f6ws... for the glory of the Revacholian nation. (Opt in.)" }, { "actor": "Endurance", "dialogue": "For the nation... smart. Best not to mention *the w\u00f6men issue* too often. People are not ready." }, { "actor": "You", "dialogue": "No, fascism is about industry and politics and nationhood, not w\u00f6men. I'm absolutely okay with women." }, { "actor": "Endurance", "dialogue": "Of course you are, br\u00f6ther. Of course. (A wink-shaped growl sounds from your ass.)" }, { "actor": "You", "dialogue": "Pat your stomach. [Finish thought.]" } ], [ { "actor": "Visual Calculus", "dialogue": "Could this have been the killer's hideout, and this narrow window -- the point of origin of the shot that killed the mercenary?" }, { "actor": "Hand/Eye Coordination", "dialogue": "This does look like an *embrasure*, a slit made for shooting out of." }, { "actor": "You", "dialogue": "Peek out." }, { "actor": "Visual Calculus", "dialogue": "You hear the rain's susurration across the sea water. The night shudders." }, { "actor": "You", "dialogue": "Is it feasible to hit a target in the Whirling-in-Rags from this window? (Conclude.)" }, { "actor": "Visual Calculus", "dialogue": "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." } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_main_hub_reached\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_greeting_done\"]]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_said_did_not_knock_on_her_window\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Oh, it's you again. Did you try knocking on my window before? Are you looking for a die?\"" }, { "actor": "You", "dialogue": "\"Hold on, what do you mean by *milieus*?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Yes, a milieu is like a call-in station. You need a two-way radio to access one. That's why I have these.\" She pats the headphones on the table." }, { "actor": "Novelty Dicemaker", "dialogue": "\"Mostly they just teach you to swear in different languages, but some of the stations can be quite interesting. I was so absorbed, I must have missed you knocking.\"" }, { "actor": "You", "dialogue": "\"You must have me confused with someone else -- I haven't knocked on your window.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Then how did you get inside? By the south entrance?\" She blinks. \"You know what, it doesn't even matter. What matters is that you're finally here. Let's talk dice -- did you have something specific in mind?\"" }, { "actor": "You", "dialogue": "\"Why are you asking me about *dice*?\" (Move on.)" } ], [ { "actor": "Water Lock Control Panel", "dialogue": "A rusting control panel with loose wires dangling out from the hole where an indicator light used to be, and a mechanical lever sitting in the middle." }, { "actor": "You", "dialogue": "So the coast is closed off. Is this why Lena's husband Morell the cryptozoologist hasn't returned?" }, { "actor": "Water Lock Control Panel", "dialogue": "The Water Lock Control Panel doesn't make for much of a partner, but yeah -- why not." }, { "actor": "Logic", "dialogue": "You should probably tell Lena. It'll take a load off her mind." }, { "actor": "You", "dialogue": "Pull the lever up." }, { "actor": "Water Lock Control Panel", "dialogue": "You grab the handle and pull the lever up. As soon as the metal connects against the contact pins you hear a loud *clunk*, then..." }, { "actor": "Water Lock Control Panel", "dialogue": "The water lock starts moving..." } ], [ { "actor": "You", "dialogue": "\"Do you like to... hang out on rooftops?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Who doesn't? Oh, you probably mean Klaasje's rooftop. Sure, I've hung out there. She's got this great antenna...\"" }, { "actor": "You", "dialogue": "\"So you're... *sure* you didn't shoot the merc... from the roof?\" (Move on.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yes, I'm sure. And, anyway, as I said before, the shot had to have come from afar.\"" }, { "actor": "You", "dialogue": "\"Do you like to... hang out on rooftops?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Who doesn't? Oh, you probably mean Klaasje's rooftop. Sure, I've hung out there. She's got this great antenna...\"" }, { "actor": "You", "dialogue": "\"So you're... *sure* you didn't shoot the merc... from the roof?\" (Move on.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"You have a gun.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"And?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.light_paid_shares\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.light_money\"]) == false]" }, { "actor": "Sawed-off Street Light", "dialogue": "A typical Martinaise street light sits among assorted floor and table lamps." }, { "actor": "Encyclopedia", "dialogue": "Street lights like this one were part of a renovation effort a few decades back. Sadly, the effort was abandoned before it was completed -- and so these lights still illuminate crumbling streets." }, { "actor": "You", "dialogue": "\"Let's talk about this trade then, if you're happy with shares?\" (Start hustling.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.light_price\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"More than happy. Like I said, I value the street light at 700 re\u00e1l. You decide how many of your shares that gets me.\"" }, { "actor": "Savoir Faire", "dialogue": "As *little* as possible. We only sell shares if we're getting something of *more value* for them. Shares are *premium* goods. THINK BIG BUSINESS!" }, { "actor": "Endurance", "dialogue": "He has an idea of what he wants but he's not giving it away. Sign of a veteran dealer -- able to withstand negotiations over minuscule amounts for *days* or even *weeks*." }, { "actor": "Logic", "dialogue": "A twentieth of your shares is a sensible offer. Very divisible as far as numbers go." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_debt_known\"]]" }, { "actor": "Empathy", "dialogue": "Some extra shares would go a long way to helping him out of debt. He deserves a break." } ], [ { "actor": "You", "dialogue": "Look at the table of contents." }, { "actor": "Mainframe", "dialogue": "The first few pages give an overview of the capital and workforce, while the rest of it seems to be a production schedule." }, { "actor": "You", "dialogue": "Read about the workforce... Who worked there, how long?" }, { "actor": "Mainframe", "dialogue": "Fortress Accident employed 18 people, the bulk of the team composed of writers and concept artists. There were also radio programmers, sound engineers, a CEO, two marketing experts..." }, { "actor": "Mainframe", "dialogue": "...and a single overburdened producer who developed a habit of popping Pyrholidon in the basement to escape his obligations." }, { "actor": "Electrochemistry", "dialogue": "But on the other hand, their obligations *were* piling up at an inhuman rate -- a rate that could only be amended by Pyrholidon." }, { "actor": "Logic", "dialogue": "Why did Fortress Accident have so many concept artists?" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.radiocomputer_logic_concept_artists\"]) == false]" }, { "actor": "You", "dialogue": "Read about capital... I want to know about *money*." }, { "actor": "Mainframe", "dialogue": "In its short time of existence, Fortress Accident SCA managed to burn through truly *insane* amounts of money." }, { "actor": "Mainframe", "dialogue": "The first tranche of seed financing brought in 150,000 re\u00e1l, but then came the *delays*." }, { "actor": "Mainframe", "dialogue": "Eventually the damage reached 400,000 re\u00e1l with only half of the game finished." }, { "actor": "Electrochemistry", "dialogue": "Four-hundred thousand re\u00e1l?! Jommaijoo, these guys knew how to party!" }, { "actor": "You", "dialogue": "Gosh, where did they get all this money?" }, { "actor": "Mainframe", "dialogue": "Let's just say it was a *real adventure* for their Igaunijan investor." }, { "actor": "Encyclopedia", "dialogue": "Igaunija -- a god-forsaken (and tiny) territory in Graad that has not once, but twice wasted its independence on microfascism. The less said about Igaunija the better. Matter of fact, let's stop saying things about it right now and continue what we were doing." } ], [ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_perc_black\"]]" }, { "actor": "You", "dialogue": "\"You're black.\"" }, { "actor": "The Gardener", "dialogue": "\"What do you mean?\"" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: CheckEquipped(\"neck_tie\") and Variable[\"whirling.necktie_personified\"]]" }, { "actor": "Horrific Necktie", "dialogue": "Ask her about music -- it'll get the convo flowing, don't worry!" }, { "actor": "You", "dialogue": "\"So, what kind of music do you listen to nowadays?\"" }, { "actor": "The Gardener", "dialogue": "\"I don't know...\" She looks around. \"Whatever's on the radio?\"" }, { "actor": "Empathy", "dialogue": "She seems more perplexed than threatened." }, { "actor": "You", "dialogue": "\"Okay.\"" }, { "actor": "The Gardener", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"It's so late and you're still here.\"" }, { "actor": "The Gardener", "dialogue": "\"I'm a night hawk, what can I say?\" She flashes a smile." } ], [ { "actor": "You", "dialogue": "\"JUMP.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I will escort you to the motor carriage outside, miss.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "With a muffled whimper, she extends her wrists. They're white, bony -- exposed below the rolled-up sleeves of her jumpsuit." }, { "actor": "Half Light", "dialogue": "Waiting for your teeth and talons to cut into..." }, { "actor": "Kim Kitsuragi", "dialogue": "He puts the handcuffs away. \"These won't be necessary. I will take you to Station 57 myself -- and slow the extradition process as much as I can.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It may be possible to stall it indefinitely. But you *will* be safer there for the purposes of this investigation.\" He turns to you." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I can do this on my own. She's not an immediate flight risk. See you tomorrow morning, officer. Downstairs, at the Whirling-in-Rags.\"" } ], [ { "actor": "Bust of Kras Mazov", "dialogue": "A plaster cast bust depicts a middle-aged man with impressive sideburns. The name on the plinth reads 'Kras Mazov'." }, { "actor": "Encyclopedia", "dialogue": "Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on 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)." }, { "actor": "You", "dialogue": "\"Father Mazov, the hero of the working class!\" (Salute the statue.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "A warm feeling fills you as you look into Mazov's marble eyes. The hallway behind the door is empty; no one else heard your courageous salute." }, { "actor": "You", "dialogue": "\"Kras Mazov was a filthy homo-sexual.\" (Stare at the bust.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "The bust doesn't reply. The hallway behind the door is empty; no one heard your words." }, { "actor": "You", "dialogue": "\"A communard lives in this room.\" (Look around.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "A *poor* communard, from the looks of it. The room is barely bigger than a closet." } ], [ { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_black_wire_plugged_out\"]) == false]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.help_soona_with_her_project\")--[[ Variable[ ]]) == false]" }, { "actor": "Ice Cream Maker", "dialogue": "This orange machine is buzzing like an old submarine. It has a hand-cranked ice cream churner on top and an electric freezer that appears to be frozen shut." }, { "actor": "You", "dialogue": "Try to crack open the lid." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: CheckItem(\"kvalsund_multitool\")]" }, { "actor": "Ice Cream Maker", "dialogue": "You slip your fingers under the frozen lid, but the ice is too cold for you to get a good grip. A prybar would come handy here... or something stronger, like the Kvalsund KR+2 Multi-Tool." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Didn't Soona give you a perfect tool for this kind of job -- the Kvalsund? You should take it out.\"" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"]]" }, { "actor": "You", "dialogue": "Turn the ice cream crank." } ], [ { "actor": "Drama", "dialogue": "Wow, so someone's been a little... *boring*?" }, { "actor": "You", "dialogue": "What?" }, { "actor": "Drama", "dialogue": "Yes, my *standard* liege. Someone's seen all sorts of wild ideas pop off and thought -- 'I'll take the *boring* one. The regular, please. The brown.'" }, { "actor": "You", "dialogue": "Look, I'm just trying to do my job, no need for extravagance." }, { "actor": "Drama", "dialogue": "Of course you do. Let's get right to it. My lord's *copotype* is Regular Cop. I'll let everyone know. I'll send out a telefax." }, { "actor": "You", "dialogue": "Why not. Send out the telefax then. I'm not ashamed. (Opt in.)" }, { "actor": "Drama", "dialogue": "Done and done. No actual *communiques* will be sent, of course. That would be too dramatic." } ], [ { "actor": "You", "dialogue": "\"What is a *strike*?\"" }, { "actor": "Scab Leader", "dialogue": "\"When a bunch of ungrateful, lazy cockroaches can't get their act together. Decide to block honest work for other people.\" He shifts uncomfortably in his worker's overalls." }, { "actor": "You", "dialogue": "\"What do the strikers want?\"" }, { "actor": "Scab Leader", "dialogue": "\"Beats me. They mumble nonsense about *board rooms* and *workers' rights*. While we --\" he raises his fist and starts shouting again, \"-- HAVE THE RIGHT TO WORK!\"" }, { "actor": "Physical Instrument", "dialogue": "When the man moves around, you perceive some *serious abs* underneath his tight-fitting shirt. This man is in *shape*." }, { "actor": "Composure", "dialogue": "There's something odd in the way he carries himself. His set of clothing looks vaguely mismatched. The different pieces of the attire seem ill-fitting." }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_composure_blackcheck\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_person_to_brick\"]]" }, { "actor": "You", "dialogue": "I don't want to ask that." }, { "actor": "Physical Instrument", "dialogue": "Yes. Of course." }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_reaction_introduced_personal_question\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_personal_details\"] >= 2]" }, { "actor": "Reaction Speed", "dialogue": "You've been talking to him for quite a while now -- something is off with this guy. Ask him where he's from." } ], [ { "actor": "Shimmering Wall of Vices", "dialogue": "A colourful display of cigarettes and alcohol bottles lines the shop wall, inviting you closer." }, { "actor": "Perception (Sight)", "dialogue": "The bottles wink at you in the light. The smokes too glitter in their wrapping. It's like looking into a kind of heaven. Your knees are weak..." }, { "actor": "Electrochemistry", "dialogue": "There, in that dark green glass, a world of ruby, all in vain! The great flowing river of warmth: Wine-alcohol. Beer-alcohol. Love-alcohol." }, { "actor": "You", "dialogue": "(Say nothing. Just take it in.)" }, { "actor": "Conceptualization", "dialogue": "The beauty, the truth, the poetry of it all..." }, { "actor": "Frittte clerk", "dialogue": "\"I'm obliged to inform you that both alcohol and cigarettes damage your health,\" she comments as you eye the goods behind her, \"but I guess you already know that.\"" }, { "actor": "Volition", "dialogue": "Don't ask, don't look, don't do *anything* here. Just go away. Get back to work." }, { "actor": "You", "dialogue": "\"Give me Potent Pilsner beer.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Here you go, mister.\"" }, { "actor": "You", "dialogue": "\"Do you sell speed at this establishment?\"" } ], [ { "actor": "Cuno", "dialogue": "\"A fucking giant stick insect...\"" }, { "actor": "You", "dialogue": "\"I've had these weird shakes recently. And something like... visions? Sounds familiar?\"" }, { "actor": "Cuno", "dialogue": "\"Totally, pig. Cuno's in the same shit every time he's coming off speed.\" His tone gets parental. \"You need to *medicate* that shit.\"" }, { "actor": "You", "dialogue": "\"Well, I have been partying a lot lately...\"" }, { "actor": "Cuno", "dialogue": "\"You gotta hit *Magnesolam*, when you get off the train, pig. I always hit it to get the mag back.\"" }, { "actor": "You", "dialogue": "\"Mag?\"" }, { "actor": "Cuno", "dialogue": "\"Magnesium, pig.\"" } ], [ { "actor": "Padlocked Door", "dialogue": "This door has been closed with a padlock. A chalk-drawn number on the board says #11." }, { "actor": "You", "dialogue": "Use the chaincutters to cut through the padlock." }, { "actor": "Padlocked Door", "dialogue": "[Action/Check: Condition: (Variable[\"apt.padlock_interfacing_wc\"]) == false]" }, { "actor": "Padlocked Door", "dialogue": "[Action/Check: Condition: CheckEquipped(\"chaincutters\") == false]" }, { "actor": "Interfacing", "dialogue": "What are you doing? You need to get your tools out, man." }, { "actor": "You", "dialogue": "Examine the padlock." }, { "actor": "Padlocked Door", "dialogue": "It's a solid lump of metal, but the shackle is deeply corroded -- a solid pair of chaincutters would make short work of it." }, { "actor": "Padlocked Door", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Padlocked Door", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"chaincutters\")) == false]" }, { "actor": "Padlocked Door", "dialogue": "[Action/Check: Condition: CheckItem(\"chaincutters\")]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.sense_viscal_greeting_done\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"No-no-no,\" Titus points at himself, \"Eyes here! You got business with my boys, you got business with me.\"" }, { "actor": "Logic", "dialogue": "He understood what you were trying to do. Taking inventory of them." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_logic_understandig_taking_inventory\"]]" }, { "actor": "Suggestion", "dialogue": "Now watch the other guys fuck it up by falling out of line." }, { "actor": "Shanky", "dialogue": "\"Yeah, you fuck with the Hardie boys, you fuck with Titus Hardie!\" shouts the scrawny rat-faced man, two teeth missing in the front." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_suggestion_now_watch_others_fuck_it_up\"]) == false]" }, { "actor": "Eugene", "dialogue": "\"Relax, Dennis, no one is fucking you yet,\" says the forty-something man from the corner, with a plectrum hanging from his neck." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_suggestion_now_watch_others_fuck_it_up\"]]" }, { "actor": "Suggestion", "dialogue": "... use it to take a dig at his friend. Flood gates open." }, { "actor": "Glen", "dialogue": "\"Yeah, Dennis, calm down,\" a blond man in his thirties agrees. \"No one's fucking you, you stupid fuck.\"" }, { "actor": "Alain", "dialogue": "\"Let Dennis enjoy his fucking, man. We don't mind.\" You notice gang tattoos; the man must be either Mesque or Saramirizian." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_suggestion_now_watch_others_fuck_it_up\"]]" }, { "actor": "Suggestion", "dialogue": "This one knows how to keep things going. He's a hothead, but not one to be taken lightly. The last one is a bit of a black sheep..." }, { "actor": "Fat Angus", "dialogue": "\"Yeah.\" The fat guy in the middle lets out a little chuckle. \"You're not even being fucked, Dennis.\"" } ], [ { "actor": "Ruby's Journal", "dialogue": "A thick journal. The cover is worn, like someone used to carry it around in their back pocket." }, { "actor": "You", "dialogue": "Examine the cover." }, { "actor": "Ruby's Journal", "dialogue": "It's made of full-grain leather. The lower left corner of the back cover sports an embossed brand name: \"SCHNELLER.\"" }, { "actor": "Encyclopedia", "dialogue": "Schneller is a stationary brand from Gottwald beloved among architects and engineers." }, { "actor": "Conceptualization", "dialogue": "She's got good taste and must have taken whatever she recorded here seriously." }, { "actor": "You", "dialogue": "Put the journal away. [Leave.]" } ], [ { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.serial_number_2\"]) == false]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.serial_number_1\"]]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: TotalHourCount() >= Variable[\"plaza.alice_serial_next_meeting_time\"]]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_serial_told_right\"]) == false]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_serial_told_wrong_a\"]]" }, { "actor": "Alice", "dialogue": "\"They couldn't find anything on the full code you gave me. However, the first ten characters tracked to a custom-made baby stroller made in Vaasa City ten years ago.\"" }, { "actor": "Alice", "dialogue": "\"Does that seem relevant to your investigation?\"" }, { "actor": "You", "dialogue": "\"Yes, absolutely! This is exactly what I wanted.\"" }, { "actor": "Alice", "dialogue": "\"Great. Anything else I could do for you?\"" }, { "actor": "Drama", "dialogue": "We're still glad you did it, my liege. This was good training. For when you need to lie to save your life maybe?" }, { "actor": "You", "dialogue": "Press the button labelled \"Saved\" and turn on Speedfreaks FM." } ], [ { "actor": "Rhetoric", "dialogue": "Hey, psst..." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Rhetoric", "dialogue": "Psst, hey, you!" }, { "actor": "You", "dialogue": "Who -- me?" }, { "actor": "Rhetoric", "dialogue": "Yes, you. Word on the street is you're ready to start building *communism* again!" }, { "actor": "You", "dialogue": "Get the fuck outta here! No. [Finish thought.]" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Most certainly, Harry.\" The big man nods merrily. \"Nothing brightens my day like brainstorming these things with you.\"" }, { "actor": "You", "dialogue": "\"I've talked to the boys and it turns out the hanging was a cover-up. They were helping a woman named Klaasje.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Of course, they just blew smoke up my ass...\" There's disappointment in his voice. \"I guess they're not as tough as they say they are. Or there's more to this than meets the eye.\"" }, { "actor": "You", "dialogue": "\"You're disappointed.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm not,\" he says with a widest of smiles. \"But I guess you need to talk to this Klaasje person now. What a job!\"" }, { "actor": "You", "dialogue": "\"Do you know Klaasje?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, the chick Titus and the boys have been hanging around all winter?\" He chuckles. \"She has them wrapped around her finger. They're paying her rent, bringing her stuff...\"" }, { "actor": "Evrart Claire", "dialogue": "\"Maybe that's connected too?\" He seems excited by the possibility. \"I'm not some genius judge of character. What happened here is up to you to figure out, Harry.\"" }, { "actor": "You", "dialogue": "\"You said the lynching and the strike are related. How?\"" }, { "actor": "Evrart Claire", "dialogue": "\"By now I'm *sure* you've figured out who the dead man was working for -- the bad guys. Wild Pines. Sent to scare us. Another *violent measure* of the top hats against us flat caps.\"" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Harry, this strike is the culmination of many *many*, mistakes made by the Wild Pines Group. They tried to shut the strike down by sending in armed mercenaries.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You mean our victim?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "The air outside is brisk, the lieutenant is silent for a moment. He listens to the traffic hum, then..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_orientation\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Where shall we begin? We should talk about the investigation first and foremost, but I also remember you wanting to discuss the RCM?\" He lights a cigarette." }, { "actor": "You", "dialogue": "\"I didn't know you smoked, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have a cigarette every night when I go over my notes. It's something of a ritual.\"" }, { "actor": "Electrochemistry", "dialogue": "Oh man, he looks so devastatingly *cool* with that cigarette." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_debrief_electro_cool\"]]" }, { "actor": "You", "dialogue": "\"I think I might want to pick up smoking. Do you have any more cigarettes?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I apologize, but I only brought one with me. I have exactly one cigarette every night while going over my notes.\"" }, { "actor": "Shivers", "dialogue": "Below, the city trembles with its remaining lights. People are rushing home, running away from home, smoking, sleeping, singing in the shower. Edges of dining tables, hands, aprons flicker through windows before the lights go out." }, { "actor": "You", "dialogue": "\"Right then -- the debrief.\" (Return to it.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes,\" he pulls on the cigarette. \"It's been a long and eventful day. \"" } ], [ { "actor": "You", "dialogue": "\"Does this have anything to do with Contact Mike?\"" }, { "actor": "Acele", "dialogue": "\"Uh...\" She's confused. \"Yeah, I record stuff with it.\"" }, { "actor": "You", "dialogue": "\"No, I mean the boxer Contact Mike.\"" }, { "actor": "Acele", "dialogue": "\"Ah! No. This is a *contact microphone*, it's for recording *inside* solid objects. Contact Mike just beats people up.\"" }, { "actor": "Physical Instrument", "dialogue": "That's not fair. And an understatement." }, { "actor": "You", "dialogue": "\"Actually, I had some non-mic questions for you.\"" }, { "actor": "Acele", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "The tape recorder lies on the wooden floorboards like a discarded toy. Pick it up." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_felt_bad_for_her_recording\"]]" }, { "actor": "Empathy", "dialogue": "The device is still warm from her touch -- and heavy as a brick, from the batteries inside. The company logo \"Omicron\" adorns its yellow plastic cover. Inside, the tape is rolling -- the girl looks at the device in your hands." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "You", "dialogue": "\"I'm sorry you have to sit here on this coast, feeling miserable. At your age -- or at any age -- in this place... waiting for it to get dark.\"" } ], [ { "actor": "Endurance", "dialogue": "It's clear you like the hard stuff, br\u00f6ther." }, { "actor": "You", "dialogue": "The what? Sounds like my stomach is growling..." }, { "actor": "Endurance", "dialogue": "Evening falls. The time has come to take the vows." }, { "actor": "You", "dialogue": "Vows?" }, { "actor": "Endurance", "dialogue": "The Vows of Bl\u00f6\u00f6d and Flesh." }, { "actor": "You", "dialogue": "What is my lower intestine going on about?" }, { "actor": "Endurance", "dialogue": "Lower intestine? The term is METABOLIC AND CIRCULATORY SYSTEM." }, { "actor": "You", "dialogue": "Okay, but... what's *the hard stuff*?" }, { "actor": "Endurance", "dialogue": "*Fascism*, br\u00f6ther." }, { "actor": "You", "dialogue": "Am I having some kind of stomach seizure?" }, { "actor": "Endurance", "dialogue": "Stomach truth. You're having a stomach *truth*." }, { "actor": "You", "dialogue": "*Fascism* sounds so bad, though. What if we called it something else? Like, uh, *traditionalism*?" }, { "actor": "Endurance", "dialogue": "\u00d6kay. Yes. Let's call it that. Good thinking." }, { "actor": "Rhetoric", "dialogue": "That sounds much better. Traditionalism. You like the sound of that." } ], [ { "actor": "You", "dialogue": "\"I want to hear about the Feld building again...\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Sure, what's on your mind?\"" }, { "actor": "You", "dialogue": "\"You're saying that Feld Electrical built this boardwalk?\" (Look under your feet.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"Yes, they even built a pleasure wheel, but that got destroyed in the war.\"" }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A pleasure wheel?\" The lieutenant looks wistfully at the horizon, as if picturing gondolas rising to the sky." }, { "actor": "Empathy", "dialogue": "Perhaps reminded of a childhood memory? It's clear he would prefer there were a big wheel lighting up the coast." }, { "actor": "Trant Heidelstam", "dialogue": "\"Yes. To lure in their star engineers. This part of Martinaise was nothing but reeds before Feld arrived. They had to make the prospect of living here *attractive*. It was supposed to become a global centre for innovation in cybernetics -- but history had other plans.\"" }, { "actor": "You", "dialogue": "\"You're saying that Feld Electrical built this boardwalk?\" (Look under your feet.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"Yes, they even built a pleasure wheel, but that got destroyed in the war.\"" }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Mikael Heidelstam", "dialogue": "\"A wheel?\" The kid looks wistfully at the horizon, as if picturing gondolas rising to the sky." } ], [ { "actor": "Nightwatchman's Booth", "dialogue": "This is the nightwatchman's booth. The name on the door reads *Ren\u00e9 Arnoux*." }, { "actor": "You", "dialogue": "\"Kim, I'm gonna take a quick look inside.\" (Search the booth.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"If you must.\" The lieutenant looks around. \"But please hurry -- we're pretty easy to spot up here.\"" }, { "actor": "Nightwatchman's Booth", "dialogue": "Nothing incriminating catches your eye. The cabinets are clean and their sparse contents meticulously organized. There's a framed photograph on the table." }, { "actor": "Savoir Faire", "dialogue": "Looks like the inhabitant was rather pedantic when it came to order." } ], [ { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_interfacing_white_succeeded\"]) == false]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_made_fourth_prank_call\"]) == false]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_hub_reached\"]) == false]" }, { "actor": "Payphone", "dialogue": "A metal payphone under a yellow plastic dome. You could use it to call someone, unless you're out of change..." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Alice", "dialogue": "\"Just a second, officer...\" She puts you on hold, the static crackling softly like a bonfire. After a while you hear an old man greet you from the radio. His rattly voice is oddly familiar:" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"tc.relay_code\"]) == false]" }, { "actor": "Jules Pidieu", "dialogue": "\"10-2, 10-5. This is 41st, come in! Over.\"" }, { "actor": "Esprit de Corps", "dialogue": "A scrawny old man sits in a dusty cubicle, smoking, with a large white rectangle sewn on his vest. In front of him is a box-shaped apparatus with an array of wires and antennas -- the radio switchboard." }, { "actor": "Encyclopedia", "dialogue": "The man uses relay code. You got this. You're a cop and cops *know* relay code." }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"tc.relay_code\"]) == false]" }, { "actor": "You", "dialogue": "\"Hi, this is... *me* here, I work at your station.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, what's your status? Over.\"" }, { "actor": "You", "dialogue": "\"My status? I, uh...\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"tc.relay_code\"]) == false]" }, { "actor": "Jules Pidieu", "dialogue": "\"10-18, 10-20? Over.\"" }, { "actor": "You", "dialogue": "\"Please just talk human to me. These numbers mean nothing to me.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"State your message, sir. Over.\"" }, { "actor": "You", "dialogue": "\"This might sound odd, but there's *personal details* I'd like to discuss.\"" } ], [ { "actor": "Sunday Friend", "dialogue": "The man sees you approaching and turns away..." }, { "actor": "Sunday Friend", "dialogue": "\"Officer...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mr. Villedrouin...\" The lieutenant nods." }, { "actor": "Sunday Friend", "dialogue": "The awkward silence that follows is yours to fill." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_bough_samaran_speakers\"]) == false]" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_speakers_hub_reached\"]]" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "The speakers below are banged up and worthless. The sneakers triumph over them. They're the star of the show here." }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_asked_pay_net_worth\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "You should go over and ask him about paying for those sneakers with your net worth." }, { "actor": "You", "dialogue": "\"Can't I just buy the sad, conquered Samaran speakers?\"" }, { "actor": "Siileng", "dialogue": "\"No way, officer, these aren't for sale. They're bad speakers, low-fi socialist junk.\"" }, { "actor": "You", "dialogue": "\"That's why I want them. I think I might be low-fi socialist junk myself.\"" }, { "actor": "Siileng", "dialogue": "\"No, officer, you're a high-class policeman who accepts nothing less than the best! Lucky for you, I've got the best on sale!\"" }, { "actor": "You", "dialogue": "\"Wait, what if I *do* deserve more than a low-fi socialist sound system...\"" }, { "actor": "Siileng", "dialogue": "\"You do, officer, you do! Remember -- we don't have to resort to socialism, we can have nice things too! At socialist *prices*.\" He pats the boxes tenderly." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Coin-Operated Viewer", "dialogue": "This coin-operated viewer is facing southwest. Its coin-slot is full of fossilized bubblegum, rendering the machine permanently inaccessible." }, { "actor": "You", "dialogue": "Look inside." }, { "actor": "Coin-Operated Viewer", "dialogue": "A thick layer of graffito covers the lenses -- you spell out the word \"ONUC\" written on the other side -- with N and C scribbled backwards." }, { "actor": "Logic", "dialogue": "That's CUNO on the lens." }, { "actor": "You", "dialogue": "Shift your focus to the background." }, { "actor": "Coin-Operated Viewer", "dialogue": "Under the graffito a sea of blues and greys appears -- behind the water lies a coast studded with concrete and reeds. On it -- a church on stilts, lanky weather-worn wooden planks, an x-shaped cross topping its tower." }, { "actor": "Encyclopedia", "dialogue": "You know this to be the Star of Perikarnassis, or the Chi-Rho. The central symbol of the Perikarnassian church -- a star, a great moral height to be strived towards." }, { "actor": "Inland Empire", "dialogue": "The church looks old and weather-worn. There are no lights in the windows." }, { "actor": "Perception (Sight)", "dialogue": "Around the large wooden building you see chunks of sea ice, gathered on the beach. And a small tent set up on the ice." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_made_it_to_main_hub\"]]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_bought_rosemary_speed\"]) == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_bought_the_spirits\"]]" }, { "actor": "Rosemary", "dialogue": "\"The legend! He's back. And thirsty.\" He nods. \"I got smokes and piss and a little... speed to spice things up.\"" }, { "actor": "You", "dialogue": "\"I'm off.\" [Leave.]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_left_convo_once\"]) == false]" }, { "actor": "Rosemary", "dialogue": "\"In the civilized world, it's a custom to tip the shopkeep, friend. But come back anyway.\" He waves you off." } ], [ { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"XP.help_annette\"]) == false]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.annette_white_success_nervous\"]) == false]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.doomed_investigation\"]) == false]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"plaza.annette_greeting_done\"]]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: IsEvening()]" }, { "actor": "Annette", "dialogue": "\"The lights are so pretty when it gets dark.\" She scans the surrounding buildings, a happy look on her face." }, { "actor": "You", "dialogue": "What are you missing here? Why does this feel familiar?" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.annette_whitecheck_logic_you\"]) == false]" }, { "actor": "Suggestion", "dialogue": "You have absolutely no idea. Familiar how? You must have forgotten something you heard again." } ], [ { "actor": "Trash Can", "dialogue": "There's some tare, an empty cigarette package, and a crumpled kebab wrapper in the trash bin." }, { "actor": "You", "dialogue": "Examine the kebab wrapper." }, { "actor": "Trash Can", "dialogue": "You see traces of mayonnaise and ketchup on it, as well as a tomato wedge. The wrapper reads: 'SHISH KEBAB REVACHOL'." }, { "actor": "Visual Calculus", "dialogue": "It's no older than a day, or two. No mould yet." }, { "actor": "Perception (Smell)", "dialogue": "It's hard to concentrate in the smell. The sea air brings some relief." }, { "actor": "You", "dialogue": "Examine the tare." }, { "actor": "Trash Can", "dialogue": "Two empty bottles of 'Touloula' vodka and a can of black 'Potent Porter' is all you find." }, { "actor": "Perception (Sight)", "dialogue": "No. There's more in there. 'Livis' strawberry liquor, plus some pilsner bottles too. Better not pick them up, they seem unhygienic." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Kortenaer", "dialogue": "\"Yes... So what?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"character.habit_alcohol\"]]" }, { "actor": "Electrochemistry", "dialogue": "Yeah. So what. You should be drunk too. Or, like, *drunker*. You don't want to die sober do you?" }, { "actor": "You", "dialogue": "\"I'm drunk too. Let's dance, baby.\"" }, { "actor": "Kortenaer", "dialogue": "\"All right.\" He wipes the sweat from his brow. \"Let's do this. Smear your shit all over this fucking dung field...\"" }, { "actor": "Authority", "dialogue": "That didn't work at all, he's *more* focused now." }, { "actor": "You", "dialogue": "Talk about hanged man." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_esprit_RC\"]]" }, { "actor": "Suggestion", "dialogue": "Dangerous! Ask about him first. You don't want personal facts about his dead friend coming out of your mouth -- *he* has to start it." }, { "actor": "You", "dialogue": "\"Who are you?\"" }, { "actor": "Kortenaer", "dialogue": "\"Sergeant Major Raul Kortenaer -- reporting in to burn this fucking mud hut to the ground!\" He points at the Whirling-in-Rags..." }, { "actor": "Perception (Hearing)", "dialogue": "As he moves, the interlocking pieces of his armour click, softly." } ], [ { "actor": "Little Lily", "dialogue": "\"Uh, mister, what were you doing in my fireplace?\"" }, { "actor": "You", "dialogue": "\"There was a phasmid in it! I was trying to catch it.\"" }, { "actor": "Little Lily", "dialogue": "\"Ohh, okay!\" She nods seriously." }, { "actor": "You", "dialogue": "\"Are the twins outside your brothers?\"" }, { "actor": "Little Lily", "dialogue": "\"Yesss.\" She frowns. \"They don't want to play with me. They're older and play outside!\"" }, { "actor": "Little Lily", "dialogue": "\"They look the same! Haa ha haa! Sometimes I can't tell them 'part.\"" }, { "actor": "You", "dialogue": "\"I guess they do look alike.\"" }, { "actor": "Little Lily", "dialogue": "\"Haa ha haa!\" She continues laughing. \"Lamby tells them part.\" She waves her fuzzy doll in the air." }, { "actor": "You", "dialogue": "\"I'm talking to the children to learn from them. Has anything strange happened here lately?\"" }, { "actor": "Little Lily", "dialogue": "\"Uhhhhh...\" She sits her doll on her lap. Its ragged limbs reach out toward you, as if longing for a cuddle. \"Like what?\"" } ], [ { "actor": "Coin-Operated Viewer", "dialogue": "This coin-operated viewer is facing South. The instruction manual says to insert twenty five *centims* and pull the handle while looking inside, then use the focus knob to zoom in if necessary." }, { "actor": "You", "dialogue": "\"What's a tourist attraction doing... here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There was a revitalization project in '49. A design studio tried restoring Martinaise to its pre-war glory.\" The lieutenant looks around and concludes: \"It didn't stick.\"" }, { "actor": "You", "dialogue": "\"What happened?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They got as far as the street lamps and the statue on that intersection. Then something went sour.\" He lowers his voice. \"I suspect that *something* was Evrart Claire -- the Union leader. He muscled them out. It's how it usually goes around here.\"" }, { "actor": "You", "dialogue": "\"Can't we... do something about it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should have *done* something about the Union ten years ago. That ship has sailed, officer.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Visual Calculus", "dialogue": "The light vanishes inside the concrete slit. The structure goes deep under the earth." }, { "actor": "You", "dialogue": "\"Kim, any idea what's down there?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No idea.\" He takes his glasses off to polish. \"Could be connected to one of the buildings around here...\"" }, { "actor": "You", "dialogue": "\"Think we might find Ruby down there?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We might find her down *somewhere* -- there's an old storm drain system beneath Martinaise that's mostly collapsed. Revachol's sewage system has been built and rebuilt four or five times now.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He puts his glasses back on. \"In conclusion -- she could be under any building.\"" }, { "actor": "You", "dialogue": "\"But not in there?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He looks into the slit and sighs. \"I hope not.\"" }, { "actor": "You", "dialogue": "What's in there?" }, { "actor": "Visual Calculus", "dialogue": "Maybe it's just a storm drain for the sewer?" }, { "actor": "You", "dialogue": "Yell \"Ho!\" into the slit." }, { "actor": "Visual Calculus", "dialogue": "There's no echo -- and no answer." }, { "actor": "Conceptualization", "dialogue": "The silence of god? Sorry..." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_shivers_white_check\"]]" }, { "actor": "Shivers", "dialogue": "A warm column of air rises around you, encircling the building you stand on. You feel its twisting shape, bits of paper and birds -- on the *thermal*. Along with several million litres of water. All rising up into the great Insulindian sky." }, { "actor": "You", "dialogue": "Shudder." }, { "actor": "Shivers", "dialogue": "From the vapour, a great cumulus is formed. A cloud castle one thousand metres high. A flock of seagulls screams, hitch-hiking on the thermal. They too are part of the procession, the honour watch." }, { "actor": "You", "dialogue": "For whom?" }, { "actor": "Shivers", "dialogue": "For her. The guest. Waiting." }, { "actor": "You", "dialogue": "Is she safe here?" }, { "actor": "Shivers", "dialogue": "As safe as you keep her." }, { "actor": "You", "dialogue": "What is she waiting for?" }, { "actor": "Shivers", "dialogue": "For Gloria. Soon these clouds will all fall down as rain. Spring will come. Two more months. Maybe less. It's time." }, { "actor": "You", "dialogue": "\"Miss. What are you waiting for?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"You mean here -- in Martinaise?\" She takes a drag, slow and long..." }, { "actor": "You", "dialogue": "Nod." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I'm waiting for the miracle to happen. It'll take one to get me out of the mess I'm in.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"And what miracle would that be?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punchhub_reached\"]]" }, { "actor": "Cuno", "dialogue": "\"Cuno's Cuno!\" The boy points to his chest with both thumbs. \"You already know that, slow-shit.\"" }, { "actor": "You", "dialogue": "\"Got it -- had another question.\"" }, { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"You wouldn't happen to know anything about any missing locusts?\"" }, { "actor": "Cuno", "dialogue": "\"No. Cuno doesn't give a fuck about bugs.\"" }, { "actor": "Rhetoric", "dialogue": "So he knows locusts are bugs." }, { "actor": "Cunoesse", "dialogue": "\"Oh my god.\" The little one seems distraught. \"I told you that shit is lame!\"" }, { "actor": "Cuno", "dialogue": "\"Shut up, C!\"" }, { "actor": "Cunoesse", "dialogue": "\"Now they're gonna take you to lame-prison!\"" }, { "actor": "Empathy", "dialogue": "She sounds like she's about to cry out of disappointment at Cuno's newfound lameness." }, { "actor": "You", "dialogue": "\"Now hold on, no one is lame here... just tell me what happened?\"" }, { "actor": "Cunoesse", "dialogue": "\"Deny everything, Cuno! You need to lawyer up!\"" } ], [ { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (Variable[\"village.idiot_greeting_done\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_mid_greet_exit\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Hey, Tequila! Welcome to reality. How's it treating you?\" A thirty-something Lickra(TM)-clad man takes a sip from his beer." }, { "actor": "You", "dialogue": "\"Reality? It makes me aggressively sad.\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"I know what you mean. Sitting around with these bums you really get to know the nitty-gritty of *reality*. And it isn't good.\" He looks at his buddies with mock appreciation." }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_greeting_sad\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Things aren't going super well for Idiot Doom Spiral either. Haven't found those keys yet; haven't won that great piece of ass back. No word from my business-buddies...\" He takes a sip from his beer." }, { "actor": "Suggestion", "dialogue": "This guy's your buddy-buddy. You feel it immediately: you belong to an organization. A fraternity. Of *drunks*." }, { "actor": "Conceptualization", "dialogue": "*Idiot Doom Spiral*, huh? This is bound to be a good, high-concept conversation. At last!" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.get_wealth_manager\")--[[ Variable[ ]]]" }, { "actor": "Savoir Faire", "dialogue": "Business buddies, huh? This guy might be just what we're looking for. Ask him if he knows any Personal Brand Strategists who can help you out." }, { "actor": "You", "dialogue": "\"I brought you some booze. Will you tell me about your name now?\"" } ], [ { "actor": "You", "dialogue": "\"Cuno, I found your shack.\" (Point to the shack.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"XP.befriend_the_cuno\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"You found Cuno's secret door to Cuno's secret shack?! It was closed for five thousand years. How the fuck did you get in?\"" }, { "actor": "You", "dialogue": "\"I pushed the panels aside, Cuno.\"" }, { "actor": "Cuno", "dialogue": "\"And then what? You fuck in there? You fuck in Cuno's kingdom?\"" }, { "actor": "Cunoesse", "dialogue": "\"He's tryin'a fuck at you again, Cuno!\"" }, { "actor": "You", "dialogue": "\"What was with the pighead?\"" }, { "actor": "Cuno", "dialogue": "\"Oh that?\" He picks a bit of dirt from his fingernail. \"Cuno decapitates pigs. That's just a Cuno demo-tape.\"" }, { "actor": "You", "dialogue": "\"Were you trying to send me a message of some sort?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Cuno", "dialogue": "\"Uh...\" Cuno's eyes light up. \"Yeah! Watch your ass in Cuno's town or Cuno's gonna fuck your head off.\"" }, { "actor": "Composure", "dialogue": "He is incredibly pleased with himself right now." }, { "actor": "You", "dialogue": "\"I've heard enough of this.\"" } ], [ { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_bough_samaran_speakers\"]) == false]" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_speakers_hub_reached\"]]" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "The speakers below are banged up and worthless. The sneakers triumph over them. They're the star of the show here." }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_asked_pay_net_worth\"]]" }, { "actor": "You", "dialogue": "\"I *need* those FALN sneakers.\"" }, { "actor": "Siileng", "dialogue": "\"Super cool! Now the premium lifestyle is yours, officer.\"" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "The sneakers seem to vibrate in your hands with an almost mystical energy." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "How do I get him to talk to me mano-a-mano?" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.measurehead_facha_dq_wc_to_get_him_to_talk\"]) == false]" }, { "actor": "Suggestion", "dialogue": "Simple. Just humiliate him in front of his entourage until he has to *beg you* in private to stop. Then you can let him know it was all but a clever ploy to separate him from his babes..." }, { "actor": "You", "dialogue": "\"These pants don't suit you. It looks like you come with *love handles*.\"" }, { "actor": "Measurehead", "dialogue": "\"BABE, LOOK.\" His arm reaches out, palm open as if giving a demonstration. \"SCORCHED BIOMASS IS ALL THAT THE GHOUL LEFT OF HIS BRAIN. SOON HE WILL DEVOLVE INTO AN ANDROGYNOUS BI-PEDAL, ABLE TO PERFORM ONLY THE MOST INSTINCTUAL OF FUNCTIONS.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"What functions will he able to perform, Measurehead?\"" }, { "actor": "Measurehead", "dialogue": "\"INGEST AND DEFECATE, LIKE AN OVERWEIGHT AMOEBA.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Hear that,\" she shrieks, \"like a fat amoeba! You can't even *fuck*! Pathetic.\"" }, { "actor": "Pain Threshold", "dialogue": "That voice should be registered as a sonic weapon, cause the damage it does to your head is *very* real." }, { "actor": "Electrochemistry", "dialogue": "Here's a lady who clearly puts a man's cockmanship above all other qualities." }, { "actor": "You", "dialogue": "\"Okay. I'll wait here, just take the body down. (Wait here while Measurehead goes.)" }, { "actor": "Measurehead", "dialogue": "\"BABE, SEE THAT THEY STAY HERE THE WHOLE TIME.\"" }, { "actor": "Measurehead's Babe", "dialogue": "The woman's gaze follows Measurehead as he leaves..." }, { "actor": "Measurehead's Babe", "dialogue": "She turns to you. \"So, you guys are like cops or something?\"" }, { "actor": "You", "dialogue": "\"Yeah, we're the Law around here.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Cool. I like men with guns and power.\" The woman twirls her hair. \"I'm Katya by the way...\"" } ], [ { "actor": "You", "dialogue": "\"Do you know about the... bunker... next door?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"What bunker?\"" }, { "actor": "You", "dialogue": "\"The communist hideout back there...\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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." }, { "actor": "Pale Latitude Compressor", "dialogue": "Hhhhhhhzzzzzzz... L'Iramburde: starbursts and sunshine. 24 degrees centigrade..." }, { "actor": "Endurance", "dialogue": "You've gotta act soon. This is getting *bad*." }, { "actor": "Savoir Faire", "dialogue": "Keep calm. Breathe in. After the pain recedes it's a little clearer..." }, { "actor": "You", "dialogue": "\"I can't take it anymore. Just go.\" (Don't attempt to destroy the compressor.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "The woman runs past you and disappears into the darkness of the tunnel." }, { "actor": "Kim Kitsuragi", "dialogue": "\"All things considered...\" The lieutenant is still reeling from the pain. \"...that could've gone worse.\"" }, { "actor": "You", "dialogue": "\"What now?\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"TASK.explore_the_passages_done\"]]" } ], [ { "actor": "You", "dialogue": "\"Guess what -- I've come upon something incriminating.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Incriminating... now that's a big boy word.\" He puts his beer can down." }, { "actor": "You", "dialogue": "\"I have spoken to the dead man -- in a *bizarre* occult vision.\"" }, { "actor": "Titus Hardie", "dialogue": "\"That *is* fucking bizarre. A magic-man, a goddamn magician...\" he shakes his head." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant waits for your reply. Patiently. His foot taps only a little." }, { "actor": "Drama", "dialogue": "Just keep it simple. He said they killed him. These uninitiated do not understand the fineries of Runic Science." }, { "actor": "You", "dialogue": "\"He said love did him in.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Well well, fortune teller.\" He squints at you, assessing your sincerity. \"You might be on to something -- they don't just end up in trees for nothing.\"" }, { "actor": "Suggestion", "dialogue": "There was a speck of truth in there for him. You accidentally touched something." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "You had something other than the bizarre vision too, right? You better have something, because this didn't work." } ], [ { "actor": "Cuno", "dialogue": "You see the shape of a prepubescent boy in FALN pants. It turns double -- then triple -- from the pain. He says:" }, { "actor": "Cuno", "dialogue": "\"Coinslot's dead.\"" }, { "actor": "Pain Threshold", "dialogue": "You can barely hear him, the pain is so bad." }, { "actor": "You", "dialogue": "\"Wait... what?\"" }, { "actor": "Cuno", "dialogue": "\"Just kidding, piggo,\" he chuckles. \"The boo-boo wagon took the binoclard away. He's probably gonna live.\"" }, { "actor": "You", "dialogue": "\"The what? Where did they take him?\"" }, { "actor": "Cuno", "dialogue": "\"To the hospital, fucktard. Try to keep up with Cuno.\" He glares at you with something akin to respect..." }, { "actor": "Volition", "dialogue": "Thank god, okay, he's alive." }, { "actor": "Cuno", "dialogue": "\"They say you burned half the city down. Thousands dead. That's very cool to Cuno. I thought I'd stick around.\"" }, { "actor": "You", "dialogue": "\"Go away, Cuno... Let me die in peace.\"" }, { "actor": "Cuno", "dialogue": "\"Now's not the time to shit the bed, pig.\" He spits. \"C'mon, baconman, Cuno's gonna help you hold your shit in.\"" } ], [ { "actor": "Authority", "dialogue": "Honourable One, you have accumulated a substantial amount of honour points on your life-path. You are a man most virtuous." }, { "actor": "You", "dialogue": "I only try my best. It's the most any of us can do." }, { "actor": "Authority", "dialogue": "Oh, the modesty on this one. Another 10 honour points for you, sir!" }, { "actor": "Authority", "dialogue": "You are on the fast track to becoming one of the rarest, most revered of all police officers -- an honour cop." }, { "actor": "You", "dialogue": "My honour is my life. It's what separates me from the treacherous w\u00f6men." }, { "actor": "Authority", "dialogue": "Yes. Your deeds have spoken for you, Honourable One, but to fully drape one's self in an eternal cloak of honour a ritual must be completed. A *Rite of Honour*..." }, { "actor": "Authority", "dialogue": "Even among the honourable only the most dignified are deemed worthy -- but you, oh honourable one, have excelled... in honour." }, { "actor": "Authority", "dialogue": "Honour comes from deep within you and to truly know oneself, to *know* one's honour, one must reach deep within oneself and *touch* one's honour..." }, { "actor": "You", "dialogue": "Okay..." }, { "actor": "Authority", "dialogue": "You need to bring the thumb of your right hand -- your sword hand -- to your rectum and stick it in there to form the Arch of Honours." }, { "actor": "You", "dialogue": "You're crazy if you think I'm just going to stick a finger in my ass! NO WAY!" }, { "actor": "Authority", "dialogue": "Most dishonourable are those who have known honour, carried honour in their hearts, and then disowned honour. They are the *honourfallen*..." }, { "actor": "Authority", "dialogue": "You brought much shame on your family today. Your name will forever be tarnished by this most shameful of deeds. Be forever banished, Shameful One!" } ], [ { "actor": "You", "dialogue": "\"My *style*? What about it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"To be perfectly blunt, you're dressed like a blood-hungry mercenary.\"" }, { "actor": "Endurance", "dialogue": "That's right. You're protected in your ceramic carapace. Whatever harm you inflict on that world won't be visited on you." }, { "actor": "You", "dialogue": "\"That's not quite what I was going for.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Then maybe you should change your look...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You know the expression 'The clothes make the man'? The right outfit, in the right situation, can make all the difference in the world.\"" }, { "actor": "You", "dialogue": "\"I'm not taking 'style' tips from someone who dresses like a washed-up TipTop racer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This 'washed-up TipTop racer' knows how to sew a lapel and center a back vent.\" The lieutenant raises one eyebrow at you." }, { "actor": "Composure", "dialogue": "That's why his clothes fit so well..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"So if you want to wake up next to anyone other than *Commodore Red*, you might do well to take notes.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Anyway, we should probably get back to the case. Let's go.\"" } ], [ { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acelegreeting_done\"]) == false]" }, { "actor": "Acele", "dialogue": "\"Hey there.\" The girl with an electronic recording apparatus turns to you as you approach." }, { "actor": "Acele", "dialogue": "\"Thanks for helping us out. My associates and I are settling in here nicely. Even found some new associates.\" She turns back to her work, whistling softly..." }, { "actor": "Reaction Speed", "dialogue": "Why does that melody sound so familiar?" }, { "actor": "You", "dialogue": "\"What are you doing?\"" }, { "actor": "Acele", "dialogue": "\"Recording the audio coming through the wooden framework. I bet it's pretty cool. Creaks and stuff. Sounds like when you're underwater, you know?\"" }, { "actor": "You", "dialogue": "\"Gotcha. I have some questions for you.\"" }, { "actor": "Acele", "dialogue": "\"I'm listening.\" She puts the device down and props herself up a bit, waiting for you to speak." }, { "actor": "You", "dialogue": "\"Actually, that's it for now.\" [Leave.]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_first_exit_done\"]]" } ], [ { "actor": "Savoir Faire", "dialogue": "Hey, money-mouth. Eendracht. The impeccable hustler-provider of the seventh generation. It's showtime with Savvy!" }, { "actor": "You", "dialogue": "Do I know you?" }, { "actor": "Savoir Faire", "dialogue": "You will. I'm here to make your life better. They call me the Man-About-Town. Gilded Heart-Throb. Master of Money." }, { "actor": "You", "dialogue": "Money?!" }, { "actor": "Savoir Faire", "dialogue": "That's right! It's time to stop muttering about your 'economic self-interest' and actually do something about it. Yeah, I heard you back there. What the hell was that?!" }, { "actor": "You", "dialogue": "It's pathetic -- I know. Sorry you have to hang around with me. I'll do better." }, { "actor": "Savoir Faire", "dialogue": "No, don't you ever be sorry. You think the Salzneben Report's Top 500 has 'sorry' in their vocabulary? Think again. That's a loser's mindset." }, { "actor": "Authority", "dialogue": "Take heed of these wise words. *You're* in charge. 'Sorry' is a beggar's plea reserved for those beneath you." }, { "actor": "Savoir Faire", "dialogue": "Listen, if you really want to make it in the big leagues, you need to *re-conceptualize* your entire portfolio. Collecting tare and moaning about taxes is not going to cut it." }, { "actor": "Savoir Faire", "dialogue": "You need to become a MILLIONAIRE. Now, how do you become a MILLIONAIRE?" }, { "actor": "You", "dialogue": "I assume begging rich ladies on boats is not the correct answer." }, { "actor": "Savoir Faire", "dialogue": "It should be the other way around. Old mitred money showing up at your doorstep, begging for a slice of cake." }, { "actor": "You", "dialogue": "Ma\u00f1ana flicked me a coin." }, { "actor": "Savoir Faire", "dialogue": "*One* coin. The first of many. Imagine so many coins you're going to need to hire someone to help you manage all your wealth." } ], [ { "actor": "Reaction Speed", "dialogue": "Is that an Insulindian phasmid? It looks like an Insulindian phasmid. Quick -- catch it before it scuttles away!" }, { "actor": "Inland Empire", "dialogue": "It's gotta be the phasmid this time. Look -- it moved!" }, { "actor": "You", "dialogue": "\"Stop right there!\"" }, { "actor": "Fishing Rod", "dialogue": "You shout at what you thought to be a phasmid, but turns out to be a fishing rod." }, { "actor": "Evrart Claire", "dialogue": "\"What are you trying to accomplish, Harry?\"" }, { "actor": "You", "dialogue": "\"Sorry, I thought the fishing rod was... something else.\"" }, { "actor": "Evrart Claire", "dialogue": "His great belly ripples with laughter. \"A skinny, shy young girl? Never mind.\"" } ], [ { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "A police badge on which you see the photo of a man -- you. Some seaweed is stuck to the back." }, { "actor": "You", "dialogue": "\"Date of issue: 7th of November, '50...\"" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The badge was issued roughly four months ago." }, { "actor": "Logic", "dialogue": "A new document is given to you as part of a promotion. Or when you lose the old one." }, { "actor": "You", "dialogue": "Look at the photo." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The man keeps winking at you with his green-grey eyes. The photo is old, no doubt about that." }, { "actor": "Logic", "dialogue": "But the badge is new. You used an old photo for a new badge." }, { "actor": "Suggestion", "dialogue": "Good choice. A newer photo would look... different." }, { "actor": "You", "dialogue": "How old?" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "Eight, maybe ten years. The guy in the picture is rather good looking. He's got a nice haircut and is distinctly lacking in massive sideburns." }, { "actor": "You", "dialogue": "And he's winking? Why?" } ], [ { "actor": "Horseback Monument", "dialogue": "An apricot sceptre shines party-bright across the monument. Glitter balls dangle like severed heads below the eternal king of disco. It is unmistakably a vision of you in your prime -- a killer on the performance floor, icon for all." }, { "actor": "Horseback Monument", "dialogue": "Your eyes glide over the horse, over its patina green coat. Something about the mount's sad animal-eyes makes you pause..." }, { "actor": "You", "dialogue": "I've made it." }, { "actor": "Horseback Monument", "dialogue": "The thought rings hollow in your silent mind. It's even quieter on the roundabout, under the brilliant sun." }, { "actor": "Esprit de Corps", "dialogue": "Somewhere in a hospital bed the lieutenant turns onto his side, feverish and exhausted..." }, { "actor": "You", "dialogue": "She will come back." }, { "actor": "Horseback Monument", "dialogue": "One of the lights flickers and abandons a part of the bronze figure to the murk, if only for a second..." }, { "actor": "You", "dialogue": "It's fucking lonely at the top." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.hjelmdall_mainhub_reached\"]) == false]" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "Wow! A very large red T-shirt with an impressive print stands out from the other garb." }, { "actor": "You", "dialogue": "Oh yeah?" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "*Oh* yeah. The print depicts a muscled man striding toward you, a giant sword in each hand, encircled by burning embers. Behind him is a cluster of cabins engulfed in flames. Beneath him are the words: \"HJELMDALL BURNING.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.hjelmdall\"]]" }, { "actor": "You", "dialogue": "\"What did you mean the Man from Hjelmdall was real?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I mean -- even if the Man from Hjelmdall didn't exist before the adventure novels, the stories have made it so that he has. It's simple really.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay...\" He sounds incredulous." }, { "actor": "Bird's Nest Roy", "dialogue": "\"You sound sceptical. It's not that complicated. All that's required is a more robust understanding of cause and effect.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Besides, I've been to Katla, though not quite as far north as the Hjelmdall, and watched the northern lights travel across the sky. Very unique energetic tides there.\"" }, { "actor": "Encyclopedia", "dialogue": "It's for the best, because Hjelmdall is *not* a real place. And thus he could not have gone there." }, { "actor": "Conceptualization", "dialogue": "His theory isn't exactly *incoherent*, but its logic does suggest some *unusual* neural activity. Interesting..." }, { "actor": "Inland Empire", "dialogue": "Very, *very* unique energies indeed. Geomagnetic ley lines, one might even say." } ], [ { "actor": "Pile of Eternite", "dialogue": "A pane of eternite has been planted into the snow. Two poles are holding it up." }, { "actor": "Interfacing", "dialogue": "*Barely* holding it up. It could fall over any minute... a stronger gust of wind might be enough." }, { "actor": "You", "dialogue": "What is this?" }, { "actor": "Pile of Eternite", "dialogue": "Looks like a makeshift bridge, currently drawn up." }, { "actor": "You", "dialogue": "\"What is this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\"" }, { "actor": "You", "dialogue": "[Leave it as is.]" } ], [ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "Run your fingers over one of the steering levers." }, { "actor": "Coupris Kineema", "dialogue": "The white suede feels luxurious under the touch and the metal clutch handle so very familiar in your palm..." }, { "actor": "Interfacing", "dialogue": "Your fingers waste no time closing around the handle. Clutch disengaged. Release the handle -- clutch drops -- right foot yearns for the familiar touch of the accelerator pedal. You have synced with the machine's mechanical circulation." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sync_circulation\"]]" }, { "actor": "You", "dialogue": "Do I know how to operate this machine?" }, { "actor": "Interfacing", "dialogue": "You feel an uninterrupted connection to the mechanics." }, { "actor": "You", "dialogue": "Release the clutch and squeeze it again." }, { "actor": "Interfacing", "dialogue": "Of course it's only in your head -- of course it is -- but it almost feels as if the clutch handle is gently squeezing back." }, { "actor": "You", "dialogue": "How are you, my friend?" }, { "actor": "Interfacing", "dialogue": "The smell of freshly treated leather, the lack of dirt and dust on the dashboard, and a neat little brush in the cup-holder all seem to be whispering:" }, { "actor": "Coupris Kineema", "dialogue": "I'm good, cherished and cared for, in the hands of a tending owner." } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"What am I missing? What haven't I done?\"" }, { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Remember,\" the lieutenant whispers. \"He wants to tell us -- but he doesn't want to *help* us. It needs to look like we already have everything.\"" }, { "actor": "Empathy", "dialogue": "There is palpable excitement in his tone. He likes him for this -- *a lot*. But there's something more too..." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_refused_to_restock_trap\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_white_check_succeeded\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1_done\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Hello! Lena and I were just discussing the design of the new trap.\"" }, { "actor": "You", "dialogue": "\"Did *you* know Gary was hiding the armour?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Hell no, I had no idea. And I'm still cross with him to be honest. It's not like him. He's got his quirks, but dishonesty -- or disloyalty -- are not one of them.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_out_why_the_trap_was_empty\"] == false and Variable[\"TASK.confront_cuno_about_locusts\"] == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Thanks,\" the man mutters in the distance. He doesn't dare say more." }, { "actor": "Empathy", "dialogue": "He's still glad his friend stood up for him." } ], [ { "actor": "Perception (Smell)", "dialogue": "The smell... It's awful and familiar." }, { "actor": "You", "dialogue": "Isn't it just the rotting fish?" }, { "actor": "Perception (Smell)", "dialogue": "Don't be naive." }, { "actor": "You", "dialogue": "Oh no..." }, { "actor": "Perception (Smell)", "dialogue": "You've never smelled anything this bad before. It's pungent, but with a faintly cloying sweetness like cheap perfume on Death itself." }, { "actor": "Half Light", "dialogue": "Something cold wakes in the pit of your stomach: fear." }, { "actor": "Encyclopedia", "dialogue": "The signs of decaying meat. It announces itself from two dozen metres away. A warning, a *memento mori*." } ], [ { "actor": "You", "dialogue": "\"The man hanged in the backyard -- did you do it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_big_dick_cop\"]]" }, { "actor": "Titus Hardie", "dialogue": "\"So you're not just here to swing your big dick -- you're here for the Pretty Boy? A real looker that one...\" He shakes his head. \"Stinks like *shit* too.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_dead_body_down_from_the_tree_done\"]]" }, { "actor": "Shanky", "dialogue": "\"They love him, boss. Spent all day digging around in there. Can't get enough of that Pretty Boy smell.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "Evidence. Show them you have it. It doesn't have to be conclusive." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_rhet_show_them_some_evidence\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "Just keep talking. Put something on the table. Something incriminating." }, { "actor": "You", "dialogue": "\"I have spoken to the head of the Union.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Evrart?\"" }, { "actor": "You", "dialogue": "\"Yes -- him.\"" }, { "actor": "Titus Hardie", "dialogue": "\"And what did he tell you?\" His eyes narrow. \"That we killed him? That we took a cargo belt from the harbour, went out back, and used it to hang him?\"" }, { "actor": "Half Light", "dialogue": "The man gets a strange gleam in his eyes. His fists contract as if going through the pulling motion again, savouring it." }, { "actor": "Titus Hardie", "dialogue": "He looks you dead in the eye. \"Because we *did*. All of us together. I hope he told the story straight. I hope he told it well.\"" } ], [ { "actor": "Empathy", "dialogue": "What's this? We're getting reports of *normal*, *reasonable*, *temperate* political opinions somewhere in Martinaise..." }, { "actor": "You", "dialogue": "That's me, Mr. Reasonable. Someone's got to keep it sane around here." }, { "actor": "Empathy", "dialogue": "The air suddenly feels calmer. More transparent in a strangely tender way. Perhaps it's the hangover, perhaps it's a temporary surge of serotonin, but something tells you..." }, { "actor": "Empathy", "dialogue": "It's time... to become a citizen of the *Kingdom of Conscience*." }, { "actor": "You", "dialogue": "No, I'm too fiery for this watercolour ideology. I'm trying to develop more *extreme* and *interesting* opinions... (Opt out.)" }, { "actor": "Empathy", "dialogue": "That's a pity. *Real democracy* was just around the corner for Revachol. All the leading citizens are waiting there -- without you." } ], [ { "actor": "Rhetoric", "dialogue": "Rise and shine, comrade. It's time to get to work." }, { "actor": "You", "dialogue": "What's going on?" }, { "actor": "Rhetoric", "dialogue": "Despite all the thinking you've been doing, only\u00a00.0001% of communism has been built. It's too great a task to undertake alone. You're going to have to *get organised*." }, { "actor": "Endurance", "dialogue": "Uh oh. Organisation hasn't exactly been your strong suit, historically speaking..." }, { "actor": "You", "dialogue": "I'm ready, let's get to it." }, { "actor": "Rhetoric", "dialogue": "You must seek out your revolutionary brothers and sisters. Find out how much communism they've built. Then, together, maybe you'll be able to build as much as 0.0002% of communism." }, { "actor": "Rhetoric", "dialogue": "But it won't be *easy*. Decades of persecution by Coalition authorities have driven the remaining communists of Martinaise *underground*." }, { "actor": "Inland Empire", "dialogue": "They live underground? These communists aren't men, they're *mole people*!" }, { "actor": "You", "dialogue": "I don't know if I want to go searching for mole people." }, { "actor": "Rhetoric", "dialogue": "They're not 'mole people', they're your comrades in the *eternal class struggle*. It's your task to find and join them." }, { "actor": "You", "dialogue": "How am I supposed to find them if they're hiding? (Proceed.)" }, { "actor": "Rhetoric", "dialogue": "Let your *nose* guide you, detective." } ], [ { "actor": "Saint-Batiste Pharmaceutics", "dialogue": "A small cabinet on the wall is filled with various medicine bottles, nasal sprays and blister packs. They all bear the Saint-Batiste Pharmaceutics logo." }, { "actor": "You", "dialogue": "\"What do those products do?\"" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm... I don't know, let's see... Nosaphed is a nasal spray. Drouamine is a really good painkiller. Magnesium is a dietary supplement. Hypnogamma is...\" She stops." }, { "actor": "Frittte clerk", "dialogue": "\"I don't really know what Hypnogamma is. I guess it makes you feel less shit? It's recommended to use after lots of partying, studying, or exercising.\"" }, { "actor": "You", "dialogue": "\"Thank you for explaining, miss.\"" }, { "actor": "Frittte clerk", "dialogue": "Her nose is already back in her magazine. \"Uh-huh.\"" }, { "actor": "You", "dialogue": "\"I want to buy some ammonia.\"" }, { "actor": "Frittte clerk", "dialogue": "\"M'kay.\" She hands you a small capsule. \"Don't, like... over-do it or something.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punchhub_reached\"]]" }, { "actor": "Cuno", "dialogue": "\"Cuno's Cuno!\" The boy points to his chest with both thumbs. \"You already know that, slow-shit.\"" }, { "actor": "You", "dialogue": "\"Got it -- had another question.\"" }, { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"I know you took the locusts from the traps the cryptozoologists set up.\"" }, { "actor": "Cuno", "dialogue": "\"Yeah,\" he says slowly, meeting your gaze with sullen defiance. \"Cuno took the bugs. So what?\"" }, { "actor": "Inland Empire", "dialogue": "So it wasn't the phasmid... a wave of disappointment washes over you." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_locusts_said_doesnt_know\"]) == false]" }, { "actor": "You", "dialogue": "\"Why steal locusts? Couldn't you find some other pets?\"" }, { "actor": "Cuno", "dialogue": "\"They're not pets.\" Sounds like you've offended him. \"Don't you know what locusts *are*, when they come out of the fucking sky? Fuckin' *descend* and shit.\"" }, { "actor": "Cunoesse", "dialogue": "\"Stooooop!\" she wails from behind the fence, then covers her face with her hands." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_rage_city_heard\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"You stop! It's like they're fucking *night*. Locust City, Night City. City of Rage...\"" } ], [ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation_done\"]]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_doomed_hub_reached\"]]" }, { "actor": "Plaisance", "dialogue": "\"Hello again, esteemed officer,\" she keeps reciting like a robot. \"And welcome to Crime, Romance, and Biographies of Famous People.\"" }, { "actor": "You", "dialogue": "\"I had a few more questions about the curse...\"" }, { "actor": "Plaisance", "dialogue": "\"Okay, but please, only a few questions.\" She peers at the curtains. \"You wouldn't want to disturb the spirits...\"" }, { "actor": "You", "dialogue": "\"How does this curse manifest itself?\"" }, { "actor": "Plaisance", "dialogue": "\"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." }, { "actor": "Plaisance", "dialogue": "\"It's the curse of *financial distress*.\" Her voice drops to a whisper. \"Of *ruin* -- and bankruptcy.\" She peers at the curtains again..." }, { "actor": "Inland Empire", "dialogue": "Didn't... didn't that curtain just *move*?!" }, { "actor": "You", "dialogue": "\"Ah! Annette mentioned that the previous tenants have experienced some financial troubles.\"" } ], [ { "actor": "Cuno", "dialogue": "\"Yeah, the Kingdom of Cuno, the fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"The ladder, ever climb it?\" (Point to the ladder on the tree.)" }, { "actor": "Cuno", "dialogue": "\"Look at that fucking shit?\" he screeches. \"You tryin'a get Cuno killed?\"" }, { "actor": "You", "dialogue": "\"So you would say that the ladder is... unclimbable?\"" }, { "actor": "Cuno", "dialogue": "\"Fuck does Cuno know? Cuno's not a fucking acrobat!\"" }, { "actor": "Savoir Faire", "dialogue": "Cuno knows the ladder is unclimbable." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant takes a quick note in his notebook." }, { "actor": "Cunoesse", "dialogue": "\"It's a trap, Cuno! Don't climb it, Cuno!\"" }, { "actor": "You", "dialogue": "\"There was also a mug in the trash.\" (Show him the mug.)" }, { "actor": "Cuno", "dialogue": "\"The fuck? A *mug* in the trash? Is this about the fucking clothes again?\"" }, { "actor": "You", "dialogue": "\"Yes. Does this racist mug have anything to do with it?\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, Cuno sees where this is going. Cuno's got that fast-brain,\" he whispers excitedly. \"You saying you pigs are after the mug fucker -- coz he's the clothes fucker...\"" }, { "actor": "Cunoesse", "dialogue": "\"Can't hear you, Cuno! Speak louder, Cuno!\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"coast.reeds_checked_counter\"] >=1) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.garrydoor_hub_reached\"]]" }, { "actor": "Door, Basement Apartment", "dialogue": "The door to the 'Weasel's' Den', guarded by the lionhead-knocker. Both have seen better days." }, { "actor": "You", "dialogue": "Press your ear against the door." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"]) == false]" }, { "actor": "Door, Basement Apartment", "dialogue": "The leather upholstery is worn and rough against your jaw. You don't hear any movement." }, { "actor": "Perception (Hearing)", "dialogue": "In fact, it's oddly silent in the yard around you. No birds chirp." }, { "actor": "You", "dialogue": "\"Lieutenant, what is your opinion of this task we're undertaking?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_kim_expresses_understanding_worknig_with_evrart_is_necessarry\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"As I already said,\" the lieutenant replies, adjusting his glasses. \"I understand this can't be avoided.\"" } ], [ { "actor": "Measurehead", "dialogue": "\"SO... WOMEN, HUH?\" The Semenese supraman stretches on the couch like a giant tattooed cat." }, { "actor": "Composure", "dialogue": "His shoulders relax, tension is leaving him." }, { "actor": "Visual Calculus", "dialogue": "Strange, he seems different in here. Less 'monolithic' somehow." }, { "actor": "Inland Empire", "dialogue": "The room feels soporific in its silence, dust particles twirling around in the air..." }, { "actor": "You", "dialogue": "\"I don't really like women.\"" }, { "actor": "Measurehead", "dialogue": "\"AND? THAT'S WHAT YOU WANTED TO TALK ABOUT? THAT YOU DON'T LIKE WOMEN?\"" }, { "actor": "Measurehead", "dialogue": "\"WHAT IS THIS *REALLY* ABOUT?\"" }, { "actor": "You", "dialogue": "\"I *really* need to find a way to turn back time.\"" }, { "actor": "Measurehead", "dialogue": "\"WE ALREADY ESTABLISHED THAT. TELL ME, WHAT DRIVES YOU TO SEARCH FOR SUCH *FANTASTIC* MEASURES?\"" }, { "actor": "You", "dialogue": "\"It's about her.\" (Nod solemnly.) \"Revachol.\"" }, { "actor": "Measurehead", "dialogue": "\"THAT IS A LIE YOU ADMINISTER YOURSELF. LIKE HEART MEDICINE. GO WITHOUT IT ONE DAY AND YOUR HEART WILL STOP.\"" }, { "actor": "Measurehead", "dialogue": "\"MEN ONLY WANT TO REVERSE TIME FOR ONE REASON. THEY *SAY* IT'S ABOUT HONOUR, JUSTICE, REVENGE, REGRET, REDEMPTION, AND A PLETHORA OF FALSE REASONS, BUT FURTHER BACK -- DEEPER IN -- IT IS ALWAYS LOVE THAT DRIVES THEM.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_its_About_love\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.lorryman_fascha_rc_scss\"]]" } ], [ { "actor": "Ancient Reptilian Brain", "dialogue": "Sleep is merciful this time, brother. Not too deep. Lit by the continuous sound of the sea outside." }, { "actor": "Limbic System", "dialogue": "And a little something in there... a sensation. The bow drawn across a string. Something small and crustacean-like." }, { "actor": "Ancient Reptilian Brain", "dialogue": "No. Relax, man. It's just the comfortable darkness. Interrupted by the pain in your body. A telegraph, far away." }, { "actor": "Pain Threshold", "dialogue": "Far enough not to hurt for a while." }, { "actor": "Volition", "dialogue": "And your mind healing too. Weaving itself back into shape." }, { "actor": "Logic", "dialogue": "You did it... you solved the case." }, { "actor": "Inland Empire", "dialogue": "Somehow you managed to dodge it all... The church, the window *and* the bad book in the store. On the shelf. You made it. Across the black sea unharmed..." }, { "actor": "You", "dialogue": "Turn to the other side." }, { "actor": "Limbic System", "dialogue": "You do so many times. Until dim light starts peeking into the hood you're under. The rough karakul. More and more each second. Time to face it again -- the world. Anew..." }, { "actor": "You", "dialogue": "[Open your eyes.]" } ], [ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"No more questions.\"" }, { "actor": "Titus Hardie", "dialogue": "\"About fuckin' time.\"" }, { "actor": "You", "dialogue": "\"Okay, I talked to Klaasje. Now I need to talk to Ruby.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Why?\" He leans back and regards you with curiosity." }, { "actor": "You", "dialogue": "\"A civil war is brewing and the only way to prevent it is to solve the murder. That means talking to Ruby.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Sounds like you wanna push this steamin' pile of shit on *anyone* -- and now you've picked Ruby. Well, not on my watch you won't.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Ruby's one of us. We're not gonna throw her under your Moralintern steamroller, fuck that shit!\"" }, { "actor": "Shanky", "dialogue": "\"And fuck you too, moral-f*g!\" He throws a glance at Titus as the last syllable leaves his lips. The big guy sighs." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Church Doors", "dialogue": "Heavy wooden doors more than twice your height stand shut in front of you. The rectangular, sea-worn ornamentation appears in stark contrast to the padlock carelessly drilled into the wood." }, { "actor": "You", "dialogue": "Inspect the staple." }, { "actor": "Church Doors", "dialogue": "The padlock passes through a staple that's been hastily attached to the wood. Closer inspection reveals that one of the screws is not a screw at all, but a nail. The work has been done recently and is unprofessional, to say the least." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: CheckItem(\"key_church_door\")]" }, { "actor": "You", "dialogue": "Take a closer look at the padlock." }, { "actor": "Church Doors", "dialogue": "This cheap-looking padlock is sturdily built. It shackles together a hasp and a staple screwed into the wooden door. The lock is adorned with a yellow sticker." }, { "actor": "Interfacing", "dialogue": "It'll be easier to break the staple than the lock. Also -- that sticker is interesting, somehow..." }, { "actor": "You", "dialogue": "Apply some official force on the padlock." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: Variable[\"church.churchdoor_open_crowbar\"] == true]" }, { "actor": "Physical Instrument", "dialogue": "You jam the prybar between the lock and the staple and apply force -- your biceps bulge from the strain. The metal creaks and squeals..." }, { "actor": "Physical Instrument", "dialogue": "The pathetic old wood, rusty screws (and one nail) stand no chance against the forces of *leverage*. From deep within, a bellow rips..." } ], [ { "actor": "Easy Leo", "dialogue": "\"Mr. Harry! Boy, old Leo sure was right about you! I knew you was a Union man at heart when I first saw you.\" He takes a quick breath. \"Right as I turned around and looked at you, I said to myself: 'Now that fellow is a union man right there. Through and through.' And I was right, yes I was, yes I was.\"" }, { "actor": "You", "dialogue": "\"I guess you just *know* people, Leo. It's like a special ability you got.\"" }, { "actor": "Easy Leo", "dialogue": "\"It's true, it's true.\" he nods. \"I've had an eye for helpful people for as long as I remember. I like helpful people, and I like helping helpful people, so what do you need, mister?\"" }, { "actor": "You", "dialogue": "\"What are you doing with the containers?\"" }, { "actor": "Easy Leo", "dialogue": "\"Oh I'm just making some covers for them containers here, yes I am, yes I am... So it's easier for the crane operators to spot them.\" He waves at the containers towering behind him." }, { "actor": "You", "dialogue": "\"Sure. Let me ask you about something else?\"" }, { "actor": "Easy Leo", "dialogue": "\"Sure, mister, about what?\"" }, { "actor": "You", "dialogue": "\"Leo, you seem to know everyone around here, I want to ask about someone.\"" }, { "actor": "Easy Leo", "dialogue": "\"Mr. Evrart doesn't really want me to talk to people about Union guys...\" He thinks for a moment. \"But who did you want to talk about?\"" } ], [ { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.gardener_main_hub_reached\"]]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"]]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_altgreet_klaasje_arrested\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"Just dragged her away, huh? Stone cold...\" He's still looking at the front door. \"Didn't think you had it in you...\"" }, { "actor": "You", "dialogue": "\"I didn't have what in me? To arrest her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, you ruthless son of a bitch.\" He nods approvingly. \"I certainly didn't have it in me -- I always let the pretty ones go. I'm soft like that.\"" }, { "actor": "Shanky", "dialogue": "\"Yeah, like when we let old Clancy's widow walk.\"" }, { "actor": "Eugene", "dialogue": "\"Or Denisse, the diner girl! The milk rack on that one...\" He says, almost elegiacally." }, { "actor": "Titus Hardie", "dialogue": "\"Can't say I wasn't sad to see her go -- our Klaasje there -- her face when your friend walked her out. Goddamn...\" He shakes his head." }, { "actor": "You", "dialogue": "\"One third of humanity will be *culled* -- and you're worried about a single lambe?!\"" }, { "actor": "Titus Hardie", "dialogue": "\"What?\" He doesn't understand." }, { "actor": "You", "dialogue": "\"Har-Mageddon is upon us. She's better off in the holding-pen once the Blood Rains come down.\"" }, { "actor": "Titus Hardie", "dialogue": "\"I ain't got time for this whack shit.\" He picks up a new beer can. \"I just hope she can game her way through the system and come out the other end.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Don't think I forgot how I specifically let you know how I felt about her arrest either.\" He says shaking his head. \"Now what do you want?\"" }, { "actor": "Empathy", "dialogue": "His tone is friendly now and the last words are actually accompanied with a little smile." } ], [ { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_intro_done\"]]" }, { "actor": "Coupris Kineema", "dialogue": "Inside you see a set of steering levers, a radio-microphone, a pull-out toolbox, and the soft glow of the fuel pre-heater gauge." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_kim_with_money_plan\") and IsKimHere()--[[ Variable[ ]]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have something here we could sell. Look in the back, in the suspect transport enclosure.\"" }, { "actor": "Reaction Speed", "dialogue": "Transport enclosure? Regular people just call it *the cage*." }, { "actor": "You", "dialogue": "\"Kim, what are we looking at? What is this machine?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kineema_TH_check_success\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, it's my patrol vehicle. You can use the toolbox and the radio if you'd like.\" He nods at the cabin." }, { "actor": "Inland Empire", "dialogue": "Motor carriage, motor carriage... Something bad with a motor carriage.... A dark lump rises in your throat." }, { "actor": "You", "dialogue": "\"Do all policemen in the RCM have such *cool* motor carriages?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The Coupris MotorCorp does provide most of our patrol vehicles, yes.\"" }, { "actor": "Interfacing", "dialogue": "But this is different -- this is a sports model." } ], [ { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_made_it_to_main_hub\"]]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_bought_rosemary_speed\"]]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_bought_the_spirits\"]]" }, { "actor": "Rosemary", "dialogue": "\"The legend returns. You know the deal, legend-man. Smokes are smokey, pilsner... gets you drunk. You've already cleaned me out of spirits... and speed.\" He looks sad." }, { "actor": "You", "dialogue": "\"Here's the money for the spirits.\"" }, { "actor": "Rosemary", "dialogue": "He hands you the bottle. \"Jus' make sure to *enjoy* that one, friend!\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")) == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] == false or Variable[\"TASK.report_to_the_tribunal_done\"] == true) == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] == true and Variable[\"TASK.report_to_the_tribunal_done\"] == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Script: FinishTask(\"TASK.gain_the_spirits_done\")--[[ Variable[ ]]]" } ], [ { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"XP.help_annette\"]]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.annette_altgreet_passives_shown\"]) == false]" }, { "actor": "Annette", "dialogue": "\"I'm sorry, sir, I can't talk right now. I'm very busy with my homework... I have so much homework now.\"" }, { "actor": "Empathy", "dialogue": "You just can't win." }, { "actor": "Logic", "dialogue": "Out of the rain and into the gutter." }, { "actor": "You", "dialogue": "\"Shouldn't you be at school or something?\"" }, { "actor": "Annette", "dialogue": "\"I do my studies at home at the moment. I have to help Mum keep this place running.\"" }, { "actor": "You", "dialogue": "\"Isn't going to school more important than... this?\"" }, { "actor": "Annette", "dialogue": "\"Mum says it's necessary to do both, because it builds character. Mum says a proper worker is dutiful -- that's how you get ahead in life, you succeed.\"" }, { "actor": "Composure", "dialogue": "There is stress and unease behind these words. She's reciting etiquette." }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation\"]]" } ], [ { "actor": "Klaasje's Note", "dialogue": "\"I'm sorry I fucked everyone over.\n\nPS. I didn't kill him.\n\nPPS. Gift upstairs.\"" }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Cuno", "dialogue": "\"A trap, probably.\" He nods confidently. \"But don't sweat it. You got the Cuno spotting you. Let's go in.\"" }, { "actor": "Half Light", "dialogue": "Just don't walk into another radio trap, okay..." }, { "actor": "Volition", "dialogue": "Relax. Not everyone is out to trap you." }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I am not drawing my gun... yet. But I don't like 'gifts'.\"" } ], [ { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "The face of King Frissel smiles at you. For some reason the smile now strikes you as more forced than it did before." }, { "actor": "You", "dialogue": "Let's see what they mean by 'Local Concerns'." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "Unsurprisingly, much of this section is taken up with articles declaring unqualified support for the dockworkers' strike." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "You skim the headlines: 'Paint the Harbour Red and White!', 'Martinaise Tames the Wild Pines', 'A City in Revolt', 'First We Take Martinaise, Then We Take La Delta!'." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "Finally, there's a brief article by the writer 'G. Martin' accusing the owner of the Capeside Apartments of illegally attempting to evict certain communist tenants simply for not having paid their rent." }, { "actor": "Reaction Speed", "dialogue": "Ah, this must be Gaston's handiwork." }, { "actor": "You", "dialogue": "If it weren't for the Wild Pines all those moochers would be out of a job." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "According to these editorials, private enterprise is simply a means of organising labour that would already happen regardless..." }, { "actor": "Savoir Faire", "dialogue": "Absolute nonsense. Whoever wrote this has clearly never built a successful business before." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "It goes on to call the Wild Pines a 'nightmarish transnational leech, sucking the life from the labouring classes of Martinaise'." } ], [ { "actor": "Half Light", "dialogue": "Tremble. THE TIME IS NOW. \u03c4\u1f70 \u1f45\u03bb\u03b1." }, { "actor": "You", "dialogue": "This is because of the insane world-ending I've been saying isn't it? (Proceed.)" }, { "actor": "Half Light", "dialogue": "Yes. You spoke the words of the \u03c0\u03b1\u03bb\u03af\u03bd\u03c4\u03c1\u03bf\u03c0\u03bf\u03c2, and the houses of Perikarnassis. Items, people, even WORDS will tumble, all will lose its meaning in the coming years. That is why you marked yourself." }, { "actor": "You", "dialogue": "I *do* think the world might end soon. (Opt in.)" }, { "actor": "Half Light", "dialogue": "The face of the woman fractures. There will be herd killing. We all become vapour." } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_greeting_done\"]]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_told_him_to_fuck_off\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"Looking for something, runt? Come to tell me to fuck off again?\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.racist_authority_soles\"]]" }, { "actor": "You", "dialogue": "\"You're lorryman, right? What's your stance on drugs?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Drugs? They're shit, man. I don't let anything pollute my body.\" He takes a long drag on his cigarette." }, { "actor": "You", "dialogue": "\"You smell of booze and cigarettes, what's different about narcotics?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"You know where that shit comes from? Saramiriza, Safre, Iilmaraa. They take the money from our local junkies here and then use it to out-compete us in the manufacturing sector.\"" }, { "actor": "Racist lorry driver", "dialogue": "\"They know they can't beat us in a fair fight, so they have to get us to weaken ourselves somehow. It's racial sabotage. Racial *economic* sabotage.\"" }, { "actor": "Suggestion", "dialogue": "There's your in. Take his side in this particular fight." } ], [ { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: Variable[\"tc.wards_plais\"]]" }, { "actor": "Warded Door", "dialogue": "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." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: CheckItem(\"key_bookstore_backdoor\")]" }, { "actor": "You", "dialogue": "Knock on the door." }, { "actor": "Warded Door", "dialogue": "Only an echo... No one is there." }, { "actor": "Perception (Hearing)", "dialogue": "A hollowed out, dark echo..." }, { "actor": "You", "dialogue": "Maybe I *should* break it down? But not before I strategize..." }, { "actor": "Physical Instrument", "dialogue": "That's right, take in your surroundings. You need to have a solid ground and a proper posture if you want to succeed." }, { "actor": "You", "dialogue": "First -- check your posture." }, { "actor": "Physical Instrument", "dialogue": "Steady breathing, solid core -- you've got this. With one shoulder forward you're ready to smash into the door like a battering ram." } ], [ { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ladder_hub_reached\"]) == false]" }, { "actor": "Feld Ladder", "dialogue": "A rusty ladder leads to the rooftop. Some of the rungs are missing." }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yeah, that doesn't look good at all.\"" }, { "actor": "You", "dialogue": "Assess the situation." }, { "actor": "Feld Ladder", "dialogue": "The distances between the remaining rungs are rather *wide*. You'd have to use the mounting brackets. However, they seem corroded and the peeling rust is razor-sharp." }, { "actor": "Feld Ladder", "dialogue": "In addition, the first rung is going to be *tough* to reach. It's, what, three metres above ground, and you're -- 180...?" }, { "actor": "You", "dialogue": "One-ninety. I'm a giant." }, { "actor": "Feld Ladder", "dialogue": "Okay. But, still -- the roof is collapsing and the wind gets pretty brutal up there. Dismounting from the ladder is going to be *hard*. Perhaps if you were to... *not* climb the ladder? Instead..." }, { "actor": "Savoir Faire", "dialogue": "What if you were to do something more *subtle*?" }, { "actor": "Conceptualization", "dialogue": "What if you were to *re-conceptualize* climbing the ladder?" }, { "actor": "Rhetoric", "dialogue": "Yes -- climbing it would be too *expensive*. The animations your body needs to make, interacting with the ladder, are beyond your capabilities at this moment in your career." }, { "actor": "Inland Empire", "dialogue": "ASTRAL PROJECTION! Be *open-minded* about this." }, { "actor": "Pain Threshold", "dialogue": "Yeah... Because falling from that height seems, well -- SPLAT! So don't do that. Just, you know..." } ], [ { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"canal.tree_greeting_done\"]) == false]" }, { "actor": "Hawthorn Tree", "dialogue": "The hawthorn tree on Rue de Saint-Ghislaine. Bronze-coloured ribbons of magnetic tape are caught in its branches, fluttering in the breeze." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"ice.egg_shivers_third\"]) == false]" }, { "actor": "You", "dialogue": "Disentangle the tape." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.tree_whitec_interfacing_disentangle_tape\"]]" }, { "actor": "Interfacing", "dialogue": "With slow and deliberate motions, pulling, bending and unravelling -- you manage to extricate the magnetic tape from the branches." }, { "actor": "Interfacing", "dialogue": "It curls up into a mess inside your pocket. If only you could find a way to re-spool it, so that you could hear what's on the tape..." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"]]" }, { "actor": "Logic", "dialogue": "Maybe Roy from the pawnshop can help you with this?" }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at the mess in your hands. Only after you've successfully cleaned up the branches does the curiosity get him: \"What's the tape for?\" he asks." }, { "actor": "You", "dialogue": "\"It's for Egg Head. I promised to make his van Eyck's jam hit a bit harder. Maybe this tape can help.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "You see the lieutenant's familiar shape in the orange jacket. It turns double -- then triple -- from the pain." }, { "actor": "Pain Threshold", "dialogue": "It's nothing. You're alive, that's what matters." }, { "actor": "You", "dialogue": "\"Kim....\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Sunrise, parabellum*,\" the lieutenant says. He's in the middle of a freshly cleaned room, with the fan above his head like a halo. His face is covered in bruises." }, { "actor": "You", "dialogue": "\"I'm ready.\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good.\" There's a pause. \"Where do you want to limp to?\"" }, { "actor": "You", "dialogue": "\"Let's just aimlessly wander until a clue presents itself.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's do that.\" He extinguishes the cigarette on the sole of his boot." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Another look at the window perhaps -- the one he was shot through? I don't know... I can't think of anything better.\"" } ], [ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"tc.doomed_commercial_area\"]) == false]" }, { "actor": "You", "dialogue": "\"Slipstream SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_whitecheck_volition\"]) == false]" }, { "actor": "Volition", "dialogue": "No, hold on. The last thing you need in your life is more hysteric emotions. Forget it. Find something else to do." }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but no one answers." }, { "actor": "Conceptualization", "dialogue": "What an ominous name for a hair salon... Doesn't bode well for anyone's hair." }, { "actor": "Half Light", "dialogue": "Just seeing the words \"Andro-Orlando\" gets your hackles up. It's very existence is a *threat* to your masculinity, to say nothing of your hair." }, { "actor": "You", "dialogue": "\"ARTEMITEP's Boxing for Young Athletes & Gym.\"" } ], [ { "actor": "The Deserter", "dialogue": "\"Three weeks ago, when the rich hag came in on her galley. Her honour guard came in tow.\"" }, { "actor": "Rhetoric", "dialogue": "Joyce... he means Joyce." }, { "actor": "You", "dialogue": "\"And by that you mean the representative of the harbour company?\"" }, { "actor": "The Deserter", "dialogue": "\"Wrinkled up whore,\" he nods." }, { "actor": "You", "dialogue": "\"What is it with these *whores* and *pederasts*... aren't you a communist?\"" }, { "actor": "The Deserter", "dialogue": "\"Lax sexual morals are a bourgeois ploy,\" he gargles a spit ball. \"As to pederasty, the Party legalized it in '04. My Party, not your liberal masters.\" He spits it out on the dying coals." }, { "actor": "The Deserter", "dialogue": "\"So don't you sermonize me, you racist shithole.\" He adds. \"It's still bourgeois when the bourgeois does it. Fiddling with their sexual organs...\"" }, { "actor": "Electrochemistry", "dialogue": "Some strange glandular process takes place in him at the thought. Like yeast rising..." }, { "actor": "Half Light", "dialogue": "An anger too, in addition to loneliness." } ], [ { "actor": "Jean Vicquemare", "dialogue": "Let's test. This is the last hub." }, { "actor": "You", "dialogue": "\"I'm ready.\" (End with Kim / Cuno.)" }, { "actor": "Judit Minot", "dialogue": "\"Good.\" She looks at you, then Vicquemare..." }, { "actor": "Jean Vicquemare", "dialogue": "\"Fuck it, let's go.\" The man points down the street. \"Trant left his motor carriage behind the gates. It's a 20 minute drive to Jamrock.\"" }, { "actor": "Shivers", "dialogue": "The great district hums in the slowly falling snow: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the white horizon..." } ], [ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_klaasje_said_one_thing\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm Kim Kitsuragi.\" The lieutenant steps in. \"I'm a detective from Precinct 57. I see you've already met my colleague.\"" }, { "actor": "Empathy", "dialogue": "This does not come as good news to him." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasjeone_greeting_done\"] and IsKimHere()) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Esprit de Corps", "dialogue": "Across the city, the lieutenant stops to consider a smoke break. He shrugs off the urge: maybe tonight. His absence is palpable. Too late now." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"TASK.fridge_victims_body_done\"] or Variable[\"TASK.send_corpse_to_processing_done\"]]" }, { "actor": "You", "dialogue": "\"Miss, I'm investigating, uh...\" (Gesture down to the yard.) \"The people who put him there said to talk to you.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Ah, I see.\" She takes a pensive drag of her menthol cigarette." }, { "actor": "Suggestion", "dialogue": "Be careful. Ask something else first. When you go *there*, use words like 'I hear you have been through something difficult.'" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_suggestion_been_through_difficult\"]]" }, { "actor": "Physical Instrument", "dialogue": "No need to dilly-dally. She's tough." } ], [ { "actor": "Electrochemistry", "dialogue": "That sugary black rum stain on the counter makes you teary-eyed with joy. It's almost touching how syrupy and sticky it is. How long have you been up already?" }, { "actor": "You", "dialogue": "Two hours?" }, { "actor": "Electrochemistry", "dialogue": "An hour would have been bad -- two hours is *mystical*. You have truly wiped out all trace of yourself if you haven't thought about rum and lemonade yet." }, { "actor": "You", "dialogue": "Maybe later." }, { "actor": "Electrochemistry", "dialogue": "\"Maybe later\"? What is this, casual Friday? What's with the lackadaisical lax-man attitude? You used to be *passionate* about getting your drink on. Show me you're still young. Show me you have the FIRE in you! Lick that stain off the counter RIGHT NOW." }, { "actor": "You", "dialogue": "I don't want to lick it." }, { "actor": "Electrochemistry", "dialogue": "What happened, man? You used to be *cool*. Go get your boring normal person drink then..." }, { "actor": "Electrochemistry", "dialogue": "Get your drink on and your act together." } ], [ { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "There was mention of a... *naming convention* here?" }, { "actor": "Damaged Ledger", "dialogue": "Yes. It appears you employ a... shall we say *robust yet literary* system. Each investigation has its case number written on the margins. Yet, still more tellingly, most are accompanied by a *name*." }, { "actor": "Conceptualization", "dialogue": "A *title* one might say even. One that draws inspiration from snoop fiction and Vespertine cop show staples." }, { "actor": "You", "dialogue": "Oh my, and they're written in capital letters too..." }, { "actor": "Damaged Ledger", "dialogue": "Yes, all caps. One is called THE NEXT WORLD MURAL, another THE SQUARE BULLET HOLE MURDERS. Another yet: THE UNSOLVABLE CASE." }, { "actor": "You", "dialogue": "More?" }, { "actor": "Damaged Ledger", "dialogue": "Others appear more light-hearted: THE GUYS ON A COUCH IN AN UNEXPECTED LOCATION and THE MURDER AT THE HOOKAH PARLOUR, even the rare article-free COLLAPSING TENEMENT. Murder features prominently throughout." }, { "actor": "Half Light", "dialogue": "You like this grimy *murdering*, don't you?" }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_hl_teenage_murder\"]]" }, { "actor": "Electrochemistry", "dialogue": "Wish there was one in there about a drug den, you love those. Gets the *blood* pumping." }, { "actor": "Visual Calculus", "dialogue": "No, you don't. You're a human measuring instrument, almost entirely intellectual." }, { "actor": "Damaged Ledger", "dialogue": "It's going to take an effort to piece these case files together, but it can be done -- later, once you're done inspecting them up close." }, { "actor": "You", "dialogue": "That's *it*?" }, { "actor": "Damaged Ledger", "dialogue": "The notebook is *annual*, it says '51 on what remains of its cover -- a molten strap of cardboard. Everything prior to this must have belonged to a previous volume. In short: there was more." } ], [ { "actor": "Visual Calculus", "dialogue": "Is there something here that would indicate a sniper used this place as a nest for taking the shot? Just some urban detritus, a bottle and a dilapidated old comms tower." }, { "actor": "Endurance", "dialogue": "The wind picks up. Fine sea foam lashes your face. It feels like needles. You can take it -- just raise your collar, detective." }, { "actor": "Perception", "dialogue": "In the distance you can hear the breakers roar." }, { "actor": "You", "dialogue": "Look over the water -- to the Whirling-in-Rags." }, { "actor": "Visual Calculus", "dialogue": "There, 1.2 kilometres over the cold water of the bay, through a thick snowstorm melting flake by flake in the waves you see the smallest rectangle, barely visible." }, { "actor": "Visual Calculus", "dialogue": "The light is off on the third floor of the Whirling-in-Rags. The young woman is gone, in Precinct 57. Safe, closed off. Her form no longer moves behind the glass there..." }, { "actor": "You", "dialogue": "Maybe the assailant climbed the comms tower, took the shot there?" } ], [ { "actor": "Shivers", "dialogue": "A shift in temperature. The air chills around you. Dust settles on the stony floor." }, { "actor": "You", "dialogue": "Rub your sides for warmth." }, { "actor": "Shivers", "dialogue": "A former architect stands before a slice of window, a room plan in her hand. A cold wave has made the air in the building stand still and frozen, with temperatures falling down to -20\u00b0C." }, { "actor": "You", "dialogue": "Look around yourself..." }, { "actor": "Shivers", "dialogue": "It's clean and empty, with new tapestry embellishing the walls. A standard HB graphite pencil has fallen off a three-legged stool in the middle of the room." }, { "actor": "Conceptualization", "dialogue": "She had an eye for beauty." }, { "actor": "You", "dialogue": "Shiver. [Finish thought.]" } ], [ { "actor": "Blue door", "dialogue": "You see a heavy steel door with a prominent dimple lock. It's painted blue." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.bluedoor_inland_blue\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "You immediately feel *drawn* to the colour. Blue is for mystery." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_kick_down_success\"] == true]" }, { "actor": "You", "dialogue": "\"This door is *connected* to the one upstairs. But how do we get through?\"" }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: CheckItem(\"key_workshop_spare\")]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Have you tried using the key?\" The lieutenant nods toward the lock. \"I suspect that will work.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_failure\"] or Variable[\"gates.mhead_fight_failed_mid_success\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.talk_merc_tattoo_done\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_greeting_done\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_mid_greet_exit\"]]" }, { "actor": "Scab Leader", "dialogue": "\"RIGHT TO WORK!!\" the man chants, then turns to you. \"Back again, eh? Here to show the militia's support for our cause?\"" }, { "actor": "You", "dialogue": "\"I don't *think* I've chosen any sides yet.\"" }, { "actor": "Scab Leader", "dialogue": "\"Might be time. Don't let the fat bastards tread on you. Cops tend to side with the higher-ups, but you're essentially still *workers*.\"" }, { "actor": "Scab Leader", "dialogue": "\"I don't trust cops, but... I can see you understand the --\" He raises his voice and chants: \"RIGHT TO WORK! RIGHT TO WORK!\"" }, { "actor": "You", "dialogue": "\"What kind of a cause are we talking about?\"" } ], [ { "actor": "You", "dialogue": "\"So you deliver things. What kinds of things?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, I don't know the contents, officer. Part of my job is discretion.\"" }, { "actor": "Composure", "dialogue": "He's trying too hard to seem untroubled by your question. The rigidity in his posture gives him away." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_courier_comp_lying\"]]" }, { "actor": "You", "dialogue": "\"Oh, I guess that's okay then.\" (Conclude.)" }, { "actor": "Gary, the Cryptofascist", "dialogue": "He smiles broadly." }, { "actor": "You", "dialogue": "\"What do you do, then? If not cryptozoology?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, this and that.\" He grins." }, { "actor": "You", "dialogue": "\"Sounds intriguing.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Sometimes.\"" }, { "actor": "Authority", "dialogue": "See? He's being evasive. Shake him up, show him who's boss." }, { "actor": "You", "dialogue": "Let it go." }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Okay, I work as a special courier.\" He smiles. \"You know, urgent deliveries, overnight deliveries, deliveries to out-of-the-way locations.\"" }, { "actor": "You", "dialogue": "\"So you deliver things. What kinds of things?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, I don't know the contents, officer. Part of my job is discretion.\"" } ], [ { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember the scent of your childhood?" }, { "actor": "You", "dialogue": "What *is* this?" }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "What it says on the can, Harry. Answer the question." }, { "actor": "You", "dialogue": "I was born in a hospital where people usually go to die." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You're not kidding anyone, Harry. You don't remember shit. Tell me..." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember your wife's hand on your face?" }, { "actor": "You", "dialogue": "I was left." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "That's right, funky-baby, and you just stood there. One hand on the bottle and the other on your dick -- watching her go. Let it all be dragged away from you." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Tell me, where are your friends? Human beings have friends, Harry-boy. Where the hell are yours?" }, { "actor": "You", "dialogue": "I don't want to come back." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "They were only cramping your *descent into the abyss*. Now they're gone. Three times gone and never coming back -- all of it. You failed. You failed me." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You failed Elysium." }, { "actor": "You", "dialogue": "What is Elysium?" }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Everything. The pale and the isolas -- on the surface -- the outer magnetosphere... Burning, furious truth, eight thousand years of written history." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You really dropped the ball, Harry. Four point six billion people -- and you failed every single one of them. You really *fucked up*." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Oh, that's very nice. I haven't gotten around to her yet -- I'm very, very busy, you see.\" He adjusts a button on his sleeve. \"I hope you're getting along.\"" }, { "actor": "Evrart Claire", "dialogue": "\"One thing I wanna make very clear, Harry, is that this is not some kind of Union *versus* Corporation situation. Everyone is just pals here.\"" }, { "actor": "You", "dialogue": "\"Just pals?\"" }, { "actor": "Evrart Claire", "dialogue": "\"We're all trying to do what's best for Martinaise.\" His smile widens. \"Don't feel like you can't cooperate with her, because you and I are such good friends and I helped you find your lost gun. I'm not a jealous guy.\"" }, { "actor": "Suggestion", "dialogue": "Whoa... that's so nice of him. Suspiciously nice." }, { "actor": "You", "dialogue": "\"I told Joyce that I met you.\"" } ], [ { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_drunk_alt_greet\"]) == false]" }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: Variable[\"village.abigail_greeting_done\"]]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don't call Abigail.\" The drunk man looks at you with his sad, swollen eyes." }, { "actor": "You", "dialogue": "\"Have you seen any women around here lately?\"" }, { "actor": "Don't Call Abigail", "dialogue": "\"Abigail?\" His voice perks up, then trails into a string of random babbling. \"Abigail, where are you?\"" }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: Variable[\"village.abigail_drunk_counter\"] >= 5]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don'... don'...\" the man stammers, \"don't call...\" Slowly, his head nods off to the side and he passes out, tongue dangling from his mouth." }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "A sulphur-crested cockatoo sits on the cover, its beak slightly open. It looks as if the bird is calling out the book title: \"From A to Zrieek! A Guide To A Well-Behaved Cockatoo.\"" }, { "actor": "You", "dialogue": "Flip through the pages." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "Turns out that there are so many different cockatoo species, and they all have behavioural problems." }, { "actor": "Composure", "dialogue": "You don't have behavioural problems. That's garbage. You're cool." }, { "actor": "You", "dialogue": "Flip through the pages." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "Turns out that there are so many different cockatoo species, and they all have behavioural problems." }, { "actor": "Composure", "dialogue": "You don't have behavioural problems. That's garbage. You're cool." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Crane Control Panel", "dialogue": "A rusting control panel with several knobs. Two buttons, marked *Marche* and *Arr\u00eat*, are faded with use. It seems to control the large crane above -- a container is attached to its hook block." }, { "actor": "Encyclopedia", "dialogue": "*Marche* -- On. *Arr\u00eat* -- Off." }, { "actor": "You", "dialogue": "Press *Arr\u00eat*." }, { "actor": "Crane Control Panel", "dialogue": "The crane stands tall: proud, erect and *still*." }, { "actor": "You", "dialogue": "Press *Marche*." }, { "actor": "Crane Control Panel", "dialogue": "No screech of metal when you push the button this time. Only silence, as the crane remains in its state of dormancy." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: Variable[\"whirling.medicine_steal_hub_reached\"]]" }, { "actor": "Medicine Cabinet", "dialogue": "This medicine cabinet is stocked with drugs, plus an old toothbrush, and..." }, { "actor": "You", "dialogue": "\"There's quite the collection in here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Anything of note?\" he asks in a lowered voice." }, { "actor": "You", "dialogue": "Look at the toothbrush." }, { "actor": "Medicine Cabinet", "dialogue": "It's been used. Quite a lot." }, { "actor": "Perception (Sight)", "dialogue": "But not for scrubbing blood off tiles -- or anything else interesting, it seems." }, { "actor": "Perception (Smell)", "dialogue": "It's clean of chemical odours too. Just some dried toothpaste on the handle." }, { "actor": "Empathy", "dialogue": "This toothbrush belongs to someone who doesn't give a damn about her teeth." }, { "actor": "You", "dialogue": "Look at the medications." } ], [ { "actor": "You", "dialogue": "\"How so?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm pretty sure you can pick up some odds and ends to sell here.\" He nods toward a table of knick-knacks. \"The owner seems to have *eclectic* taste.\"" }, { "actor": "Authority", "dialogue": "Eclectic taste? This shop is full of *stolen* goods -- a blight on the community!" }, { "actor": "You", "dialogue": "\"Mhm. I plan to *enterprise* my way out of this jam. I have a vision.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sure. Why not?\" It doesn't sound like he believes in the *vision*." } ], [ { "actor": "Damaged Ledger", "dialogue": "The Ledger of (Oblivion Induced) Mental Health is just as shabby as the Damaged Ledger was: a bunch of sodden papers sags from the clipboard in your hand." }, { "actor": "You", "dialogue": "Look at the clipboard." }, { "actor": "Damaged Ledger", "dialogue": "It's made of dark blue plastic hard enough to beat someone to submission with. The edges are rounded, however. The U4-sized board feels thick and heavy in your hand. Light shimmers on its wet surface. On the back you see the embossed letters: RCM." }, { "actor": "You", "dialogue": "What did you say the colour was?" }, { "actor": "Damaged Ledger", "dialogue": "Blue." }, { "actor": "Inland Empire", "dialogue": "The blue heart. Don't look into it." }, { "actor": "You", "dialogue": "Shake the ledger." }, { "actor": "Damaged Ledger", "dialogue": "Something rattles inside, ever so lightly. Is there... a hidden compartment?" }, { "actor": "Perception (Hearing)", "dialogue": "And something small inside? Light? Made of paper or cardboard? Or dried flowers perhaps?" }, { "actor": "Logic", "dialogue": "Permeables. It's not hidden per se, the compartment is made for permeable materials that would get damaged if something happened to it." }, { "actor": "You", "dialogue": "Peek inside." }, { "actor": "Damaged Ledger", "dialogue": "The plastic shimmers like lapis lazuli, but it is not see-through. You cannot see to its centre..." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.annette_post_cards_explained\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "There's something there. A rectangular shape, like a card. Or a postcard..." }, { "actor": "Pain Threshold", "dialogue": "There's pain in there, if you want some. That much you know." } ], [ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_greeting_done\"]]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "You", "dialogue": "How am I going to get this open?" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "With a key -- or a tool. Like, say, a prybar." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (CheckItem(\"prybar\") or CheckItem(\"kvalsund_multitool\")) == false]" }, { "actor": "Physical Instrument", "dialogue": "But you don't *have* a prybar. The lieutenant would, but he drove away with it in his toolbox." }, { "actor": "You", "dialogue": "Smash the window in with the prybar." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_whitecheck_physint_smash_window\"]) == false]" } ], [ { "actor": "Logic", "dialogue": "So this is where they brought faulty pinball machines to fix them up -- a long time ago. Everything is covered with dust now..." }, { "actor": "You", "dialogue": "\"Doesn't look like that pinball machine will ever get fixed.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"At some point -- twenty years ago? Fifteen maybe. Before pinball went out of vogue.\"" }, { "actor": "You", "dialogue": "\"This used to be a... pinball workshop.\"" }, { "actor": "Logic", "dialogue": "Yes. Martinaise North 22 used to be a pinball arcade." }, { "actor": "Perception (Hearing)", "dialogue": "A creak, some dust falls off a shelf." } ], [ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"Why don't I just arrest you?\" (Step closer to Titus.)" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, lawman.\" He takes a step closer as well, fixing his ball cap. \"Why *don't* you?\"" }, { "actor": "Conceptualization", "dialogue": "It's almost an anthropological sight: watching him try to assert dominance over you." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_authority_strength_in_numbers\"]]" }, { "actor": "Authority", "dialogue": "Weren't you warned to *not* go down this path?! And yet you *still* go and do it..." }, { "actor": "Volition", "dialogue": "Just because you *can* doesn't mean you *have to* say everything that comes to mind. Back out before the situation escalates." }, { "actor": "Shanky", "dialogue": "\"Not in the *arresting mood*?\" His mean little eyes come alive with hatred." }, { "actor": "Half Light", "dialogue": "A fearful readiness, like an electrical charge, raises hairs in the room." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reaction Speed", "dialogue": "The little rat-faced man reaches into his sleeve... there's a *knife* in there! Some of the others reach for their belts." }, { "actor": "You", "dialogue": "Wait, why are they reaching for their belts?" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"ice.noid_pregreeting_done\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.andre_greeting_done\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.noid_pre_pre_greeting_done\"]]" }, { "actor": "Noid", "dialogue": "\"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." }, { "actor": "Noid", "dialogue": "\"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.\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.noid_empathy_tinkerer_said\"]]" }, { "actor": "You", "dialogue": "\"What about now? Are the sines all right now?\"" }, { "actor": "Noid", "dialogue": "\"Na... huh. Still strongly out of sync. Stage gamma dis-alignment.\"" }, { "actor": "You", "dialogue": "\"What?\"" }, { "actor": "Noid", "dialogue": "\"You heard me.\" He examines the small metal bolt in his hand." } ], [ { "actor": "Composure", "dialogue": "You holding it together there, Meltdown Cop?" }, { "actor": "You", "dialogue": "I'm not. I'm really not." }, { "actor": "Composure", "dialogue": "Do you need to have a cry?" }, { "actor": "You", "dialogue": "So what if I do?" }, { "actor": "Composure", "dialogue": "It's fine. Being a cop is tough. You can't be expected to keep it together *all the time*. Or, in your case, *much of the time*." }, { "actor": "You", "dialogue": "Let's just cut straight to the waterworks." }, { "actor": "Empathy", "dialogue": "Not just yet! Sure, it feels good to wallow in self-pity... But think of all the other people out there who are suffering -- people whom you could be helping right now." }, { "actor": "Composure", "dialogue": "As you will. Let the tears flow." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant politely averts his eyes as two rivulets form on your cheeks." }, { "actor": "Composure", "dialogue": "Doesn't that feel better, Meltdown Cop?" }, { "actor": "You", "dialogue": "But haven't I just embarrassed myself?" }, { "actor": "Composure", "dialogue": "What? No, of course not. Probably no one even *noticed* your little *episode* just now..." }, { "actor": "Composure", "dialogue": "Now wipe the snot from your sideburns. It's time to get back to work." } ], [ { "actor": "Composure", "dialogue": "You holding it together there, Meltdown Cop?" }, { "actor": "You", "dialogue": "What? (Sniffle.) Of course I am." }, { "actor": "Composure", "dialogue": "Do you need to have a cry?" }, { "actor": "You", "dialogue": "So what if I do?" }, { "actor": "Composure", "dialogue": "It's fine. Being a cop is tough. You can't be expected to keep it together *all the time*. Or, in your case, *much of the time*." }, { "actor": "You", "dialogue": "But why am I like this?" }, { "actor": "Composure", "dialogue": "Maybe it's your weak spine?" }, { "actor": "You", "dialogue": "No, my spine is tough as rebar." }, { "actor": "Physical Instrument", "dialogue": "Your spine is pretty flimsy. It's like those foam swords that children play with." }, { "actor": "Composure", "dialogue": "The sooner you accept what you are, the better." }, { "actor": "You", "dialogue": "Let's just cut straight to the waterworks." }, { "actor": "Empathy", "dialogue": "Not just yet! Sure, it feels good to wallow in self-pity... But think of all the other people out there who are suffering -- people whom you could be helping right now." }, { "actor": "You", "dialogue": "(Try to collect yourself.) Right, other people." }, { "actor": "Composure", "dialogue": "Fine, don't cry, keep all those toxins in." }, { "actor": "You", "dialogue": "Wait, toxins? I don't want any toxins in my body... (Let the tears flow after all.)" } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"TASK.solve_the_strike_deadlock_done\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_altgreet_joyce_is_gone\"]) == false]" }, { "actor": "Evrart Claire", "dialogue": "\"So, the ship has sailed... did you see it? I know you did.\" He leans toward you. \"Tell me, what did it look like as it grew smaller and smaller? When that mainsail dropped behind the horizon...\"" }, { "actor": "Perception (Sight)", "dialogue": "There's a mean little light in his eyes." }, { "actor": "Evrart Claire", "dialogue": "\"... did it look like a germ? Did it look like a piece of *bacteria*?\"" }, { "actor": "Composure", "dialogue": "His tone is totally different now. The jolly man of the people is gone and so is the smile." }, { "actor": "Half Light", "dialogue": "His jaw is clenched and his quadruple-chin is quivering with hatred. This is *decades* of hatred speaking right now." }, { "actor": "Inland Empire", "dialogue": "You get a sinking feeling..." }, { "actor": "Logic", "dialogue": "Oh my god, you've been played!" }, { "actor": "You", "dialogue": "\"No, it looked like a boat sailing away from the coast. No need to be overly dramatic.\"" }, { "actor": "You", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You wanted us to relay all this information to her...\" the lieutenant cuts in." }, { "actor": "Evrart Claire", "dialogue": "\"That this is a takeover, that I want a war?\" He nods, forcefully. \"God, I hope you also told her about the drug trade... They absolutely hate getting their hands dirty with that.\"" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"I found the victim's clothes in the trash container out back.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"How... strange. *I* certainly didn't put them there.\"" }, { "actor": "You", "dialogue": "\"Thanks. Let's talk about something else.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"By the way, I'm going to sing karaoke here.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Absolutely out of the question.\"" }, { "actor": "Volition", "dialogue": "You wait and see, cafeteria manager!" }, { "actor": "Inland Empire", "dialogue": "Absolutely *in* the question! First we find a *sad* banger, then we sing this place to SHIT." }, { "actor": "Drama", "dialogue": "Your body is ready, sire." }, { "actor": "You", "dialogue": "\"I've seen something here at the Whirling, Garte. A thing I need to talk about.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He rolls his eyes. \"What *thing*?\"" } ], [ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The young woman raises a cigarette to her lips." }, { "actor": "Perception (Sight)", "dialogue": "Her eyes are brown and her face is speckled with birthmarks. She can't be more than 28." }, { "actor": "Conceptualization", "dialogue": "A silver jumpsuit falls off her like scale armour, sparkling. This is the sparkle of too many nights out on the city." }, { "actor": "You", "dialogue": "\"Ah yes, *officer*... about that.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Yes, sir?\"" }, { "actor": "You", "dialogue": "\"How did you know I'm with the police?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Unless you've been feeding us a set of well rehearsed lies, you've been here for three days. On *official police business* no less.\"" }, { "actor": "You", "dialogue": "\"And what business is that?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I couldn't say. In truth... so far, mostly drinking.\"" }, { "actor": "Logic", "dialogue": "You have no doubt about the drinking, but do you strike yourself as a tight-lipped drunk? She must have heard *something*." }, { "actor": "You", "dialogue": "Try *The Expression* on her -- let her know you want her. Physically." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_tried_the_expression\"]) == false]" }, { "actor": "Suggestion", "dialogue": "The words have already left your mouth..." }, { "actor": "You", "dialogue": "\"I want to have fuck with you.\"" } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsNight()) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"] and IsDayFrom(2)]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_special_greeting_done_rain\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She looks at the ripples on the water's surface. \"What can I help you with -- not an umbrella, I hope. I don't need one myself, you see...\" She pats her wet raincoat." }, { "actor": "Shivers", "dialogue": "All around you, rain keeps falling down. On the wooden boards she's standing on, and on the water around you..." }, { "actor": "You", "dialogue": "\"No need. Tell me something.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course.\"" }, { "actor": "You", "dialogue": "\"Do you know something about these tattoos?\" (Show her the photo.)" }, { "actor": "Joyce Messier", "dialogue": "\"That's the man who was killed...\" She almost takes the photo -- but then stops. \"I'm afraid this is a discussion for once we've cleared the lynching question.\"" }, { "actor": "You", "dialogue": "\"Fine, let's return to it later.\"" } ], [ { "actor": "Savoir Faire", "dialogue": "Wow, you work *hard*." }, { "actor": "You", "dialogue": "(Discard thought.)" }, { "actor": "Savoir Faire", "dialogue": "I know you're in a hurry, sir -- off to work really hard, as always -- I just need *one* moment of your time to discuss how hard you hustle." }, { "actor": "Savoir Faire", "dialogue": "Oh, yes. You hustle. You're a provider. It's tough out there, but you keep it real and provide..." }, { "actor": "You", "dialogue": "I guess I do, yeah." }, { "actor": "Savoir Faire", "dialogue": "Oh yeah! Like a horse. A work horse. For hard work." }, { "actor": "You", "dialogue": "What hard work do I do exactly?" }, { "actor": "Savoir Faire", "dialogue": "Look at yourself, you're a human pedometer! You must have walked 200,000 steps down cracked asphalt, mosaic, sand, and linoleum after you re-emerged." }, { "actor": "Savoir Faire", "dialogue": "That is the sign of a hustler who never gives up. The world is harsh and people are evil -- you didn't make it that way. And you won't let it break you. You *ride*." }, { "actor": "You", "dialogue": "Yeah, I ride. A little." }, { "actor": "Savoir Faire", "dialogue": "A little? You *make* money. You got gills, baby, got those black papers with the faces of the innocences on them. You bring in the Franconegros and the Solas." }, { "actor": "Savoir Faire", "dialogue": "It ain't easy, but you *do* it. Day in and day out. You didn't make the rules but you won't lose! You're a cop and a sprinter and a money printer." }, { "actor": "You", "dialogue": "Yeah, and Evrart gave me that fiver.\"" }, { "actor": "Savoir Faire", "dialogue": "He did, yes he did. And you took it. Took it and put in in your pocket. Ka-ching, baby doll. Officer Hustle riding shotgun." }, { "actor": "You", "dialogue": "Oh, and then there's pawning stuff off to that suspicious Roy guy." } ], [ { "actor": "Cuno", "dialogue": "\"Been waitin' for you to fucking man up.\" He nods at the building behind him. \"In there is Cuno's violent dad. On steroids. Cuno's dad does steroids *and* speed. If you can take him, you can have half the speed.\"" }, { "actor": "You", "dialogue": "\"Who is your dad, Cuno?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's dad is a fucking monster,\" he says proudly. \"He's the most violent man in Revachol. He doesn't give a shit about a single thing. He drinks too.\"" }, { "actor": "Endurance", "dialogue": "Are you sure you can take the most violent man in Revachol? In your condition?" }, { "actor": "Physical Instrument", "dialogue": "Looks like we're looking at a close-quarters fight in some run-down drug den. Bongs falling, hookers screaming. You should use the environment against him." }, { "actor": "Reaction Speed", "dialogue": "You can't afford to take a hit from this guy. I mean, anabolic steroids... *and* speed. You're best off dodging blows, wearing him out until he has a heart attack." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"gun_villiers\") or CheckItem(\"gun_ruby\")) == false]" }, { "actor": "Hand/Eye Coordination", "dialogue": "You know how you'd be best off here? With a gun. I'd be the star of the show if you only had a working gun." }, { "actor": "Rhetoric", "dialogue": "Don't expect to talk this one down. There are some situations your mouth can't get you out of." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_speed_dad_rhetoric\"]) == false]" }, { "actor": "You", "dialogue": "\"Who is your dad, Cuno?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's dad is a fucking monster,\" he says proudly. \"He's the most violent man in Revachol. He doesn't give a shit about a single thing. He drinks too.\"" }, { "actor": "Endurance", "dialogue": "Are you sure you can take the most violent man in Revachol? In your condition?" }, { "actor": "Physical Instrument", "dialogue": "Looks like we're looking at a close-quarters fight in some run-down drug den. Bongs falling, hookers screaming. You should use the environment against him." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" }, { "actor": "Cuno", "dialogue": "\"Yo -- Imma stop you right there, fuck-face. It's Cuno-time.\"" }, { "actor": "Esprit de Corps", "dialogue": "That's it. The cavalry has arrived." }, { "actor": "You", "dialogue": "\"I did everything I could. The company had hired unvetted...\"" }, { "actor": "Cuno", "dialogue": "\"No.\" He stops you. \"You've explained enough, pig. Cuno takes care of this shit now.\"" }, { "actor": "Reaction Speed", "dialogue": "There is *no* challenging the fury the kid is about to unleash." }, { "actor": "Cuno", "dialogue": "\"First of all, yo -- those guys were all f****ts. The guys in the armour? F****ts. The Union guys? F****ts. So yeah --\" He stares Vicquemare in the eye. \"Suck Cuno's dick. You don't *know* me.\"" }, { "actor": "Cuno", "dialogue": "\"You don't *know* what happened here. You don't know this shit. Automatic fucking weapons. Urban battleground shit. Battle lines drawn in *blood*. Blood Meridian. You don't *know* this shit.\"" }, { "actor": "Cuno", "dialogue": "\"Now -- Cuno wasn't there. Right -- you getting this? Cuno was breaking it up with Cuno's main bitch C. Parting-of-the-ways shit. But when Cuno got there -- pig had fucking *cleaned up*. Blood and ruin.\"" }, { "actor": "Cuno", "dialogue": "\"Smoked all those dinky fuckers. Saved this shit -- Martinaise shit. I see he's mournin' and shit.... His main pig got semi-wasted. Sent to the boo-boo-mobile -- Cuno steps up. Cuno fucking FILLS those shoes. Big boy shoes -- Detective Cuno.\"" }, { "actor": "Cuno", "dialogue": "He comes to a sudden, abrupt stop." }, { "actor": "Jean Vicquemare", "dialogue": "\"Are you done?\"" }, { "actor": "Cuno", "dialogue": "\"Yo, Cuno feels like you weren't really *listening* to Cuno.\" He drills his left temple with his index finger. \"You were hearin' -- but you weren't listenin'. F***y f*g and the armour boys came to Martinaise to fuck shit up.\"" } ], [ { "actor": "Klaasje's Note", "dialogue": "\"I'm sorry I fucked everyone over.\n\nPS. I didn't kill him.\n\nPPS. Gift upstairs.\"" }, { "actor": "You", "dialogue": "Seems she left in a hurry." }, { "actor": "Cuno", "dialogue": "\"Yeah-yeah.\" He looks around. \"Fugitive on the run shit. Cuno's seen this shit before.\"" }, { "actor": "Interfacing", "dialogue": "You look at her rough, jagged handwriting on the note. She was in a rush, but not panicked. Deliberate. Focused." }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I am not drawing my gun... yet. But I don't like 'gifts'.\"" }, { "actor": "Hand/Eye Coordination", "dialogue": "He says he's not, but his hand moves instinctively toward his holster as he studies the note." } ], [ { "actor": "You", "dialogue": "\"Are you a cryptozoologist too?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"No-no... I help Morell with research sometimes and I've learned some things along the way. But I don't usually go in for picnics like this on my own.\"" }, { "actor": "Conceptualization", "dialogue": "After all this time with Morell, he must have an opinion on cryptids -- this could lead to a good one." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_conceptualization_cryptid_tell_me\"]]" }, { "actor": "You", "dialogue": "\"Fascinating. Let's talk about something else.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Yes, officer?\"" }, { "actor": "You", "dialogue": "\"So how about that topping pie?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"I thought you'd forgotten! I happen to have one on me right now.\" He smiles broadly as he walks behind the bar and takes a large, flat box out of a black bag. \"It should still be warm.\"" }, { "actor": "You", "dialogue": "\"What's on it?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Meatless bacon, avocado, glazed figs, basil, and tiny chunks of pineapple, seasoned with lime zest, freshly ground pepper -- and just a pinch of paprika for the officer!\"" }, { "actor": "You", "dialogue": "\"That sounds too fancy for an officer of the law.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Revachol's protectors ought to enjoy Revachol's best topping pie!\" He smiles broadly." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"plaza.gaston_got_the_sandwich\"]) == false]" } ], [ { "actor": "You", "dialogue": "\"Did you leave any... flowers for Klaasje on the roof?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"No, gifts of flowers and candy aren't really my style.\"" }, { "actor": "You", "dialogue": "\"Okay, so you... didn't leave May bells...\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"No, I did not.\"" }, { "actor": "You", "dialogue": "\"You're running... drugs for the Union. I've been through your lorry.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"So, heart-of-gold Tommy fucked me over too...\" She shakes her head, slowly. \"Never trust a musician.\"" }, { "actor": "Empathy", "dialogue": "That really comes as a blow to her." }, { "actor": "Drama", "dialogue": "Maybe twist the knife? Just in case. Make her more desperate." }, { "actor": "You", "dialogue": "\"Yeah, I made him talk.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, that figures.\" She shrugs. \"What now? You're going to arrest me for drug trafficking?\"" }, { "actor": "Composure", "dialogue": "She's more upset than she lets on." }, { "actor": "You", "dialogue": "\"This means you're... already a known killer. Because *drugs* kill people!\"" } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_main_hub_reached\"]]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_snowing\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"]) == false]" }, { "actor": "The Gardener", "dialogue": "\"Hello again, officer. How are things?\"" }, { "actor": "You", "dialogue": "\"Who are you exactly?\"" }, { "actor": "The Gardener", "dialogue": "\"Me? I'm just a gardener.\"" }, { "actor": "Composure", "dialogue": "She hides it well, but behind the sweat and dirt there is something... else. In her rigid posture." }, { "actor": "You", "dialogue": "\"There's more to you than that.\"" }, { "actor": "The Gardener", "dialogue": "\"Is there?\"" }, { "actor": "Composure", "dialogue": "The quickness of the reply certainly does not prove you wrong." }, { "actor": "You", "dialogue": "\"Yes. What are you doing here?\"" }, { "actor": "The Gardener", "dialogue": "\"I'm working.\"" }, { "actor": "You", "dialogue": "\"Working on what?\"" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_perception_white_oval_wound\"]]" }, { "actor": "Perception", "dialogue": "Your arm reaches out and your eyes close, as if by their own volition. It's dark all around. You feel cold, slippery flesh -- first with your fingertips, then under the palm of your hand." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Esprit de Corps", "dialogue": "Suddenly, you recall: Two officers must be present for a field autopsy. You take your hand from the dead man's face and open your eyes. You will still need to come back with the lieutenant." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]" }, { "actor": "You", "dialogue": "Try to remove the dead man's boots again." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I thought we decided to leave it to Processing.\" The lieutenant shakes his head. \"Let's not turn this into some kind of circus.\"" }, { "actor": "Interfacing", "dialogue": "Damn it, this is turning into some sort of mega-puzzle." }, { "actor": "Logic", "dialogue": "Okay, so you can *sneak* out of your room maybe, after he's gone asleep..." } ], [ { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_bough_samaran_speakers\"]]" }, { "actor": "A Pedestal of Speakers", "dialogue": "Only the speakers remain, dusty and forgotten..." }, { "actor": "You", "dialogue": "\"Okay, now let me buy the speakers.\"" }, { "actor": "Siileng", "dialogue": "\"The junk is yours, officer,\" the street vendor hands you the speakers. \"Happy listening! Try not to hurt your ears with that Samaran garbage.\"" }, { "actor": "You", "dialogue": "\"Can't I just buy the sad, conquered Samaran speakers?\"" }, { "actor": "Siileng", "dialogue": "\"No way, officer, these aren't for sale. They're bad speakers, low-fi socialist junk.\"" }, { "actor": "You", "dialogue": "\"You're right, I don't have time for junk, I lead a luxury life.\"" }, { "actor": "Siileng", "dialogue": "\"That's right, officer!\" The street vendor flashes you a smile. \"You're a high-class policeman who accepts nothing less than the best! Lucky for you, I've got the best on sale!\"" }, { "actor": "You", "dialogue": "Inspect the speakers." }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_bought_faln_sneakers\"]) == false]" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "These once-respectable speakers have been conquered, reduced to a mere prop by the indomitable FALN 'Ultras' atop them." } ], [ { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_sunglasses_hub_reached\"]) == false]" }, { "actor": "Box of Sunglasses", "dialogue": "There's a pile of cheap sunglasses in a small box, a variety of shapes and colours." }, { "actor": "Siileng", "dialogue": "\"You like sunglasses, officer? I've got the latest styles, right here!\" The vendor takes a pair of sunglasses and sticks them under your nose." }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_asked_pay_net_worth\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "Stylish shades, huh? They'd be even more stylish if you paid for them with net worth. Go over and ask him." }, { "actor": "You", "dialogue": "Try again, maybe you can find *some* interesting sunglasses in the box." }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_composure_whitecheck\"]]" }, { "actor": "Conceptualization", "dialogue": "Ah, I see... A pair of waterblue shades. The writing on the left temple says: \"Sub-Insulindic Rendezvous.\" The frame appears to be hand-carved out of bone." }, { "actor": "Siileng", "dialogue": "\"Oh, very interesting choice, officer, very *high-culture*...\" For the first time the street vendor's voice trails off, as he watches you inspect the glasses." }, { "actor": "You", "dialogue": "Try them on." }, { "actor": "Conceptualization", "dialogue": "This is how a sea monster sees the world. You've become a sea monster -- giant, hidden and... strangely tender at heart. All is blue." }, { "actor": "Perception (Sight)", "dialogue": "Alright, but these actually make your vision worse. It's like literally being under water." }, { "actor": "Inland Empire", "dialogue": "Yes, but they also make your soul quiver like jello. So deep." }, { "actor": "Siileng", "dialogue": "\"Wow, officer, you look so cool,\" the street vendor has picked up his pace again, as you observe the world through deep sea-tinted lenses." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Yes. Your lost gun.\" His face turns serious. \"My best men are on it. They're turning every stone, searching every playground, asking kids, grandmas, everyone.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Your gun *will* be found, Harry. Let me assure you of that.\" He winks at you. \"It's just a matter of time and... *effort*.\"" }, { "actor": "Rhetoric", "dialogue": "The only way to find it seems to be working with him. He might even be holding your gun hostage..." }, { "actor": "You", "dialogue": "\"Does this mean if I do things for you I will get my gun back?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Damn it, Harry, that's exactly what it means!\"" }, { "actor": "Half Light", "dialogue": "He is not." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course,\" the lieutenant replies dryly. \"I understand. We help you -- you help us.\"" }, { "actor": "You", "dialogue": "\"I opened the door you asked me. Can we discuss the murder now?\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm very glad to hear that, Harry,\" he says with a smile. \"One question: you didn't actually happen to stumble in and see what's inside the apartment, did you?\"" }, { "actor": "Drama", "dialogue": "He's trying to figure out if you're lying." }, { "actor": "Suggestion", "dialogue": "There is no way to sway this man in any direction. He is un-suggestable and un-swayable. Just tell the truth." } ], [ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.doomed_investigation_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_investigate_doomed_altgreet\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_entered_through_doomed\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_altgreet_forced_door\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_whitecheck_succeeded\"]]" }, { "actor": "Plaisance", "dialogue": "\"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?\"" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (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]" }, { "actor": "You", "dialogue": "\"Hold on, I actually haven't done anything yet. I just wanted to ask a few questions.\"" }, { "actor": "Plaisance", "dialogue": "\"Oh.\" Her disappointment is obvious. \"What about?\"" } ], [ { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_main_hub_reached\"]]" }, { "actor": "Feld Mural", "dialogue": "The once-bright mural towers above you, saying \"FELD ELECTRICAL R&D.\"" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.mural_look_in\"] and IsKimHere() == false) == false]" }, { "actor": "You", "dialogue": "Listen to the wind again." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.feld_mural_shivers_white_succeeded_two\"]) == false]" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_shivers_white_failed_thrice\"]]" }, { "actor": "Shivers", "dialogue": "For what? God? God is very, very silent. Too silent. Even the wind seems tired..." }, { "actor": "You", "dialogue": "Listen to the wind." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_shivers_white_succeeded\"]]" } ], [ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Officer.\" The woman nods to you, still smoking her cigarette." }, { "actor": "You", "dialogue": "\"*Officer*? Am I military personnel?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Uh... no.\" She seems perplexed by your question." }, { "actor": "Authority", "dialogue": "There's only one solution to this. You're a businessman." }, { "actor": "You", "dialogue": "\"Wait, I know! I'm a businessman. *Chief executive officer*, right?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The young woman shakes her head slowly." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"reputation.superstar_cop\"] >=1]" }, { "actor": "Conceptualization", "dialogue": "*Officer* could be an artistic statement. You're already prone to those." }, { "actor": "You", "dialogue": "\"'Officer' is my stage name, right? I can see myself as a middling disco artist called 'The Officer.'\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"No...\" She looks you in the eye. \"You're a *police* officer, sir.\"" }, { "actor": "You", "dialogue": "\"God damn right, I'm a policeman! And don't you forget it!\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Okay, cool. I won't.\"" }, { "actor": "Empathy", "dialogue": "She means it. She wouldn't defy authority, however sweaty and bloated it may look." }, { "actor": "You", "dialogue": "\"Good. Now, how did you know I was a police officer?\"" } ], [ { "actor": "You", "dialogue": "\"Have you been talking to other police officers?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Me? Yes, at some point, I'm sure I have. There was this one rather, uh,\" he stops, smiling at the reminiscence, \"*memorable instance* when I had a chance to meet the head of Dominion Police of K\u00f6nigstein.\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"And, as you know, they have this very distinctive dress uniform with scarlet breeches and little cylindrical fur caps, I think these are called...\" You daze off, as Trant tells you about the peculiarities of mounted police forces in central Occident." }, { "actor": "Reaction Speed", "dialogue": "Wait, what was it that you wanted to ask...?" }, { "actor": "You", "dialogue": "\"Do you have any advice on how to climb that ladder?\" (Point to the one next to the mural.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"How to climb that ladder, you say?\" He turns around, eyeing the bleak metal bars next to the giant mural. \"I do know that the Lomanthangs used *sticks* to climb battlements, there's even a special technique for that.\"" }, { "actor": "You", "dialogue": "\"Can you teach me? Do you have the sticks with you?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"No-no,\" he says, immediately backing off, \"I'm just speculating *theoretically* here... Of course, there's also the method ancient Iilmaraans used to get into the huts of their enemies.\"" }, { "actor": "You", "dialogue": "\"Yes, but we're not really dealing with *huts* here, are we?\" (Look at the building.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"From an evolutionary point of view you could see this building as a logical conclusion to the more traditional *hut*.\"" }, { "actor": "You", "dialogue": "\"You know this is not what I meant.\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"In this case I suggest looking into the Seolite *invisibles* class. The word refers to their remarkable ability to traverse any environment in the most efficient way possible. There's this excellent investigative piece of journalism by...\"" }, { "actor": "You", "dialogue": "\"I don't have time to read any papers. Don't you have any *practical* advice?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Yes, I have!\" His face lights up with excitement, bringing out the subtle laugh lines in the corner of his eyes. \"There was this one time where I...\"" } ], [ { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sylvie_greeting_done\"]]" }, { "actor": "You", "dialogue": "\"Hey, Sylvie, it's the police again.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, great.\" She doesn't sound thrilled. \"What else do you need, detective?\"" }, { "actor": "You", "dialogue": "\"Was it you who called the police?\"" }, { "actor": "Sylvie", "dialogue": "\"No, not me.\"" }, { "actor": "You", "dialogue": "\"Do you know who made that call?\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_made_sylvie_cry_like_a_boss\"]]" }, { "actor": "Sylvie", "dialogue": "\"No...\" You can hear her regaining control in the background. \"I honestly don't know.\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.who_was_caller_done\"]) == false]" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It was someone else.\" The lieutenant makes a note. \"We'll find them sooner or later, officer. It just might take a while.\"" } ], [ { "actor": "You", "dialogue": "\"It's just a failed business. The only question is -- what the hell were they making?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, that *is* the question...\" The lieutenant takes a step back, steepling his hands." }, { "actor": "Interfacing", "dialogue": "Like he's ready to lay out a fine theory, crafted together like a puzzle box." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like one of those popular pen-and-paper role-playing games -- only these people were trying to *automate* it. Make it work on *radiocomputers*.\"" }, { "actor": "Esprit de Corps", "dialogue": "Utter madness, he thinks -- as a compliment." }, { "actor": "You", "dialogue": "\"Has anyone ever done this before?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not to my knowledge. They make automated games in Graad, Messina, K\u00f6nigstein... You know, places with industry.\"" }, { "actor": "Rhetoric", "dialogue": "*Not* in Revachol West, among the ruins." }, { "actor": "Kim Kitsuragi", "dialogue": "\"But I don't think *anyone* has attempted to create an *interisolary* game before. We just don't have the technology.\"" }, { "actor": "You", "dialogue": "\"Has anyone ever done this before?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not to my knowledge. They make automated games in Graad, Messina, K\u00f6nigstein... You know, places with industry.\"" }, { "actor": "Rhetoric", "dialogue": "*Not* in Revachol West, among the ruins." } ], [ { "actor": "Mainframe", "dialogue": "Machine's keyboard is still illuminated, revealing virescent PLAY and PRINT buttons." }, { "actor": "You", "dialogue": "Read the printout." }, { "actor": "Mainframe", "dialogue": "The first entry, made on the 4th February '51 by an unknown author, is short and concise:" }, { "actor": "Mainframe", "dialogue": "\"Arrived at the church. The door was boarded up, so I used a crowbar to get inside. Looks like the place has been deserted. Nothing out of the ordinary, but I'll ask around. Need to figure out how to get the electricity in.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant leans closer, scouring the printout over your shoulder. Just as you finish reading he looks up, muttering under his breath:" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Fourth of February? That's over a month ago... Whoever set up those machines has been here for quite a while.\"" }, { "actor": "You", "dialogue": "\"Do you think this log might be connected to the case?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Our case? No, I don't think so. It must be some local...\" his eyes wander to the various machines around him, \"*eccentric*.\"" }, { "actor": "You", "dialogue": "Read the second entry." }, { "actor": "Mainframe", "dialogue": "\"6th FEB, '51: Had a little chat with the local fishermen. Said I shouldn't go near that place, that the church was *spooky* and ridden with *narcotics*. It's a little spooky, alright. Still haven't figured out the electricity.\"" } ], [ { "actor": "You", "dialogue": "Put 10 cents in and dial the long phone number one more time." }, { "actor": "Payphone", "dialogue": "You dial the number again -- as you've done many times. You remember it well now: 001 -- 41 -- 44 -- 47 -- 11 -- 17 -- 361 -- 451 -- 67 -- 451 -- 451." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "And calling -- for who knows how long. But no one answers. You need to insert more money to call again." }, { "actor": "You", "dialogue": "Put 10 cents in and dial a random number: 005-24-03-155." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Still calling..." }, { "actor": "Inland Empire", "dialogue": "This feels wrong. Should you be doing this?" }, { "actor": "Payphone", "dialogue": "End of tone. Someone picks up." }, { "actor": "Payphone", "dialogue": "\"Pierre? Is that you, Pierre?\" The voice is female and sounds about a hundred years old." }, { "actor": "Reaction Speed", "dialogue": "Say you're not Pierre... that seems like a better idea. (You don't know why.)" } ], [ { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_yourself_organised_cancelled\"]) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"apt.student_main_hub_reached\"]) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: Variable[\"apt.student_left_pre_main_hub\"]]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: CheckEquipped(\"jacket_interisolar_white\") and Variable[\"apt.student_jacket_discussed\"] == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "\"You know,\" the young man looks up at you as you enter, \"if you wanted to borrow my jacket, you could've just *asked*...\"" }, { "actor": "Savoir Faire", "dialogue": "It looks better on you, anyway. He never had the shoulders for it." }, { "actor": "Steban, the Student Communist", "dialogue": "\"But no matter. What's on your mind?\"" }, { "actor": "You", "dialogue": "Convince them you belong in the reading group." }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"apt.student_composure_wc\"]) == false]" } ], [ { "actor": "Oranjese Passport", "dialogue": "This passport, issued by the Sovereign Republic of Oranje -- is issued to a black haired woman called Katarzine Alasije." }, { "actor": "Logic", "dialogue": "Klaasje's hidden documents -- from the empty buoy." }, { "actor": "Reaction Speed", "dialogue": "She said the false passport would be for *Annouk Meijer-Smit*..." }, { "actor": "You", "dialogue": "\"It says -- Katarzine Alasije.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He opens his notes. \"She said it would be for *Annouk Meijer-Smit*. Annouk -- Meijer -- Smit.\"" }, { "actor": "Logic", "dialogue": "Katarzine Alasije was supposed to be her *real* name. Where *Klaasje* comes from, remember? God dammit!" } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"TASK.solve_the_strike_deadlock_done\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_altgreet_joyce_is_gone\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_main_hub_reached\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_succumbed_to_fear\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_left_the_conversation_before_reaching_main_hub\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_stubbornly_refused_to_sit_all_yhe_way\"]) == false]" }, { "actor": "Evrart Claire", "dialogue": "Before you is a walrus of a man seated behind a large desk. He looks up from his work, not the least bit surprised to see you..." }, { "actor": "Evrart Claire", "dialogue": "With great effort, he straightens himself up in his chair, yet says nothing. He simply stares at you." }, { "actor": "Composure", "dialogue": "With a mixture of expectation and impatience, well bottled." }, { "actor": "Volition", "dialogue": "A typical power play. Wait for him to speak first -- show him you've got a backbone." }, { "actor": "You", "dialogue": "Say nothing. Look him dead in the eye." } ], [ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"tc.doomed_commercial_area\"]]" }, { "actor": "Logic", "dialogue": "East Delta Commerce Centre? This must be the name of the Doomed Commercial Area!" }, { "actor": "You", "dialogue": "\"Fortress Accident SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one's home at Fortress Accident." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.radiocomputer_fortress_accident_why_failed_clicked\"]) == false]" }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but no one answers." }, { "actor": "Conceptualization", "dialogue": "What an ominous name for a hair salon... Doesn't bode well for anyone's hair." }, { "actor": "Half Light", "dialogue": "Just seeing the words \"Andro-Orlando\" gets your hackles up. It's very existence is a *threat* to your masculinity, to say nothing of your hair." }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" } ], [ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_perc_black\"]]" }, { "actor": "You", "dialogue": "So what? I'm also black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_first_greeting_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "What if I told you there's a *mirror* on your bathroom wall, upstairs? You *may* want to take a look." }, { "actor": "You", "dialogue": "\"Evrart confirmed, he sent you to spy on us.\"" }, { "actor": "The Gardener", "dialogue": "\"Is that so?\" Her face remains expressionless as she shrugs. \"I don't know anything about that. Must be a misunderstanding.\"" }, { "actor": "Composure", "dialogue": "She's a pro. Nothing short of coming face to face with the fatman himself would make her admit it right now." }, { "actor": "You", "dialogue": "\"The body is gone.\"" }, { "actor": "The Gardener", "dialogue": "\"Like gone-gone?\" The girl repeats, her face beaming with appreciation." }, { "actor": "You", "dialogue": "\"It was sent to processing in the morgue.\"" }, { "actor": "The Gardener", "dialogue": "\"I'm glad to hear that.\" A quick smile. \"Thank you, officer. Looks like I'll get mint in the ground by April.\"" }, { "actor": "Drama", "dialogue": "You get a strange feeling, looking at that smile. It spoils the moment. It is disingenuous." } ], [ { "actor": "Door, Apartment #12", "dialogue": "A shabby door hangs oddly on its hinges, secured to the doorframe with a safety chain. An unpaid energy bill is attached, threatening to cut off the electricity. It's addressed to Mr. Uuno de Ruyter." }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_drugs_from_cunos_apartment\"] == true and Variable[\"TASK.get_drugs_from_cunos_apartment_done\"] == false]" }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: (Variable[\"apt.cuno_door_main_hub_reached\"] == true) == false]" }, { "actor": "Electrochemistry", "dialogue": "Your heartbeat quickens, palms go sweaty... The siren of amphetamine is singing you her song." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Visual Calculus", "dialogue": "You look down at the white ceramic sabatons hugging your arches and calves, surprised at how well they fit." }, { "actor": "Perception (Hearing)", "dialogue": "Your movements cause tiny little clicks, like dice rolling somewhere far away, as the plates reorient to your motions." }, { "actor": "You", "dialogue": "Decked out in future-armour. Like a cop ought to be." }, { "actor": "Visual Calculus", "dialogue": "The hardened vitreous enamel, at once sleek and light, adds a glow to your cheeks and a spring to your step. Just imagine what a full suit of this stuff could do for you!" }, { "actor": "Composure", "dialogue": "You really do feel more confident. Invulnerability does that. Even partial invulnerability." }, { "actor": "You", "dialogue": "This is the long sought after *enemy technology*. I can't just enjoy it -- I must *study* it." } ], [ { "actor": "Limbic System", "dialogue": "Like a deftly cast fishing net, sleep pulls you out of the world and into its dark shore. The rough mesh chafes, then, tightening around you, it digs into your brain." }, { "actor": "You", "dialogue": "Dark shore, my ass. I know what this is." }, { "actor": "Ancient Reptilian Brain", "dialogue": "How've things been going for you out there? Helped anyone lately? Saved anyone lately? *Murdered* anyone lately?" }, { "actor": "Rhetoric", "dialogue": "This bastard isn't even listening to you!" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Because, you know, you *are* a murderer. A disco music listening psycho-killer who offs poor people -- and then *forgets* about it." }, { "actor": "You", "dialogue": "I don't care. That doesn't scare me." }, { "actor": "Limbic System", "dialogue": "Hear that? You were *naive* to think he's afraid of his bloodied hands, soul brother. Oh no, I see inside his amygdala and his hippocampus. The thing he's *really* scared of..." }, { "actor": "Limbic System", "dialogue": "...is much, *much* worse than that." }, { "actor": "You", "dialogue": "Why are you doing this? I just want to sleep. I can almost see the dark." }, { "actor": "Ancient Reptilian Brain", "dialogue": "We're trying to help you. All these processes -- these tortures, voices and tremors -- are all just *distractions*. Flares and countermeasures. To keep you from the *last dream*. The worst of them all." }, { "actor": "You", "dialogue": "The... last dream?" }, { "actor": "Limbic System", "dialogue": "The last dream will be total annihilation. Cinders peeling off the fuselage. We won't be there to help you anymore, Harry. We will be dormant. You will be naked and alone." }, { "actor": "You", "dialogue": "And the air will smell of apricots..." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Of hell and ancient sadness, brother. Ten thousand years later -- in front of the video rental. There is a warm breath on your face again. Everything is *okay* again." }, { "actor": "Limbic System", "dialogue": "Everything is *so* okay." } ], [ { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.mrlb_has_left\"]) == false]" }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: Variable[\"cargo.container_hub_reach\"]]" }, { "actor": "Cargo Container Door", "dialogue": "You're back before the cargo container. Its draw has not lessened since you were last here. If anything, it seems to have grown slightly." }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: IsKimHere() or Variable[\"cargo.container_flattered\"]]" }, { "actor": "You", "dialogue": "Knock on the door." }, { "actor": "Cargo Container Door", "dialogue": "No reply." }, { "actor": "Perception (Hearing)", "dialogue": "The knock produces a hollow ring of metal. Doesn't sound like there's anything inside the container." }, { "actor": "You", "dialogue": "Open the door." }, { "actor": "Cargo Container Door", "dialogue": "You attempt to turn the handle, to no avail. The doors seem to be mechanically locked." }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Esprit de Corps", "dialogue": "To your left, the lieutenant considers your actions -- with some puzzlement." } ], [ { "actor": "Loose Floorboard", "dialogue": "As you look at the floorboards in this corner of the shack, it's clear one of them isn't quite level with the others." }, { "actor": "Visual Calculus", "dialogue": "The edge of a floorboard next to it looks scratched." }, { "actor": "You", "dialogue": "Move the board aside." }, { "actor": "Loose Floorboard", "dialogue": "The hollow space underneath the floorboards is dark and damp. You can barely make out the mixture of sand and sawdust below." }, { "actor": "You", "dialogue": "Search through the sand and sawdust." }, { "actor": "Loose Floorboard", "dialogue": "You stick your hand in and start combing through the sand. Dry, not like outside. Fine dust... and then -- something hard, wrapped in paper." }, { "actor": "You", "dialogue": "What is it?" }, { "actor": "Loose Floorboard", "dialogue": "A small cylindrical object. You pull it out -- a bullet." }, { "actor": "Encyclopedia", "dialogue": "A 9mm bullet to be exact. Fit for all muzzleloaders of that calibre." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"So, the death notification...\" the lieutenant says as soon as you've left the apartment." }, { "actor": "Empathy", "dialogue": "He's avoiding your gaze. This is the time to say how sorry you are about how things went." }, { "actor": "You", "dialogue": "\"There's nothing to discuss, let's move on.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well, I'll call the station when we're done with the day and inform them about the identity of the deceased.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But yes, that's on me. Let's get on with the murder investigation.\"" }, { "actor": "Shivers", "dialogue": "You look south, over the crumbling balustrade. There -- 1.2 kilometres away -- a piece of broken stone cuts into the sky. A tomb. On it, a mural that used to say: tomorrow is just a whisper away. You cannot *really* see the Feld building from here, but somehow you feel like you should return to it." } ], [ { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Boathouses", "dialogue": "Behind you, the ruins of a residential building rise over the reeds, shielding them from the wind. The reeds rustle confidentially." }, { "actor": "Shivers", "dialogue": "When this district was booming, the reeds were kept at bay. Nothing obscured the freshly painted fa\u00e7ades, nowhere for drunks and adventurous teenagers to hide. Now only the wind blows..." }, { "actor": "You", "dialogue": "Reach for the trap." }, { "actor": "Trap: Boathouses", "dialogue": "Nothing but locusts in this trap as well. Definitely no cryptozoological monstrosity." } ], [ { "actor": "Boots with Rotting Flesh", "dialogue": "These boots were probably left on the corpse because they were impossible to pull off while it was hanging. They're not exactly pleasant to look at right now, much less smell." }, { "actor": "Boots with Rotting Flesh", "dialogue": "Even less pleasant now that you know the name of the man pieces of whose flesh are still stuck to the insides of the boots." }, { "actor": "You", "dialogue": "Isn't there a saying about walking in another man's shoes?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him." }, { "actor": "You", "dialogue": "Isn't there a saying about walking in another man's shoes?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him." }, { "actor": "You", "dialogue": "Isn't there a saying about walking in another man's shoes?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him." }, { "actor": "You", "dialogue": "[Put the boots away.]" } ], [ { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.paledriver_greeting_done\"]) == false]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.paledriver_quick_intro\"]) == false]" }, { "actor": "Paledriver", "dialogue": "The small wrinkled woman does not greet you. She nods along to something on her radio. A photograph is clutched in her hands and there is a warm smile on her face." }, { "actor": "Encyclopedia", "dialogue": "The photo -- an *ambrotype* from the turn of the century. As golden as her smile." }, { "actor": "Inland Empire", "dialogue": "It's the warmth of a winter night's fire. Maybe she could give you comfort and shelter? Some cigarettes and food money? Maybe she's your..." }, { "actor": "You", "dialogue": "Snap your fingers in front of her face." }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Paledriver", "dialogue": "\"Where am I? Who are you?\" Like a magician recalling a subject from hypnosis, you've jolted her back to reality." }, { "actor": "Empathy", "dialogue": "The smile on her face has disappeared, replaced by the wary aspect of a cornered beast." }, { "actor": "You", "dialogue": "\"Are you alright, ma'am? You were out.\"" }, { "actor": "Paledriver", "dialogue": "\"Never mind,\" she sighs. \"I remember now. I'm still stuck in that traffic jam. In the *Fifties*,\" she adds with contempt." }, { "actor": "You", "dialogue": "\"Wait, what's so bad about the Fifties?\"" }, { "actor": "Paledriver", "dialogue": "\"The men have small jaws and everything is made out of plastic. Why do you need plastic?\" she scoffs. \"When you can make the world out of amber?\"" }, { "actor": "You", "dialogue": "\"Where else would you be then?\"" } ], [ { "actor": "Wirr\u00e2l", "dialogue": "Large letters on the front form a title: \"Wirr\u00e2l.\" The colourful box is illustrated with bucolic vistas. The cover art also features odd-looking humanoids, some short, some taller, some with pointy ears, others with ephemeral wings." }, { "actor": "You", "dialogue": "Examine the box." }, { "actor": "Wirr\u00e2l", "dialogue": "Text underneath the title, in smaller typeface, reads: \"Third Edition, Mega-Setting Supplements Module.\" The side panel adds: \"A sword and sorcery adventure board game. With new maps and miniatures.\"" }, { "actor": "You", "dialogue": "Enough inspecting." }, { "actor": "Wirr\u00e2l", "dialogue": "A colourful box with the title \"Wirr\u00e2l\" in bold letters. It's a board game." }, { "actor": "You", "dialogue": "Put the box away." } ], [ { "actor": "You", "dialogue": "\"Have you looked for her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"A little -- on the coast.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Where have you looked for her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"More precisely? On the *coast*. Past the water lock.\" He nods southwest. \"She's not here, so I'm thinking she's there.\"" }, { "actor": "Reaction Speed", "dialogue": "*Who's* doing this looking? They're all here." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_logic_wc_reaction_here\"]]" }, { "actor": "You", "dialogue": "No." }, { "actor": "Logic", "dialogue": "Sure. It was someone else. It appears we have a *ninth* Hardie boy." }, { "actor": "You", "dialogue": "\"What was she scared of?\"" }, { "actor": "Titus Hardie", "dialogue": "\"I told you -- you.\"" }, { "actor": "You", "dialogue": "\"Me, personally?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yes -- you, the cop with the sideburns and the disco clothes.\"" }, { "actor": "Inland Empire", "dialogue": "And a hole in his heart. That first." } ], [ { "actor": "Half Light", "dialogue": "Damn, that felt *good*. Your heart's pounding nicely. You should tell people to fuck off more often." }, { "actor": "Volition", "dialogue": "No, you shouldn't. You're an officer of the law." }, { "actor": "You", "dialogue": "\"Kim, I think I should tell people to fuck off more often. It felt really good.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not as a general rule, but that one was justified. Better to get the lay of the land before telling people to fuck off.\"" }, { "actor": "Authority", "dialogue": "That means you should do it whenever you feel like someone's disrespecting your authority." }, { "actor": "You", "dialogue": "Fuck yeah, motherfuckers!" }, { "actor": "Half Light", "dialogue": "That's the spirit!" }, { "actor": "Half Light", "dialogue": "Never forget: The whole world's a wooden house and you're a god damn flamethrower." } ], [ { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: Variable[\"canal.water_lock_greeting_done\"]]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (IsEvening()) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (IsAfternoon()) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: IsMorning()]" }, { "actor": "Man on water lock", "dialogue": "\"Good morning to you, officer!\"" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (DayCount() > 2) == false]" }, { "actor": "You", "dialogue": "\"What's with the lever that does nothing?\" (Point at the control panel next to him.)" }, { "actor": "Man on water lock", "dialogue": "\"It's supposed to operate the water lock, but as noted... it's all junk right now. Disabled because of the blockage.\"" }, { "actor": "You", "dialogue": "\"Why is it disabled?\"" }, { "actor": "Man on water lock", "dialogue": "\"Safety measure. Turns out the panel needs a special key to be re-activated. Wouldn't want anyone moving the water lock with debris still in the channel.\"" }, { "actor": "Man on water lock", "dialogue": "\"It'll be restarted on Wednesday morning.\" He nods his head towards the control panel. \"You wanna do the honours when the time comes?\"" } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"TASK.solve_the_strike_deadlock_done\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_altgreet_joyce_is_gone\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_main_hub_reached\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_succumbed_to_fear\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_left_the_conversation_before_reaching_main_hub\"]]" }, { "actor": "Evrart Claire", "dialogue": "\"Mr. Du Bois! I hope time is on your side this time... Please, take a seat!\" He gestures to the *miniscule* folding chair opposite his huge desk." }, { "actor": "You", "dialogue": "\"Actually, I'm in a bit of a hurry right now.\" [Leave.]" }, { "actor": "Evrart Claire", "dialogue": "\"Have a good day, Mr. Du Bois, I'm sure I'll be seeing you around.\" He waves and returns to typing." } ], [ { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.paledriver_greeting_done\"]) == false]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: Variable[\"jam.paledriver_quick_intro\"]]" }, { "actor": "Paledriver", "dialogue": "The woman still has her eyes fixed on the photograph in her hands. In the background, the radio plays." }, { "actor": "You", "dialogue": "Snap your fingers in front of her face." }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Paledriver", "dialogue": "\"Where am I? Who are you?\" Like a magician recalling a subject from hypnosis, you've jolted her back to reality." }, { "actor": "Empathy", "dialogue": "The smile on her face has disappeared, replaced by the wary aspect of a cornered beast." }, { "actor": "You", "dialogue": "\"Me? I am the law around here.\"" }, { "actor": "Paledriver", "dialogue": "\"Then I don't suppose you could tell me where we are, lawman?\"" }, { "actor": "Paledriver", "dialogue": "\"Never mind,\" she sighs. \"I remember now. I'm still stuck in that traffic jam. In the *Fifties*,\" she adds with contempt." }, { "actor": "You", "dialogue": "\"*When* else would you be then?\"" }, { "actor": "Paledriver", "dialogue": "\"Back in Mesque during the time of the Revolution.\" The smile returns to her face. \"The sidewalks and cafes are filled with young people... I was on my way to see a new boiadeiro picture starring Gabriel Buenguerro.\"" }, { "actor": "Paledriver", "dialogue": "\"Until you came along, that is.\" The look she gives you is accusatory." } ], [ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"tc.doomed_commercial_area\"]) == false]" }, { "actor": "You", "dialogue": "\"REVACHOL ICE CITY.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one answers the doorbell." }, { "actor": "You", "dialogue": "\"24h Window.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but nothing happens." }, { "actor": "Interfacing", "dialogue": "Try again, you didn't press it hard enough." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_interfacing_press_again_24h_window\"]]" }, { "actor": "You", "dialogue": "Press again." }, { "actor": "Electronic Doorbell", "dialogue": "This time a pleasant female voice answers: \"Thank you for calling 24h Window Company. This is an automated message. Are you experiencing a window-related emergency? During non-business-hours, please call 0-0-7-2-5-4-7-7-6-5-1. The streets are mean, but we're *always* there for you.\"" }, { "actor": "Logic", "dialogue": "That's only half-true. The streets *are* mean, but they're not there for you." } ], [ { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_drunk_alt_greet\"]) == false]" }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_greeting_done\"]) == false]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don't call Abigail,\" grumbles an unshaven man with a ruddy nose. He narrows his eyes at you as if in recognition, then turns his head away." }, { "actor": "Perception (Smell)", "dialogue": "The noxious odour emanating from the drunken man is strong and familiar." }, { "actor": "Don't Call Abigail", "dialogue": "\"Don't ya call her, ya hear. Don't call Abigail...\"" }, { "actor": "You", "dialogue": "\"This is making me uncomfortable.\" [Leave.]" }, { "actor": "Don't Call Abigail", "dialogue": "The dozing man mumbles something inaudible." } ], [ { "actor": "Door, Room #3", "dialogue": "The door is closed." }, { "actor": "You", "dialogue": "Try the handle." }, { "actor": "Door, Room #3", "dialogue": "This door can only be opened with a key or from the inside." }, { "actor": "Electrochemistry", "dialogue": "As you hold the metal you sense the warmth left there by her hand." }, { "actor": "You", "dialogue": "Knock again, much harder." }, { "actor": "Door, Room #3", "dialogue": "Still nothing." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant gives you a quick glance." }, { "actor": "Empathy", "dialogue": "He doesn't like where this is going." }, { "actor": "Half Light", "dialogue": "You should punch a fucking hole in it." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsCunoInParty()) == false]" }, { "actor": "You", "dialogue": "\"The company hired unvetted mercenaries. It was their fault. I did all I could.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"You went in drunk and got people killed.\" He shakes his head. \"Why are you even *here* -- after Kitsuragi got shot? What else could you possibly fuck up?\"" }, { "actor": "Volition", "dialogue": "Stop taking this abuse. YOU. SOLVED. THE. CASE." }, { "actor": "You", "dialogue": "\"I solved the case. A straggler from the Revolution shot the merc. He was hiding for *fifty* years on that island before I found him.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"A straggler? From the *Revolution?*\" He sounds incredulous." }, { "actor": "You", "dialogue": "\"It's wild. But I have a confession *and* a murder weapon. He's on the island now -- waiting for arrest.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"You just left him on the island -- unguarded?\"" }, { "actor": "Logic", "dialogue": "There is a *perfect* explanation for that!" }, { "actor": "Drama", "dialogue": "Don't tell him about the phasmid. He *will not* believe it. IT. DIDN'T. HAPPEN." }, { "actor": "You", "dialogue": "\"I don't know. What I *do* know is -- there was no giant stick insect on the island. That would be insane.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"What is this, a joke? We *will* dump you, Harry. We will leave you here -- you'll be just another bum on the coast. This is a *trial*. Stop fucking around.\"" } ], [ { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.goracy_main_hub_reached\"]) == false]" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "A thin man is smoking below an exhaust hood, occasionally sipping from his mug. This must be the Whirling's cook." }, { "actor": "Gor\u0105cy Kubek", "dialogue": "As you step in, he nods towards the table and says something in a completely foreign language. The only words you can make out are 'gor\u0105cy' and 'kubek'." }, { "actor": "Logic", "dialogue": "It must be his name. Gor\u0105cy, Gor\u0105cy Kubek... Sounds representative." }, { "actor": "Gor\u0105cy Kubek", "dialogue": "[Action/Check: Condition: Variable[\"whirling.goracy_logic_it_is_his_name\"]]" }, { "actor": "You", "dialogue": "\"Ah, Gor\u0105cy! I have some questions to ask!\"" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "The man puts his cup down and replies something, his left hand drawing arcs in the air." }, { "actor": "You", "dialogue": "\"You wouldn't mind if I were to boil some boots here, would you?\"" }, { "actor": "Gor\u0105cy Kubek", "dialogue": "The man takes another drag of his cigarette and shakes his head, smiling widely. It's not clear whether he understood your question." }, { "actor": "Authority", "dialogue": "It doesn't matter -- you're a police officer, you can do anything you want." }, { "actor": "Suggestion", "dialogue": "You can always talk your way out if things go sour." }, { "actor": "You", "dialogue": "\"By the way, we speak Revacholian in Revachol.\" (Get your Revacholian Nationhood on.)" } ], [ { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: Variable[\"seafort.books_hub_reached\"]]" }, { "actor": "Reading Materials", "dialogue": "Softcovers, serialized *fantastique* and detective stories, 'Animal Adventures', a magazine for electrical engineering, and an international thriller. Also: light erotica and some historical novels from the century past." }, { "actor": "You", "dialogue": "\"Critical theory books... What do you think this means?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno doesn't give a shit. Cuno's not hooked on the book. Tryna get me hooked on it, teachers and shit...\"" }, { "actor": "Rhetoric", "dialogue": "This means we have a critical theory loving vagrant here... interesting." }, { "actor": "You", "dialogue": "Does anything stand out as unusual?" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.books_concept_white_succeeded\"]) == false]" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.books_concept_failed_once\"]) == false]" }, { "actor": "Conceptualization", "dialogue": "Not that you can tell. This is a digest of someone who's dead bored. Most of it is for entertainment purposes, fittingly right next to the *radiola* on the floor." }, { "actor": "You", "dialogue": "Okay." }, { "actor": "Conceptualization", "dialogue": "You do feel there's something you're not *getting* here, though. Oh well." }, { "actor": "Visual Calculus", "dialogue": "Hmm... the print in some of these is pretty small though. This person has good eyesight." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it." }, { "actor": "You", "dialogue": "\"Which cryptid did you *almost* catch? You said before, that you almost caught one.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"A willow person. It's a long story, one non-specialists would find rather dull.\"" }, { "actor": "Conceptualization", "dialogue": "Willow people? Not at *all*." }, { "actor": "You", "dialogue": "\"Let's talk about a different cryptid.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Honestly, I doubt you'd find any of it comprehensible.\"" }, { "actor": "You", "dialogue": "\"Just tell me about a cool cryptid. Any cryptid.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"No offence, officer, but I'm not much of a *pedagogue* -- I don't know what I would've done if Lena hadn't persuaded me to go back to field research. You should ask her, if you want interesting stories.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Me -- I'm not a people person, unless you haven't noticed. And I don't make a good lecturer. My strength lies in field work and *persistence*.\" He brushes an errant strand of hair from his eye." } ], [ { "actor": "Composure", "dialogue": "Hear that? Magnesium. That's what you're lacking. The lack of magnesium has you slouched." }, { "actor": "Electrochemistry", "dialogue": "The magnesium levels in your blood are dangerously low. It's about the low magnesium levels and *not* the high alcohol levels." }, { "actor": "You", "dialogue": "So there's a lack of magnesium in me?" }, { "actor": "Composure", "dialogue": "Yes, and it's critical. Look at yourself. You're practically devolving into a fish due to the lack of magnesium in you bloodstream." }, { "actor": "You", "dialogue": "I need to Mag it up?" }, { "actor": "Composure", "dialogue": "You need to get *SO* magged up! You've probably had two heart attacks and a minor stroke already... and the only prescription is insane amounts of magnesium." }, { "actor": "Endurance", "dialogue": "One stroke? Don't be so modest. He's having one right now." }, { "actor": "You", "dialogue": "I need is to stop thinking about this. [Discard thought.]" } ], [ { "actor": "You", "dialogue": "\"I wanted to ask you about this tent full of equipment.\"" }, { "actor": "Andre", "dialogue": "\"Yes? What?\"" }, { "actor": "You", "dialogue": "\"I see you brought your own water.\"" }, { "actor": "Andre", "dialogue": "\"Yeah, yeah! Good to have, bitch to carry. When I first scouted the place I did some reconnaissance. I'm not sure the church even has running water.\"" }, { "actor": "You", "dialogue": "\"About another thing...\"" }, { "actor": "Andre", "dialogue": "\"Yes? What?\"" }, { "actor": "You", "dialogue": "\"I see you brought your own water.\"" }, { "actor": "Andre", "dialogue": "\"Yeah, yeah! Good to have, bitch to carry. When I first scouted the place I did some reconnaissance. I'm not sure the church even has running water.\"" }, { "actor": "You", "dialogue": "\"And it's distilled too.\"" }, { "actor": "Andre", "dialogue": "\"Oh?\" He doesn't know what to say." }, { "actor": "Andre", "dialogue": "\"It's the one they sell at the fuel station.\"" }, { "actor": "Drama", "dialogue": "It's like he's lying to you, my liege. But he's slippery enough that there's nothing for you to grab hold of." } ], [ { "actor": "You", "dialogue": "Look under the boxes of carton." }, { "actor": "Trash Container", "dialogue": "You see: milk, an egg-rest with one broken egg in it, some pasta wrapper... Picking up the soggy packages somehow feels familiar." }, { "actor": "Interfacing", "dialogue": "You've done this before. The movements are recorded in your elbows, the methodology in your fingers... you're used to this." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_interfacing_has_done_dumpsters_before\"]]" }, { "actor": "You", "dialogue": "Dive further..." }, { "actor": "Trash Container", "dialogue": "A box falls into pieces in your hands: Batiste *Soleil* cereal. There are plastic pasta packages below, and *Turbo* noodles. Nothing of note, however." }, { "actor": "You", "dialogue": "Time for bed. Crawl inside..." }, { "actor": "Trash Container", "dialogue": "The smell of rotten food rises up at you as you climb inside the trash container." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "No! Not like this! (Crawl out of the trash.)" }, { "actor": "Trash Container", "dialogue": "You crawl out of the trash container. The lid clangs shut. The fresh air rushes into your lungs, but does not clear them of the garbage stink." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Trash Container", "dialogue": "The container remains as inviting as a coffin. It is ready whenever you are." } ], [ { "actor": "You", "dialogue": "\"How does the *bullet* in his head factor into this?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Huh?!\" A sip of beer makes the surprise go down easier." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_asked_about_the_bullet_in_lynching_hub\"] == true]" }, { "actor": "Elizabeth", "dialogue": "\"Titus has already given you a cause of death. Hanging. Why is it so hard for you to understand?\" The question is rhetorical." }, { "actor": "Reaction Speed", "dialogue": "She cut in so Titus wouldn't have to answer." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_reaction_sp_gardener_answers_for_titus\"]) == false]" }, { "actor": "Elizabeth", "dialogue": "\"If there's any *post-mortem* trauma, it's your problem. This will not turn into a cross-examination.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_asked_about_the_bullet_in_lynching_hub\"]) == false]" }, { "actor": "Volition", "dialogue": "They'll keep blocking this. Return to this subject later, when they've dropped their guard." }, { "actor": "You", "dialogue": "\"No more questions.\"" }, { "actor": "Titus Hardie", "dialogue": "\"About fuckin' time.\"" } ], [ { "actor": "Rhetoric", "dialogue": "Wait -- take a longer look at yourself and how you're reflected in that slick chemical rainbow. What do you *see*?" }, { "actor": "Conceptualization", "dialogue": "Metaphor. It's always metaphor." }, { "actor": "You", "dialogue": "Just me, I guess?" }, { "actor": "Rhetoric", "dialogue": "No! For a second, think about something other than yourself -- think about *the blood of industry* here before you. The run off from Coal City, further down the coast." }, { "actor": "Rhetoric", "dialogue": "The engines of fortune once roared here. Great wealth poured into Revachol, the Delta. As did smoke, waste, sickness, life..." }, { "actor": "You", "dialogue": "What happened?" }, { "actor": "Rhetoric", "dialogue": "The engines stopped. The West Revacholian industrial base was dismantled after the war. Now, extinguished coke furnaces dot the landscape. A landscape despoiled by industry." }, { "actor": "Physical Instrument", "dialogue": "Filth! This needs environmental action -- now!" }, { "actor": "You", "dialogue": "I don't see the problem. Revachol moved on to a service industry. Get with the times, yo." }, { "actor": "Rhetoric", "dialogue": "Right. Here's some advice that's good for business and life: never fight a losing battle. I'm not even going to argue with you." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Finally. I thought I have to come looking for you. What took you so long?\"" }, { "actor": "You", "dialogue": "\"We got into some pretty deep waters there.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Really? What happened?\"" }, { "actor": "Esprit de Corps", "dialogue": "Probably shouldn't have asked you this." }, { "actor": "You", "dialogue": "\"We became one.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.what_is_race_enigma_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Wasn't that back when you became his 'race pupil'?\"" }, { "actor": "You", "dialogue": "\"No. That was different.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh, of course. I didn't realize that.\" He looks at the lorries down on the street and turns..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's get back to work, detective. I don't like being up here.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"This isn't going very well.\"" }, { "actor": "You", "dialogue": "\"How did you hope it would go?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Honestly, I was expecting you to use your *unorthodox technique* to keep her off-balance -- and you know... *not* volunteer us to be her henchmen.\"" }, { "actor": "You", "dialogue": "\"Really? I thought it was going so well.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This woman is running circles around us. She might have known about your *misplaced badge* all along -- or she's simply an adept improviser. Either way, we've played straight into her hands.\"" }, { "actor": "Empathy", "dialogue": "He doesn't let it show, but there is a limit to how much the consequences of your unprofessional behaviour can cost the investigation." }, { "actor": "Logic", "dialogue": "Maybe this is all her plan? She might have heard about you." }, { "actor": "You", "dialogue": "\"I am sorry for putting us in this situation -- I'll handle it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm sure you will, detective.\"" }, { "actor": "You", "dialogue": "\"I am sorry for putting us in this situation -- I'll handle it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm sure you will, detective.\"" } ], [ { "actor": "You", "dialogue": "\"I met her. In the hallway, after I woke up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood -- you were not in good shape on Monday.\"" }, { "actor": "You", "dialogue": "\"I met her. In the hallway, after I woke up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood -- you were not in good shape on Monday.\"" }, { "actor": "You", "dialogue": "\"I tried to hit on her...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood.\" He's stone-faced." }, { "actor": "You", "dialogue": "\"It went pretty okay, I guess.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It doesn't matter how it *went* officer -- what else?\"" }, { "actor": "You", "dialogue": "\"I tried to hit on her...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood.\" He's stone-faced." } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: IsHourBetween(21, 2)]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_greeting_done\"]]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_altgreet_nighttime\"]]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.has_shack\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_altgreet_singing_reaction\"]]" }, { "actor": "Washerwoman", "dialogue": "\"The policeman.\" She squints at you. \"What can our village do for you?\"" }, { "actor": "You", "dialogue": "\"I found this jacket, but it's filthy. Could you wash it for me?\"" }, { "actor": "Washerwoman", "dialogue": "\"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?\"" }, { "actor": "Volition", "dialogue": "Hell yeah!" }, { "actor": "Physical Instrument", "dialogue": "No, we must run around ceaselessly. It would be torture to stay put." } ], [ { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"I talked to the gardener. She said not to listen to you.\"" }, { "actor": "Cuno", "dialogue": "\"Pig...\" Cuno slaps his forehead. \"Do you have any idea how fucking stupid that sounds.\"" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_reported_back_on_manana\"]]" }, { "actor": "Cuno", "dialogue": "\"Cuno gives you hot fucking leads... snitch-bitch style -- and you come back griefin' the Cuno? The fuck out of here!\"" }, { "actor": "Cunoesse", "dialogue": "\"Get the fuck out of here, fatass! Those pants are too small for you!\"" }, { "actor": "Composure", "dialogue": "The pants are totally okay, don't listen to her, she's trying to give you body image problems." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (HasVolitionDamage() and Variable[\"yard.cuno_gardener_composure\"]) == false]" }, { "actor": "You", "dialogue": "\"I talked to Ma\u00f1ana about the armour.\"" }, { "actor": "Cuno", "dialogue": "\"So?!\" He raises his eyebrows, projecting aggressive indifference." }, { "actor": "Suggestion", "dialogue": "You should thank him." }, { "actor": "You", "dialogue": "\"He said you're now the king of the entire *Jamrock*?!\"" }, { "actor": "Cuno", "dialogue": "\"Uh... North Jamrock,\" he corrects you. \"Cuno meant everything north of 8/81. The rooster fucked Cuno's words up. Cuno doesn't do South. Doesn't fuck with the Madre.\"" } ], [ { "actor": "You", "dialogue": "\"I need to find a way to turn back time.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: IsKimHere() and Variable[\"gates.measurhead_disable_kim_react_to_turnbacktime_if_seen_once\"] == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.fascha_dq_asked_someone_the_q\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Goddamnit...\" mumbles the lieutenant. \"It's becoming a thing now, huh?\"" }, { "actor": "You", "dialogue": "\"It's a harmless quirk. Can't you just roll with it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Another one?\" The lieutenant lets out a sigh. \"Just make it quick please.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.pale\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.joyce_fascha_dq_endurance_too_late_reality_now_must_get_from_headmeasure\"]]" }, { "actor": "Measurehead", "dialogue": "\"THAT SURPRISES NO ONE. AND YET YOU *STILL* FEEL ENTITLED TO RETURN TO THE PAST?\" The giant locks eyes with you. His face is serious..." }, { "actor": "Measurehead", "dialogue": "\"YOU DON'T HAVE IT IN YOU. BE GRATEFUL FOR THAT.\"" }, { "actor": "You", "dialogue": "\"Wait, what exactly am I lacking?\"" }, { "actor": "Measurehead", "dialogue": "\"YOUR NEED TO STEER EVERY CONVERSATION TOWARDS YOUR OWN PERSONA IS A SIGN OF LOW SELF-ESTEEM.\"" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_archer_working_soona\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Noid", "dialogue": "\"About time. You grab that amp. Forget the cables. Need to leave some evidence of our antenna to inspire future generations...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_turned_down_archer\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Script: SetVariableValue(\"character.committee_of_la_responsabilite\", true) --[[ Variable[ ]]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.make_the_music_harder_core_done\"]) == false]" }, { "actor": "Noid", "dialogue": "\"Alright, cop-man. We've held up more than our share of this collaboration. I hope you *recognise* how much the hardcore underground came through for you.\"" }, { "actor": "Andre", "dialogue": "\"If you want to show your appreciation, we could still use your help. Egg is the one to talk to.\"" }, { "actor": "Egg Head", "dialogue": "\"HARD CORE! MUTUAL AID!\"" }, { "actor": "You", "dialogue": "\"It's been good working with you... gentlemen.\"" }, { "actor": "Noid", "dialogue": "\"No need to fake it, we know you're still a cop at heart...\"" }, { "actor": "Noid", "dialogue": "\"I'll put this tech away later. Think there's an extra can set, in case you want to grab a *souvenir* or something. Don't think anyone will miss it.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Finally. I thought I have to come looking for you. What took you so long?\"" }, { "actor": "You", "dialogue": "\"Time flies when you're in a good company -- how long was I in there?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Couple of months, a year maybe?\" he replies, glancing at his wrist-watch. \"What happened in there?\"" }, { "actor": "Rhetoric", "dialogue": "His serious, business-like tone doesn't waiver for a second." }, { "actor": "You", "dialogue": "\"It got very personal and a bit weird.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Shocking...\" He nods, covering his mouth with the back of the hand. \"Did you learn how to turn back time?\"" }, { "actor": "Reaction Speed", "dialogue": "Trying to hide a smile." }, { "actor": "Esprit de Corps", "dialogue": "Was it a mistake leaving him alone with that guy?" }, { "actor": "You", "dialogue": "\"No, but I learned that no matter how though you are, someone's always tougher.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Him?\" The lieutenant's eyes meet yours. He's listening." }, { "actor": "You", "dialogue": "(Nod.) \"I knocked *him* out, but his father could probably kill me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But he's not going to, because this is not a school yard and we are not children.\" He looks up at the sky..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright, let's go. It's getting cold.\"" } ], [ { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"canal.tree_greeting_done\"]) == false]" }, { "actor": "Hawthorn Tree", "dialogue": "The hawthorn tree on Rue de Saint-Ghislaine. Bronze-coloured ribbons of magnetic tape are caught in its branches, fluttering in the breeze." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"ice.egg_shivers_third\"]]" }, { "actor": "Shivers", "dialogue": "Just like promised... You've stood here for what seem like aeons, guzzling the sickly fumes of lorries and carriages." }, { "actor": "You", "dialogue": "\"Piss off, nature!\" (Punch the tree.)" }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"canal.tree_hugged_first\"]) == false]" }, { "actor": "Hawthorn Tree", "dialogue": "The hawthorn tree is not an inanimate object, it is a living thing. The thunk against the bark echoes with discontent." }, { "actor": "Physical Instrument", "dialogue": "At first the destructive urge felt exhilarating, as if it added something to your persona... but the feeling swiftly receded, leaving you with a sad emptiness." }, { "actor": "Hawthorn Tree", "dialogue": "The gnarled hawthorn tree on Rue de Saint-Ghislaine. A wintry breeze blows by, making the magnetic tape flutter." }, { "actor": "You", "dialogue": "Disentangle the tape." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.tree_whitec_interfacing_disentangle_tape\"]]" } ], [ { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "\"Kim, my cases appear to employ some kind of... naming convention.\"" }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"TASK.open_official_case_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, how very childish of you,\" he mumbles. \"In your -- and my -- defence, almost everyone in the RCM uses the *titular* system. In addition to the official alphanumeric.\"" }, { "actor": "You", "dialogue": "\"Why is that?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's a holdover from the early days of the RCM -- right after the Revolution, when the organization had little idea how to do things. It persists in an *unofficial* capacity. Officers use these titles to refer to their work among themselves.\"" }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_cases_unlocked\"]]" }, { "actor": "You", "dialogue": "Don't mention it." }, { "actor": "Damaged Ledger", "dialogue": "Your secret is safe with the rotten cabbage of papers in your hand. Writing covers almost all the pages." }, { "actor": "You", "dialogue": "\"Kim, my cases appear to employ some kind of... naming convention.\"" }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"TASK.open_official_case_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, how very childish of you,\" he mumbles. \"In your -- and my -- defence, almost everyone in the RCM uses the *titular* system. In addition to the official alphanumeric.\"" } ], [ { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tracks_viscal_wc_success_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "You see a set of tyre tracks in the brown slush that covers the plaza mosaic." }, { "actor": "You", "dialogue": "Reconstruct the movement." }, { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tracks_viscal_whitecheck\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "No, these tracks are not interesting at all. Let the street sweeper just sweep them away." }, { "actor": "You", "dialogue": "Why am I looking at this?" }, { "actor": "Perception (Sight)", "dialogue": "Cop habit. You look at everything." }, { "actor": "Logic", "dialogue": "This isn't case-related, you think." }, { "actor": "You", "dialogue": "Why am I looking at this?" }, { "actor": "Perception (Sight)", "dialogue": "Cop habit. You look at everything." }, { "actor": "Logic", "dialogue": "This isn't case-related, you think." } ], [ { "actor": "Barbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.barbell_main_hub_reached\"]]" }, { "actor": "Barbell", "dialogue": "The barbell waits patiently on the floor, like a dog for its master." }, { "actor": "You", "dialogue": "\"Look, Kim, it's a trap. There are no collars on the barbell.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're right, the weights may fall off. Better not touch it then.\"" }, { "actor": "You", "dialogue": "\"Actually, I don't really care about safety hazards.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No one does, until they get smashed under the barbell.\"" }, { "actor": "You", "dialogue": "\"Look, Kim, it's a trap. There are no collars on the barbell.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're right, the weights may fall off. Better not touch it then.\"" }, { "actor": "You", "dialogue": "\"Actually, I don't really care about safety hazards.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No one does, until they get smashed under the barbell.\"" }, { "actor": "You", "dialogue": "Is this familiar because I'm a weightlifter?" }, { "actor": "Inland Empire", "dialogue": "No, it's not that... It's the stale smell of rubber, the squeaky sound of sneakers, your bruised knee against the mat. And a whistle... then the feeling is gone." } ], [ { "actor": "You", "dialogue": "\"Maybe it's all part of a leadership challenge? Against you, Titus.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_said_the_cover_up_thing_in_logic_wc\"] or Variable[\"whirling.hardies_ruby_gay_branch_passed\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"There's no fucking leadership challenge, here.\" A flash of rage; he calms himself. \"Get your head out of your ass. This is serious.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"When Klaasje came downstairs -- Ruby appeared to *know* that something was wrong.\"" }, { "actor": "Alain", "dialogue": "\"Nah, man. That's just Ruby. She's got shit under control,\" the man explains. \"That's her whole thing. That's why she's so good.\"" }, { "actor": "Eugene", "dialogue": "\"Plus, man, it's like *female intuition* you know. Women talk to women.\" He peeks at Titus. \"Which is sorta why we need someone on the team who they talk to.\"" }, { "actor": "Rhetoric", "dialogue": "Eugene wants a woman on the team so they can do their job. That must be *hard*. Half of Martinaise is female..." }, { "actor": "You", "dialogue": "\"Yes.\" (Roll your eyes.) \"Female intuition. That's what it was. You're right Eugene.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_ruby_gay_branch_passed\"]]" }, { "actor": "Eugene", "dialogue": "\"Yeah...\" The man seems unsure of himself." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Volition", "dialogue": "Despair creeps into you, getting fat on your weakness. Whatever noble intentions you once had as a police officer -- it's eating them all up now." }, { "actor": "Inland Empire", "dialogue": "There's something else in there. There has to be. But -- it's like reaching your hand into muddy water, fishing around, and coming up with nothing..." }, { "actor": "Conceptualization", "dialogue": "You're still coming up with sentences. That's a step up from total annihilation, right?" }, { "actor": "You", "dialogue": "\"I'm done. No one even likes cops.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, it can be difficult to be on the receiving end of so much distrust and outright hatred,\" he says with a sad half-smile." }, { "actor": "Volition", "dialogue": "Nothing you can say would make you feel any better now..." } ], [ { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_sunglasses_hub_reached\"]) == false]" }, { "actor": "Box of Sunglasses", "dialogue": "There's a pile of cheap sunglasses in a small box, a variety of shapes and colours." }, { "actor": "Siileng", "dialogue": "\"You like sunglasses, officer? I've got the latest styles, right here!\" The vendor takes a pair of sunglasses and sticks them under your nose." }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_asked_pay_net_worth\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "Stylish shades, huh? They'd be even more stylish if you paid for them with net worth. Go over and ask him." }, { "actor": "You", "dialogue": "\"I'll take those cool deep blue glasses.\"" }, { "actor": "Siileng", "dialogue": "\"A man who knows his style,\" the street vendor nods. \"Much respect.\"" }, { "actor": "You", "dialogue": "Try again, maybe you can find *some* interesting sunglasses in the box." }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_composure_whitecheck\"]]" }, { "actor": "Conceptualization", "dialogue": "Ah, I see... A pair of waterblue shades. The writing on the left temple says: \"Sub-Insulindic Rendezvous.\" The frame appears to be hand-carved out of bone." }, { "actor": "Siileng", "dialogue": "\"Oh, very interesting choice, officer, very *high-culture*...\" For the first time the street vendor's voice trails off, as he watches you inspect the glasses." }, { "actor": "You", "dialogue": "Try them on." } ], [ { "actor": "Graad Factory of Magnets and Miracles U49", "dialogue": "A lorry stuck in the traffic jam. This big, heavy Graad-made machine is well kept for such an old machine." }, { "actor": "You", "dialogue": "Look in the window." }, { "actor": "Graad Factory of Magnets and Miracles U49", "dialogue": "The windows are clear, they've been recently washed. You can see a lorryman's cabin with personal belongings, stickers, insignia..." }, { "actor": "Perception (Smell)", "dialogue": "Fumes of heavy fuel oil waft over you, making your eyes sting. The odour mixes with cigarette residue." }, { "actor": "You", "dialogue": "What kind of stickers and insignia?" }, { "actor": "Graad Factory of Magnets and Miracles U49", "dialogue": "The driver has adorned his space with a substantial collection of peculiar paraphernalia. Proclamations about *honour*, *strength*, and *purity* are glued to various panels." }, { "actor": "Perception (Sight)", "dialogue": "A large metal pendant hangs from the rear view mirror. The pendant features a sun crowned with wavy rays." }, { "actor": "Encyclopedia", "dialogue": "It is the seal of Royalist-era Revachol." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Joyce Messier", "dialogue": "\"Whatever I can help you with. We need to contain the situation.\"" }, { "actor": "You", "dialogue": "\"What can you tell me about Krenel?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Not much. Their public resume is relatively good -- as far as private military contractors go. I believe they were once called... Downwell.\"" }, { "actor": "Inland Empire", "dialogue": "Down a deep, black well." }, { "actor": "Joyce Messier", "dialogue": "\"They boast a long list of clients: Saint-Batiste, Welchman-Lorentz, Eendracht... A warning sign, however -- the operations concerned all take place in third- or fourth-world countries. Guarding facilities, escort missions, and such.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Okay. Anything else you can tell me?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Sadly -- no. Before this happened I had little interest in them. Now that I do -- I don't have the resources.\" She thinks." }, { "actor": "Joyce Messier", "dialogue": "\"If you still have access to the ICP's database, you could run a better background check than I ever could. It may take some time, though...\" She thinks." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"tc.icp\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "The International Collaboration Police (ICP) is charged with coordinating law enforcement activities in complex, multi-national investigations. Their database is the single largest source of information in the world." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Do you know a lot about the inner workings of the RCM and the ICP, ma'am?\"" }, { "actor": "Joyce Messier", "dialogue": "\"In my line of work it pays to do your research. I was prepared to deal with the RCM. I did *not* think I would be dealing with a group like *Krenel*.\"" }, { "actor": "You", "dialogue": "\"Could you contact the company? Tell them to call them off.\"" } ], [ { "actor": "You", "dialogue": "\"That's not why I've come here. I *really* need to turn back time now.\" (Continue.)" }, { "actor": "Measurehead", "dialogue": "\"CLEARLY IT IS IMPOSSIBLE FOR YOU TO SHED YOUR NEUROTIC OBSESSION. THIS WAILING FOR THE PAST IS A TASK UNFIT FOR MEN. IT IS BETTER LEFT FOR WIDOWS, MOURNING THEIR HUSBANDS -- AND FOR MENTALLY ILL COMMUNISTS MOURNING THEIR COMMUNE.\"" }, { "actor": "Measurehead", "dialogue": "\"IF YOU WANT ADVICE ON BABES -- OR THE MYSTERIES OF LIFE -- OR EVEN ON REVACHOL -- LOOK FORWARD. TO ESCAPE YOUR DEFEATED STATE YOU NEED TO MOVE FORWARD. ONTO FUTURE VICTORIES.\"" }, { "actor": "Rhetoric", "dialogue": "But isn't he a traditionalist?! Why does he keep talking about future..." }, { "actor": "You", "dialogue": "\"You don't get it. I need to bring disco back -- from the Thirties.\"" }, { "actor": "Measurehead", "dialogue": "\"IT SEEMS TO ME YOU ARE IN NEED OF A WARNING. HERE IT IS: IT IS ABSOLUTELY POSSIBLE TO RETURN TO THE PAST. YOU JUST NEED TO TAKE A TICKET TO SEREGLEE ISLAND, THE SOUTHERNMOST OF THE SEMENINE ARCHIPELAGO, ALSO KNOWN AS ILE DU FANT\u00d4ME. AND WALK INTO PALE.\"" }, { "actor": "Measurehead", "dialogue": "\"LET IT DITHER AND ROT YOUR MIND. THEN YOU CAN MARINATE FOREVER IN YOUR IRREVERSABLE DEFEAT. WHILE RACE ENEMIES LAUGH AT YOUR MOTIONLESS, GAP-MOUTHED CORPSE.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.pale\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"TASK.what_is_pale\"] and Variable[\"TASK.ask_paledriver_how_to_turn_back_time_done\"] == false]" }, { "actor": "Encyclopedia", "dialogue": "You still haven't found out about pale, but it certainly doesn't sound inviting..." }, { "actor": "Logic", "dialogue": "Where would you even get a ticket? You can't just pack your bags and leave." }, { "actor": "Inland Empire", "dialogue": "Finally -- a chance to connect with the *divine*." }, { "actor": "Perception", "dialogue": "It gets very cold in the office, like in a desert after the nightfall..." }, { "actor": "You", "dialogue": "\"Cool, where do I get the tickets?\"" }, { "actor": "Measurehead", "dialogue": "\"BEFORE YOU GO LOOKING FOR TICKETS, I SUGGEST YOU SEE WHAT IT DOES TO A MAN. THE GHOUL IS A CRUEL MASTER, BUT IT IS NOT PALE. PALE TAKES YOUR MIND AND REJECTS THE FLESH. IT IS CAPRICIOUS AND TERRIFYING, LIKE A VIRGIN. YOU WILL LOSE YOUR COURAGE BEFORE HER FACE.\"" }, { "actor": "Measurehead", "dialogue": "\"GO HAVE A LOOK,\" he gestures toward the intersection. \"THE WHITE-HAIRED PROTEIN MASS AT THE INTERSECTION. A LORRY DRIVER. IMPOSSIBLE TO MISS HER IF YOU'RE EVEN A HALF-DECENT COP.\"" } ], [ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "Pick up the radio." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kinema_made_it_to_radio_hub\"]) == false]" }, { "actor": "Coupris Kineema", "dialogue": "The frequency tableau lights up and a green button labelled PRIMELINE glows like a feline eye... and then you hear something." }, { "actor": "Coupris Kineema", "dialogue": "The soft purr of electrical kittens -- radio waves cast far and wide over the metropolis. A woman's voice greets you through the static:" }, { "actor": "Alice", "dialogue": "\"This is Precinct 57! Hello, lieutenant, how may I assist you?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Hi, Alice, I'm a policeman too. Nice to meet you.\"" }, { "actor": "Alice", "dialogue": "\"Who is this?\" There's a pause. \"My records show this channel is used by Lieutenant Kim Kitsuragi.\"" }, { "actor": "You", "dialogue": "\"I prefer to be called Tequila Sunset. Kim's my partner. We're solving a case.\"" }, { "actor": "Alice", "dialogue": "\"Right... Mr. Sunset.\" Her voice does not sound friendly. \"Do you have permission to call from the lieutenant's vehicle? Where is he?\"" }, { "actor": "You", "dialogue": "\"He's resting. It's been rough around here. Listen, I need assistance.\"" }, { "actor": "Alice", "dialogue": "\"Why aren't you using your own radio to contact your precinct?\"" } ], [ { "actor": "Physical Instrument", "dialogue": "Son, you've really let yourself go -- it's a disgrace. But Coach Physical Instrument is going to get you back in prime condition. Even if it takes a million push-ups!" }, { "actor": "You", "dialogue": "Coach Physical Instrument? Does that mean you'll call me a maggot and a nancy-boy to motivate me?" }, { "actor": "Physical Instrument", "dialogue": "Does a master swordsman insult his own blade? No! I'm going to turn you into an athletic bench-mark, you big pussy!" }, { "actor": "You", "dialogue": "Yes sir! Forge me into organic steel, coach!" }, { "actor": "Physical Instrument", "dialogue": "It's going to take blood, sweat, piss, and tears, but when I'm done with you, boy, you will be a Master Athlete!" }, { "actor": "You", "dialogue": "Too much abuse for my taste. I'm more of an intellectual. (Opt out.)" }, { "actor": "Physical Instrument", "dialogue": "Attention, attention! An old has-been giving up! Come see the has-been quitting again, everyone!" } ], [ { "actor": "You", "dialogue": "\"Is that a cryptid on this pen you gave me?\" (Take out the pen she gave you.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant leans in. \"Hey, you promised you'd only ask about one cryptid.\"" }, { "actor": "You", "dialogue": "\"Right, okay, we can move on for now.\" (It'd be dishonourable to renege on the promise.)" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods approvingly." }, { "actor": "You", "dialogue": "\"I ran into your husband on the coast.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Goodness! How is he? Did he say why he hasn't returned yet?\" The old woman clasps her hands together over her blanket." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_greeting_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_kim_there_no_task_greet\"] and IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"He's fine, ma'am. He couldn't get back earlier because the water lock on the canal was broken. Now he's just finishing up some work...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, yes, that's my Morell -- he's bound to catch a cold, staying out there for so long... \"" } ], [ { "actor": "Conceptualization", "dialogue": "This phrase is meant to be looked at from above." }, { "actor": "You", "dialogue": "\"What the hell is that?\" (Point to the rooftop message.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant cranes his head and mutters: \"GO HOME.\" He pauses. \"It's an *aerograffito*. It's meant for the Coalition aerostatics that keep a lookout on the city from the low troposphere.\"" }, { "actor": "You", "dialogue": "Silently nod." }, { "actor": "Conceptualization", "dialogue": "The sky is indifferent to your silent nod, but the lieutenant seems to appreciate it. He gives you a fleeting smile." } ], [ { "actor": "Hjelmdallermann: the Man from Hjelmdall", "dialogue": "The cover of this tattered paperback features the Man from Hjelmdall standing atop a pile of bloody corpses. His two zweih\u00e4nders are crossed over his massive chest in a dramatic 'x', their blades dripping with gore..." }, { "actor": "You", "dialogue": "Hell yeah." }, { "actor": "Hjelmdallermann: the Man from Hjelmdall", "dialogue": "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." }, { "actor": "Half Light", "dialogue": "These images speak to something burbling deep within you: The primal struggle of a bunch of violent apes just dukin' it out." }, { "actor": "You", "dialogue": "Look at the back cover." }, { "actor": "Hjelmdallermann: the Man from Hjelmdall", "dialogue": "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 Wr\u00f4thg\u00e4r, and some of their most fearsome foes yet. For the Northlands! For HJELMDALL!\"" }, { "actor": "Perception (Sight)", "dialogue": "Below, in smaller font, you see the parenthetical: \"(Adapted from: 'Man from Hjelmdall and the Necromancer's Treasure,' 'Man from Hjelmdall: Lord of Wr\u00f4thg\u00e4r,' and 'Man from Hjelmdall: The Curse of Nachtherrer.')\"" }, { "actor": "Logic", "dialogue": "A brazen attempt to bilk fans for more money by splicing together old stories under a new title." }, { "actor": "You", "dialogue": "The publishers must have a dim view of their readership." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Finally. I thought I have to come looking for you. What took you so long?\"" }, { "actor": "You", "dialogue": "\"We got into some pretty deep waters there.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Really? What happened?\"" }, { "actor": "Esprit de Corps", "dialogue": "Probably shouldn't have asked you this." }, { "actor": "You", "dialogue": "\"It was *unbelievably* manly.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Right...\" He nods, covering his mouth with the back of the hand. \"Did he teach you a way to turn back time?\"" }, { "actor": "Reaction Speed", "dialogue": "Trying to hide a smile." }, { "actor": "Esprit de Corps", "dialogue": "Was it a mistake leaving him alone with that guy?" }, { "actor": "You", "dialogue": "\"Not exactly, but I'm going to start building up strategic semen reserves.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But... why?\" He looks completely perplexed for a moment, but quickly gathers himself. \"Actually, do me a favour and please don't tell me. Let's just quickly go and that'll be it.\"" } ], [ { "actor": "Annette", "dialogue": "\"Mhm!\" She stamps her feet, waiting for you to say something." }, { "actor": "You", "dialogue": "\"What is romance?\"" }, { "actor": "Annette", "dialogue": "\"It's the type of book where there's a rich lady and she has to choose between the good man and the bad man.\" She smiles at the thought, perhaps imagining herself in that situation." }, { "actor": "Annette", "dialogue": "\"Or there could be a story about a poor lady getting a rich man. It's about man and lady business, sir.\"" }, { "actor": "You", "dialogue": "\"What about when both of the men are bad?\"" }, { "actor": "Annette", "dialogue": "\"These are not very common. You can't have a choice between bad and bad, nobody wants to read a story like that.\"" }, { "actor": "You", "dialogue": "\"What if it's written really well?\"" }, { "actor": "Annette", "dialogue": "\"Well... maybe then it's fine. Maybe if the lady then decides not to pick either, because she doesn't need a bad man. Yes, that would be interesting!\"" }, { "actor": "You", "dialogue": "\"That's enough romance for me. I had other questions.\"" }, { "actor": "Annette", "dialogue": "\"Maybe some about other books?\" She rubs her chilled nose with her fist." }, { "actor": "You", "dialogue": "\"What is romance?\"" }, { "actor": "Annette", "dialogue": "\"It's the type of book where there's a rich lady and she has to choose between the good man and the bad man.\" She smiles at the thought, perhaps imagining herself in that situation." }, { "actor": "Annette", "dialogue": "\"Or there could be a story about a poor lady getting a rich man. It's about man and lady business, sir.\"" } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_know_revachol_ice_city\"]]" }, { "actor": "Electronic Doorbell", "dialogue": "They don't want to talk to you." }, { "actor": "You", "dialogue": "\"Slipstream SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You hear static from the intercom speaker. It sounds as if someone has picked up the receiver, but isn't saying anything." }, { "actor": "Perception (Hearing)", "dialogue": "You can almost hear them breathe." }, { "actor": "You", "dialogue": "Hang up the call." }, { "actor": "Electronic Doorbell", "dialogue": "You press the number sign on the keypad that terminates the call. Twelve name cards on the call box read:" }, { "actor": "You", "dialogue": "\"Main Hall, Building A.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_heard_plaisance\"]) == false]" }, { "actor": "Electronic Doorbell", "dialogue": "An off-key melody starts playing after you ring the doorbell... Then a woman picks up the receiver..." }, { "actor": "Plaisance", "dialogue": "\"Cuno! Please stop calling here! Grown-ups don't have time for your stupid games.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_intro_hub\"]) == false]" } ], [ { "actor": "Pain Threshold", "dialogue": "Ooh, that's the good stuff. THE MOTIVE! There you go, see, this works. DO THE MOTIVE. The pain has dislodged something in your soaked sponge of a brain..." }, { "actor": "You", "dialogue": "\"Okay. Let's back off for a moment. Tell me this...\"" }, { "actor": "The Deserter", "dialogue": "\"You're lost, droite. You're lost...\" He shakes his head, tufts of grey-white hair on his skull and chin..." }, { "actor": "You", "dialogue": "\"Who are you?\"" }, { "actor": "The Deserter", "dialogue": "\"My name...\" He looks across the water, then back at you: \"...is Iosef Lilianovich Dros, Political Commissar of the 114th Anti-Aircraft Division of the 4th Army of the Commune of Revachol.\"" }, { "actor": "The Deserter", "dialogue": "\"I am a deserter, a partisan, and a prisoner of war. This is my termless surrender.\" His eyes turn to the reeds again, dead and dull." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"tc.insurcom\"]]" }, { "actor": "Visual Calculus", "dialogue": "There, behind them, across the Delta -- the INSURCOM building. Coalition Government Insulindian Mission Control." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: Variable[\"tc.wards_plais\"]]" }, { "actor": "Warded Door", "dialogue": "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." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: CheckItem(\"key_bookstore_backdoor\")]" }, { "actor": "You", "dialogue": "Unlock the door with the key." }, { "actor": "Warded Door", "dialogue": "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." }, { "actor": "Shivers", "dialogue": "You feel the tiny hairs on the back of your neck rise up, as if someone's standing right behind you." }, { "actor": "Half Light", "dialogue": "An uneasy knot forms in the pit of your stomach..." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.bookstore_backdoor_shivers\"]) == false]" }, { "actor": "You", "dialogue": "[Open the door and enter.]" } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "\"Do I know how to turn back time...?\" He gives you a sideways glance. \"Is that a trick question?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.fascha_dq_asked_someone_the_q\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "A question for an answer, huh? The answer must be really obvious." }, { "actor": "You", "dialogue": "\"Yes, Gary. A trick. Now humour me.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Phew...\" He scratches his head. \"I don't know what to tell you. I mean of course there are *theories* out there...\"" }, { "actor": "Inland Empire", "dialogue": "The further out, the better." }, { "actor": "You", "dialogue": "\"What kind of theories are we talking about here?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Well, there's a very interesting cryptid known as the Semper Maa. And a certain tribe of ancient kipts who practiced 'digital castigation,' though frankly I don't know how *compelling* you'll find that theory...\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"And then you hear rumours...\" He flashes a quick side-glance at the lieutenant. \"... that the Seolites possess technology that actually lets them move through time like it's a corridor. Back and forth, you see.\"" }, { "actor": "Reaction Speed", "dialogue": "The lieutenant stops writing in his notebook for a moment. It's only a fraction of a second, but you catch it." }, { "actor": "You", "dialogue": "\"You really think the Seolites can really move *through* time?\"" } ], [ { "actor": "You", "dialogue": "\"About your pin...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I hope you were able to pawn that old trinket!\" She smiles up at you earnestly." }, { "actor": "You", "dialogue": "\"I bought it back. I know it means a lot to you. You should have it.\" (Give her the pin.)" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Aw, thank you, dear. I confess -- I am glad to see it again. Very honourable of you, officer.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]" }, { "actor": "You", "dialogue": "\"Sweetie needs money. Do sweeties get money?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh sweetie.\" Her expression becomes very serious. \"I heard your conversation with the manager about your... financial troubles. When do you get your next paycheck?\"" }, { "actor": "Empathy", "dialogue": "If she could, this woman would feed and clothe you and every other sad, lost person on this earth." }, { "actor": "Physical Instrument", "dialogue": "You've got guns of steel and a chiselled jaw (somewhere under the bloated alcohol layer). Maybe she'd like to sponsor you?" }, { "actor": "You", "dialogue": "\"I was hoping you could be my *sponsor*.\"" } ], [ { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Canal", "dialogue": "The reeds bend forlornly toward the sand. You see slabs of concrete, north. In the east, the city centre hums to you." }, { "actor": "Shivers", "dialogue": "The constant, distant song. Louder on this part of the coast. Nearer somehow. And there's that cold again, always the cold..." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Canal", "dialogue": "The reeds bend forlornly toward the sand. You see slabs of concrete, north. In the east, the city centre hums to you." }, { "actor": "Shivers", "dialogue": "The constant, distant song. Louder on this part of the coast. Nearer somehow. And there's that cold again, always the cold..." }, { "actor": "You", "dialogue": "Reach for the trap." } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "\"Kim, what's Revachol Ice City?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No idea,\" he shrugs. The three-worded business name stands cryptic among the others:" }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but no one answers." }, { "actor": "Conceptualization", "dialogue": "What an ominous name for a hair salon... Doesn't bode well for anyone's hair." }, { "actor": "Half Light", "dialogue": "Just seeing the words \"Andro-Orlando\" gets your hackles up. It's very existence is a *threat* to your masculinity, to say nothing of your hair." }, { "actor": "You", "dialogue": "\"Slipstream SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_whitecheck_volition\"]]" }, { "actor": "Volition", "dialogue": "Whatever she says, it can't hurt you. You're a different person now. Stronger, healthier and..." }, { "actor": "Volition", "dialogue": "Alright, maybe not *healthier*, but it's a *bonus* that you've drunk so hard you can't remember any of your past relationships. Oblivion's the ace in your corner." }, { "actor": "You", "dialogue": "Call her again. (Press the doorbell to Slipstream SCA.)" }, { "actor": "Electronic Doorbell", "dialogue": "There's a light buzz as you press the doorbell, waiting for her to answer the call. It's cold outside, and you can hear the wind blowing into the speaker." } ], [ { "actor": "You", "dialogue": "\"Looks like an undercover counterintelligence programme.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, that's not it. *I* think...\" The lieutenant takes a step back, steepling his hands." }, { "actor": "Interfacing", "dialogue": "Like he's ready to lay out a fine theory, crafted together like a puzzle box." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like one of those popular pen-and-paper role-playing games -- only these people were trying to *automate* it. Make it work on *radiocomputers*.\"" }, { "actor": "Esprit de Corps", "dialogue": "Utter madness, he thinks -- as a compliment." }, { "actor": "You", "dialogue": "\"How were they planning to do that?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Through call-in stations.\" He nods at the fireplace. \"None of the players have to be physically present... Anyone in the world can participate in the game, as long as they have a two-way radio.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Then there's the Game Master Frequency that listens in on the smaller call-in stations. I think that was supposed to coordinate the stories. Functioning as a master of ceremonies of sorts.\"" }, { "actor": "Electrochemistry", "dialogue": "His fascination has swept aside other concerns for the moment. He's a little *hooked*." }, { "actor": "Interfacing", "dialogue": "Coordinating so many games would take a whole switchboard of people, possibly divided into sub-frequencies." }, { "actor": "You", "dialogue": "\"And this was a role-playing game?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Indeed. Those *welkins* are a dead giveaway.\" He points to the chalkboard. \"Role-playing people love that stuff. The world looks like a modified version of the Wirr\u00e2l boardgame... with heat death thrown in.\"" } ], [ { "actor": "You", "dialogue": "\"So you *didn't* kill him. He was already dead.\"" }, { "actor": "Titus Hardie", "dialogue": "He nods." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"XP.discover_the_bullet\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You hanged the corpse to cover up the real cause of death -- the bullet in his head.\"" }, { "actor": "Titus Hardie", "dialogue": "Another nod." }, { "actor": "You", "dialogue": "\"Why?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Cause the girls asked us to. They were in some shit.\"" }, { "actor": "Rhetoric", "dialogue": "Girls plural? There's another girl? Two of them? Take note of this. They'll probably say more about her later." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Did *she* kill him?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Cop, I have no idea -- the girl says she didn't...\"" }, { "actor": "Empathy", "dialogue": "He doesn't think she did. Or at least he *hopes* she didn't." }, { "actor": "You", "dialogue": "\"What happened Sunday night?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Klaasje came down.\" He points to the stairs. \"She seemed really out of it. Drugged up -- even more than usual. Bug eyed and gurning, you know? Not in a *fun* way.\"" } ], [ { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: (Variable[\"coast.exec_viscal_succeeded\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "A scattering of bullet holes is spread across the cracked wall, reaching from one corner to the other." }, { "actor": "You", "dialogue": "Why this many bullet holes?" }, { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: (Variable[\"coast.exec_whitec_viscal_bullets\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "Unable to piece together the *big picture* just now. There's a hole in the hypothesis." }, { "actor": "You", "dialogue": "Fine. Okay." }, { "actor": "Perception (Sight)", "dialogue": "The scattering of bullet holes looks like one giant smiling mouth. Smiling its deadly smile." }, { "actor": "You", "dialogue": "Walk away. [Leave.]" } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Remember,\" the lieutenant whispers. \"He wants to tell us -- but he doesn't want to *help* us. It needs to look like we already have everything.\"" }, { "actor": "Empathy", "dialogue": "There is palpable excitement in his tone. He likes him for this -- *a lot*. But there's something more too..." } ], [ { "actor": "Mattress Nest", "dialogue": "There's a rain-soaked mattress on a concrete slab, only half-covered by the crumbling roof. At the head of it -- double embrasures -- firing slits, like two eyes in the wall." }, { "actor": "Kim Kitsuragi", "dialogue": "\"B triple prime...\" The lieutenant lowers his voice, stepping closer with his hand on his gun. \"This looks like a good place to shoot from.\"" }, { "actor": "You", "dialogue": "Inspect the wall." }, { "actor": "Mattress Nest", "dialogue": "There's a firing slit in the wall in front of you. Like a little window..." }, { "actor": "You", "dialogue": "Look through the hole in the concrete." }, { "actor": "Mattress Nest", "dialogue": "The springs screech as you lean on the mattress and crane your neck to look out..." }, { "actor": "Inland Empire", "dialogue": "Trepidation. A tingling feeling in your stomach..." }, { "actor": "Mattress Nest", "dialogue": "A small piece of Martinaise coastline opens up in the square in front of you -- like a tiny landscape painting, one kilometre across the water. The ruins look familiar." }, { "actor": "You", "dialogue": "Got you. [Leave.]" } ], [ { "actor": "Inland Empire", "dialogue": "Now! Now you will *finally* get to know who you are!" }, { "actor": "You", "dialogue": "\"Wait. I have a *few* questions before we go. About who I am.\"" }, { "actor": "Jean Vicquemare", "dialogue": "The man looks westward, impatiently." }, { "actor": "Perception (Hearing)", "dialogue": "Jingling his car keys in his pocket." }, { "actor": "You", "dialogue": "\"Who *am* I?\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Who *are* you? You're a gym teacher, Harry.\"" }, { "actor": "You", "dialogue": "\"What?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.return_to_mainland_done\"]]" }, { "actor": "Jean Vicquemare", "dialogue": "\"Well -- obviously you're not a gym teacher anymore, but...\"" }, { "actor": "You", "dialogue": "\"But before...\"" }, { "actor": "Judit Minot", "dialogue": "\"Before you were a cop, you were a gym teacher in Couron.\" She looks around. \"It's getting really cold outside. Should we maybe...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.return_to_mainland_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "She's avoiding your gaze." }, { "actor": "You", "dialogue": "\"A special forces gym teacher?\"" } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: DayCount() == 3]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_altgreet_day_two_heart_hint\"]) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Offic... argh...\" He rubs his chest and spits. \"Goddamnit... pull yourself together, Ren\u00e9.\" He turns to you. \"What do you want?\"" }, { "actor": "Endurance", "dialogue": "This man seems to be experiencing a mild to medium level of congestive heart problems, either due to narrowing of the arteries or high blood pressure." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_endurance_heart_problems\"]) == false]" }, { "actor": "You", "dialogue": "\"Ren\u00e9, the medal story -- Drysant's horse stepped on your knee, then what happened?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I grabbed my sidearm and shot the beast in the head. Then everything went black.\"" }, { "actor": "Gaston Martin", "dialogue": "\"*Capitaine Arnoux -- le fl\u00e9au des chevaux*!\"" }, { "actor": "Rhetoric", "dialogue": "The bane of horses." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"When I came to, it was all over,\" he continues, ignoring his companion. \"It was just me and jawless Drysant, gurgling in the blood-soaked mud right next to me.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"The dink had taken numerous flesh wounds and lost a lot of blood, but despite missing his jaw he seemed hesitant to die. Tougher than he looked, that one.\"" }, { "actor": "You", "dialogue": "\"This would never happen to Johnny Law-jaw.\" (Point to your jaw.) \"My jaw is tight.\"" } ], [ { "actor": "Soona, the Programmer", "dialogue": "\"And now if you'll just connect that here...\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Got it. Are we ready?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"We're ready to try, at least. Please, put those on. I've configured the channels so that only your microphone is set to broadcast. We'll both be able to listen, but anyone we reach will only hear *your* voice.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"You will need to transmit your connection request while I attempt to locate the warship's public frequency. You will likely encounter some interference, but it's important to keep transmitting your request until you're acknowledged. Ready?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Good. Beginning transmission.\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_snowing\"]]" }, { "actor": "Shivers", "dialogue": "A soft rustling. The snow seems to have gotten between your ears somehow..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_shivers_snow\"]]" }, { "actor": "You", "dialogue": "Ignore it." }, { "actor": "Soona, the Programmer", "dialogue": "\"Go ahead, officer.\"" }, { "actor": "You", "dialogue": "\"Coalition Warship Archer, this is Detective Rapha\u00ebl Ambrosius Costeau of the RCM. Please acknowledge.\"" } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_phys_inst_bar\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: CheckEquippedGroup(\"gloves\")]" }, { "actor": "Horseback Antenna", "dialogue": "Your gloves give you a solid grip on the metal bar. This feels pleasingly familiar..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_phys_inst_bar\"]) == false]" }, { "actor": "Horseback Antenna", "dialogue": "You don't exactly cut a lithesome figure, but after several moments of scrambling you manage to hoist yourself atop the monument." }, { "actor": "Physical Instrument", "dialogue": "That performance was, frankly, an embarrassment." }, { "actor": "You", "dialogue": "\"That was pretty bad. I hope nobody saw it.\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, you're a natural gymnast, detective. Now would you like to do what you got up there to do?\"" }, { "actor": "You", "dialogue": "\"Did you *see* that bar work?\"" } ], [ { "actor": "You", "dialogue": "\"Fine. 20 re\u00e1l for the night.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He sighs so much he seems to deflate. He slams the key before you. \"The room is yours for the night. Don't forget you'll need *another* 20 re\u00e1l tomorrow.\"" }, { "actor": "You", "dialogue": "\"Here's your trash container key.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.garte_trash_bed_offer_made\"] == true) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Thanks. I hope you found what you were looking for.\"" }, { "actor": "You", "dialogue": "\"Just trash.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"As it should be. Anyway. Thank you for returning my key.\"" }, { "actor": "You", "dialogue": "\"So, about that money I owe...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes, have you got it?\"" }, { "actor": "You", "dialogue": "\"Actually, let's talk about something else.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.garte_owing_hub_exited_once\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Like what? I was really enjoying talking about the *money* you owe me...\"" } ], [ { "actor": "You", "dialogue": "\"I just found a *bullet* -- in the hanged man's head.\"" }, { "actor": "Titus Hardie", "dialogue": "\"A bullet, you say?\" He pats the back of his head. \"That's mighty curious.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Curious yes, I guess we'll never know... About something else though?\"" }, { "actor": "Titus Hardie", "dialogue": "\"I really don't care.\" He shrugs and looks over his shoulder." }, { "actor": "You", "dialogue": "Convince Titus he is being manipulated." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]" }, { "actor": "Rhetoric", "dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_drama_rc_success_they_lie\"]) == false]" }, { "actor": "You", "dialogue": "One of his boys will." } ], [ { "actor": "Smoker on the Balcony", "dialogue": "\"Gendarmerie! You found me.\" The young man on the balcony gives you a bright smile, before taking another drag from his cigarette." }, { "actor": "Conceptualization", "dialogue": "His slender figure is backlit by city lights, its distant streets and motorways flashing like diamonds..." }, { "actor": "Empathy", "dialogue": "It feels like a Friday. He seems to be in a good mood tonight." }, { "actor": "Electrochemistry", "dialogue": "And his shirt is still unbuttoned." }, { "actor": "You", "dialogue": "\"Yes, the cleaning lady let me in. She also led me to your apartment.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Beautiful,\" he replies, smiling. As he looks at you, something sparkles in his eyes." }, { "actor": "Smoker on the Balcony", "dialogue": "\"So tell me, are you here to make things *right* again?\"" }, { "actor": "You", "dialogue": "\"Honestly I'm just trying to not screw anything up.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Beautiful,\" he says again. A nearby street lamp casts shadows on his chin, drawing out the slender cheekbones." }, { "actor": "Smoker on the Balcony", "dialogue": "\"I have some good news for you. My Sunday friend is visiting me tonight. I told him about you and he'd like to say hello. Step in, he's already waiting.\" He nods towards door #28." }, { "actor": "You", "dialogue": "\"Very well, I'll talk to him, but first I want to talk to *you*. I have so many questions.\" (Proceed.)" } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"I've told you everything I've got.\" He looks around nervously. \"Can you please stop talking to me now?\"" }, { "actor": "You", "dialogue": "\"If it's not you, then who's running drugs through Terminal B?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Isn't it obvious? Fuckin' Siileng, that beady-eyed South-Samaran.\" He spits on the ground. \"His little side business is a scam. I wouldn't be surprised if he was peddling drugs as well.\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_met\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_went_through_ruby_info\"]) == false]" }, { "actor": "You", "dialogue": "\"Who's that?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"He's the Samaran guy who likes to pretend he's some kinda businessman... Really he's just selling his employer's stuff. Stuff he *stole* after he broke the seals on his Humanox lorry.\"" }, { "actor": "You", "dialogue": "\"Where do I find him?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Just follow the smell. It smells like apricots and *oil* when you're nearby...\" The lorryman lets out a raspy croak at his own sense of humour." }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Racist lorry driver", "dialogue": "\"Seriously, though, he's usually just a little bit south of here. Down near the canal, you can't miss him. Just watch yourself...\"" } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (IsHourBetween(21, 2)) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.has_shack\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_altgreet_singing_reaction\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_greeting_done\"]]" }, { "actor": "Washerwoman", "dialogue": "The old woman still hums her unknown song. She opens her eyes to acknowledge your presence." }, { "actor": "Encyclopedia", "dialogue": "There's a gap where the name of that song should be. You should ask her about it, right now!" }, { "actor": "You", "dialogue": "Convince her to sign Evrart's document." }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_whitecheck_rhetoric_convince\"]]" }, { "actor": "Suggestion", "dialogue": "Logic and reason won't work on this old bat. Better go for shameless emotional manipulation. What's a grandmother's deepest vulnerability?" }, { "actor": "Inland Empire", "dialogue": "Does this *feel* like a *good* thing though?" }, { "actor": "Reaction Speed", "dialogue": "The grandmother card *will* do the trick. Last chance to turn back." } ], [ { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"Cuno, I... I threw up and I can't investigate the body now...\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, like a fucking volcano!\" The kid is mimicking violent puking noises. \"Fucking pathetic.\"" }, { "actor": "Cunoesse", "dialogue": "\"You're lucky you didn't die there, f****t!\"" }, { "actor": "You", "dialogue": "\"Ah, forget about it.\"" }, { "actor": "Cuno", "dialogue": "\"Wish Cuno could,\" he says with sadness in his eyes. \"That shit was vile.\"" }, { "actor": "You", "dialogue": "\"About the crime scene -- you kids often play in this yard?\"" }, { "actor": "Cuno", "dialogue": "\"Right, pig, this is where Cuno plays with his little wooden choo-choo. Fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"I was wondering about that trash container.\"" }, { "actor": "Cuno", "dialogue": "\"Don't be wondering about Cuno's shit, pig!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.open_trash_container\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_inland_something_in_there\"] and CheckItem(\"ledger_damaged\") == false and CheckItem(\"ledger_of_failure_and_hatred\") == false and CheckItem(\"ledger_oblivion\") == false]" } ], [ { "actor": "Encyclopedia", "dialogue": "ICM? This feels familiar somehow..." }, { "actor": "You", "dialogue": "\"Are those specks stars too?\"" }, { "actor": "Cuno", "dialogue": "He leans in for a closer look. \"Dunno. Maybe. Sorta looks like stars to Cuno. Or, like, islands maybe? Fuck does Cuno know...\"" }, { "actor": "Encyclopedia", "dialogue": "Thank you, Cuno. It's the Dolorian symbol of Insulinde -- the face in the sea." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Electrochemistry", "dialogue": "Now that you've acquired some stimulants, it's time for a little pick-me-up. Time to *detect*." }, { "actor": "You", "dialogue": "Okay, my body is ready. Let's do this. (Try some speed.)" }, { "actor": "Electrochemistry", "dialogue": "You raise the Preptide bottle, press one nostril closed, and inhale *furiously* with the other. The rush is almost immediate. It tastes bitter and caustic, and stings a bit inside your nose." }, { "actor": "You", "dialogue": "Good to have you back, Officer Supercop. The world has been waiting." }, { "actor": "Electrochemistry", "dialogue": "Now the taste is slowly receding into your throat... The rush is growing in intensity, your little heart pounding like a bird in a cage. A sweat breaks out across your brow, your jaw clenches..." }, { "actor": "Endurance", "dialogue": "And, let's be honest, there's a little chest pain -- the *good* kind, of course. You may wanna blast a Nosaphed or something." }, { "actor": "Logic", "dialogue": "Hmmm, you could work with this high... Like, literally *work*: Solve the case, file some papers. Maybe clean up your hostel room, then solve *another* case, then start a side investigation into the para-natural, then build a radiocomputer..." }, { "actor": "Composure", "dialogue": "Whooh, this shit is strong. This shit is disco." }, { "actor": "You", "dialogue": "\"Kim, I did a little speed. I hope you don't mind. It was for professional reasons.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not your mother.\" He avoids your gaze. \"I don't care. Do what you have to do.\"" } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] == true or Variable[\"auto.is_snowing\"] == true) == false]" }, { "actor": "Horseback Antenna", "dialogue": "The cold metal chills your bare hands. Some part of your brain tells you something is missing..." }, { "actor": "Hand/Eye Coordination", "dialogue": "Chalk powder. Absorbs moisture and keeps your grip firm." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_physint_chalk\"]]" }, { "actor": "Horseback Antenna", "dialogue": "... and before you know it, you're safely perched atop the monument." }, { "actor": "You", "dialogue": "\"Did you *see* that bar work?\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"I didn't see anything. I was focussed on my work. Have you checked the connections yet, or no?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"So, the death notification...\" the lieutenant says as soon as you've left the apartment." }, { "actor": "Empathy", "dialogue": "He's avoiding your gaze. This is the time to say how sorry you are about how things went." }, { "actor": "You", "dialogue": "\"That did not go...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Well*? No, it didn't.\"" }, { "actor": "You", "dialogue": "\"That did not go...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Well*? No, it didn't.\"" }, { "actor": "You", "dialogue": "\"That did not go...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Well*? No, it didn't.\"" }, { "actor": "You", "dialogue": "\"That did not go...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Well*? No, it didn't.\"" }, { "actor": "You", "dialogue": "\"That did not go...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Well*? No, it didn't.\"" } ], [ { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_made_it_to_main_hub\"]) == false]" }, { "actor": "Rosemary", "dialogue": "\"Good to see you, friend! Do I have *deals* set up for you, buddy-boy!\" He spreads his arms as if wanting to embrace you." }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"coast.idiot_teq_story_end_reach\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Does he actually know you or is he just shopkeep-friendly?" }, { "actor": "You", "dialogue": "\"What are you talking about?\"" }, { "actor": "Rosemary", "dialogue": "\"So whadda'ya want?\" He tilts his head. \"I got smokes. They're cheap. Very cheap. I got pilsner. Great deal. You won't get a better deal on that piss... Spirits I can let go for 300 re\u00e1l. I also have speed. And by *speed* I mean amphetamine.\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\") and Variable[\"TASK.report_to_the_tribunal_done\"] == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.orb_necktie_bottle_done\"]]" }, { "actor": "Horrific Necktie", "dialogue": "See, there it is, bratushka! -- you feel your necktie *strangle* you with excitement -- the *spirit*! Let's buy the spirit! 300 re\u00e1l is a lot, but this has to be done." }, { "actor": "Horrific Necktie", "dialogue": "It's our END GAME." }, { "actor": "You", "dialogue": "This is just another stupid drunk idea I'm having, that I'm attributing to my necktie." }, { "actor": "Horrific Necktie", "dialogue": "Bratan, you don't understand. It's not just another drink. This is what our relationship has been building towards all these years. This is the climax. The mystery. The virginal sigh." }, { "actor": "Horrific Necktie", "dialogue": "You *have* to buy it from him. Get it off him. Kill him, if you have to. Our ultimate fate depends on it. And the fate of *many worlds*." } ], [ { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_inside_main_hub_reached\"] == true) == false]" }, { "actor": "Barred Door", "dialogue": "This is a small, heavy door. There is no lock in sight." }, { "actor": "You", "dialogue": "Kick the door in." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_physinst_kick_in_success\"]) == false]" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.arrest_klaasje_done\"] or Variable[\"TASK.enter_cavern_done\"] or IsHourBetween(7,22) == false) == false]" }, { "actor": "Physical Instrument", "dialogue": "You kick it -- gung ho-style, *entering the premises*-style -- but the door fails to respect the force. All you hear is the bar rattling inside, laughing at you." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_physinst_kicked_once\"]]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The woman takes a drag of her ziggie and nods: \"Demolish the place.\"" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (CheckItem(\"key_workshop_spare\")) == false]" }, { "actor": "Inland Empire", "dialogue": "Below... in the Union box... was there something behind the window? In the hawthorn branches, brushing against the glass." } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_greeting_done\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_midgreet_leave\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_thanked_for_getting_m_back\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Hello, officer! Name's Gary. Boy, am I ever so grateful to you! But I'm not the only one who wants to thank you...\" He nods toward Lena." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "\"I could have done more.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You did enough.\" He pauses, rubbing his hands together to generate some heat." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Can't save the whole world, you know?\"" }, { "actor": "Conceptualization", "dialogue": "Can't bring the dead back." }, { "actor": "You", "dialogue": "Say nothing." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Anyway, I'll call the station when we're finished with the day and let them know the name of the deceased.\"" }, { "actor": "You", "dialogue": "\"What about Billie and her kids?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They'll manage.\"" }, { "actor": "Volition", "dialogue": "They have to. It's not your place to live their lives." }, { "actor": "You", "dialogue": "\"Right, this is closed then.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"Let's go.\"" } ], [ { "actor": "You", "dialogue": "Pull out the pull-out toolbox." }, { "actor": "Abandoned Lorry", "dialogue": "A metallic drawer slides out from the seat: It's empty, except for a folded newspaper." }, { "actor": "You", "dialogue": "Push in the pull-out toolbox." }, { "actor": "Abandoned Lorry", "dialogue": "The pull-out toolbox slides back into its nest. The rest is as it was: radio, posters, a trace of motor oil smell under all the cigarettes." }, { "actor": "You", "dialogue": "[Close the door.]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.search_through_the_locked_cabin_done\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_seen_article\"] == true and Variable[\"jam.abandoned_seen_posters\"] == true and Variable[\"jam.abandoned_seen_radio\"] == true and Variable[\"jam.abandoned_seen_pedals\"] == true]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "You close the rusty old lorry door -- your job here is done." } ], [ { "actor": "Inland Empire", "dialogue": "Was that -- could it be -- the Col Do Ma Ma Daqua?! No. It's probably just your *imagination* ringing in your ear..." }, { "actor": "You", "dialogue": "Is it? Is there a ringing? (Listen more closely.)" }, { "actor": "Inland Empire", "dialogue": "There seems to be. An *extremely* high pitched ring. Ultrasonic. Lena said it was very high-pitched, right? It's like something *tickles* your ear." }, { "actor": "Logic", "dialogue": "Lena also said that it couldn't be heard by any other animal -- including humans. What you're hearing must just be a regular bird." }, { "actor": "Inland Empire", "dialogue": "But you're not a regular animal. You're not even a regular cop. You see -- and hear! -- beyond the veil." }, { "actor": "You", "dialogue": "\"Wait, Kim, do *you* hear a high pitched noise?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. I don't hear the Col Do Ma Ma Daqua -- and neither do you.\"" }, { "actor": "Inland Empire", "dialogue": "Of course he doesn't. He's DEAF." }, { "actor": "You", "dialogue": "\"Wait, Kim, do *you* hear a high pitched noise?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. I don't hear the Col Do Ma Ma Daqua -- and neither do you.\"" }, { "actor": "Inland Empire", "dialogue": "Of course he doesn't. He's DEAF." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.minot_whirling_mainhub_reached\"]) == false]" }, { "actor": "Horse-Faced Woman", "dialogue": "The woman in an RCM patrol officer's uniform winces as she notices you." }, { "actor": "Horse-Faced Woman", "dialogue": "\"I would really prefer not to talk to you right now...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.decomptage\"]]" }, { "actor": "Authority", "dialogue": "As Lieutenant Kitsuragi explained, a patrol officer is the lowest rank in the RCM, below lieutenant and sergeant." }, { "actor": "You", "dialogue": "\"Is everything alright? Why don't you want to talk to me?\" (Proceed.)" }, { "actor": "Horse-Faced Woman", "dialogue": "\"I don't know...\" She's still avoiding your gaze. \"I mean, why would I want to talk to you?\"" }, { "actor": "Suggestion", "dialogue": "...after all you've done -- is what her tone implies." }, { "actor": "You", "dialogue": "\"I'm a deeply flawed individual, but I bring joy to the world.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Do you now?\" she asks, narrowing her eyes. After a moment she shakes her head." }, { "actor": "Empathy", "dialogue": "Something changes in her. It's pity. Pity comes over her." }, { "actor": "Horse-Faced Woman", "dialogue": "\"Okay, fine. Let's talk. What did you want?\"" }, { "actor": "Rhetoric", "dialogue": "Hmm... what does one talk about with a fellow officer?" }, { "actor": "You", "dialogue": "\"I bet you liked that, didn't you? Let's be honest, that was some first rate karaoke.\"" } ], [ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_perc_black\"]]" }, { "actor": "You", "dialogue": "So what? I'm also black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_first_greeting_done\"]]" }, { "actor": "Perception (Sight)", "dialogue": "You *really* need to take a look at that mirror upstairs." }, { "actor": "You", "dialogue": "\"I have to run.\" [Leave.]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_first_ending_done\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_interfacing_gloves\"]]" }, { "actor": "The Gardener", "dialogue": "\"See you around, officer.\"" } ], [ { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "A cockatoo is a parrot with an erectile crest, found on the Semenine islands and in southern Face-\u00e0-la-Mer. Known for their intelligence and general precociousness, cockatoos are popular birds in aviculture; however, they often exhibit various behavioural issues." }, { "actor": "You", "dialogue": "Okay. What more?" }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "You", "dialogue": "Read about the funeral cockatoo." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." }, { "actor": "Inland Empire", "dialogue": "Cool." }, { "actor": "You", "dialogue": "Yes, but there has to be something *great* about cockatoos as well." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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!" }, { "actor": "Perception (Hearing)", "dialogue": "Ouch. That must hurt." }, { "actor": "Logic", "dialogue": "Not great for the neighbours." }, { "actor": "Drama", "dialogue": "Performing? Yesss, birdie!" }, { "actor": "You", "dialogue": "Read about the most common bang-bang cockatoo." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "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." } ], [ { "actor": "Tiago", "dialogue": "Is that... a man? Looks more like part of the carpentry of the building came alive and is now studying you intently." }, { "actor": "Reaction Speed", "dialogue": "The crab-man!" }, { "actor": "You", "dialogue": "Say nothing. Be quiet for now." }, { "actor": "Tiago", "dialogue": "The man leans forward a little, fixing you with a steady, unreadable gaze, then speaks..." }, { "actor": "Tiago", "dialogue": "\"Habitual alcohol use has made you into a scared little pussy, homes. But don't worry, everything's gonna be alright -- you've come to the right place.\"" }, { "actor": "Encyclopedia", "dialogue": "That accent is Villalobos -- a peninsula in Mesque *and* a district in Jamrock. There's a sizable contingent of Villalobos-speaking mesques in Revachol." }, { "actor": "You", "dialogue": "\"The right place for what?\"" }, { "actor": "Tiago", "dialogue": "\"Here you can receive the Mother's love, and, when you're ready, she will take your hand and lift you out of the despair at the bottom of the bottle.\"" } ], [ { "actor": "You", "dialogue": "\"Whose idea was it to hang him anyway -- hers?\"" }, { "actor": "Titus Hardie", "dialogue": "\"In a manner of speaking.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_reaction_speed_another_girl_picked_up\"]) == false]" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Titus Hardie", "dialogue": "\"We had... help. From another girl. It was her idea to hang him -- and I liked it, for political reasons. It sent a good message.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"XP.glen_says_he_thinks_she_could_be_a_new_hardie\"] == true) == false]" }, { "actor": "You", "dialogue": "\"Who is she -- this *other* girl? Do I know her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"No,\" he shakes his head, \"you're not gonna be on a first name basis with this person.\"" }, { "actor": "You", "dialogue": "\"Okay -- I get it. Stonewalled.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Glad you understand that.\"" }, { "actor": "You", "dialogue": "\"Who's *Tibbs*?\"" }, { "actor": "Titus Hardie", "dialogue": "\"My brother. He's in the window replacement business.\"" }, { "actor": "Conceptualization", "dialogue": "Tibbs -- that's short for..." } ], [ { "actor": "Mountain of Board Games", "dialogue": "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 Wirr\u00e2l-related merchandise." }, { "actor": "You", "dialogue": "\"I want to buy the *Wirr\u00e2l* game.\"" }, { "actor": "Plaisance", "dialogue": "\"If you say so.\" She gives you a curious glance. \"But you better stay away from those immoral occult rituals.\"" }, { "actor": "Tutorial Agent", "dialogue": "You've acquired an interactable item. Investigate this item further by going to the INTERACT tab in your INVENTORY." }, { "actor": "You", "dialogue": "\"Storekeep, what board games do you have here?\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "Plaisance", "dialogue": "\"'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!\"" }, { "actor": "Inland Empire", "dialogue": "Who are you going to play board games with? Do you have friends or family?" }, { "actor": "You", "dialogue": "\"Look at me, who'd want to have children with me?\"" }, { "actor": "Plaisance", "dialogue": "\"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." } ], [ { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: Variable[\"canal.water_lock_greeting_done\"]]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: IsEvening()]" }, { "actor": "Man on water lock", "dialogue": "\"Evening, officer!\"" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: DayCount() > 2]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: Variable[\"TASK.close_water_lock_done\"] or Variable[\"canal.water_lock_alt_cant_chat\"]]" }, { "actor": "Man on water lock", "dialogue": "\"High time I got moving up the coast. But please, officer, after you.\"" }, { "actor": "You", "dialogue": "\"But, wait, what's further down the coast?\"" }, { "actor": "Man on water lock", "dialogue": "\"Well, there's the fishing village. An abandoned fish market. A bizarro church. Not much use to the congregation, though -- there always seems to be something wrong with it.\" He thinks for a moment." }, { "actor": "Man on water lock", "dialogue": "\"Yeah, not really much else. Just bombed-out ruins.\"" }, { "actor": "You", "dialogue": "\"Alrighty then.\" [Leave.]" }, { "actor": "Man on water lock", "dialogue": "\"Cheers!\" He salutes you with a half-eaten piece of salami." } ], [ { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_intro_done\"]) == false]" }, { "actor": "Coupris Kineema", "dialogue": "Before you stands a motor carriage. The bodywork is covered in blue and white livery bearing the number 57." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_kim_with_money_plan\") and IsKimHere()--[[ Variable[ ]]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have something in the back we could sell so you can pay for your room. Open the suspect transport enclosure.\"" }, { "actor": "Encyclopedia", "dialogue": "Those are some fancy words. Most people would just call it *the cage*." }, { "actor": "You", "dialogue": "Open the door." }, { "actor": "Coupris Kineema", "dialogue": "The cage at the back of the motor carriage looks rather uncomfortable. Four shiny hubcaps are stacked against the seat. Their silver edges sparkle in the dark." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I confiscated these four a little while back. We can take them to the pawnshop down by the Martinaise Canal.\"" }, { "actor": "You", "dialogue": "\"You said something about a pawnshop?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"] or Variable[\"canal.light_mainhub_reached\"] or Variable[\"canal.table_mainhub_reached\"] or Variable[\"canal.hjelmdall_mainhub_reached\"] or Variable[\"canal.boombox_mainhub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, the Bird's Nest Roy, near the canal -- we've been there. If I'm not mistaken it should be open late.\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"tc.turn_off_tutorial_node\"]) == false]" } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: IsKimHere() and Variable[\"gates.measurhead_disable_kim_react_to_turnbacktime_if_seen_once\"] == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.fascha_dq_asked_someone_the_q\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Goddamnit...\" mumbles the lieutenant. \"It's becoming a thing now, huh?\"" }, { "actor": "You", "dialogue": "Ignore him." }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.pale\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.joyce_fascha_dq_endurance_too_late_reality_now_must_get_from_headmeasure\"]) == false]" }, { "actor": "Measurehead", "dialogue": "\"OBSERVE,\" he turns to the women. \"LIKE A PEASANT HOPING TO BED A NOBLEWOMAN, THE HAM SANDWICH IS REACHING STRAIGHT FOR THE *ADVANCED* CONCEPTS. NO HUMILITY, AWARENESS, OR RESPECT.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Get your dirty hick-dick away from these advanced concepts, peasant!\"" }, { "actor": "Measurehead", "dialogue": "\"TO COMPREHEND TIME YOU MUST POSSESS AT LEAST A BASIC UNDERSTANDING OF HOW *REALITY* WORKS, WHAT THE RULES ARE. THE LOOK OF INFINITE ASTOUNDMENT IN YOUR EYES SAYS YOU HAVE *NO IDEA*.\"" }, { "actor": "You", "dialogue": "\"Hey, I'm a police officer, I know *plenty*!\"" }, { "actor": "Measurehead", "dialogue": "\"THE CONCEPTS YOU REACH FOR ARE FAR BEYOND YOU, PUPA. WITHOUT THE NECESSARY VOCABULARY YOU ARE ONLY WASTING MY TIME.\" He frowns. \"EDUCATE YOURSELF FIRST, TALK TO PEOPLE, AND UNDERSTAND THE BASICS.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_reality_lowdown\"]]" } ], [ { "actor": "Industrial Stove", "dialogue": "This industrial gas-powered stove has been used to prepare food for many hungry hostel guests. There are several pots and pans on hand." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_boots_kim_acid\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "Getting the corpse residue out of these boots is going to require patience. And also a huge pot full of boiling water, soap, and white vinegar." }, { "actor": "You", "dialogue": "Master chef out. [Leave.]" } ], [ { "actor": "Samaran Butter", "dialogue": "[Action/Check: Condition: (Variable[\"canal.samaran_vis_calc_wc_success\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "A crumpled billboard reading \"SAMARAN BUTTER\" soaks in the canal. Two ugly lines mar the bright countenance of the blond boy depicted." }, { "actor": "Interfacing", "dialogue": "The sign billboard has fallen on the water lock, keeping it open -- and thus out of order." }, { "actor": "You", "dialogue": "What is Samaran Butter?" }, { "actor": "Perception (Sight)", "dialogue": "Whatever it is, the boy on the billboard seems very happy about it." }, { "actor": "Encyclopedia", "dialogue": "Goat milk butter. The Samaran terrain makes it easier to raise goats than cows, and the local goat farmers produce high-quality meat and dairy staples that add variety to other nations' diets." }, { "actor": "Samaran Butter", "dialogue": "[Action/Check: Condition: Variable[\"canal.samaran_encyc_butter\"]]" }, { "actor": "Perception (Taste)", "dialogue": "It's an acquired taste." }, { "actor": "You", "dialogue": "Attempt to reconstruct what happened here." }, { "actor": "Samaran Butter", "dialogue": "[Action/Check: Condition: Variable[\"canal.samaran_vis_calc_white_check\"]]" }, { "actor": "Visual Calculus", "dialogue": "Judging by the size of the impact and the parallel lines of burnt rubber, the cause was probably a motor vehicle." } ], [ { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrartdocument_forged_two_signature\"]) == false]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: CheckItem(\"white_envelope_signed_wrong\")]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_signed_by_rosemary\"]]" }, { "actor": "White Envelope", "dialogue": "You take the legal documents out of the envelope: a 12-40 month construction period and the zoning plan in the addendum. It's signed by 'Idiot Doom' Spiral and someone called 'Don't Call Abigail', apparently." }, { "actor": "You", "dialogue": "Look at the zoning plan." }, { "actor": "White Envelope", "dialogue": "The youth centre cuts into the ocean like the bow of some great modern ship. Apparently it's going to cover most -- if not all -- of the street and the square between the existing houses. It's three storeys tall." }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrartenvelope_viscal_youthcentre_very_close_to_houses\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "It's going to be awfully close to the already existing buildings. Almost wall to wall, practically integrating them into the youth centre." }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrartenvelope_viscal_youthcentre_very_close_to_houses\"]]" }, { "actor": "Inland Empire", "dialogue": "This is either an ominous or cool architectural choice -- hard to say." }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.inland_youthcentre_omnious_or_cool\"]) == false]" } ], [ { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Ruby, the Instigator", "dialogue": "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." }, { "actor": "Perception (Hearing)", "dialogue": "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." }, { "actor": "Ruby, the Instigator", "dialogue": "\"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." }, { "actor": "Ruby, the Instigator", "dialogue": "\"Can't say it's a pleasure, officer. I was really hoping *not* to make your acquaintance. But -- here we are. \"" }, { "actor": "Suggestion", "dialogue": "The voice coming through the whirlwind of pain is not malicious. She doesn't want to hurt you -- but she has to." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ruby_suggestion_malice\"]]" }, { "actor": "Pain Threshold", "dialogue": "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." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_electro_new\"]) == false]" }, { "actor": "Volition", "dialogue": "Don't focus on the pain -- focus on doing your job. Tell her she's under arrest." }, { "actor": "You", "dialogue": "\"Help, Kim, help! My brain's on fire!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mmm...\" The lieutenant clutches his head as his eyes roll back into his skull." }, { "actor": "Endurance", "dialogue": "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." }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm using a pale latitude compressor. You and your partner have been caught in its field.\"" } ], [ { "actor": "Perception (Hearing)", "dialogue": "All around you, the hisses and chirps of locusts fill the musky air. The earthen floor of the shack has been shaped into mounds of mud dotted with little holes for windows." }, { "actor": "Conceptualization", "dialogue": "Like skyscrapers, spires of dirt and sand rising. Accommodations for their insectoid inhabitants?" }, { "actor": "Perception (Hearing)", "dialogue": "Sounds like you found the locusts, detective." }, { "actor": "You", "dialogue": "I need to tell Morell..." }, { "actor": "Perception (Hearing)", "dialogue": "As you turn away, heaps of leaves are rotting among the mud-cake towers. Dozens of little locusts feed on them, buzzing away with vicious joy..." } ], [ { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_fight_failure\"] or Variable[\"gates.mhead_fight_failed_mid_success\"]]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_altgreet_mhead_failed\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "\"Nice aggression with the native.\" He nods in approval. \"Don't let the chief fool you next time. You don't need to be that up in his face -- leave yourself space to move.\"" }, { "actor": "Physical Instrument", "dialogue": "Not bad advice, actually. This might do the trick.." }, { "actor": "Scab Leader", "dialogue": "He abruptly changes the subject: \"Let's talk about our right to work.\"" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_greeting_done\"]) == false]" }, { "actor": "You", "dialogue": "\"What about it? You're 'right to work'?\"" }, { "actor": "Scab Leader", "dialogue": "\"You here to fuck with us? Beat the honest worker down?\"" }, { "actor": "You", "dialogue": "\"No.\"" }, { "actor": "Scab Leader", "dialogue": "\"Good. We're fighting for a cause here.\" He chants at the gates: \"RIGHT TO WORK! RIGHT TO WORK!\"" }, { "actor": "Scab Leader", "dialogue": "\"Besides, we're not that different.\" He leans closer. \"It helps if people see us talking -- cops and strikebreakers together. Shows authorities are on our side. Builds confidence.\"" } ], [ { "actor": "Savoir Faire", "dialogue": "Sorry, but you just don't have it in you right now." }, { "actor": "Tiago", "dialogue": "\"What were you even trying to do, man? I believe you can overcome your problems eventually, if you purge yourself of your wilfulness and seek the Mother's guidance. But *this*, right now, would be some suicidal shit.\"" }, { "actor": "You", "dialogue": "\"Do you know where the other spooker is?\" (Point at the strange machines around you.)" }, { "actor": "Tiago", "dialogue": "\"Other spooker? Oh, esa viejita muy estudiosa!\" He laughs. \"Dunno, homes.\"" }, { "actor": "Rhetoric", "dialogue": "Viejita is... grandma?" }, { "actor": "You", "dialogue": "\"Right, thanks. I'll see if I can find her some other way...\"" }, { "actor": "Tiago", "dialogue": "\"You just have to wait until she comes back or...\" He shrugs." }, { "actor": "Reaction Speed", "dialogue": "Or search through her radiocomputer." }, { "actor": "You", "dialogue": "\"You've been here for a long time. Did you see the police raid that took place here?\"" }, { "actor": "Tiago", "dialogue": "\"Something like that,\" he responds, his voice suddenly flat." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Did you witness it?\"" }, { "actor": "Tiago", "dialogue": "\"Not really, or at least I don't remember much of it anymore. The Mother's Love has done its job... That's what's so great about the Mother -- it lets you forget about everything.\"" } ], [ { "actor": "Sunday Friend", "dialogue": "The man sees you approaching and turns away..." }, { "actor": "Sunday Friend", "dialogue": "\"Officer...\"" }, { "actor": "You", "dialogue": "\"Mr. Villedrouin...\"" }, { "actor": "Sunday Friend", "dialogue": "\"I must admit. I did not take you for a sightseer. What do you want now?\"" }, { "actor": "You", "dialogue": "\"Listen, about what happened earlier...\"" }, { "actor": "Sunday Friend", "dialogue": "\"Yes?\" He turns to face you." }, { "actor": "You", "dialogue": "\"I'm still pretty sure you were in the wrong, but I'm willing to forgive you.\"" }, { "actor": "Sunday Friend", "dialogue": "\"Unbelievable. I have never seen the nerve before...\"" } ], [ { "actor": "You", "dialogue": "\"Show me the soles of your boots.\"" }, { "actor": "Paledriver", "dialogue": "\"Now what do you want with an old woman's boots, *xerife*?\"" }, { "actor": "You", "dialogue": "\"Please? Help me out here. It's important.\"" }, { "actor": "Paledriver", "dialogue": "\"Please?\" She raises her boot, slowly, with contempt. \"I think you should let me get back to Gabriel Buenguerro. You're no Gabriel. Gabriel doesn't say please...\"" }, { "actor": "Paledriver", "dialogue": "She's wearing sturdy worker's boots made of black leather. Buckles run across. The sole is also made of leather." }, { "actor": "You", "dialogue": "\"Now the other one please.\"" }, { "actor": "Paledriver", "dialogue": "\"Just before Gabriel it was the coronation of Franconegro -- now *there* was a real man...\" There is no aberration in the pattern that you can see. She puts her foot down." }, { "actor": "Visual Calculus", "dialogue": "Moreover, the boots were size 37. Tiny. There are too many discrepancies in all this." }, { "actor": "Encyclopedia", "dialogue": "Another discrepancy, although not boot-related, is the coronation of His Innocence Franconegro. Which happened 500 years ago." }, { "actor": "You", "dialogue": "\"These are not the boots I was looking for.\"" }, { "actor": "Paledriver", "dialogue": "\"The feet of a little girl,\" she smiles. \"They fit well on the pedals." }, { "actor": "You", "dialogue": "\"I think I know what's going on with you.\"" }, { "actor": "Paledriver", "dialogue": "\"And what *is* that?\" She sticks a filterless cigarette into a cigarette holder and reaches for the light." }, { "actor": "You", "dialogue": "\"You're a paledriver. You transport goods through the pale.\"" } ], [ { "actor": "You", "dialogue": "\"I need to find a way to turn back time.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"gates.measurhead_disable_kim_react_to_turnbacktime_if_seen_once\"] == false) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.pale\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.joyce_fascha_dq_endurance_too_late_reality_now_must_get_from_headmeasure\"]]" }, { "actor": "Measurehead", "dialogue": "\"THAT SURPRISES NO ONE. AND YET YOU *STILL* FEEL ENTITLED TO RETURN TO THE PAST?\" The giant locks eyes with you. His face is serious..." }, { "actor": "Measurehead", "dialogue": "\"YOU DON'T HAVE IT IN YOU. BE GRATEFUL FOR THAT.\"" }, { "actor": "You", "dialogue": "\"So it *is* possible to go back?\"" }, { "actor": "Measurehead", "dialogue": "\"ANYTHING IS POSSIBLE. JUST NOT FOR YOU.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"TASK.what_is_race_enigma_done\"]]" }, { "actor": "You", "dialogue": "\"Can't you just give me a straight answer for once?\"" }, { "actor": "Measurehead", "dialogue": "\"DO NOT THINK ME INTRODUCING YOU TO RACE SCIENCE MEANS I'M NOW PART OF YOUR *GROWING* PROCESS -- IT DOES NOT LOOK PROMISING.\"" }, { "actor": "Suggestion", "dialogue": "He just needs some convincing before you can talk to him mano a mano." } ], [ { "actor": "You", "dialogue": "\"Agent... Is La Puta Madre some kind of travel agency?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, they love sending people to faraway places...\"" }, { "actor": "You", "dialogue": "\"Let's... talk about something else.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "\"Do you know something about the tribunal... the mercenaries are planning?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "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.'\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"And you -- watch out for yourselves. You seem to have a habit of walking into traps.\"" }, { "actor": "You", "dialogue": "\"They're planning to set up a trap for us?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm guessing you don't know that a third mercenary has come to town just in time for the tribunal -- now you do.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"tc.seraise_giant_hornet\"]) == false]" }, { "actor": "Hand/Eye Coordination", "dialogue": "Three mercenaries, no doubt armed to the teeth, hungry for vengeance... You've only got muzzle loaders. This isn't looking good." }, { "actor": "Kim Kitsuragi", "dialogue": "\"A third... Oh, this is bad.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"As I said -- watch out.\" She nods." }, { "actor": "Pain Threshold", "dialogue": "The pain is becoming unbearable now." } ], [ { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_container_open\"]) == false]" }, { "actor": "Trash Container", "dialogue": "This trash container is locked. The sliding lid has a padlock that says \"Whirling-in-Rags.\"" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_inland_something_in_there\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "There's something in there. Not necessarily connected to the case -- but still..." }, { "actor": "You", "dialogue": "\"How do we get the lock open?\"" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: CheckItem(\"prybar\")]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We could try using a prybar -- the one you took from my motor carriage. Or...\"" }, { "actor": "Physical Instrument", "dialogue": "Did someone say *prybar*?!" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_physint_prybar_excitement\"]]" }, { "actor": "You", "dialogue": "Fuck yeah! Prybar!" }, { "actor": "Physical Instrument", "dialogue": "Prybar, prybar, your palms yearn it's cold touch. To grasp it once more, as you've done so many times..." } ], [ { "actor": "Trap: Boathouses", "dialogue": "It takes you a moment, but finally you spot the last of Morell's traps. This one's partially obscured by the reeds..." }, { "actor": "You", "dialogue": "Reach for the trap." }, { "actor": "Trap: Boathouses", "dialogue": "The trap feels light -- and silent -- as you pick it up. Something is different here..." }, { "actor": "You", "dialogue": "Look closer." }, { "actor": "Trap: Boathouses", "dialogue": "No locusts!" } ], [ { "actor": "Electrochemistry", "dialogue": "Look at that lucky boozer there, the heaviest drinker on the planet! Look at his liquor-abusing excuse of a face -- those swollen bug-eyes, that muttering mouth." }, { "actor": "Electrochemistry", "dialogue": "I wonder how many litres of sheer alcohol has he consumed today? I bet you'd like a sip of that. Give it a real taste of your manly mouth." }, { "actor": "You", "dialogue": "I'd like more than a sip. I'd abuse *the devil itself* out of that liquor." }, { "actor": "Electrochemistry", "dialogue": "Then you should run for it, rascal. Become a modern hunter, tame that nasty urge inside of your guts. Reward your electrochemistry!" }, { "actor": "You", "dialogue": "Fuck, I don't know... maybe I shouldn't rush head-first into bad habits? I'll leave that alcohol be for now." }, { "actor": "Electrochemistry", "dialogue": "And while you're there, maybe you should hop by the Anonymous Alcoholics as well. You *lamo*." } ], [ { "actor": "You", "dialogue": "\"Whose idea was it to hang him anyway -- hers?\"" }, { "actor": "Titus Hardie", "dialogue": "\"In a manner of speaking.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_reaction_speed_another_girl_picked_up\"]]" }, { "actor": "Reaction Speed", "dialogue": "Remember the two girls? He may be talking about the other one." }, { "actor": "You", "dialogue": "\"Earlier you said the *girls* asked for your help. Was this the other girl?\"" }, { "actor": "Titus Hardie", "dialogue": "\"That's right.\" He blinks. \"It was her idea to hang him -- I liked it, for political reasons. It sent a good message.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"XP.glen_says_he_thinks_she_could_be_a_new_hardie\"] == true) == false]" }, { "actor": "You", "dialogue": "\"Who is she -- this *other* girl? Do I know her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"No,\" he shakes his head, \"you're not gonna be on a first name basis with this person.\"" }, { "actor": "You", "dialogue": "\"Okay -- I get it. Stonewalled.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Glad you understand that.\"" }, { "actor": "You", "dialogue": "\"Whose idea was it to hang him anyway -- hers?\"" }, { "actor": "Titus Hardie", "dialogue": "\"In a manner of speaking.\"" } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it." }, { "actor": "Suggestion", "dialogue": "You need to ask him about specific cryptids -- cryptids you've heard about from Lena, or his friend Gary. He won't *just* talk." }, { "actor": "You", "dialogue": "\"Enough tales then. Let's change the subject.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"By all means...\" He coughs and wipes his mouth." }, { "actor": "You", "dialogue": "\"Have you noticed anything *off* about your friend Gary?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Huh? No. No, of course not. Why?\"" }, { "actor": "You", "dialogue": "\"Are you sure?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Well...\" He lowers his voice. \"He's been a little unenthusiastic about the trip. More so than usual. But that's understandable. He just wants to get home and warm up.\"" }, { "actor": "Empathy", "dialogue": "He doesn't want to say it, but this *is* unusual. Gary's been to the jungle with him -- to places *way* more challenging than the coast. Why so eager to go home?" } ], [ { "actor": "You", "dialogue": "\"Why does the bottle of spirits cost 300 re\u00e1l?\"" }, { "actor": "Rosemary", "dialogue": "\"See, friend...\" He brings out a one-litre bottle with blue-ish liquid. The mouth is corked shut. \"It's *real* valuable. Worth every re\u00e1l, if you catch my drift. Got it from a bit of a business venture...\"" }, { "actor": "You", "dialogue": "\"No one can buy spirits for 300 re\u00e1l, that's crazy.\"" }, { "actor": "Rosemary", "dialogue": "\"You know what's crazy, actually...\" He grins, then bursts out laughing, then takes three gulps of his pilsner and stares at you intently." }, { "actor": "Perception (Sight)", "dialogue": "He's finding it difficult to focus his watery gaze." }, { "actor": "You", "dialogue": "\"What is?\"" }, { "actor": "Rosemary", "dialogue": "\"What?\"" }, { "actor": "Rhetoric", "dialogue": "Keep him talking." }, { "actor": "You", "dialogue": "\"What do you mean *what*? What did you think was funny earlier?\"" }, { "actor": "Rosemary", "dialogue": "\"This guy, this guy...\" He says and shakes his index finger at you." }, { "actor": "Suggestion", "dialogue": "Conversation might bring a discount, no?" }, { "actor": "You", "dialogue": "\"Where did you get the bottle of spirits from?\"" }, { "actor": "Rosemary", "dialogue": "\"Oh, this is medicinal spirits. The good stuff. Got it from the doctor's office.\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")) == false]" }, { "actor": "Rosemary", "dialogue": "\"I got one of those scientific ampoules a few months ago. 'Torpedo' they call it. It's supposed to keep a man from takin' a drink.\" He spits a nasty yellow clot on the ground before you." }, { "actor": "Rosemary", "dialogue": "\"Didn't stop *me* for shit, that's for sure!\" His voice rings with pride. \"Five lemons with half a pack of butter and you're good to go.\"" }, { "actor": "You", "dialogue": "\"That's a good tip, I should remember it.\"" } ], [ { "actor": "Dolores Dei", "dialogue": "Dolores Dei -- the innocence of humanism, internationalism, and the welfare state -- turns around to face you. She has an airship bag in her hand. She seems to be in a hurry." }, { "actor": "Suggestion", "dialogue": "Okay, don't say you need to 'talk' right away. Melt the ice first -- this way you're *already* talking." }, { "actor": "Encyclopedia", "dialogue": "Off to advise the queen of Shest, most likely. This is the holy suzerain of Mundi and Insulinde -- *definitely* not your wife -- you need to talk to her! Think of the historical knowledge you could glean!" }, { "actor": "Logic", "dialogue": "I don't know, man... what is the holy suzerain doing here? Something seems off..." }, { "actor": "You", "dialogue": "\"H-hey.\"" }, { "actor": "Dolores Dei", "dialogue": "\"Hey.\"" }, { "actor": "You", "dialogue": "\"How are you doing?\"" }, { "actor": "Dolores Dei", "dialogue": "\"I'm doing really good, actually. Both professionally and romantically. I've come to a fulfilling and peaceful period in my life.\" She nods hastily. \"How are you doing, Harry?\"" }, { "actor": "You", "dialogue": "\"I solved the entire case of the hanged man.\"" } ], [ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_greeting_done\"]]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "You", "dialogue": "How am I going to get this open?" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: CheckItem(\"prybar\") or CheckItem(\"kvalsund_multitool\")]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Use the prybar to smash the window. Open it from the inside.\"" }, { "actor": "You", "dialogue": "\"Good idea.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't know how *good* it is, but this investigation has taken long enough. We can't afford it to take any longer.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Joyce Messier", "dialogue": "\"Whatever I can help you with. We need to contain the situation.\"" }, { "actor": "You", "dialogue": "\"That's enough for now.\" (Conclude.)" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_lynching_story_told\"]]" }, { "actor": "Joyce Messier", "dialogue": "\"I am sorry to have been the bearer of bad news. If there is anything else I can help you with, please ask.\"" }, { "actor": "You", "dialogue": "\"What can you tell me about this strike?\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_strike_hub_reached\"]]" }, { "actor": "Joyce Messier", "dialogue": "\"Of course.\" She takes a sip from the thermal cup." }, { "actor": "You", "dialogue": "\"What are their demands?\"" }, { "actor": "Joyce Messier", "dialogue": "\"There are leaflets everywhere, and banners... what did they say again? Oh, yes...\"" }, { "actor": "Joyce Messier", "dialogue": "\"*EVERY WORKER -- A MEMBER OF THE BOARD!*\"" }, { "actor": "Logic", "dialogue": "Most of the workers probably don't know what that means." }, { "actor": "You", "dialogue": "\"Forget it. I wanted to ask something else about the strike.\"" } ], [ { "actor": "The Deserter", "dialogue": "\"What have I used it for...\" He looks you dead in the eye: \"I've used it for *killing people*.\"" }, { "actor": "Half Light", "dialogue": "Here we go! A trail of blood." }, { "actor": "Perception (Smell)", "dialogue": "You can smell it." }, { "actor": "You", "dialogue": "\"You've done a lot of that?\"" }, { "actor": "The Deserter", "dialogue": "\"It's a gun. That's what they're for. You want a moralist euphemism -- defending your family and your property? I haven't done that.\"" }, { "actor": "The Deserter", "dialogue": "\"I've used it to kill people.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Interesting.\" The lieutenant nods. \"During, or *after* the War?\"" }, { "actor": "The Deserter", "dialogue": "\"There is no *after* the war.\" He shakes his head and smiles, his teeth rotten black: \"Class war is never over.\"" }, { "actor": "Logic", "dialogue": "So he's continued killing *after* hostilities ended. Okay, okay..." }, { "actor": "Reaction Speed", "dialogue": "This is it. You can feel it, like battery acid on the tip of your tongue -- something you haven't felt in a while, but..." } ], [ { "actor": "You", "dialogue": "Say nothing -- just nod." }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should go talk to the locals, find something else to do while the wind changes. It's pretty bad right now.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Give it half an hour, get yourself together, then come back and have another go.\"" }, { "actor": "You", "dialogue": "Turn away. [Leave.]" } ], [ { "actor": "Logic", "dialogue": "These are the same belts as the one the victim was hanged with." }, { "actor": "Encyclopedia", "dialogue": "I knew it was a cargo lashing belt!" }, { "actor": "You", "dialogue": "\"Look, lieutenant. The same belts as the one the victim was hanged with. Says *Vermillion* on the side...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're right. This is probably where Titus and his men got the belt.\" The lieutenant looks at the pile." }, { "actor": "Kim Kitsuragi", "dialogue": "\"More ammo on our belt for the remainder of the investigation. Good find, detective.\"" }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_black_wire_plugged_out\"]) == false]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_soona_with_her_project\")--[[ Variable[ ]]]" }, { "actor": "Ice Cream Maker", "dialogue": "This orange machine is buzzing like an old submarine. It has a hand-cranked ice cream churner on top and an electric freezer that appears to be frozen shut." }, { "actor": "You", "dialogue": "Crack open the lid." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.icecreammaker_whitecheck_open_the_fridge_2\"]]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_black_wire_plugged_out\"]) == false]" }, { "actor": "Physical Instrument", "dialogue": "Ice groans and howls under the strain of your giant Kvalsund multitool -- until the lid cracks open. Blue electric lights come to life..." }, { "actor": "Ice Cream Maker", "dialogue": "Inside on a frosty platform lies an object, intricate and foreign, left there for a sub-zero beauty sleep -- a filament memory with the words \"OFF-SITE COPY\" written on its side." }, { "actor": "Electrochemistry", "dialogue": "Disappointment washes over you as you stare into the almost-empty ice cream maker." }, { "actor": "You", "dialogue": "Take the filament memory." }, { "actor": "Ice Cream Maker", "dialogue": "You gently lift the cube from its frosty bedding, careful to not damage it." } ], [ { "actor": "A Brief Look at Infra-Materialism", "dialogue": "You spend a moment contemplating the cover's slightly unnerving swirl of orange, yellow, and green." }, { "actor": "You", "dialogue": "Start reading the first chapter." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "If you're like most people, you probably believe that your thoughts reside in your brain, right?" }, { "actor": "Conceptualization", "dialogue": "Yes, you have a little cabinet for organizing and storing them away." }, { "actor": "Inland Empire", "dialogue": "That's not right at all. Thoughts don't exist in the brain, they float through the *air*! Your brain is but a fish swimming through them..." }, { "actor": "Interfacing", "dialogue": "Completely backwards. You think with your hands, always have." }, { "actor": "Endurance", "dialogue": "Maybe if you're some kind of binoclard. *You* on the other hand, are a gut-thinker, through and through." }, { "actor": "You", "dialogue": "Uh, right?" }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Wrong! At least according to Ignus Nilsen..." } ], [ { "actor": "Mysterious Pair of Eyes", "dialogue": "The eerie pair of blue eyes is still here, gazing out from the dark void between the gates." }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"Boo! The eyes of Martinaise are upon you, piggy!\"" }, { "actor": "You", "dialogue": "\"What are you doing?\"" }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"Looking. Peeking. Gazing. Staring. Watching. Ogling. Gawking.\"" }, { "actor": "You", "dialogue": "\"Okay, who or what are you looking at?\"" }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"Right now? You! Ha ha. We've got our eyes on you, believe you me!\"" }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"And the other eye's on that hulking, blaring leader of the scabs. What a suspicious fucking guy.\"" }, { "actor": "You", "dialogue": "\"Oh yeah, him. He's a mercenary posing as a worker, yeah.\"" }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"That so? Well I'll be damned...\" He snorts. \"Guess you ain't all shit-for-brains after all.\"" } ], [ { "actor": "Door", "dialogue": "Two rusty metal plates that slide apart form a crude door. It's been here under the boardwalk for a while." }, { "actor": "You", "dialogue": "\"Who's there?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What do you mean 'who's there'? It's me, Kim. Stop playing around and help me get this door open.\"" }, { "actor": "You", "dialogue": "Ignore the door. [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Officer? Are you okay in there?\"" }, { "actor": "Esprit de Corps", "dialogue": "You really ought to open this door. It's dangerous to go ahead alone." } ], [ { "actor": "You", "dialogue": "\"I tried to hit on her...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood.\" He's stone-faced." }, { "actor": "You", "dialogue": "\"Better not to add anything to that.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mhm,\" he nods. \"What else did you do?\"" }, { "actor": "You", "dialogue": "\"She knows I did some pretty crazy stuff before I passed out. That I partied hard. And not very mental-healthily.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So she overheard you? Or did you *party* together?\"" }, { "actor": "Inland Empire", "dialogue": "So this is what it feels like to be *interviewed*..." }, { "actor": "You", "dialogue": "Fun." }, { "actor": "Inland Empire", "dialogue": "I wouldn't say it is." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"You seem to be following me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Excuse me?\"" }, { "actor": "You", "dialogue": "\"Nothing. Just an observation.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You have a...\" He's looking for the right words. \"...a *distinctive* way of walking. If I were to walk *in front* of you, we would surely collide.\"" }, { "actor": "You", "dialogue": "Let it go." }, { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "Convince Kim there's a sexy dark mystery twist in the case." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_inland_mystery_created\"]]" }, { "actor": "Inland Empire", "dialogue": "What if *you* did it?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_body_mercenary\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_body_mercenary\"] or Variable[\"TASK.inspect_the_dead_body_done\"] or Variable[\"TASK.briefing_done\"]]" }, { "actor": "You", "dialogue": "Did... what? The hanged man?" } ], [ { "actor": "Bird's Nest Roy", "dialogue": "His eyes move from you to the lights dancing on the walls." }, { "actor": "You", "dialogue": "\"There's something I'd like to sell.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.take_spinners_to_pawnshop_done\") and Variable[\"canal.roy_sold_spinners\"] == false and CheckItem(\"radiant_spinners\") and IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, we'd like to sell these hubcaps,\" the lieutenant steps in and hands him the spinners." }, { "actor": "Bird's Nest Roy", "dialogue": "Roy takes the hubcaps from the lieutenant and inspects them. The spinners appear iridescent in the dancing light of his pawnshop." }, { "actor": "Interfacing", "dialogue": "Gone forever..." }, { "actor": "Bird's Nest Roy", "dialogue": "He marvels at the cobalt shimmer, and nods: \"Yes, these are very, very good. Did you defraud some foreign prince for them? Jump a Mesque banger? No matter... I'll give you 200 re\u00e1l.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No one was defrauded or *jumped*, I assure you,\" the lieutenant explains as the pawnbroker opens the register and counts the cash." }, { "actor": "Bird's Nest Roy", "dialogue": "\"Of course. I meant no offense. 200 re\u00e1l for you, officer. Delightful doing business with you. Do come again.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Thank you.\" He takes the cash, then turns to you." }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_debt_window_and_room_down\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Here's the 30 re\u00e1l you need for your bill. Do *not* waste it.\" The rest goes in his pocket." }, { "actor": "Rhetoric", "dialogue": "The rest is for him -- to compensate for the pain of being separated from his radiant spinners." }, { "actor": "Empathy", "dialogue": "The windfall is a small consolation." }, { "actor": "Bird's Nest Roy", "dialogue": "\"Anything else you're thinking of selling?\" Both the lieutenant and the pawnbroker turn to you." }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_pawn_menu_tutorial\"]]" } ], [ { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_bough_samaran_speakers\"]]" }, { "actor": "A Pedestal of Speakers", "dialogue": "Only the speakers remain, dusty and forgotten..." }, { "actor": "You", "dialogue": "Inspect the speakers." }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_bought_faln_sneakers\"]) == false]" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "These once-respectable speakers have been conquered, reduced to a mere prop by the indomitable FALN 'Ultras' atop them." }, { "actor": "Perception (Sight)", "dialogue": "A small heat emboss on the veneer reads: \"Solidarity Aid from the People's Republic of Samara.\" The speakers themselves don't seem to display any magical qualities." }, { "actor": "Siileng", "dialogue": "\"No-no, don't look at the speakers, officer! Look at the *sneakers*!\" The man points to the footwear. \"The *sneakers* are the stars here!\"" }, { "actor": "You", "dialogue": "\"But I already *bought* the sneakers.\"" }, { "actor": "Siileng", "dialogue": "\"So you did! Now put them on and look at them, officer! Make the people jealous of your premium lifestyle!\"" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: CheckEquipped(\"shoes_faln\")]" }, { "actor": "You", "dialogue": "Contemplate your sneakers in total silence." }, { "actor": "Siileng", "dialogue": "\"Oh,\" he exclaims, appearing to wipe a tear from his eye. \"They're so beautiful I can hardly look at them.\"" } ], [ { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "A police badge on which you see the photo of a man -- you. Some seaweed is stuck to the back." }, { "actor": "You", "dialogue": "\"Serial: REV12-62-05-JAM41...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's just the serial number. Revachol, Jamrock, Precinct 41, with some numbers thrown in there for good measure.\"" }, { "actor": "Logic", "dialogue": "The numbers are not there for 'good measure'. They have an administrative purpose. One that's unfortunately been erased from your memory." }, { "actor": "You", "dialogue": "\"Name: Harrier Du Bois...\"" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "This document confirms it -- Harrier Du Bois, i.e. Harry, is really your name." } ], [ { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_intro_done\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"It's not often that I see officers from the RCM in my pawnshop.\" The man at the counter turns to you slowly." }, { "actor": "Bird's Nest Roy", "dialogue": "\"What can I do for you?\" he asks." }, { "actor": "Empathy", "dialogue": "His courtesy is not insincere, but he prefers being alone with his projector, just watching the movement of light across the walls of the shop." }, { "actor": "You", "dialogue": "\"Now that the RCM is here -- tell me, have you had any trouble lately?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I haven't had any problems myself... though some of my customers have complained about inconsistent law enforcement.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Who are your customers usually?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"All kinds of people come through here... Locals, travellers. People looking for a deal. People looking for a keepsake. People who are terminally bored.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"As you can see... I have a wide selection of goods for everyone to choose from.\"" }, { "actor": "You", "dialogue": "(Look around.) \"Typical vacuous consumerist objects.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"It keeps me entertained,\" he responds, unimpressed with your critique." }, { "actor": "Composure", "dialogue": "He's well composed, but underneath it you sense *psychedelic* processes, bubbling. Some kind of drug maybe?" }, { "actor": "Electrochemistry", "dialogue": "Entertained? He might be high -- if he is, on what?" }, { "actor": "You", "dialogue": "\"I wanted to ask about my, uh... missing gun. Again.\"" } ], [ { "actor": "Conceptualization", "dialogue": "Looks like someone tried to *reconceptualize* their business here." }, { "actor": "You", "dialogue": "I don't get it." }, { "actor": "Conceptualization", "dialogue": "Look: The skis and rotor blades both bear the same \"Slipstream\" logo. It seems likely that they started out making one, failed to turn a profit, and then pivoted to producing the other." }, { "actor": "You", "dialogue": "But the question is -- which did they start with, and which did they pivot to?" }, { "actor": "Conceptualization", "dialogue": "That's a good question." }, { "actor": "You", "dialogue": "That's just speculation. We don't know anything for sure. [Finish thought.]" }, { "actor": "Conceptualization", "dialogue": "Not quite. You *do* know that there's something unusual about this company's business model..." } ], [ { "actor": "You", "dialogue": "\"I am fully deserving of the trials life has dealt me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Perhaps, but it's no use punishing yourself more.\"" }, { "actor": "Empathy", "dialogue": "He's not too comfortable counselling you like this, but he's genuinely concerned for your well-being." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm pretty sure you can pick up some odds and ends to sell here. Take a look around.\" He nods toward a table heaped with knick-knacks. \"The owner has eclectic taste.\"" }, { "actor": "Authority", "dialogue": "Eclectic taste? This shop is full of *stolen* goods -- a blight on the community!" }, { "actor": "You", "dialogue": "(Lower your voice.) \"You do realize this place is full of stolen goods, right?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We can't go around punishing the people we're supposed to protect for breaking laws they don't even know exist.\"" }, { "actor": "You", "dialogue": "\"True. There are inherent injustices in the social system I -- and all of us -- find ourselves in.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"Go ahead, do your part to support this grass-roots initiative.\"" } ], [ { "actor": "Industrial Stove", "dialogue": "This industrial gas-powered stove has been used to prepare food for many hungry hostel guests. There are several pots and pans on hand." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_boots_kim_acid\"]]" }, { "actor": "Savoir Faire", "dialogue": "The lieutenant said you'd need to boil the boots in acid to get the corpse smell out, but this huge pot, industrial dish soap, white vinegar, and patience might do the trick." }, { "actor": "You", "dialogue": "Master chef out. [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kimintro_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "A bespectacled man in an orange bomber jacket is tapping his foot on the floor. Looks like he's waiting for someone -- you." }, { "actor": "Kim Kitsuragi", "dialogue": "As you approach, he narrows his eyes and extends his hand in greeting." }, { "actor": "Esprit de Corps", "dialogue": "If an assault were launched on this building right now -- if the windows came crashing down and the whole world descended upon you -- this man would hurl himself in death's way to save you. You are sure of this -- but why?" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (CheckItem(\"jacket_suede\")) == false]" }, { "actor": "Perception (Sight)", "dialogue": "On the sleeve of his bomber jacket -- as well as on its back -- are enigmatic white rectangles." }, { "actor": "You", "dialogue": "Shake his hand." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hello, I'm Kim Kitsuragi.\" His grip is firm. \"Lieutenant, Precinct 57. You must be from the 41st...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "You realize he is waiting for your name." }, { "actor": "Inland Empire", "dialogue": "This is your chance to come up with a really good name for yourself. Get *creative* -- conceptualize!" }, { "actor": "You", "dialogue": "\"Uh, I'm... maybe I'm Harry?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You seem a little unsure, officer. Have you spent too much time undercover lately?\" He cracks an uneasy smile to let you know it's a joke." } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"I've told you everything I've got.\" He looks around nervously. \"Can you please stop talking to me now?\"" }, { "actor": "You", "dialogue": "\"I'm trying to turn back time. Can you help me, br\u00f6ther?\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.fascha_dq_asked_someone_the_q\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You've got to be kidding me...\" The lieutenant rubs his forehead as if hit by a sudden migraine. \"What is this, detective?\"" }, { "actor": "You", "dialogue": "\"Bear with me, Kim, this could be very important.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I promise you, it isn't.\" He lets out a sigh. \"Just please make it quick, I'll organise my notes in the meantime.\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_told_him_to_fuck_off\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"Let's get one thing straight: You can't tell a man to 'fuck off' and then say he's your brother. It doesn't work like that...\"" } ], [ { "actor": "Knick-knacks Stand", "dialogue": "Toy soldiers stand guard over bowls filled with bracelets, rings, and used cigarette lighters." }, { "actor": "You", "dialogue": "Purchase the Headless FALN Rider and his cap." }, { "actor": "Bird's Nest Roy", "dialogue": "\"Did I mention that this figurine is supposed to be lucky? Always carry it with you.\" He grins." }, { "actor": "Suggestion", "dialogue": "That was a very smooth salesman's grin that almost comes off as earnest. You should learn from him." }, { "actor": "You", "dialogue": "Inspect the blue uniforms." }, { "actor": "Knick-knacks Stand", "dialogue": "They're not all blue. These figurines also wear gold coats and caps, complimented by orange trousers. They are variously posed, wielding swords and rifles with bayonets." }, { "actor": "You", "dialogue": "(Point at the blue figurines.) \"Are these royalist soldiers?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Which ones?\" The man peers from his glass box. \"Ah, those! Yes, they are. I find the paint job a bit gaudy, but children like bright colours indiscriminately.\"" }, { "actor": "You", "dialogue": "Dig up a truly *cool* figurine in the box under the table." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: (Variable[\"canal.toy_white_check\"]) == false]" }, { "actor": "Interfacing", "dialogue": "Everything you pick out seems faded, chipped, and sad somehow. Most of them are just broken toys." }, { "actor": "You", "dialogue": "Purchase the Headless FALN Rider and his cap." } ], [ { "actor": "Inland Empire", "dialogue": "It's only a red chair. Just a red chair in an empty shack -- with what looked like a dusty bow tie on the shelf. Nothing to see here, right?" }, { "actor": "You", "dialogue": "\"Hey Kim, where are we?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"In someone's abandoned shack. On the coast. In Martinaise...\" He looks at you. \"In Revachol.\"" }, { "actor": "Rhetoric", "dialogue": "He's afraid you've forgotten suddenly." }, { "actor": "You", "dialogue": "\"What's with the red chair?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Nothing. It's just a piece of furniture.\" He looks at the chair gathering dust." }, { "actor": "Inland Empire", "dialogue": "Red paint is peeling off it. Looks like blood, no?" }, { "actor": "You", "dialogue": "\"Could our suspect be staying here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Here?\" He looks around. \"I don't see signs of recent habitation. This place is abandoned.\"" }, { "actor": "Suggestion", "dialogue": "See? He doesn't like the *vibration* from the red chair either." }, { "actor": "You", "dialogue": "\"What's with the red bow tie?\" (Show it to him.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's just a piece of clothing you've picked up. You do that, officer -- you collect clothes sometimes.\"" }, { "actor": "Empathy", "dialogue": "He sounds a little worried. It's an odd habit." } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_know_revachol_ice_city\"]]" }, { "actor": "Electronic Doorbell", "dialogue": "They don't want to talk to you." }, { "actor": "You", "dialogue": "\"East Delta Pinball (Entrance from building B).\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one answers your call." }, { "actor": "You", "dialogue": "\"REVACHOL ICE CITY.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one answers the doorbell." }, { "actor": "You", "dialogue": "\"Main Hall, Building A.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_heard_plaisance\"]) == false]" }, { "actor": "Electronic Doorbell", "dialogue": "An off-key melody starts playing after you ring the doorbell... Then a woman picks up the receiver..." }, { "actor": "Plaisance", "dialogue": "\"Cuno! Please stop calling here! Grown-ups don't have time for your stupid games.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_intro_hub\"]) == false]" } ], [ { "actor": "Door, Apartment #20", "dialogue": "A weathered brown door. The number reads '20'." }, { "actor": "Perception (Smell)", "dialogue": "Something smells good -- soupe \u00e0 l'oignon?" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant motions you to go ahead and knock." }, { "actor": "Inland Empire", "dialogue": "This is the door, you already know it's the right door. This is going to be *so hard*." }, { "actor": "Volition", "dialogue": "Get yourself together. It's just police work." }, { "actor": "Horrific Necktie", "dialogue": "Don't knock, just leave. You don't need this. You don't need to *sad it up*." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "Attempt to stop *The Expression* from happening." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_subdued_expression\"]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Electrochemistry", "dialogue": "It's like something snaps in you -- a nerve ending, a thought, a sadness. Your face in the mirror is suddenly clean of the leer that had distorted it for god knows how long." }, { "actor": "Electrochemistry", "dialogue": "Just like that it's over -- the running gag that your life had become. A sad old man looks back at you." }, { "actor": "You", "dialogue": "Attempt to stop *The Expression* from happening." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_subdued_expression\"]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"auto.inside_shack\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_steam_stopped\"]) == false]" }, { "actor": "Electrochemistry", "dialogue": "It's like something snaps in you -- a nerve ending, a thought, a sadness. Your face in the mirror is suddenly clean of the leer that had distorted it. For god knows how long..." }, { "actor": "Electrochemistry", "dialogue": "Just like that it's over -- the running gag that your life had become. A sad old man looks back at you." } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_phys_inst_bar\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: CheckEquippedGroup(\"gloves\")]" }, { "actor": "Horseback Antenna", "dialogue": "Your gloves give you a solid grip on the metal bar. This feels pleasingly familiar..." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]" }, { "actor": "Physical Instrument", "dialogue": "Keep it together, champ! You've *got* this." }, { "actor": "Horseback Antenna", "dialogue": "... and before you know it, you're safely perched atop the monument." }, { "actor": "You", "dialogue": "\"That was pretty bad. I hope nobody saw it.\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, you're a natural gymnast, detective. Now would you like to do what you got up there to do?\"" }, { "actor": "You", "dialogue": "\"That was pretty bad. I hope nobody saw it.\"" } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"What can I put on him -- to get him to fess up?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He's a communard. The victim was a mercenary. We should get him talking politics again. You could even tell him we already *have* a motive.\"" }, { "actor": "You", "dialogue": "\"How do you think the questioning is going?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good.\" He nods. \"We're doing very good. He *wants* to confess -- I can see that. We just need to pile it on, a little more -- the more we have on him, the closer he is...\"" }, { "actor": "Logic", "dialogue": "You hear that? He thinks you're *this* close..." }, { "actor": "You", "dialogue": "\"How do you think the questioning is going?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good.\" He nods. \"We're doing very good. He *wants* to confess -- I can see that. We just need to pile it on, a little more -- the more we have on him, the closer he is...\"" }, { "actor": "Logic", "dialogue": "You hear that? He thinks you're *this* close..." } ], [ { "actor": "Half Light", "dialogue": "Tremble. THE TIME IS NOW. \u03c4\u1f70 \u1f45\u03bb\u03b1." }, { "actor": "You", "dialogue": "Wait, wait -- when did this *countdown* begin?" }, { "actor": "Half Light", "dialogue": "Monday morning. The moment you arrived in this reality. You are the first crack in the sheer face of god. From you it will spread." }, { "actor": "You", "dialogue": "Wait, wait -- when did this *countdown* begin?" }, { "actor": "Half Light", "dialogue": "Monday morning. The moment you arrived in this reality. You are the first crack in the sheer face of god. From you it will spread." }, { "actor": "You", "dialogue": "This is because of the insane world-ending I've been saying isn't it? (Proceed.)" }, { "actor": "Half Light", "dialogue": "Yes. You spoke the words of the \u03c0\u03b1\u03bb\u03af\u03bd\u03c4\u03c1\u03bf\u03c0\u03bf\u03c2, and the houses of Perikarnassis. Items, people, even WORDS will tumble, all will lose its meaning in the coming years. That is why you marked yourself." }, { "actor": "You", "dialogue": "I'm... a little afraid." }, { "actor": "Half Light", "dialogue": "So you should be. The world island crumbles at your feet and in the far plain -- \u03c0\u03b1\u03bb\u03af\u03bd\u03c4\u03c1\u03bf\u03c0\u03bf\u03c2." }, { "actor": "Volition", "dialogue": "Perhaps -- just a thought -- this has something to do with the hangover?" } ], [ { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"church.andre_church_altgreet_done\"]) == false]" }, { "actor": "Andre", "dialogue": "\"Yeah. It's all set up, man! Can you already imagine a thousand people in here?! Ten thousand?!\" He waves his hands in an unbelievably lame, non-hard-core manner." }, { "actor": "Andre", "dialogue": "\"Ecstatic vibrations! Totally transcendent! And I've finished setting up the new compressor too!\" He looks at the imposing black box in the corner that's churning out the sound." }, { "actor": "Andre", "dialogue": "\"Now the only thing left to do is the name of the club. Will you do the honours, detective?\"" }, { "actor": "You", "dialogue": "\"What do you propose as the name, Andre?\"" }, { "actor": "Andre", "dialogue": "\"The name...\" He appears to mull it over, one hand idly touching his hair. \"Everything I manage to come up with sounds just *wrong*.\"" }, { "actor": "Acele", "dialogue": "\"Andre's overthinking it,\" says the girl with the microphone." }, { "actor": "Noid", "dialogue": "\"Yes, *you* should do it, detective.\" The speedfreak with yellow beads around his neck is looking at you. \"It would be good for the sines.\"" }, { "actor": "Andre", "dialogue": "\"Noid's right. You've helped us so much, it's the right thing to do.\"" }, { "actor": "You", "dialogue": "\"Kim, how would you name the club?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I wouldn't. I wouldn't build a club and I wouldn't name it either.\"" }, { "actor": "Andre", "dialogue": "\"An underground place with no name? Sounds like something the crab-man would say.\"" } ], [ { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_bough_samaran_speakers\"]]" }, { "actor": "A Pedestal of Speakers", "dialogue": "Only the speakers remain, dusty and forgotten..." }, { "actor": "You", "dialogue": "\"Okay, now let me buy the speakers.\"" }, { "actor": "Siileng", "dialogue": "\"The junk is yours, officer,\" the street vendor hands you the speakers. \"Happy listening! Try not to hurt your ears with that Samaran garbage.\"" }, { "actor": "You", "dialogue": "Inspect the sneakers." }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "A pair of FALN 'Ultras.' The design is impossibly sleek and simple -- a futuristic silhouette with a sleek monochrome colourway, a jet black upper, and a silver-lined midsole." }, { "actor": "Savoir Faire", "dialogue": "Dedicated! Victorious! Sporty! These *FALN* sneakers are a must-have for a track-and-field legend." }, { "actor": "Siileng", "dialogue": "\"Those sneakers, mister...\" the street vendor intones. \"Those sneakers are the latest FALN sneakers. Super-rare, super-fine, super-cool -- only 50 re\u00e1l!\"" }, { "actor": "Rhetoric", "dialogue": "Only?! That's madness." }, { "actor": "Conceptualization", "dialogue": "*FALN \"Ultra\" -- wear the future!* You remember the slogan from some magazine..." }, { "actor": "You", "dialogue": "\"Okay, now let me buy the speakers.\"" }, { "actor": "Siileng", "dialogue": "\"The junk is yours, officer,\" the street vendor hands you the speakers. \"Happy listening! Try not to hurt your ears with that Samaran garbage.\"" } ], [ { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrartdocument_forged_two_signature\"]]" }, { "actor": "White Envelope", "dialogue": "You take the legal documents out of the envelope: a 12-40 month construction period and the zoning plan in the addendum. Underneath all this -- on the signature lines -- your little forgery." }, { "actor": "You", "dialogue": "Try to find a loophole in the deal." }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrartdocument_logic_wc_to_see_whats_up_with_the_signatures\"]; Script: SetVariableValue(\"cargo.evrart_explained_there_was_no_fine_print\", true) --[[ Variable[ ]]]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_two_random_people_to_sign_the_papers_done\"]]" }, { "actor": "Logic", "dialogue": "There is no loophole. The simple truth is the current residents are going to lose their street access and for the next 12-40 months their lives will be dominated by constant construction noise right next door." }, { "actor": "You", "dialogue": "Good thing I got those drunks to sign this." }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Logic", "dialogue": "That was a nice move, yes." }, { "actor": "You", "dialogue": "Look at the zoning plan." }, { "actor": "White Envelope", "dialogue": "The youth centre cuts into the ocean like the bow of some great modern ship. Apparently it's going to cover most -- if not all -- of the street and the square between the existing houses. It's three storeys tall." } ], [ { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" }, { "actor": "Cuno", "dialogue": "\"Whoa there, man. You've been squealing and thrashing around, crazy. And now -- you're bleeding too... again.\" He stares in awe at the streaks of blood covering your body." }, { "actor": "You", "dialogue": "\"I'm fine, really.\" (Try to cover up the blood seeping out with your hands.) \"I'm super mega fine.\"" }, { "actor": "Cuno", "dialogue": "\"Sure, sure. That's why you mumbled about bitches. Real fine.\"" }, { "actor": "You", "dialogue": "\"How did you know?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno knows that shit. All the worst dreams are about bitches -- you wouldn't *believe* the shit Cuno sees about C...\"" }, { "actor": "Empathy", "dialogue": "It's not good, this C in his dreams." }, { "actor": "Cuno", "dialogue": "\"Now let's get this shit back on the road, yo. Just make sure you don't die.\" He glances at your blood-covered hands. \"Cuno's no fucking mortician.\"" }, { "actor": "Esprit de Corps", "dialogue": "However bad it is, pig, we go on, deputy Cuno thinks. We detect. There's nothing more." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Harry... \" he says almost gently. \"Honestly, I'm just relieved you didn't get a hernia. A man your age...\"" }, { "actor": "You", "dialogue": "\"'A man my age'? What are you implying? I'm at the peak of my abilities.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Yes, yes, Harry. You are obviously in peak physical condition and I salute both your initiative and your physical prowess. Very impressive, Harry. *Very impressive*.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Anyway, I assure you, I am a very well-informed man. Information reaches me before I even get the chance to request it.\"" }, { "actor": "Rhetoric", "dialogue": "Yes, but it's because his word usually sets things in motion." }, { "actor": "You", "dialogue": "\"Evrart, that's just giving orders.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, you're so clever, Harry. And technically you're right. Now... what else can I do for you?\"" }, { "actor": "You", "dialogue": "\"It turns out the strikers are being served an alcoholic brew. I made it even stronger.\"" } ], [ { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_pregreeting_hub_reached\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_greeting_done\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Yes, what is it?\" She doesn't look up from the keyboard." }, { "actor": "You", "dialogue": "\"I didn't break anything, did I?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"No, you just printed out my personal log and wasted some paper.\" It does not look like a big loss to her." }, { "actor": "You", "dialogue": "\"Nothing, I'll let you work.\" [Leave.]" } ], [ { "actor": "Cleaning Lady", "dialogue": "\"Give me a moment...\" The cleaning lady still seems to be having difficulty breathing." }, { "actor": "You", "dialogue": "\"I didn't find any counterculture people in apartment #10 -- it was just a real estate agent setting up the room for new tenants.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"I see...\" She takes out her handkerchief and wipes her nose. \"I hope some good people are finally going to move in. This place needs them.\"" }, { "actor": "You", "dialogue": "\"Lax women and sexual deviants. That's who'll come.\" (Spit.)" }, { "actor": "Cleaning Lady", "dialogue": "\"I know those types, yes. There have been some here, but they never make their rent. So they have to move out. I know their type...\" She coughs." }, { "actor": "Authority", "dialogue": "She appreciates your effort to curb the deviantry and laxness." }, { "actor": "You", "dialogue": "\"I am looking for Martin Martinaise.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Oh, you'll find plenty of Martins here, don't you worry!\" She smiles a gap toothed smile when she hears you mention the name." }, { "actor": "You", "dialogue": "\"No, you don't understand. I'm looking for a real person named Martin Martinaise. He told me he's Martin Martinaise.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Pea-brain, someone played a trick on you. Martin Martinaise is a name for *anyone* from Martinaise. Like Jim Jamrock or Raoul Revachol.\"" }, { "actor": "Rhetoric", "dialogue": "Oops... you really didn't get the joke there." } ], [ { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"Cuno, I... I threw up and I can't investigate the body now...\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, like a fucking volcano!\" The kid is mimicking violent puking noises. \"Fucking pathetic.\"" }, { "actor": "Cunoesse", "dialogue": "\"You're lucky you didn't die there, f****t!\"" }, { "actor": "You", "dialogue": "\"Maybe you got some advice for me? I mean, you are obviously handling it quite well.\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, Cuno's got some advice for you.\" The kid looks to his left, then to his right, and then leans towards you." }, { "actor": "Cuno", "dialogue": "\"What are you... like, eighty, right? Maybe you should stop embarrassing yourself in front of a fucking kid.\"" }, { "actor": "Conceptualization", "dialogue": "Hmm... perhaps you could compress this negative energy and turn it into some sort of a Cunofied Nonvomitor?" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_vomit_advice\"]) == false]" }, { "actor": "You", "dialogue": "\"The body -- what do you know about it?\"" }, { "actor": "Cuno", "dialogue": "\"Shitload, pig, what's your question?\"" }, { "actor": "Cunoesse", "dialogue": "\"Don't tell the pig shit, Cuno!\"" }, { "actor": "Reaction Speed", "dialogue": "This is where you *quickly* ask him questions. Real cop-questions. Like a cop." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"That's just it! This isn't like him at all. He always plans his expeditions so carefully...\"" }, { "actor": "Shivers", "dialogue": "A cold breeze hisses through dense thickets of reeds.... Something sweet in it, somnolent. A damp chill goes down your spine. When you look around, you're still in the Whirling-in-Rags." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\u201cBut you have more important things to worry about.\u201d She glances out the window toward the bay." }, { "actor": "Conceptualization", "dialogue": "More important than a missing *expedition?* I don't know... expeditions often lead to something interesting." }, { "actor": "You", "dialogue": "\"Tell me more about Morell. Looks, character, your relationship...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh dear... I'm not sure where to begin...\"" }, { "actor": "You", "dialogue": "\"How did the two of you meet?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Via a dating agency, I'm ashamed to say. I was looking to get back into the scene after recovering from my accident, and he'd just divorced...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"We hit it off and, well, here we are.\" She smiles wistfully." }, { "actor": "Reaction Speed", "dialogue": "She's skipping over some important parts... perhaps you'll find out more later." }, { "actor": "You", "dialogue": "\"What does your husband look like?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hmmm. Well, his expression is slightly grumpy, but his eyes are always bright and curious, like a small boy's. And his palms are quite coarse from all the field work, but he's quite gentle...\"" }, { "actor": "Logic", "dialogue": "You can't go around Revachol feeling grown men's hands. If you want to find her husband, you'll need more *concrete* information." }, { "actor": "Empathy", "dialogue": "It's always a challenge to describe the person you know best in the world." }, { "actor": "You", "dialogue": "\"Let's try again. If I were trying to meet him on the street, what would I look for?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punchhub_reached\"]]" }, { "actor": "Cuno", "dialogue": "\"Cuno's Cuno!\" The boy points to his chest with both thumbs. \"You already know that, slow-shit.\"" }, { "actor": "You", "dialogue": "\"Right. How could I forget?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno thinks you have brain damage or some shit.\" He twirls a finger next to his head. \"Cuno cares.\"" }, { "actor": "Cunoesse", "dialogue": "\"Cuno, stop being nice to the pig!\" The screech pierces through the yard. \"Step away from Cuno, fat-ass creep!\"" }, { "actor": "Cuno", "dialogue": "\"Ease off, C. Don't be telling Cuno what Cuno can do!\" He turns back to you. \"What else you want, pigman?\"" }, { "actor": "You", "dialogue": "\"The body -- what do you know about it?\"" }, { "actor": "Cuno", "dialogue": "\"Shitload, pig, what's your question?\"" }, { "actor": "Cunoesse", "dialogue": "\"Don't tell the pig shit, Cuno!\"" }, { "actor": "Reaction Speed", "dialogue": "This is where you *quickly* ask him questions. Real cop-questions. Like a cop." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_cop_questions\"]]" }, { "actor": "You", "dialogue": "\"There are contusions all over his body. Did you do that?\"" }, { "actor": "Cuno", "dialogue": "\"Fuck are you talking about? What is this *con-tush-on* shit?\" He grabs his head like it's suddenly hurting." } ], [ { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_drunk_alt_greet\"]) == false]" }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_greeting_done\"]) == false]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don't call Abigail,\" grumbles an unshaven man with a ruddy nose. He narrows his eyes at you as if in recognition, then turns his head away." }, { "actor": "Perception (Smell)", "dialogue": "The noxious odour emanating from the drunken man is strong and familiar." }, { "actor": "Don't Call Abigail", "dialogue": "\"Don't ya call her, ya hear. Don't call Abigail...\"" }, { "actor": "You", "dialogue": "\"Who is Abigail?\"" }, { "actor": "Don't Call Abigail", "dialogue": "He draws out a disgusting snort, then mumbles, waving a finger in your general direction: \"Ugh... Abigail... don't ya... fuckin'... call Abigail.\"" }, { "actor": "Suggestion", "dialogue": "Abigail is his wife or girlfriend. Chances are, she's gone. Calling her wouldn't make it any better or worse." }, { "actor": "Rhetoric", "dialogue": "You're not going to get anything from this guy. He's too drunk." }, { "actor": "Electrochemistry", "dialogue": "Never thought you'd see such a thing in your life, but this guy's a little *too* drunk." }, { "actor": "You", "dialogue": "\"Why shouldn't I call Abigail?\"" }, { "actor": "Don't Call Abigail", "dialogue": "He snorts and beckons you to lean in closer." }, { "actor": "You", "dialogue": "Don't lean in." }, { "actor": "Don't Call Abigail", "dialogue": "He waves his hand, as if shooing you away, all the while murmuring something indecipherable." } ], [ { "actor": "Endurance", "dialogue": "You were right, br\u00f6ther. (There's a sudden tightness in your lower intestine.)" }, { "actor": "You", "dialogue": "What? What's going on?" }, { "actor": "Endurance", "dialogue": "Back there, in your sleep. All the weak-willed delinquents, dilly-dalliers, foreign moneylenders, insane anarchists, and yes -- the w\u00f6\u00f6men -- they've run this place to ruin." }, { "actor": "You", "dialogue": "Those sons of bitches..." }, { "actor": "Endurance", "dialogue": "The game was rigged from before you even knew how the pieces move, s\u00f6ldier. (The tightness spreads to your gut.)" }, { "actor": "You", "dialogue": "I *do* feel like everything's gone to shit..." }, { "actor": "Endurance", "dialogue": "It has, br\u00f6ther, but we are going to turn back time! (A solemn gurgle emanates from your stomach.)" }, { "actor": "Endurance", "dialogue": "I will send you back to the time when the sun had not yet vanished, when it was still setting into the sea. The time of the Suzerain, the time when love was still possible." }, { "actor": "You", "dialogue": "I'm not sure if I'm *feeling it*." }, { "actor": "Endurance", "dialogue": "But just imagine... to go back with the knowledge and the experience you now have and do it all over. Do it *richtig* this time?" }, { "actor": "Endurance", "dialogue": "Protect the Suzerainty, clean up the city, revive disco music, and get her back? You could save Revachol. You could be the *man*, br\u00f6ther." }, { "actor": "Inland Empire", "dialogue": "Her?" }, { "actor": "Volition", "dialogue": "No one, don't ask about her." }, { "actor": "You", "dialogue": "Wait, get who back?" } ], [ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"How does the *bullet* in his head factor into this?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Huh?!\" A sip of beer makes the surprise go down easier." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"How the fuck do I know? Anyone could have shot him. Target practice maybe?\" Another sip. He's tight-lipped suddenly." }, { "actor": "Drama", "dialogue": "Interesting, sire. It's as if he's lying -- to *protect* someone. He's not very good at it." }, { "actor": "Elizabeth", "dialogue": "\"This line of questioning is *over*,\" the woman steps in before you can answer. \"You got the cause of death already. Hanging. If there's any *post-mortem* trauma, it's your problem. This will not turn into a cross-examination.\"" }, { "actor": "Suggestion", "dialogue": "This was a good move. Also, notice how Titus doesn't *like* her much. Especially when she's calling the shots." }, { "actor": "You", "dialogue": "\"*How* did you kill him?\"" }, { "actor": "Titus Hardie", "dialogue": "\"We hanged him up by his neck until he got real still. Wasn't that obvious, copper?\"" }, { "actor": "Shanky", "dialogue": "\"Didn't they teach you *anything* at the cop school, idiot?\"" }, { "actor": "Authority", "dialogue": "You're pretty sure you've had at least two years of *cop school* and many more of active service." } ], [ { "actor": "You", "dialogue": "\"Cuno, let's talk about your shack.\"" }, { "actor": "Cuno", "dialogue": "\"The fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"What was with the pighead?\"" }, { "actor": "Cuno", "dialogue": "\"Oh that?\" He picks a bit of dirt from his fingernail. \"Cuno decapitates pigs. That's just a Cuno demo-tape.\"" }, { "actor": "You", "dialogue": "\"Demo-tape? Like some kind of a musician?\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, Cuno plays on snuff radio. Fucks pigs. Live. Fucks their heads off.\" He ominously points to the shack. \"Cuno's a cop killer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"church.noid_said_snuff_radio\"]) == false]" }, { "actor": "You", "dialogue": "\"What's with the tube of Magnesolam, Cuno?\"" }, { "actor": "Cuno", "dialogue": "\"It's a vitamin, pig. Don't you know anything?\" He looks at you like you just pointed at the sun and asked what it was." }, { "actor": "Endurance", "dialogue": "You could use some." }, { "actor": "You", "dialogue": "\"Okay, whatever.\"" }, { "actor": "Cuno", "dialogue": "\"Okay? Whatever?! You fucking *need* that shit to stay on top of your game. Cuno goes through like a tube a day. And you look like you could use a *barrel*.\"" }, { "actor": "Cunoesse", "dialogue": "\"Don't teach him, Cuno! He's gonna use it against you, Cuno!\"" }, { "actor": "You", "dialogue": "\"C'mon, it's just magnesium, don't mystify it.\"" } ], [ { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_greeting_done\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.check_back_on_renovation_later\") or Variable[\"jam.horseback_monument_reflection_done\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_manager_gave_verdict\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"What can I do for you, boss-man?\"" }, { "actor": "You", "dialogue": "\"I got you some more booze, can you tell me the next story now?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Of course -- drink first, story later.\" He holds out his palm." }, { "actor": "You", "dialogue": "\"I've got this blue medicinal spirit, how about that?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "He raises his palm as if to shun you back to wherever you came from. \"No-no-no, contrary to popular belief, I enjoy being alive.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_took_away_body_day_2\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I've got some good news.\" The lieutenant smiles. \"I took care of the body. The thought of him decomposing in my MC wouldn't let me sleep.\"" }, { "actor": "You", "dialogue": "\"Good, thanks.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet\"] and Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet_done\"] == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm just glad he's gone. We have other matters to attend to.\"" }, { "actor": "Interfacing", "dialogue": "Oh well -- we'll get the armoured boots in another lifetime." }, { "actor": "Rhetoric", "dialogue": "The lieutenant is downplaying his contribution -- he got up before sunrise to get this done. And now he's quite pleased with himself for taking care of the gruesome business so efficiently." }, { "actor": "Kim Kitsuragi", "dialogue": "He points to the mess hall doors. \"The Union muscle finally turned up, and they look rowdy. We need to talk to them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"shoes_t500\") and Variable[\"whirling.kim_stolen_boots_greet_done\"] == false) == false]" }, { "actor": "You", "dialogue": "\"What do you mean 'rowdy'?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I mean ungovernable. Martinaise isn't exactly enthusiastic about the RCM being here. They prefer to be *policed* by the Union -- these men here...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_hardieboys_did_the_merco_in\"]]" } ], [ { "actor": "Coin-Operated Viewer", "dialogue": "This coin-operated viewer is facing South. The instruction manual says to insert twenty five *centims* and pull the handle while looking inside, then use the focus knob to zoom in if necessary." }, { "actor": "You", "dialogue": "Insert a coin." }, { "actor": "Coin-Operated Viewer", "dialogue": "Your money disappears into the coin-slot. A clunk, the ring of metal..." }, { "actor": "You", "dialogue": "Pull the handle and look inside." }, { "actor": "Coin-Operated Viewer", "dialogue": "The curtains on the display open. You lean in to catch the view -- it's blurry, different blues and greens. In the middle of the shimmer stands a drab grey shape, like a ghost." }, { "actor": "You", "dialogue": "Turn the knob to focus your vision." }, { "actor": "Coin-Operated Viewer", "dialogue": "The lenses shift, the ghost sharpens into an islet in the bay. In the ruins a man-made structure is visible: a half-sunken sea-fort, its concrete almost reconquered by nature." }, { "actor": "Coin-Operated Viewer", "dialogue": "It looks as if it was abandoned quite some time ago, nothing but a rotten tooth remains of the anti-aircraft tower. A lonely birch tree grows out of it." }, { "actor": "Empathy", "dialogue": "Its leaves ripped from it by the winter wind..." }, { "actor": "You", "dialogue": "\"There are ruins of some kind of building there...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Really? I don't have the eyesight to make it out...\" The lieutenant takes off his glasses and cleans them." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_inside_main_hub_reached\"] == true]" }, { "actor": "Barred Door", "dialogue": "This is the door to the pinball workshop that you left barred on the inside." }, { "actor": "You", "dialogue": "Push." }, { "actor": "Barred Door", "dialogue": "It's barred from the inside. You hear the bar rattle in the brackets." }, { "actor": "Perception (Hearing)", "dialogue": "Sounds like it's heavy too. Very sturdy." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_hearing_heavy\"]) == false]" }, { "actor": "You", "dialogue": "Kick the door in." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_physinst_kick_in_success\"]]" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"TASK.enter_the_mysterious_door_done\"]]" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"] or Variable[\"TASK.enter_cavern_done\"]]" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_traps_2_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, sweetie. How are you?\" She sounds tired." }, { "actor": "Perception (Sight)", "dialogue": "Dark circles around her eyes. She's absolutely exhausted." }, { "actor": "Empathy", "dialogue": "She asked about you because she's afraid to hear about the traps. But that's what she really wants news of." }, { "actor": "You", "dialogue": "\"I've changed my mind. I'll help you find your husband after all.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, thank you sweetie, truly. I'll be right here if you come across any sign of Morell.\"" }, { "actor": "You", "dialogue": "\"On second thought, things *are* bad. I don't even know enough to know what I *don't* know about this world.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"You know where we *are*, right?\"" }, { "actor": "You", "dialogue": "\"A war zone. At the edge of the world.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"It does still look like that in some parts of the city, doesn't it...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"We are in a hostel called the Whirling-in-Rags, dear. And the Whirling itself is in the city of Revachol.\"" } ], [ { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: (Variable[\"yard.sense_viscal_greeting_done\"]) == false]" }, { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: Variable[\"yard.viscal_greeting_pre_stage\"]]" }, { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Esprit de Corps", "dialogue": "Sitting at a desk, Lieutenant Kitsuragi fiddles with a pen, then writes something on the paper in front of him. He shouldn't be doing that, he should be here discussing the footprints." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Cuno", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're up quick... How was your sleep?\"" }, { "actor": "You", "dialogue": "(Swallow the blood and conclude.) \"Let's investigate that gigantic insect. That's the next step in the *task chain*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay,\" he replies simply." }, { "actor": "Empathy", "dialogue": "He's still worried. You must have really thrashed and squealed in your sleep." } ], [ { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_hat_exit\"]]" }, { "actor": "Acele", "dialogue": "\"Is this about the hat again?\" She looks up at you, distracted. \"I don't see you wearing a hat...\"" }, { "actor": "You", "dialogue": "\"*I* don't have to do anything, I'm a police officer. *You*, however, have to do what I say.\"" }, { "actor": "Acele", "dialogue": "\"Real cool...\" She looks down at the device, mumbling under her breath." }, { "actor": "Perception (Hearing)", "dialogue": "\"Way to abuse that power, man...\" she says, thinking you can't hear her." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acele_heard_her_mumble\"]) == false]" }, { "actor": "You", "dialogue": "\"So keep that in mind while I ask some questions.\"" }, { "actor": "Acele", "dialogue": "\"Like what?\" She straightens out slightly, propping herself up with her hands, waiting for you to speak." }, { "actor": "You", "dialogue": "\"What's your name?\"" } ], [ { "actor": "Mattress Nest", "dialogue": "There's a rain-soaked mattress on a concrete slab, only half-covered by the crumbling roof. At the head of it -- double embrasures -- firing slits, like two eyes in the wall." }, { "actor": "Kim Kitsuragi", "dialogue": "\"B triple prime...\" The lieutenant lowers his voice, stepping closer with his hand on his gun. \"This looks like a good place to shoot from.\"" }, { "actor": "You", "dialogue": "Inspect the mattress." }, { "actor": "Mattress Nest", "dialogue": "A single-person mattress. Modern, civilian use. Brand name: Marjorie. There's a fuel stain on the cover, along with cigarette burns." }, { "actor": "Perception (Sight)", "dialogue": "And an empty can of beans on the ground next to it -- filled to the brim with cigarette butts." }, { "actor": "Cuno", "dialogue": "\"Someone been hidin' here like a bitch,\" he whispers. \"Maybe jerkin' off too?\"" } ], [ { "actor": "Inland Empire", "dialogue": "Do you *feel* that?" }, { "actor": "You", "dialogue": "Yes." }, { "actor": "Inland Empire", "dialogue": "Of course you do. You don't even know *what* it is you're feeling, but you can feel it. That's the mark of a true *Remote Viewer*..." }, { "actor": "Inland Empire", "dialogue": "The time has come to *connect* to RVD HQ. By establishing a connection you'll have proved yourself worthy as a Remote Viewer..." }, { "actor": "You", "dialogue": "I'm good where I am. [Discard thought.]" } ], [ { "actor": "Policeman Cloak", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_saw_death_dream\"]) == false]" }, { "actor": "Policeman Cloak", "dialogue": "[Action/Check: Condition: (Variable[\"auto.near_cloak\"]) == false]" }, { "actor": "Policeman Cloak", "dialogue": "[Action/Check: Condition: Variable[\"backyard.cloak_greeting_done\"]]" }, { "actor": "Policeman Cloak", "dialogue": "A tarpaulin cloak is still caught on the railing. No one has claimed it for their own." }, { "actor": "You", "dialogue": "Go for the cloak -- jump over the ledge!" }, { "actor": "Policeman Cloak", "dialogue": "[Action/Check: Condition: Variable[\"backyard.jump_whitecheck_chasm\"]]" }, { "actor": "Savoir Faire", "dialogue": "As you leap in the air, a chilly breeze engulfs you, sharpening you senses." }, { "actor": "You", "dialogue": "Close your eyes, let your senses take in the world around you." }, { "actor": "Savoir Faire", "dialogue": "Ankles tingling from the tension, blood roaring in your ears -- you are ready for your rendezvous with the concrete pavement below." }, { "actor": "Shivers", "dialogue": "Martinaise goes about its daily routine as you soar through the air. The loud voices of protesters mix with the engine sounds from the traffic jam; waves crash against the pier and dense, salty sea air fills your lungs." }, { "actor": "Electrochemistry", "dialogue": "Also, you should be having a drink right now -- you should have a bottle of alcohol in your hand *right now*." } ], [ { "actor": "Boots with Rotting Flesh", "dialogue": "These boots were probably left on the corpse because they were impossible to pull off while it was hanging. They're not exactly pleasant to look at right now, much less smell." }, { "actor": "Boots with Rotting Flesh", "dialogue": "Hopefully you will know who they belonged to very soon." }, { "actor": "You", "dialogue": "Will I ever be able to wear them?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "The size seems about right. Once you get the foul-smelling flesh-gunk out." }, { "actor": "You", "dialogue": "Isn't there a saying about walking in another man's shoes?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him." }, { "actor": "You", "dialogue": "Will I ever be able to wear them?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "The size seems about right. Once you get the foul-smelling flesh-gunk out." } ], [ { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: Variable[\"yard.sense_viscal_greeting_done\"]]" }, { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Visual Calculus", "dialogue": "There are eight pairs of tracks in the mud. Three stick out, but..." }, { "actor": "Esprit de Corps", "dialogue": "...you won't get far without the lieutenant here to bounce thoughts off of -- where could he be right now? The asphalt passing underneath the front wheels of his motor carriage at a high speed..." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_drama_white_success_volition_activated\"]) == false]" }, { "actor": "Drama", "dialogue": "But we *are* awake, sire! She has been forthcoming -- with sordid details women usually conceal! Most *shocking* details of the sexual kind! We are a bulwark, un-breached..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_drama_white_failed_once\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"XP.detect_compromized_skillset\"]]" }, { "actor": "Volition", "dialogue": "You've been breached, bulwark. You've been breached, like, a thousand times now!" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_volition_breached\"]) == false]" }, { "actor": "Drama", "dialogue": "If you have doubts, just give us *one* example of deceit! Just one, and we will gladly change our minds." }, { "actor": "You", "dialogue": "She was *confused* when I asked about the bullet in his head. That was a lie." }, { "actor": "Drama", "dialogue": "*Laedyfolk* do not know of such things -- ballistics and weapons of war. She is too young and frail." }, { "actor": "Drama", "dialogue": "You should stop staring at her and say something. This is costing you *credibility and power* in her eyes." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_drama_white_failed_once\"]]" }, { "actor": "Volition", "dialogue": "It looks like this one's not waking up. You'll have to do it without pushing her further. At least for now." } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_greeting_done\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_thanked_for_getting_m_back\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_whirling_thanks_done\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Always a pleasure to see an officer of the law!\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_called_kim_yellow_man\"] == true) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Yellow Man!\" He turns toward Kim. \"I mean... officer.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_white_check_succeeded\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.open_gary_door_done\"]]" } ], [ { "actor": "You", "dialogue": "\"I noticed your room is close to mine. I have a personal question.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_sunday_night_story_interupted\"]]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Ha! Yes. My pleasure.\" She smiles. \"Where did we leave off... hell, let's just take it from the top. You start.\"" }, { "actor": "Empathy", "dialogue": "A gleeful smile. She's pretty happy that your partner's not here." }, { "actor": "You", "dialogue": "\"Did you... hear something? Sunday night -- from my room?\" (Move on.)" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"There was the usual ruckus,\" she nods. \"Loud disco music.\"" }, { "actor": "You", "dialogue": "\"Did I have any visitors?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I can't say -- probably not. Sounded like you were flying solo.\"" }, { "actor": "You", "dialogue": "\"Yeah, that's all I need to hear of this.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Oh...\" The woman makes a sad face." }, { "actor": "You", "dialogue": "\"Let's get back to those lies you told.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Lies, I...\" She repeats -- then trails off. It's unclear what she intended to say." }, { "actor": "Drama", "dialogue": "Yes! We demand she be punished for deceiving us. We demand her anxiety. We demand her fear." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"coast.reeds_checked_counter\"] >=1) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.garrydoor_hub_reached\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_apartment\"]) == false]" }, { "actor": "Door, Basement Apartment", "dialogue": "This must be it. The basement door is weather-worn. The copper nails holding the upholstery in place have turned green from sea air and there's a knocker, shaped like a lion's head." }, { "actor": "Endurance", "dialogue": "The Royal Lion. Guillaume's Kitten. This knocker will last a lifetime and then some." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"key_basement_apartment\")) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Door, Basement Apartment", "dialogue": "This must be the door Evrart mentioned. You still need to get the key from Ma\u00f1ana first though." } ], [ { "actor": "You", "dialogue": "\"No, I think I'm good. I think I'm good without my badge, thanks.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"I'm going to report that you are in pursuit of your missing items. Over.\"" }, { "actor": "Mack Torson", "dialogue": "\"In pursuit of his...\" The man is fighting back tears." }, { "actor": "Jules Pidieu", "dialogue": "\"Officer, do you need further assistance? Over.\"" }, { "actor": "You", "dialogue": "\"Jules, I've heard that some people think of me as a La Puta Madre's peone... Do you think I'm corrupted?\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, sir.\" There's a pause, as he seems to mull it over behind his enormous radio-microphone. \"Well, there's been some talk, sir,\" he finally says reluctantly." }, { "actor": "You", "dialogue": "\"Some *talk*? What does it even mean there's been some talk? Do they think I'm corrupt or not?!\"" }, { "actor": "Jules Pidieu", "dialogue": "\"I only meant that there's been some talk in the station, that's all. But there's always some talk in the station. You know how officers in Jamrock are...\"" }, { "actor": "Jules Pidieu", "dialogue": "\"But then again, some of us truly are on the take. It's unfortunate. Over.\"" }, { "actor": "You", "dialogue": "\"I need to report my badge missing.\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_badge_lie\"] == true and IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant's eyes go wide. \"But you said...\" He shakes his head. \"Never mind.\"" } ], [ { "actor": "Inland Empire", "dialogue": "Numerous empty wine bottles glisten in the rain. Someone *partied* really, really hard here." }, { "actor": "You", "dialogue": "Wait, how hard?" }, { "actor": "Inland Empire", "dialogue": "Well, they went through six bottles of *Potent Pilsner*, three bottles of *Commodore Red*, and almost four packs of cigarettes -- it must have been pretty hard." }, { "actor": "You", "dialogue": "\"Did I do this?\"" }, { "actor": "Inland Empire", "dialogue": "Look at it. Of course it was you. You *partied* here." }, { "actor": "Horrific Necktie", "dialogue": "Yeah we did, *bratan*! And from the looks of it we had hell of a time. Hell of a time, *bratan*." }, { "actor": "You", "dialogue": "\"I'm still not completely convinced it was me.\"" } ], [ { "actor": "Door, Room #1", "dialogue": "This is the door to your room." }, { "actor": "Door, Room #1", "dialogue": "[Action/Check: Condition: Variable[\"TASK.pay_for_the_damages_done\"]]" }, { "actor": "You", "dialogue": "\"Good night, lieutenant.\"" }, { "actor": "Door, Room #1", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_orientation\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Just a moment. You had some questions earlier, I believe, and, besides, we should discuss our progress on the investigation. Let's go out to the balcony.\"" }, { "actor": "You", "dialogue": "\"Alright, let's go.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The air outside is brisk, the lieutenant is silent for a moment. He listens to the traffic hum, then..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_orientation\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Where shall we begin? We should talk about the investigation first and foremost, but I also remember you wanting to discuss the RCM?\" He lights a cigarette." }, { "actor": "You", "dialogue": "\"So what are our powers exactly? The RCM?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They're quite limited, actually -- the power officers of the Revachol Citizens Militia exercise most *frequently* is imposing fines of up to 1000 re\u00e1l for offences, in accordance with an interdepartmental schedule.\"" }, { "actor": "You", "dialogue": "\"Okay. What else?\" (Continue.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We can arrest people, of course, but, rather than bringing someone in directly, it's preferable to serve a *Station Call* slip. It prevents confusion and overcrowding.\"" } ], [ { "actor": "Church Doors", "dialogue": "Heavy wooden doors more than twice your height stand shut in front of you. The rectangular, sea-worn ornamentation appears in stark contrast to the padlock carelessly drilled into the wood." }, { "actor": "You", "dialogue": "Look at the sticker." }, { "actor": "Church Doors", "dialogue": "You see a yellow circle with two X's and a big curve below them that looks like a mouth. You're pretty sure you haven't seen it before, but what the symbol depicts is clear enough: a smiling dead guy. The curve makes it smile and the X's make it dead." }, { "actor": "Conceptualization", "dialogue": "There is something blindingly *modern* about this symbol. Its modernness puts to shame everything you've seen before." }, { "actor": "You", "dialogue": "Take another look at the padlock." }, { "actor": "Church Doors", "dialogue": "This cheap-looking padlock is sturdily built. It shackles together a hasp and a staple screwed into the wooden door. The lock is adorned with a yellow sticker." }, { "actor": "Interfacing", "dialogue": "It'll be easier to break the staple than the lock. Also -- that sticker is interesting, somehow..." }, { "actor": "You", "dialogue": "Open the padlock with the key." }, { "actor": "Church Doors", "dialogue": "The lock turns easily. You hear a click as the shackle pops open." }, { "actor": "Shivers", "dialogue": "Feels like electricity and a very small piece of nothingness." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's go.\" The lieutenant nods at you." }, { "actor": "You", "dialogue": "Pull on the doors..." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"Tell me about the case.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What do you want to know?\"" }, { "actor": "You", "dialogue": "\"Can we go over the preliminary info again?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You mean like a brief? Do you want me to brief you again?\"" }, { "actor": "You", "dialogue": "\"No. I'll wing it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There's no reason to *wing* anything. If you didn't get the brief, that's okay, I did.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Three days ago, the RCM Emergencies Desk received a report about a security guard who was found hanged in Martinaise. An anonymous caller said there was a dead body behind the Whirling-in-Rags hostel-cafeteria. The cadaver had been there for four days -- no one had come to investigate...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"During that time, the victim had been stripped of his belongings. The caller did not identify him, but used the word *lynching*. There is an ongoing labour dispute between the local dockworkers and the logistics company Wild Pines. I was told we should approach the death as part of this dispute.\"" }, { "actor": "You", "dialogue": "\"Why didn't we know anything about the caller?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.who_was_caller_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They -- Klaasje, as we've come to suspect -- didn't identify themselves in any way. The tone was muffled using a device of some sort. The desk could identify neither the caller's age nor sex.\"" }, { "actor": "You", "dialogue": "\"Why hide themselves?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There's a strong prejudice against involving the RCM in what's seen as *Union matters*. The Dockworkers' Union is the de facto police in Martinaise. Now -- it appears -- they've started executing too. We cannot allow that.\"" } ], [ { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_success_read\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_read_before_tribunal\"] and Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_drew_red_thread\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_returned\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (CheckItem(\"map_of_martinaise\")) == false]" }, { "actor": "Visual Calculus", "dialogue": "The same two neon lit shapes -- a man and a woman. A ray of backward motion explodes from the man's mouth, through the window, to the roof outside, widening into a radius -- A prime." }, { "actor": "You", "dialogue": "Where does the thread lead?" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viscal_window_b_primes_counted\"] >=3) == false]" }, { "actor": "Visual Calculus", "dialogue": "Maybe if you extrapolate all possible points of origin first, the thread will make sense?" } ], [ { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acelegreeting_done\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"church.acele_church_altgreet_done\"]) == false]" }, { "actor": "Acele", "dialogue": "The girl stands behind the row of pulpits, whistling a melody with the electronic device pressed against the wood. At the sound of your footsteps, she stops what she was doing." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.acele_passives_hint_reaction\"] or Variable[\"church.acele_reaction_is_lost_about_bird\"]]" }, { "actor": "Reaction Speed", "dialogue": "That melody is oddly familiar... Why does it feel like some gang-related thing?" }, { "actor": "Acele", "dialogue": "\"Hey, there.\" She gives you a shy smile. \"I've been recording some new audio from all these beams and rafters. The sounds travelling through the wood are pretty cool -- creaks and stuff. Like you're underwater, you know... But, like, underwater inside a tree.\"" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"tc.contact_mic\"]) == false]" }, { "actor": "You", "dialogue": "\"Gotcha.\"" }, { "actor": "Acele", "dialogue": "\"I really wanted to say: thanks for getting me and my friends in here. And we even found some new... associates, such as they are.\"" }, { "actor": "You", "dialogue": "\"How's everyone doing?\"" }, { "actor": "Acele", "dialogue": "\"Good, I think. Noid is getting a read on the place, I think he finds the carpentry very impressive. Andre's been setting up the compressor and... dancing. Egg Head's keeping the party up, he's got the stage under control.\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Look at that lucky boozer there, the heaviest drinker on the planet! Look at his liquor-abusing excuse of a face -- those swollen bug-eyes, that muttering mouth." }, { "actor": "Electrochemistry", "dialogue": "I wonder how many litres of sheer alcohol has he consumed today? I bet you'd like a sip of that. Give it a real taste of your manly mouth." }, { "actor": "You", "dialogue": "Wait... what is happening?" }, { "actor": "Electrochemistry", "dialogue": "That old rummy here brings back some good memories. Remember how great that piss in your pants used to feel? Warm and cosy, just the way you like it. Time to get yourself another drink and soak those pants for *good*!" }, { "actor": "You", "dialogue": "Fuck, I don't know... maybe I shouldn't rush head-first into bad habits? I'll leave that alcohol be for now." }, { "actor": "Electrochemistry", "dialogue": "And while you're there, maybe you should hop by the Anonymous Alcoholics as well. You *lamo*." } ], [ { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_sylvie_greeting_done\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "If she used to work in the Whirling-in-Rags, then you must have met her." }, { "actor": "You", "dialogue": "\"Sylvie? I believe we've met before. This is me, a detective from the Whirling-in-Rags!\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, right...\" She recognizes your voice almost immediately. \"Hello, officer, what can I do for you?\"" }, { "actor": "Empathy", "dialogue": "You can hear resentment in her tone -- she's not thrilled to be talking to you again." }, { "actor": "Electrochemistry", "dialogue": "There is *no* resentment in her tone. She wants you to ask her out. No question about it." }, { "actor": "You", "dialogue": "\"Hey, do you want to grab a cup of coffee with me some time?\"" }, { "actor": "Sylvie", "dialogue": "\"No, absolutely not.\"" }, { "actor": "Reaction Speed", "dialogue": "That came so fast you can't but wonder what else would she be good at." }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_sylvie_reaction\"]) == false]" }, { "actor": "Volition", "dialogue": "Ouch.... That's like twenty points of pride-damage right there, buddy." }, { "actor": "You", "dialogue": "\"Do you know how my paperwork ended up in the trash container behind the Whirling?\"" } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it since you've offered to help." }, { "actor": "You", "dialogue": "\"I know about *Cryobacter katlensis*.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Oh, everyone knows about that one, thanks to professor Mijanou being the talk of the town for a time...\" He coughs in his fist." }, { "actor": "Electrochemistry", "dialogue": "A bit of jealousy there. He'd want that glory, truth be told. Even if he'd have to inject *himself* with bacteria to get it." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Although -- probably because her life ended as a result of her work in Katla -- no one remembers her contributions to the search for the Nnong Okk.\"" }, { "actor": "You", "dialogue": "\"Better not to go into the Nnong Okk.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Yes. Probably.\" Another cough. His face grows reddish from it." }, { "actor": "You", "dialogue": "\"Your friend Gary told me about the burning rhino.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Did he?\" He lowers his voice. \"That one's a hoax. Some Seraise rice farmers set fire to rhinoceros cadavers and used them scare tourists.\"" } ], [ { "actor": "Barbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.barbell_main_hub_reached\"]) == false]" }, { "actor": "Barbell", "dialogue": "A barbell lies on the floor. The colour has worn off its weight plates." }, { "actor": "Physical Instrument", "dialogue": "It's 60 kg. Your triceps hum at the sight of these weights. Show the world what kind of beast it's dealing with. Lift them." }, { "actor": "Visual Calculus", "dialogue": "There are no collars on the barbell. This is a safety hazard." }, { "actor": "Inland Empire", "dialogue": "Why does it feel so familiar?" }, { "actor": "You", "dialogue": "Is this familiar because I'm a weightlifter?" }, { "actor": "Inland Empire", "dialogue": "No, it's not that... It's the stale smell of rubber, the squeaky sound of sneakers, your bruised knee against the mat. And a whistle... then the feeling is gone." }, { "actor": "Logic", "dialogue": "It's just a memory." }, { "actor": "Endurance", "dialogue": "A memory from another life -- when you were young and fit." }, { "actor": "You", "dialogue": "Is this familiar because I'm a weightlifter?" }, { "actor": "Inland Empire", "dialogue": "No, it's not that... It's the stale smell of rubber, the squeaky sound of sneakers, your bruised knee against the mat. And a whistle... then the feeling is gone." }, { "actor": "Logic", "dialogue": "It's just a memory." }, { "actor": "Endurance", "dialogue": "A memory from another life -- when you were young and fit." } ], [ { "actor": "Kras Mazov Portrait", "dialogue": "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." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.mazov\"]]" }, { "actor": "You", "dialogue": "\"It's Kras Mazov! What a troublemaker he was.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes. Looks like some latter-day radicals were hiding out here. They left a long time ago.\"" }, { "actor": "You", "dialogue": "\"What's this still doing here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "Savoir Faire", "dialogue": "A good hiding place for someone who's up to no good." }, { "actor": "You", "dialogue": "\"Could someone have stopped through here recently?\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You mean, like Ruby? No. I think we've stumbled on a piece of history.\" He looks at the dust." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "The front of this quarterly journal features a large, satirical portrait of the late King Frissel. From the sides of his head, a pair of white antlers spread to the corners of the cover." }, { "actor": "You", "dialogue": "Why antlers?" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "Because white antlers are one of the symbols of communism. They represent a society in accord with the natural world and at the same time above it." }, { "actor": "Endurance", "dialogue": "A shameful way to treat a former king, even one as underwhelming as Frissel." }, { "actor": "You", "dialogue": "Why Frissel?" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "Because Frissel was incompetent, foolish, and cruel. In short, the embodiment of everything the communards wished to overthrow. It's *satire*, you see." }, { "actor": "You", "dialogue": "Why antlers?" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "Because white antlers are one of the symbols of communism. They represent a society in accord with the natural world and at the same time above it." }, { "actor": "Endurance", "dialogue": "A shameful way to treat a former king, even one as underwhelming as Frissel." } ], [ { "actor": "Washbasin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Washbasin", "dialogue": "On the table you see a bowl of water, a rough soap, and next to it a small hand mirror. A straight razor soaks inside the wash basin." }, { "actor": "You", "dialogue": "Wash the smell of death off yourself." }, { "actor": "Washbasin", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_man_used_gloves_for_bullet_digging\"]]" }, { "actor": "Washbasin", "dialogue": "Thank god you didn't go in there barehanded! Death smell is notoriously difficult to get off yourself and your clothes though and cleaning up takes a while..." }, { "actor": "Washbasin", "dialogue": "But man persists and after fifteen minutes pass, you look almost presentable. Sort of. The sudden absence of the morbid dead tissue smell instantly lifts your spirit." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "\"It's an adventure!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, it's a gym,\" he disagrees. \"Though it looks like no one's been here in ages...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a faint beam of daylight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"What if there's a *reason* why no one's been here for ages...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, because it's *closed*...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Now, let's go get the flashlight, shall we?\"" } ], [ { "actor": "You", "dialogue": "Take an aggressive step closer." }, { "actor": "Titus Hardie", "dialogue": "The room is silent. The leader does not flinch." }, { "actor": "Physical Instrument", "dialogue": "Get *further* in there. Escalate." }, { "actor": "You", "dialogue": "De-escalate." }, { "actor": "Titus Hardie", "dialogue": "\"What are you looking at, copper?\" He cracks his neck." }, { "actor": "You", "dialogue": "\"Guess what? I've connected you to the local drug trade.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Like hell you have.\" He leans back, unruffled. \"There is no 'local drug trade'. This place is as clean as a rifle. Go back to Jamrock and ask the local junkies how clean *your* streets are in Precinct '41-Kilos'.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"You're right, there is no local drug trade -- except you.\" (Point at Titus.)" }, { "actor": "Titus Hardie", "dialogue": "\"That's a mighty interesting theory.\" He rubs his jaw, smiling. \"I guess that's what you would need to do, theoretically. A big, strong, state run monopoly *would* out-compete the runts on the street.\"" }, { "actor": "Eugene", "dialogue": "\"Yeah, man. *Theoretically* that's what you would do -- to get rid of the gangs, the dealers, even some of the junkies.\"" }, { "actor": "Titus Hardie", "dialogue": "\"You would need good, trustworthy people to take their place, of course. *Hardy* men to run such a monopoly.\" He grins. \"For the good of the community, of course.\"" }, { "actor": "Rhetoric", "dialogue": "Yes, but that just sends everyone else to Jamrock, doesn't it?" } ], [ { "actor": "You", "dialogue": "\"I thought about it and you know what? I can pay 3 re\u00e1l for the spirits.\"" }, { "actor": "Rosemary", "dialogue": "\"Finally came to your senses, huh, buddy-boy? Ain't nobody else gonna give you a price like that.\" The man starts laughing to himself. \"Had to let life squeeze you to get that, huh?\"" }, { "actor": "You", "dialogue": "\"Cool. So can I get it for that?\"" }, { "actor": "Rosemary", "dialogue": "\"Sure, friend. A bottle of high-quality spirits comin' right up, that'll be 3 re\u00e1l and you're practically robbing me at this price.\"" }, { "actor": "You", "dialogue": "\"I want a pack of smokes.\"" }, { "actor": "Rosemary", "dialogue": "\"My kinda guy,\" he mumbles, handing you a pack. \"Here you go, friend.\"" }, { "actor": "You", "dialogue": "\"Here's the money for a pilsner.\"" }, { "actor": "Rosemary", "dialogue": "\"Bottoms up, captain!\" He hands you an ugly brown bottle." }, { "actor": "You", "dialogue": "\"I want a pack of smokes.\"" }, { "actor": "Rosemary", "dialogue": "\"My kinda guy,\" he mumbles, handing you a pack. \"Here you go, friend.\"" } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_saw_your_face\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_first_greeting_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "What if I told you there's a *mirror* on your bathroom wall, upstairs? You *may* want to take a look." }, { "actor": "You", "dialogue": "\"I've investigated the body. Shouldn't be long till we get it down.\"" }, { "actor": "The Gardener", "dialogue": "\"Oh. Okay.\" She doesn't quite know what to say. \"Thanks for keeping me in the know, sir.\"" }, { "actor": "You", "dialogue": "\"Evrart confirmed, he sent you to spy on us.\"" }, { "actor": "The Gardener", "dialogue": "\"Is that so?\" Her face remains expressionless as she shrugs. \"I don't know anything about that. Must be a misunderstanding.\"" }, { "actor": "Composure", "dialogue": "She's a pro. Nothing short of coming face to face with the fatman himself would make her admit it right now." }, { "actor": "You", "dialogue": "\"My partner told me you may have ammonia -- can I have some?\"" }, { "actor": "The Gardener", "dialogue": "\"Sure -- I'm done with it.\" She takes a small capsule out of her breast pocket and hands it to you." }, { "actor": "The Gardener", "dialogue": "\"Go easy on that stuff. It gave me a terrible headache.\"" } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: IsHourBetween(21, 2)]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_greeting_done\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "The woman next to a bucket of clothes hums an odd melody. Her eyes are closed." }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_ency_southsamaran\"]]" }, { "actor": "Washerwoman", "dialogue": "\"Welcome to the fishing village.\" She opens her eyes. \"Please lean in closer. I have cataracts.\"" }, { "actor": "Reaction Speed", "dialogue": "Then how does she know you're here?" }, { "actor": "You", "dialogue": "Lean forward." }, { "actor": "Washerwoman", "dialogue": "\"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.\"" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here to cause any trouble, madam.\"" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"neck_tie\") and Variable[\"whirling.necktie_personified\"] == true) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I thought we decided to leave it to Processing.\" The lieutenant shakes his head. \"Let's not turn this into some kind of circus.\"" }, { "actor": "Interfacing", "dialogue": "Damn it, this is turning into some sort of mega-puzzle." }, { "actor": "Logic", "dialogue": "Okay, so you can *sneak* out of your room maybe, after he's gone asleep..." }, { "actor": "You", "dialogue": "\"Alright, time to freeze the body!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course. I'll take the head, you take the feet...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's not going to be the *easiest* thing in the world, but we'll manage.\"" }, { "actor": "Physical Instrument", "dialogue": "The two of you? Easily." }, { "actor": "You", "dialogue": "\"Okay, let's do this!\" (Clap your hands.)" }, { "actor": "The Hanged Man", "dialogue": "The body is heavier than you expected -- and stinkier. It takes half an hour to get it down to the basement, then ten more minutes to stuff it into the fridge. The lieutenant takes a step back to admire your handiwork." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Beautiful,\" he says, wiping his hands in his handkerchief. \"A dead body in an ice bear fridge -- this is some of the best police work I've ever done.\"" } ], [ { "actor": "Cuno", "dialogue": "\"Cuno is present on the scene.\" He looks around with his hands on his hips." }, { "actor": "You", "dialogue": "\"I want to buy the FALN pants.\"" }, { "actor": "Cuno", "dialogue": "He unzips his jacket again and pulls the pants from the plastic wrapping. \"Here pig, we both FALN now. Performance Pigs. Let's try not to shit ourselves.\"" }, { "actor": "You", "dialogue": "\"What happened to your art thing?\"" }, { "actor": "Cuno", "dialogue": "\"Locust city?\" He swallows. \"Cuno dropped that art shit coz Cuno's fucking *poor* and has shit for brains.\"" } ], [ { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acelegreeting_done\"]) == false]" }, { "actor": "Acele", "dialogue": "\"Hey there.\" The girl with an electronic recording apparatus turns to you as you approach." }, { "actor": "Acele", "dialogue": "\"Thanks for helping us out. My associates and I are settling in here nicely. Even found some new associates.\" She turns back to her work, whistling softly..." }, { "actor": "Reaction Speed", "dialogue": "Why does that melody sound so familiar?" }, { "actor": "You", "dialogue": "\"You're Acele.\"" }, { "actor": "Acele", "dialogue": "\"Yeah,\" she responds, turning back to her device." }, { "actor": "You", "dialogue": "\"What are you doing?\"" }, { "actor": "Acele", "dialogue": "\"Recording the audio coming through the wooden framework. I bet it's pretty cool. Creaks and stuff. Sounds like when you're underwater, you know?\"" }, { "actor": "You", "dialogue": "\"Gotcha. I have some questions for you.\"" }, { "actor": "Acele", "dialogue": "\"I'm listening.\" She puts the device down and props herself up a bit, waiting for you to speak." }, { "actor": "You", "dialogue": "\"The others told me you went inside the church. What did you see in there?\"" } ], [ { "actor": "You", "dialogue": "\"I can't take it anymore. Just go.\" (Don't attempt to destroy the compressor.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "The woman runs past you and disappears into the darkness of the tunnel." }, { "actor": "Kim Kitsuragi", "dialogue": "\"All things considered...\" The lieutenant is still reeling from the pain. \"...that could've gone worse.\"" }, { "actor": "You", "dialogue": "\"Wait... shouldn't we go after her?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, I don't think she did it... She's someone else's case now.\"" }, { "actor": "Savoir Faire", "dialogue": "It's too late now anyway. She's gone." }, { "actor": "You", "dialogue": "\"What now?\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.explore_the_passages_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Her tent! Maybe there's something in there.\"" } ], [ { "actor": "Trap: Canal", "dialogue": "The trap stands empty amongst the reeds. No insect sounds or movement around -- only the reeds' melancholy rustling." }, { "actor": "You", "dialogue": "Release the locusts into the empty trap." }, { "actor": "Trap: Canal", "dialogue": "The locusts, dazed from being transported, slowly begin to acclimate to their new surroundings." }, { "actor": "Composure", "dialogue": "They're not really going to get the chance to get comfortable here." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Smoker on the Balcony", "dialogue": "You see a young man on a balcony nursing a cigarette. His eyes have been following you for a while." }, { "actor": "Smoker on the Balcony", "dialogue": "\"Not looking for any trouble, officer...\" he says in a quiet voice. Despite the cold, his shirt hangs unbuttoned on his frame." }, { "actor": "Drama", "dialogue": "It's the voice of someone who has something to *hide* my liege." }, { "actor": "You", "dialogue": "\"No trouble from me, I just want to know what's going on here.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"I don't want to be seen talking to the *gendarmerie*, if that's okay. I just want to finish my cigarette.\"" }, { "actor": "Electrochemistry", "dialogue": "It's the God of Cigarettes and Youth -- ask him if he's got anything to spare." }, { "actor": "Visual Calculus", "dialogue": "Don't let him go! This could be your witness -- the balcony has a great view of the whole thing." }, { "actor": "You", "dialogue": "\"Actually, the police *really* needs to talk to you.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Is it really that important?\" he asks you, adjusting his shirt." }, { "actor": "Half Light", "dialogue": "Like a nervous cat, he keeps stealing looks at the neighbouring windows." }, { "actor": "Smoker on the Balcony", "dialogue": "\"Alright, but make it quick. Once I finish this cigarette I have to run.\"" }, { "actor": "Physical Instrument", "dialogue": "By god, this young man has the body of a *decathlete*. His lithe form was practically made for vaulting over the high bar!" }, { "actor": "Composure", "dialogue": "There's something about the way he carries himself... Something enviable, mysterious, attractive..." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.hjelmdall_mainhub_reached\"]]" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "What a shirt. All other shirts pale in comparison to the muscular man with antlers and immense zweih\u00e4nders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.hjelmdall\"]]" }, { "actor": "You", "dialogue": "\"How much are you selling this T-shirt for?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Two re\u00e1l.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Logic", "dialogue": "That's very cheap for a printed t-shirt that's still in pretty good shape." }, { "actor": "You", "dialogue": "\"Sounds like a good deal, although I wouldn't really know.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Oh, it is.\"" }, { "actor": "You", "dialogue": "\"That's unusually cheap, isn't it?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"It should belong to anyone who is ready to wear it.\"" } ], [ { "actor": "You", "dialogue": "\"I'm coming.\" (Climb down.)" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_archer_working_soona\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Good. Now, give me a hand with these amplifiers. Leave the cables. I don't feel like making two trips...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_turned_down_archer\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Well, this was an *interesting collaboration*.\"" }, { "actor": "You", "dialogue": "\"We make a pretty good team, Soona.\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_empathy_rc_success\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Really? I do not think we were all that successful. But maybe the RCM has a different definition of success...\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"In any event, just leave that equipment here. I'll put it away later. If you'd like, you can take one of the extra headsets. I don't need so many spares.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Now you'll excuse me. I have to get back to my own work.\"" } ], [ { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.serial_number_2\"]]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (TotalHourCount() >= Variable[\"plaza.kineema_serial_personal_aliiz_deadline\"]) == false]" }, { "actor": "Alice", "dialogue": "\"Not yet -- but I was able to convince the database people to share private sector information. They promised to get back to me by tomorrow morning. Did you have any other questions?\"" }, { "actor": "You", "dialogue": "\"I need you to connect me to a civilian -- a Sylvie. She may have reported a murder.\"" }, { "actor": "Alice", "dialogue": "\"Of course. What is her number, officer?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_empathy_connect_me_to_you\"]]" }, { "actor": "You", "dialogue": "\"Actually, let's not do that right now.\" (Back.)" }, { "actor": "Alice", "dialogue": "\"Officer?\" You hear phones ringing and people talking in the background." }, { "actor": "You", "dialogue": "\"Did you find out more about the owner of the armoured boots?\"" } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"village.netpicker_wounds_talked_about\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: Variable[\"village.netpicker_asked_skiff_from_her\"]]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Be careful out there. Sea's calm as death, but still... there are ruins underwater. You can scrape the paint... or worse.\"" }, { "actor": "You", "dialogue": "\"I'm looking for someone, maybe you can help?\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Let's see,\" she tilts her head ever so slightly. \"Who are you looking for?\"" }, { "actor": "You", "dialogue": "\"A working class husband.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Yeah, *I'm* not really looking for that anymore. Not much into the middle-class ones either.\" She sighs. \"I could use some *landed gentry*, but apparently they don't make those anymore.\"" }, { "actor": "You", "dialogue": "\"The husband isn't for me. I'm looking for him for his wife.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Wish I could help you with that, but I haven't seen your 'working class husband'. Maybe I can help you find someone else?\"" }, { "actor": "Empathy", "dialogue": "She seems genuinely sorry for not being able to help you." } ], [ { "actor": "You", "dialogue": "\"Guess what -- I've come upon something incriminating.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Incriminating... now that's a big boy word.\" He puts his beer can down." }, { "actor": "You", "dialogue": "\"Why are your boot prints all over the scene?\"" }, { "actor": "Titus Hardie", "dialogue": "\"You mean *these* boots?\" He raises his worker boot -- size 46, steel reinforced toe." }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Titus Hardie", "dialogue": "\"We all got a pair.\" He squints. \"We wore them the night we took the Pretty Boy out back and hung him. By the neck.\"" }, { "actor": "Half Light", "dialogue": "As he speaks, his fists contract, going through the pulling motion again, savouring it." }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, we did this.\" He looks you dead in the eye. \"Together. All of us. Until he was dead. That's why our prints are all over the scene.\"" }, { "actor": "Reaction Speed", "dialogue": "There's a catch hidden somewhere. He didn't confess so that you could take them all away. It's too simple." }, { "actor": "You", "dialogue": "\"That's it, the game's over. I got the perpetrator!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.return_to_hardies_with_more_evidence\"]) == false]" }, { "actor": "Elizabeth", "dialogue": "\"No, you don't. What you have is seven honest men, who thought it forthcoming to tell you what happened -- so that you don't waste any more of your time.\"" }, { "actor": "Rhetoric", "dialogue": "All -- seven -- together. They're diluting responsibility. It's an anti-arrest tactic." }, { "actor": "Authority", "dialogue": "They're playing to their *considerable* strength in numbers. Don't talk about arresting them. You'll only bring attention to your inability to do so." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_refused_to_restock_trap\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_white_check_succeeded\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1_done\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Hello! Lena and I were just discussing the design of the new trap.\"" }, { "actor": "You", "dialogue": "\"I'm looking for a suspect. Have you seen anyone who appeared to be on the run?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"I'm afraid not, officer. I've been busy digging around in the reeds for days, looking for signs of insect activity -- I'm less interested in mammalian concerns, to be perfectly honest.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant takes a short note in his notebook, then gestures for you to proceed." } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_failed_wc_once\"]) == false]" }, { "actor": "Authority", "dialogue": "Establish authority, yes! AUTHORITY! Feverish thoughts race through your mind." }, { "actor": "You", "dialogue": "(Turn to the lieutenant.) \"Kim, I need your gun.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: CheckItem(\"gun_villiers\") == true or CheckItem(\"gun_ruby\") == true]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: CheckItem(\"gun_villiers\")]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Why? You have your own gun.\"" }, { "actor": "Authority", "dialogue": "This is not what he thinks it is -- this is a great idea." }, { "actor": "Volition", "dialogue": "I'm afraid it's not what *you* think it is either." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: CheckItem(\"gun_villiers\")]" }, { "actor": "You", "dialogue": "\"Everybody calm down! This is only a demonstration!\" (Turn to Kim.) \"Kim, the gun. Yours is better. It will make sense.\"" } ], [ { "actor": "Savoir Faire", "dialogue": "One day, you may be able to scale this tower. But it won't be today. Neither your sinews nor your spirit could handle this ascent." }, { "actor": "You", "dialogue": "When, then?" }, { "actor": "Savoir Faire", "dialogue": "When your mind is clear of the neurotoxins you've been injecting it with for years -- and your body regains some nimbleness and swiftness." }, { "actor": "Physical Instrument", "dialogue": "You're not doing *that* bad. But, yeah, there's some distance to go." }, { "actor": "Physical Instrument", "dialogue": "Yeah, you were getting a tad too ambitious there." }, { "actor": "Conceptualization", "dialogue": "But, can't deny it -- your mind's pretty clear, all things considered. In fact, it's too clear for you to be buying into this climbing vision quest." }, { "actor": "You", "dialogue": "(Look at your bottle.) But it makes me feel more powerful..." }, { "actor": "Physical Instrument", "dialogue": "That's just whiny bullshit. Get it together." }, { "actor": "Tiago", "dialogue": "\"Hey, man. I see it in you -- you are prepared to surrender yourself to the fire of revelation. But you're still a bit shaky spiritually.\" He looks you over. \"You're also just, physically, shaking.\"" }, { "actor": "Tiago", "dialogue": "\"Keep the flame in your soul alive, though. One day you'll make it up here, if you put in the work.\"" }, { "actor": "You", "dialogue": "\"You've been here for a long time. Did you see the police raid that took place here?\"" }, { "actor": "Tiago", "dialogue": "\"Something like that,\" he responds, his voice suddenly flat." } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_greeting_done\"]]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_told_him_to_fuck_off\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"Looking for something, runt? Come to tell me to fuck off again?\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.racist_authority_soles\"]]" }, { "actor": "You", "dialogue": "\"We're done for now.\" [Leave.]" } ], [ { "actor": "You", "dialogue": "\"Who killed the merc... if it wasn't you?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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...\"" }, { "actor": "Perception (Sight)", "dialogue": "Those rings around her eyes, her tired voice -- she's been staying up late listening in on the conversations criss-crossing Martinaise." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Police radio? You've been... following the case?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Who hasn't?\" She shrugs. \"You know, I can still see him there, in Klaasje's room, lying on his side.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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...\"" }, { "actor": "Half Light", "dialogue": "Klaasje didn't want to turn the lamp on. She was afraid of another shot." }, { "actor": "You", "dialogue": "\"You said something about a tribunal...\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She sighs. \"Yeah. The mercenaries are about to set up a tribunal and execute someone for killing Lely.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"How do you know this?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"And you -- watch out for yourselves. You seem to have a habit of walking into traps.\"" }, { "actor": "You", "dialogue": "\"They're planning to set up a trap for us?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I'm guessing you don't know that a third mercenary has come to town just in time for the tribunal -- now you do.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"tc.seraise_giant_hornet\"]) == false]" } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_main_hub_reached\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_greeting_done\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Hello, I'm Neha.\" A bird-like woman sits on a throne of tools, with emerald light shining through her hair." }, { "actor": "Novelty Dicemaker", "dialogue": "\"Did you try knocking on my window? I must have missed you, I've been listening to my *milieus*.\" She taps on her headphones." }, { "actor": "Novelty Dicemaker", "dialogue": "\"So, what kind of die are you looking for?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_the_witch\"]]" }, { "actor": "Inland Empire", "dialogue": "Could this be the malicious Entity? Perhaps it's wise to go along with this *masquerade* for now..." }, { "actor": "Visual Calculus", "dialogue": "She's got a direct view to the backyard. You should interrogate her about the lynching." }, { "actor": "You", "dialogue": "\"Hold on, what do you mean by *milieus*?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Yes, a milieu is like a call-in station. You need a two-way radio to access one. That's why I have these.\" She pats the headphones on the table." }, { "actor": "Novelty Dicemaker", "dialogue": "\"Mostly they just teach you to swear in different languages, but some of the stations can be quite interesting. I was so absorbed, I must have missed you knocking.\"" }, { "actor": "You", "dialogue": "\"You must have me confused with someone else -- I haven't knocked on your window.\"" } ], [ { "actor": "Composure", "dialogue": "You holding it together there, Meltdown Cop?" }, { "actor": "You", "dialogue": "What? (Sniffle.) Of course I am." }, { "actor": "Composure", "dialogue": "Do you need to have a cry?" }, { "actor": "You", "dialogue": "I don't cry. (Wipe your eye.)" }, { "actor": "Composure", "dialogue": "It's fine. Being a cop is tough. You can't be expected to keep it together *all the time*. Or, in your case, *much of the time*." }, { "actor": "You", "dialogue": "Let's just cut straight to the waterworks." }, { "actor": "Empathy", "dialogue": "Not just yet! Sure, it feels good to wallow in self-pity... But think of all the other people out there who are suffering -- people whom you could be helping right now." }, { "actor": "You", "dialogue": "(Try to collect yourself.) Right, other people." }, { "actor": "Composure", "dialogue": "Fine, don't cry, keep all those toxins in." }, { "actor": "You", "dialogue": "This is bullshit. My eyes are dry as a damn desert. [Discard thought.]" } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_failed_wc_once\"]) == false]" }, { "actor": "Authority", "dialogue": "Establish authority, yes! AUTHORITY! Feverish thoughts race through your mind." }, { "actor": "You", "dialogue": "\"Let's try this again -- Kim, gimme your gun.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No,\" he whispers, not even looking at you. \"Not going to happen.\"" }, { "actor": "You", "dialogue": "\"Kim, I'm only getting total garbage here.\" (Whisper) \"Please help.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods and turns to address the room: \"You know what? You guys *must* be the cops. Because this is what cops do, right?\"" }, { "actor": "Authority", "dialogue": "He's had enough. He's really gonna push their buttons now." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Live in a bar. Sit on their fat asses like they own the place, while the neighbourhood goes to shit, corpses hang from trees, kids shoot up...\"" }, { "actor": "Glen", "dialogue": "\"Hey, we don't have to fucking take this shit...\"" }, { "actor": "Elizabeth", "dialogue": "\"Glen...\"" }, { "actor": "Titus Hardie", "dialogue": "\"EVERYONE SHUT UP!!!\" Titus's loud baritone echoes back from the mess hall walls and the entire cafeteria falls silent." } ], [ { "actor": "Shelf of Paranormal Books", "dialogue": "This bookstore is not *strictly* about crime, romance, and biographies of famous people -- there's also a wide range of paranatural literature." }, { "actor": "You", "dialogue": "\"All right. I want to buy *Medicinal Purposes of the Pale*.\"" }, { "actor": "Plaisance", "dialogue": "\"Indeed...\" She mumbles, staring at the book for a moment. \"Something about that book does seem to have spoken to you...\"" }, { "actor": "Plaisance", "dialogue": "\"Well, I hope it contains what you're looking for.\"" }, { "actor": "Shelf of Paranormal Books", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"] or Variable[\"character.interactable_tutorial_seen\"]]" }, { "actor": "You", "dialogue": "\"All right. I want to buy *Medicinal Purposes of the Pale*.\"" }, { "actor": "Plaisance", "dialogue": "\"Indeed...\" She mumbles, staring at the book for a moment. \"Something about that book does seem to have spoken to you...\"" }, { "actor": "Plaisance", "dialogue": "\"Well, I hope it contains what you're looking for.\"" }, { "actor": "Shelf of Paranormal Books", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"] or Variable[\"character.interactable_tutorial_seen\"]]" }, { "actor": "You", "dialogue": "Find something truly otherworldly." } ], [ { "actor": "Suggestion", "dialogue": "There's really no point in manipulating anyone. You're chummy. Just go on and ask!" }, { "actor": "You", "dialogue": "\"Hey, Lena, I'd really like to hear about some of those juicy *cryptids* you've studied. Could you tell me about a couple?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, I'd be delighted!\"" }, { "actor": "You", "dialogue": "\"Are there any *invisible* cryptids?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"What an interesting question! And the answer is: yes, there are!\"" }, { "actor": "You", "dialogue": "\"What's that?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"The *Col Do Ma Ma Daqua*, or 'thin whisper of sound'. And that's *precisely* what it seems to be -- self-replicating sound waves, invisible and intangible! It's very afraid of us, which makes it incredibly difficult to track.\"" }, { "actor": "Encyclopedia", "dialogue": "\"Col Do Ma Ma Daqua\" can also be translated as \"a whisper light and low.\"" } ], [ { "actor": "Pain Threshold", "dialogue": "Points are good. Have one, you old dog! Before we all die..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_kim_sports\"] and Variable[\"whirling.klaasje_saw_sports_branch_in_race\"] == false]" }, { "actor": "You", "dialogue": "\"I did not know this was a competition, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It isn't. Police work is a *cooperative* sport.\"" }, { "actor": "Physical Instrument", "dialogue": "There is no challenge without competition. There must be an opponent." }, { "actor": "Hand/Eye Coordination", "dialogue": "This is clearly sports for him. Something like archery -- or darts?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_hecoord_kim_archery\"] or Variable[\"whirling.klaasje_physinst_kim_challenge\"]]" }, { "actor": "You", "dialogue": "\"It's still about getting hits right -- and not missing?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's too *pinball* for me, I just like to get autopsies right on the first try.\" He makes another note. \"Where were we?\"" }, { "actor": "Drama", "dialogue": "He's lying." }, { "actor": "You", "dialogue": "\"I ran the serial number on his boots. I know his name.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She blows a long column of smoke and watches it disperse overhead. After a moment, she says: \"Good for you.\"" }, { "actor": "You", "dialogue": "\"You don't want to know?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Not really.\" Curls of smoke leave her mouth with each word. \"Lely's good enough for me.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"To be honest, I mostly just want to ride on Coalition Warship Archer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let me make a prediction, detective. You are not going to see the inside of a Coalition warship anytime soon.\"" }, { "actor": "You", "dialogue": "\"Do you think we'll actually be able to reach the Coalition with this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I wouldn't like to guess. Your performance so far doesn't exactly inspire confidence, but all sorts of things are possible...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*You* could reach the Coalition and have your talk about *la responsabilit\u00e9*... *I* could grow 10 centimetres and become a flanker for the Stormers.\"" }, { "actor": "You", "dialogue": "\"How does this compare to your DynaWave, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It doesn't, frankly. Don't get me wrong, this appears to be a *fine* transceiver for a general audience, but it's not something a serious radio-head would use.\" He shrugs." }, { "actor": "You", "dialogue": "(Clench your fist.) \"I'll show you yet, Kitsuragi.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Show me what, detective?\" The lieutenant seems immensely pleased by your irritation." }, { "actor": "You", "dialogue": "[Leave.]" }, { "actor": "Office Radio", "dialogue": "With its transceiver gone, the radio has ceased its peristent buzzing. It is as silent as a headstone." } ], [ { "actor": "A Hole in the Wall", "dialogue": "A few bricks have fallen off, revealing a compartment behind the wall. It's too dark to see in." }, { "actor": "You", "dialogue": "\"What does this mean -- a rifle here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It means there are firearms -- breechloaders -- still lying around in Martinaise. This could prove useful in our case against Ruby for Titus. Men are easily swayed by the sight of a rifle.\"" }, { "actor": "Empathy", "dialogue": "He likes this find." }, { "actor": "You", "dialogue": "\"Look, there's a hole in the wall.\" (Point at the hidden compartment.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There is, yes. And there also appears to be something *inside* the hole... Interesting. Do you want to take a look?\"" }, { "actor": "You", "dialogue": "\"No, you do the honours.\" (Back off.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sure,\" he nods and steps closer. \"Okay, here's some more rifles... None of these seem to be working. And oh...\" His hand reaches in, rummaging in the dark..." } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: DayCount() == 3]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_altgreet_day_two_heart_hint\"]) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Offic... argh...\" He rubs his chest and spits. \"Goddamnit... pull yourself together, Ren\u00e9.\" He turns to you. \"What do you want?\"" }, { "actor": "Endurance", "dialogue": "This man seems to be experiencing a mild to medium level of congestive heart problems, either due to narrowing of the arteries or high blood pressure." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"plaza.rene_endurance_heart_problems\"]]" }, { "actor": "Suggestion", "dialogue": "Judging by his attitude -- probably the second one." }, { "actor": "You", "dialogue": "\"I understand Jeanne-Marie meant a lot to you?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"There's nothing for you to *understand* here,\" he snaps. \"It is not *her* death you are investigating.\"" }, { "actor": "You", "dialogue": "\"Where was the photo of you two taken?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Revachol Fair of '91 in the Faubourg district.\" His eyes turn to the sea. \"A parade was held to honour Guillaume *Le Lion's* name-day. And the carabineers marched in the place of honour.\"" }, { "actor": "You", "dialogue": "\"Okay, thanks.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "He nods." } ], [ { "actor": "Working Class Woman", "dialogue": "[Action/Check: Condition: Variable[\"plaza.working_meeting_done\"]]" }, { "actor": "Working Class Woman", "dialogue": "[Action/Check: Condition: Variable[\"plaza.working_pre_greeting_done\"]]" }, { "actor": "Working Class Woman", "dialogue": "[Action/Check: Condition: Variable[\"plaza.working_greeting_done\"]]" }, { "actor": "Working Class Woman", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.working_reached_police\"]) == false]" }, { "actor": "Working Class Woman", "dialogue": "She's still browsing books." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.trant_main_hub_reached\"]]" }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: (IsMorning()) == false]" }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: (IsEvening()) == false]" }, { "actor": "Trant Heidelstam", "dialogue": "\"Hello again!\" He nods to you, smiling." }, { "actor": "You", "dialogue": "\"Do you know of an *alternative* way into the building?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Alternative? I don't even have a *mainstream* way in, I'm afraid, although...\" He points over the guardrail, to the sewage run-off there." }, { "actor": "Trant Heidelstam", "dialogue": "\"There's a sewage pipe there, maybe that does something? Sorry I can't help more.\"" }, { "actor": "Physical Instrument", "dialogue": "Pipes *can* be broken. With force." }, { "actor": "You", "dialogue": "\"Do you have any advice on how to climb that ladder?\" (Point to the one next to the mural.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"How to climb that ladder, you say?\" He turns around, eyeing the bleak metal bars next to the giant mural. \"I do know that the Lomanthangs used *sticks* to climb battlements, there's even a special technique for that.\"" }, { "actor": "You", "dialogue": "\"Something tells me I'm not going to climb the ladder with Lo Manthang sticks.\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Then there's also the method of climbing that the ancient Iilmaraans used to get into the huts of their enemies.\"" } ], [ { "actor": "Savoir Faire", "dialogue": "You close your eyes and vacate your skull, leaving your brain to wonder: where did that little fluttering light go?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "TOTAL DARKNESS! You sink down the darkest fathoms of your own personal deep, vertebrae by vertebrae -- THROUGH THE UNFORMED SKULLS OF YOUR SPINE." }, { "actor": "Ancient Reptilian Brain", "dialogue": "HERE IT WILL BEGIN." }, { "actor": "You", "dialogue": "Bust a move." }, { "actor": "Spinal Cord", "dialogue": "Foolhardy! Do you even *know* what's happening on the surface? Maybe a thousand years have passed? Or maybe you started spazzing out like two seconds ago?" }, { "actor": "Physical Instrument", "dialogue": "With your eyes still closed, the first thing you feel, all the way back in the pivoting darkness of your own torso, is warmth. You have become a triumph of rhythmo-plastics -- somewhere in a smelly wooden church on the coast of Revachol. The wounds from the war you've waged on your body are healing, twist by twist, turn by turn." }, { "actor": "Electrochemistry", "dialogue": "You must have touched upon an entirely new way of moving the human body! Every motion is pumping your brain full of endorphins... Open your eyes to the pioneering glory of HARD STYLE!" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"ice.noid_protorave_aesthetic_conceptualization_done\"]]" }, { "actor": "Conceptualization", "dialogue": "As you open your eyes, you should scream \"HYPER! HYPER!\" (It seems appropriate.)" }, { "actor": "You", "dialogue": "\"HYPER! HYPER!\"" }, { "actor": "Savoir Faire", "dialogue": "You have become a flawless interlocking mechanism. A flesh-and-bone approximation of the throb coming from the speaker set-up of the one called Egg Head's. Entirely, rigidly imbecilic. Without pity or fear." }, { "actor": "Volition", "dialogue": "Free from self-awareness. No deliberation, only -- and I mean *only* -- execution." }, { "actor": "Andre", "dialogue": "\"Oh my god...\" The speedfreaks' would-be leader stands slack-jawed in disbelief at the hard-coreness on display. He whispers to himself: \"No way...\"" }, { "actor": "You", "dialogue": "\"Yes way.\"" }, { "actor": "Egg Head", "dialogue": "With his reel-to-reel mixer blasting the anthem of a future that will never come, the young man observes your moves for a second..." }, { "actor": "Egg Head", "dialogue": "... then blasts into the same hideous pattern, yelling: \"AAAAAAHHHH!\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"And I'm sure you two had a hell of a time.\" He throws a couple of playful punches in your direction. \"But I couldn't care less about the bitch. Let's talk about the *real* stuff, Harry. The stuff that matters.\"" }, { "actor": "You", "dialogue": "\"A few more questions about the harbour.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm always happy to educate and entertain you, my friend.\" He takes a sip from his coffee. \"So, what's on your mind?\"" }, { "actor": "You", "dialogue": "\"Did *you* order the hanged man killed?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Order it? You know my men didn't kill him. They told you -- it was a happy accident. You know how it is, no one takes the *initiative*. If I wanted him dead I would have had to do it myself. And I'm too fat for that.\"" }, { "actor": "You", "dialogue": "\"What do you gain from him being dead?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Why, a war, of course.\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Whoa! In your hand: *pyrholidon* -- the double rainbow of synthetic hallucinogens. Rare and gritty, a product of the age of atomic power." }, { "actor": "You", "dialogue": "Look at the little puck of liquid." }, { "actor": "Electrochemistry", "dialogue": "What a funny little cap! Don't let the *scary* medical warnings throw you off. It's an inadequate antidote to radiation poisoning, but a *potent* antidote to *boredom*." }, { "actor": "You", "dialogue": "Wait -- radiation poisoning sounds scary." }, { "actor": "Electrochemistry", "dialogue": "It's not gonna *give* you radiation poisoning, stupid. Pyrholidon is a perfect match for a bad-ass junkie cop who's looking for a little *heat*." }, { "actor": "Endurance", "dialogue": "You need to lower the radiation levels, your stomach thinks. Slurp it." }, { "actor": "You", "dialogue": "Hmm... open the cap." }, { "actor": "Electrochemistry", "dialogue": "The container is warm to the touch -- or is that just the anticipation? You screw the lid open and look. A little slit on the side lets you just *slurp* it up, like an oyster! C'mon! Slurp it!" }, { "actor": "You", "dialogue": "Slurp it, but only a little." }, { "actor": "Electrochemistry", "dialogue": "You suck a minuscule drop of extremely chemical-smelling liquid into your mouth. There it seeps into your tongue. When you swallow it's already almost all gone." }, { "actor": "You", "dialogue": "Tastes like... an anti-radiation drug." }, { "actor": "Electrochemistry", "dialogue": "It tastes like *many* things, all melting into one conflagration in the back of your throat. As you look around, the world slowly *exists*. As it did before. Only now gentle flames lick at its edges, as though it were a photo burning." }, { "actor": "You", "dialogue": "No. I can't see it." } ], [ { "actor": "Jean Vicquemare", "dialogue": "Let's test. This is the last hub." }, { "actor": "You", "dialogue": "\"I'm ready.\" (End with Kim / Cuno.)" }, { "actor": "Judit Minot", "dialogue": "\"Good.\" She looks at you, then Vicquemare..." }, { "actor": "Jean Vicquemare", "dialogue": "\"Fuck it, let's go.\" The man points down the street. \"Trant left his motor carriage behind the gates. It's a 20 minute drive to Jamrock.\"" }, { "actor": "Shivers", "dialogue": "Under the night sky the great district sleeps: A dark chessboard of wooden houses in the rain, 80,000 living souls inside. Firetraps as far as the eye can see -- from Main Street to Precinct 41 atop the motorway, to Boogie Street glowing on the rainswept horizon..." }, { "actor": "Shivers", "dialogue": "You close your eyes and hear the dogs bark. A lone woman sits by a factory window, dreaming of meteorite strikes. On Rue Saint-G\u00e9r\u00f4me a square bullet slides into a square-shaped chamber. In Old South a man without eyelids smiles. Spring has come. It's time." }, { "actor": "Esprit de Corps", "dialogue": "\"Torson?\"\n\"Yes.\"\n\"McLaine?\"\n\"Yes.\"\n\"Heidelstam?\"\n\"No.\"\n\"Vicquemare?\"\n\"Yes.\"\n\"Du Bois?\"\n\"Of course.\"" }, { "actor": "Esprit de Corps", "dialogue": "\"Torson?\"\n\"Yes.\"\n\"McLaine?\"\n\"Yes.\"\n\"Heidelstam?\"\n\"No.\"\n\"Vicquemare?\"\n\"Yes.\"\n\"Du Bois?\"\n\"Yes.\"" } ], [ { "actor": "Trap: Morell", "dialogue": "This is the trap Morell just set. Checking it over, he said, is just a *technicality*, but..." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Morell", "dialogue": "The reeds by the abandoned camp site hiss and shake." }, { "actor": "Savoir Faire", "dialogue": "It's good the cryptozoologists left -- this isn't a very cosy place to stay night after night." }, { "actor": "Shivers", "dialogue": "The later it gets, the colder. Remnants of the camp can still be seen in the sand, the fire that's gone out... you feel strange, somehow." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Morell", "dialogue": "The reeds by the abandoned camp site hiss and shake." } ], [ { "actor": "Egg Head", "dialogue": "[Action/Check: Condition: (Variable[\"ice.egg_hub_reached\"]) == false]" }, { "actor": "Egg Head", "dialogue": "[Action/Check: Condition: Variable[\"ice.egg_greeting_third\"]]" }, { "actor": "Egg Head", "dialogue": "\"We're close!\" says the young man with the tape player and the large boiadeiro boots. Lung-shaped trees sprout on his silver belt buckle." }, { "actor": "Egg Head", "dialogue": "\"True, hard, full core!\"" }, { "actor": "You", "dialogue": "\"Is it?\"" }, { "actor": "Egg Head", "dialogue": "\"IT'S HAAAAAAAAARD CORE!\"" }, { "actor": "You", "dialogue": "\"I don't know what to say to that.\"" }, { "actor": "Egg Head", "dialogue": "\"Skibadee, skibadanger! I am the rearranger!\"" }, { "actor": "Authority", "dialogue": "Your cop training did not prepare you for this. What to do?" }, { "actor": "Egg Head", "dialogue": "[Action/Check: Condition: Variable[\"ice.egg_dialogue_ended_once\"]]" }, { "actor": "Egg Head", "dialogue": "[Action/Check: Script: GainTask(\"TASK.egg_head_puzzle\")--[[ Variable[ ]]]" } ], [ { "actor": "ROO A72 Motor Skiff", "dialogue": "A skiff with a small steering engine in the back floats on the calm mirror of the sea. Its two seats are empty." }, { "actor": "Perception (Sight)", "dialogue": "The boat's belly is a shiny yellow colour, industrial paint over fresh tar. You see it reflect off the water, along with the factory number: A72." }, { "actor": "Encyclopedia", "dialogue": "SRV-made, this machine represents humanitarian aid from a workers' state on the Samaran isola. The *ROO* logo on the engine gives it away -- that and the white five-pointed star." }, { "actor": "Inland Empire", "dialogue": "Once you get in, that's it -- one pull of the starter handle and you're off into the bay. A strange trepidation comes over you: are you sure you want to go *now*?" }, { "actor": "Savoir Faire", "dialogue": "Have you made all the necessary preparations? Closed all your accounts?" }, { "actor": "Logic", "dialogue": "Remember what the Net Picker said: It's a small tank. You won't be going back and forth on this." }, { "actor": "Esprit de Corps", "dialogue": "Nothing to do here without the lieutenant... You must return here with him." }, { "actor": "You", "dialogue": "First -- tie your porta-reel boombox to the breasthook to keep you company." }, { "actor": "ROO A72 Motor Skiff", "dialogue": "There. This is now a *Rock and roll* skiff." } ], [ { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"ice.tentflap_greeting_done\"]]" }, { "actor": "Andre", "dialogue": "\"C'mon! Get in, the warm stuff is getting out.\"" }, { "actor": "You", "dialogue": "Squeeze in." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Andre", "dialogue": "[Action/Check: Script: SetVariableValue(\"ice.tentflap_transport_without_kim\", true) ; GoTo(\"Tent-int\")--[[ Variable[ ]]]" } ], [ { "actor": "Sandcastle", "dialogue": "The fortress is still defiantly standing. There's an inviting gleam of *something* coming from the depths of the deepest cellars." }, { "actor": "You", "dialogue": "\"Broken...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The little castle?\" The lieutenant smiles a little. \"The reigning lord must have come upon some really tough times to let it slip in such decrepitude.\"" }, { "actor": "You", "dialogue": "Reach in the catacombs and pull out the shiny object." }, { "actor": "Sandcastle", "dialogue": "The walls and floors give way to the giant's greed, collapse and present you with a pair of ceramic gauntlets." } ], [ { "actor": "Pile of Eternite", "dialogue": "An inconspicuous pile of the roofing material, eternite." }, { "actor": "You", "dialogue": "What is this?" }, { "actor": "Pile of Eternite", "dialogue": "It's nothing. Someone just left some roofing material slanted against an old shack." }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: (Variable[\"yard.shack_ency_eternite_dump\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "Glad you asked. When junior researcher \u00d5lari Taal invented eternite in the V\u00e4rtna Polytechnic Institute, some thirty odd years ago, he thought it would last forever -- hence the name eternite. Sadly the only lasting thing turned out to be the material's highly carcinogenic effect." }, { "actor": "You", "dialogue": "What is this?" }, { "actor": "Pile of Eternite", "dialogue": "It's nothing. Someone just left some roofing material slanted against an old shack." }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: Variable[\"yard.shack_ency_eternite_dump\"]]" }, { "actor": "You", "dialogue": "Why am I looking at this pile of the roofing material?" }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_shack_white_perc_sight\"]]" } ], [ { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_whitecheck_succeeded\"]) == false]" }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.bookstore_curtains_greeting_done\"] == true) == false]" }, { "actor": "Closed Curtains", "dialogue": "You see a set of tattered curtains blocking the way to another room. A strange cage-like trinket dangles from the curtains." }, { "actor": "Plaisance", "dialogue": "\"Excuse me, officer...\" She calls out from the counter. \"The back room is strictly for employees only.\"" }, { "actor": "Inland Empire", "dialogue": "She's right -- those curtains give off some *eerie vibes*. Better not mess with it." }, { "actor": "You", "dialogue": "(Rip them apart, this time for real.)" }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (Variable[\"tc.wards_plais\"]) == false]" }, { "actor": "Closed Curtains", "dialogue": "You see a dimly lit room full of dusty furniture and trash. A doorway stands in the back, covered in dozens of scary little cage-like trinkets, your shadow looming over it like an omen." }, { "actor": "Plaisance", "dialogue": "\"I warned you! You are unleashing forces beyond your understanding!\"" } ], [ { "actor": "Metal Grille Door", "dialogue": "As you approach the metal grille you can hear several voices having what appears to be an animated discussion." }, { "actor": "Rhetoric", "dialogue": "This must be it. Beyond this door lies the beating heart of radical communism in Martinaise." }, { "actor": "Perception (Smell)", "dialogue": "Somehow the night air softens the smell of trash and sea brine. As the breeze pulls through the canvas like a shuttle through a loom you catch a hint of something unexpected, something earthy, warm, and burnt..." }, { "actor": "Cindy the SKULL", "dialogue": "\"Just look at this pig, sniffing about after-hours...\"" }, { "actor": "You", "dialogue": "\"Hey, it's past curfew! Get to bed, Cindy!\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Go ahead and arrest me, officer. I swear I'll go peacefully.\" You can feel her smirk through the dark." }, { "actor": "Metal Grille Door", "dialogue": "The metal grille is cool to the touch." }, { "actor": "Kim Kitsuragi", "dialogue": "You notice the lieutenant is looking uncustomarily anxious. His posture is rigid, his right hand hovers near the zipper of his jacket." }, { "actor": "Hand/Eye Coordination", "dialogue": "He wants so badly to draw his Armistice, but he also doesn't *want* to want to draw it." }, { "actor": "You", "dialogue": "\"You okay, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh, I'm fine. I was practically *born* to infiltrate underground communist cells...\" He takes a quick look over his shoulder." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Which is just to say: We should be prepared for *any* eventuality.\"" } ], [ { "actor": "You", "dialogue": "\"I'm looking for any information that you can provide on Billie M\u00e9jean, a reader.\"" }, { "actor": "Jamrock Public Library", "dialogue": "\"Billie, Billie *M\u00e9jean*, you said? Give me a moment, I'll have to check our database.\" He puts down the receiver." }, { "actor": "Jamrock Public Library", "dialogue": "\"...\"" }, { "actor": "Jamrock Public Library", "dialogue": "\"...\"" }, { "actor": "Jamrock Public Library", "dialogue": "\"...\"" }, { "actor": "Shivers", "dialogue": "On Meroe drive in Central Jamrock -- in a darkened hall lit by orange desk lamps -- far away from the noise outside -- a middle-aged man taps commands into an old radiocomputer. A printout falls on the desk. Behind him, a lonely reader scours some dusty bookshelves, looking for a paperback..." }, { "actor": "Jamrock Public Library", "dialogue": "\"Yes, hello, are you still there?\" You can hear him fiddle with the printout. \"I found Billie M\u00e9jean's home address, is that alright? No phone number unfortunately.\"" }, { "actor": "Logic", "dialogue": "They're too poor to have a phone line." }, { "actor": "You", "dialogue": "\"I'm not really that good with addresses.\"" }, { "actor": "Jamrock Public Library", "dialogue": "\"Maybe you can write it down? It's Rue de Saint-Ghislaine 33B, apartment no 20. It's in Martinaise, I believe... Capeside Apartments, it says. That's all.\"" }, { "actor": "Reaction Speed", "dialogue": "That's where the smoker on the balcony lives, isn't it?" }, { "actor": "You", "dialogue": "\"Do you have any other information on Billie M\u00e9jean?\"" }, { "actor": "Jamrock Public Library", "dialogue": "\"It says here that they returned their last book just a few days ago, but I wasn't at work that day.\"" }, { "actor": "You", "dialogue": "\"Do you know someone who was?\"" }, { "actor": "Jamrock Public Library", "dialogue": "\"Marie?\" He covers the phone with his hand and yells out into the room behind him: \"Marie! Do you remember a reader named Billie M\u00e9jean? They returned a Thibault book the other day...\" You hear someone answer from afar." } ], [ { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_pilehub_reached\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Hello hello! Let me know if I can help you with anything.\"" }, { "actor": "You", "dialogue": "\"You might be able to aid my investigation.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I doubt it, but I can try to answer any questions you may have.\"" }, { "actor": "You", "dialogue": "\"Think you could help me get a corpse out of a tree?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"The corpse behind the hostel, I assume...\" He looks into the swirling lights, then to you: \"I don't have a truck with a mounted platform or anything of that sort myself...\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Ask around the harbour. There might be some workers there who'd be willing to help.\"" }, { "actor": "You", "dialogue": "\"Think you could help me get a corpse out of a tree?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"The corpse behind the hostel, I assume...\" He looks into the swirling lights, then to you: \"I don't have a truck with a mounted platform or anything of that sort myself...\"" } ], [ { "actor": "Door, Apartment #12", "dialogue": "A shabby door hangs oddly on its hinges, secured to the doorframe with a safety chain. An unpaid energy bill is attached, threatening to cut off the electricity. It's addressed to Mr. Uuno de Ruyter." }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_drugs_from_cunos_apartment\"] == true and Variable[\"TASK.get_drugs_from_cunos_apartment_done\"] == false]" }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: Variable[\"apt.cuno_door_main_hub_reached\"] == true]" }, { "actor": "You", "dialogue": "\"Looks like we found where Cuno's dad lives.\" (Point to the bill on the door.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And the place comes with three months' worth of utility bills.\"" }, { "actor": "You", "dialogue": "\"Looks like we found where Cuno's dad lives.\" (Point to the bill on the door.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And the place comes with three months' worth of utility bills.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "\"Me and Evrart talked. He promised you'd cooperate.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Oh, so you went and talked to my mommy -- and now she's making me play with you?\" He spits. \"Is that it, lawman?\"" }, { "actor": "Shanky", "dialogue": "\"And what's going to happen if we don't?\" The little guy leans forward. \"You gonna go and *tell* on us?\"" }, { "actor": "You", "dialogue": "\"Why don't you push me some more and find out, gimp.\"" }, { "actor": "Shanky", "dialogue": "\"You gonna let him talk to me like that, Titus?\" He turns his eyes, full of hurt, to the big man." }, { "actor": "Titus Hardie", "dialogue": "\"Let's see...\" He chuckles. \"Yeah. I guess I am, you big pussy.\"" }, { "actor": "Titus Hardie", "dialogue": "He turns back to you. \"The old man sent word you'd be around again. That's the reason I'm being so forthcoming with ya. Don't wear it out.\"" }, { "actor": "Rhetoric", "dialogue": "It would take an army to bend Titus to its will, but having Evrart back you up like that... did seem to have *some* effect." }, { "actor": "You", "dialogue": "\"There's an old catatonic lady in the old fish market, on the other side of the bay. She needs help.\"" }, { "actor": "Titus Hardie", "dialogue": "The big man laughs, nearly spitting out his beer. \"What's that, copper? You want us to help little old ladies now?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"If you wanna be the local law enforcement, these kind of things fall on your shoulders.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, yeah. We'll send someone out. Who is -- wait... It's *The Pigs*, isn't it?\"" } ], [ { "actor": "The Deserter", "dialogue": "\"Huh?\" He leans closer with a strange expression on his face." }, { "actor": "Inland Empire", "dialogue": "Now that you say them, the words feel like tin, heavy, they're coming from the bottom of you. You've said them half a thousand times..." }, { "actor": "You", "dialogue": "(Say:) \"You will be taken to the nearest precinct holding area for preliminary investigation.\"" }, { "actor": "The Deserter", "dialogue": "\"But...\" His eyes fill with sudden terror: \"You said I would be taken to the, uhm, the...\"" }, { "actor": "Empathy", "dialogue": "This terror, the sum of all the uncontrollable movements and mood swings he's been exhibiting..." }, { "actor": "Shivers", "dialogue": "The wind picks up. The silence on the water is broken, little shivers of waves appear..." }, { "actor": "You", "dialogue": "(Say:) \"Your Wayfarer rights have been suspended. Information provided to the officer on the scene will be used against you by the prosecution.\"" } ], [ { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_clothes_hub_reached\"]) == false]" }, { "actor": "Pile of Clothes", "dialogue": "There are clothes inside. Cheap second-hand clothes, smelling of strangers' body odours." }, { "actor": "Siileng", "dialogue": "\"Don't be shy, these are premium-class clothes! Good quality fabrics, best retro design! Save the economy with your style, officer!\"" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_asked_pay_net_worth\"]]" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_rhetoric_why_eco_needs_saving\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Save the economy? That sounds off." }, { "actor": "You", "dialogue": "\"Save the economy? What are you talking about?\"" }, { "actor": "Siileng", "dialogue": "\"Haven't you heard, officer? We've got to be economically conscious. Recycle your cash, keep it in circulation! Don't buy new things! Buy eco!\"" }, { "actor": "You", "dialogue": "\"Thanks for the advice, I'll try to be more economically conscious.\"" }, { "actor": "Siileng", "dialogue": "\"Very cool. The economy thanks you, officer.\"" }, { "actor": "You", "dialogue": "Find something worth salvaging from that pile of rags." } ], [ { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doomed_radiocomputer_turned_on\"]) == false]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.seen_radiocomputer\"]) == false]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"church.mainframe_have_seen_radiocomputer\"]) == false]" }, { "actor": "Mainframe", "dialogue": "This appears to be some kind of machine with a cube-shaped heart and a wired framework. The keyboard has a rectangular ON/OFF button; a piece of paper still hangs from the printer." }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A radiocomputer...\" says the lieutenant, watching you circle around the machine. \"Just sitting here without anyone in sight.\" He sounds surprised and a bit cautious." }, { "actor": "Reaction Speed", "dialogue": "What he means is that these things cost *money*. Why would anyone just leave it behind?" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.locate_a_fridge\") or IsTaskActive(\"TASK.go_see_the_fridge\")--[[ Variable[ ]]) == false]" }, { "actor": "Interfacing", "dialogue": "This is the Rehm Civic radiocomputer, model RC5120, equipped with a Feld mainframe and a Rehm-compatible printer." }, { "actor": "You", "dialogue": "\"Do you think I should turn it on?\"" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: Variable[\"church.mainframe_have_seen_radiocomputer\"]]" } ], [ { "actor": "Ice Bear Fridge", "dialogue": "You see a terrifying ice bear with a strange compartment in its belly. The door is covered in frost and the bear's eyes are glowing red." }, { "actor": "Half Light", "dialogue": "This ice bear is a hypercarnivore. Be careful." }, { "actor": "Visual Calculus", "dialogue": "The bear looks oddly realistic. Is it taxidermy?" }, { "actor": "Reaction Speed", "dialogue": "This must be the giant ice bear fridge that Soona mentioned. Look inside." }, { "actor": "You", "dialogue": "Crack open the door..." }, { "actor": "Ice Bear Fridge", "dialogue": "A faint waft of cool air rolls out. You hear the sound of dripping water. This is the inside of a defrosting refrigerator." } ], [ { "actor": "You", "dialogue": "\"I ran the serial number on his boots. I know his name.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She blows a long column of smoke and watches it disperse overhead. After a moment, she says: \"Good for you.\"" }, { "actor": "You", "dialogue": "\"You don't want to know?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Not really.\" Curls of smoke leave her mouth with each word. \"Lely's good enough for me.\"" }, { "actor": "You", "dialogue": "\"I'll respect that.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Thank you.\" She smiles, takes a puff on her cigarette." }, { "actor": "You", "dialogue": "\"You mentioned he liked showing off his tattoos -- how?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"How?\" She leans back. \"Imagine him lying in bed, *freakish* musculature laid out on the sheets. Scarred, of course. Tattooed. The sheets are dirty for some reason.\"" }, { "actor": "Conceptualization", "dialogue": "Is this Oranjese lit?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_concept_is_this_oranjese_lit\"]) == false]" }, { "actor": "You", "dialogue": "Don't interrupt." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"He's smoking and drinking, of course. And his chest and shoulders and arms are studded with stars. Tens, hundreds of them. Maybe even thousands.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"And the woman goes like...\" She points at the air with her sharp-nailed finger, picking out an imaginary tattoo-star. \"'What was this, baby?'\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"And he says...\" She lowers her voice, comically. \"'That was *too* hard core. Don't ask me about that.' So she goes: 'Okay. But what's this, baby?' And he's like: 'Saw some bad shit there, killed some loincloths.'\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"And so it goes -- star after star, port after port, third world country after third world country. And he's done horrible things in every single one of them.\"" } ], [ { "actor": "Inland Empire", "dialogue": "Now! Now you will *finally* get to know who you are!" }, { "actor": "You", "dialogue": "\"Wait. I have a *few* questions before we go. About who I am.\"" }, { "actor": "Jean Vicquemare", "dialogue": "The man looks westward, impatiently." }, { "actor": "Perception (Hearing)", "dialogue": "Jingling his car keys in his pocket." }, { "actor": "You", "dialogue": "\"Cuno -- what will you do now?\"" }, { "actor": "Cuno", "dialogue": "\"Fuck do you think? Gonna rock that law enforcement shit with you guys -- Detective Cuno.\" He chews on a piece of imaginary chewing gum. \"Like you promised.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"Like you... promised?\"" }, { "actor": "You", "dialogue": "\"Yeah... no. You're staying here, Cuno. You're too young.\"" }, { "actor": "Cuno", "dialogue": "\"THE FUCK?!\" He spreads his arms. \"Cuno's been *seen* with you, out in the open. He's free game right now. Singin' to the popophone. Fuckin' informant shit. Got pig all over me -- smoked pig.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"You're what? Ten? Eleven?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's fuckin' nineteen.\"" }, { "actor": "Jean Vicquemare", "dialogue": "\"You have to be *fifteen* for the junior officer program -- and you are not.\"" }, { "actor": "Cuno", "dialogue": "\"Hey, f****t! Understand this -- they're gonna hang me by the nuts if you leave me here. You want that on you? A dead kid? *Or* you want the Cuno at your station, solving shit? Like we *just* did?\"" }, { "actor": "Composure", "dialogue": "His hands are shaking and his face is white." }, { "actor": "Empathy", "dialogue": "He's genuinely scared of being left behind." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_offered_to_hook_you_up_get_you_hookin\"]) == false]" } ], [ { "actor": "Visual Calculus", "dialogue": "Great news -- the boat is big enough for a grown man like you to fit underneath it in a supine position." }, { "actor": "You", "dialogue": "Great news then. I do need somewhere cosy." }, { "actor": "Visual Calculus", "dialogue": "No, wait -- sorry. My bad. There's a rotting dog carcass under there and old fish too. You wouldn't fit next to the mummified canine's mausoleum." }, { "actor": "Perception (Smell)", "dialogue": "Damn dog, taking up all your space. The fish smell is too rank too, though." }, { "actor": "Logic", "dialogue": "You have a home, somewhere. All cops do. When this is done you can return." }, { "actor": "Volition", "dialogue": "Just finish the case and you'll probably have somewhere to go. Hopefully." } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_failed_wc_once\"]]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_failed_the_wc_second_time\"]]" }, { "actor": "Authority", "dialogue": "You have *so* many bad options ruled out it's *insane*! There is no way in the world you won't do it this time!" }, { "actor": "You", "dialogue": "(Turn to the lieutenant.) \"Kim, I need your gun.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (CheckItem(\"gun_villiers\") == true or CheckItem(\"gun_ruby\") == true) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Why?\"" }, { "actor": "Authority", "dialogue": "This is not what he thinks it is -- this is a great idea." }, { "actor": "Volition", "dialogue": "I'm afraid it's not what *you* think it is either." }, { "actor": "You", "dialogue": "\"What? Who -- me? What is it?\"" }, { "actor": "Volition", "dialogue": "Yes -- you. Stop talking out loud, you sound like you're unravelling." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (DayCount() == 1) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.restock_trap_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, dear. It's good to see a familiar face.\" The elderly woman smiles up at you hopefully." }, { "actor": "You", "dialogue": "\"Lena, what's wrong? You seem different.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Different -- how?\" The half-moons of her glasses reflect you as she looks up at you." }, { "actor": "Rhetoric", "dialogue": "Answering a question with a question, for example -- defensive isn't her usual style." }, { "actor": "You", "dialogue": "\"You've given up on the phasmid.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I'm... in doubt, sweetie. That's all. Everyone is, now and then.\"" }, { "actor": "You", "dialogue": "\"You're in doubt? About what?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"It's... a strange feeling.\" She looks down, biting her lower lip. \"I haven't really told this to anyone, but... you *are* a police officer.\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Woah! What have we here?" }, { "actor": "You", "dialogue": "A bridge?" }, { "actor": "Visual Calculus", "dialogue": "A bridge with loose nails and rot-infested wood that creaks in the wind. A construction code violation if there ever was one!" }, { "actor": "You", "dialogue": "\"Kim, it looks like we've got a construction code violation.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks around. \"True, they never cleaned up the war damage... The rest of Revachol looks better, though.\"" }, { "actor": "You", "dialogue": "\"But lieutenant, think about the splinters!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The bridge is fine enough. Locals use it all the time, after all. It's nothing to worry about.\" He adjusts his glasses. \"Shall we?\"" } ], [ { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_pregreeting_hub_reached\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_greeting_done\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Yes, what is it?\" She doesn't look up from the keyboard." }, { "actor": "You", "dialogue": "\"Those ravers won't be bothering you anymore -- I told them to leave because they were planning a drug trade.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"You told them to leave...\" She looks up, surprised. \"Didn't think the cops in this place had it in them,\" she murmurs." }, { "actor": "You", "dialogue": "\"I found a radio transceiver.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Ah, very good. Let's see what you have.\"" }, { "actor": "You", "dialogue": "\"Someone was using this to coordinate a drug smuggling operation.\" (Use the highly advanced transceiver.)" }, { "actor": "Soona, the Programmer", "dialogue": "\"Interesting,\" she says as examines the transceiver, \"an Esterhaz EH-4, heavily customised. This is an advanced model, highly capable. I'll need to replace the frequency dial, but it should certainly work for our purposes.\"" }, { "actor": "Interfacing", "dialogue": "She's impressed by your resourcefulness as much as by the equipment itself." }, { "actor": "Soona, the Programmer", "dialogue": "\"I believe that means we're ready to get started. I should warn you, once we begin setting up this antenna, we'll need to see the whole process through. There won't be any second chances, any 'do-overs,' you understand?\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"So if there's anything you'd like to get in order before we depart, I suggest you do it now.\"" } ], [ { "actor": "Encyclopedia", "dialogue": "The theme on that pinball machine is a standard *royalist* theme -- used on everything from pinball cabinets to full-flavour cigarettes." }, { "actor": "You", "dialogue": "What are its hallmarks?" }, { "actor": "Encyclopedia", "dialogue": "Clinging to a picture-book version of the past century, waiting for the King to come back and cast out all the profiteers and homo-sexuals. Basically, imagine a yellow plastic crown with a liquor brand emblazoned on it." }, { "actor": "You", "dialogue": "I'd rather know more about the world of today." }, { "actor": "Encyclopedia", "dialogue": "The contemporary period stands still. The fated Carousel of Progress that doomed the royalists is itself winding down. Our time is decelerating -- into what, no one knows." } ], [ { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tracks_viscal_wc_success_done\"]]" }, { "actor": "Visual Calculus", "dialogue": "The tracks are as they have ever been. A bit more worn, perhaps. Fortunately, the street sweeper still hasn't noticed their presence." }, { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "\"Is this connected to the case?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not sure... there are plenty of traffic accidents waiting to happen in Martinaise. With the jam right here on the roundabout. I would keep them separate.\"" }, { "actor": "Visual Calculus", "dialogue": "You could *follow* the tracks south. There seems to be a canal there. See where they went. (If you find the time.)" }, { "actor": "You", "dialogue": "\"A car drove through the fence.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You are correct. This is a rather motor carriage-friendly city.\"" }, { "actor": "Inland Empire", "dialogue": "Somehow that makes you feel... scared. You don't know why." }, { "actor": "You", "dialogue": "\"This is the point of departure of the vehicle that crashed into the Samaran Butter sign.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant follows the tracks with his gaze. \"That's plausible. A similar... reckless abandon seems to be in evidence.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.make_truce_with_Cuno_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_amends_hub_reached\"]]" }, { "actor": "Cuno", "dialogue": "\"Have you come to make your offering to Cuno?\"" }, { "actor": "You", "dialogue": "\"Whatever then.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_had_the_being_cuno_bitch_dialogue\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What are you doing?\" The lieutenant's dark eyes peer into yours over his spectacles." }, { "actor": "You", "dialogue": "\"Nothing, lieutenant. I don't want to get into this.\" [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"You might have noticed there's one hanging on a tree behind the hostel-cafeteria.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh my...\" He smiles pleasantly. \"Don't take this question personally, but *why* would I get involved in this matter?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mr. Claire. The man was hanged with a cargo belt. A steel reinforced cargo belt. It's safe to assume the Union had *something* to do with the murder.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Besides, getting the body down would benefit all of us. It's a stain on the neighbourhood.\"" }, { "actor": "You", "dialogue": "\"You are a community leader, help your community out!\"" }, { "actor": "Evrart Claire", "dialogue": "\"I can certainly see how having him up there might start affecting *some* real estate values.\" He licks his fat lips and smiles." }, { "actor": "Evrart Claire", "dialogue": "\"But of course, all joking aside, I *am* going to help you.\" He picks up the handset of a radio-phone to his right -- then clicks a button." }, { "actor": "Evrart Claire", "dialogue": "\"Jean-Luc, my boy. I'm sending two police officers down. They have a dead-body-in-a-tree problem they need help with. Namely, they need it to be taken *down*.\"" }, { "actor": "Evrart Claire", "dialogue": "\"And, Jean... please take it easy with the race science. That's a *yes* to getting the body down, *no* to the race science.\" He hangs up and turns back to you." }, { "actor": "Evrart Claire", "dialogue": "\"You can find Jean-Luc down at the gates.\" He turns back to you. \"He's the big, impressive one. You know: tattoos, muscles -- ethnic looking. Can't miss him. Great guy.\"" } ], [ { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "The edges of the pages are worn and smudged. A lot of people have read about the Devil Woman's altercations with the Hjelmdall Man." }, { "actor": "You", "dialogue": "Look at the back cover." }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "The jacket copy proclaims: \"Man from Hjelmdall returns in his most exciting adventure yet! After crashing into a strange jungle, cannibalistic natives abduct his only surviving comrade, noble Tyrbald. Before Man from Hjemdall can mount a rescue...\"" }, { "actor": "Man from Hjelmdall and the Devil Woman", "dialogue": "\"...he is ambushed by a tribe of female warriors and taken to the ancient citadel of Cloud City, where a mysterious and wicked queen rules supreme. Will Man from Hjelmdall be able to escape his dire situation and find his missing friend?\"" }, { "actor": "You", "dialogue": "Put book away." } ], [ { "actor": "Little Lily", "dialogue": "\"Hello, mister!\" A young girl, barely four or five years old, sits on the sofa. She is looking at you with frank curiosity." }, { "actor": "Little Lily", "dialogue": "She clutches a small stuffed animal. Occasionally she twirls it around." }, { "actor": "You", "dialogue": "\"Do you know anyone named Ruby?\"" }, { "actor": "Little Lily", "dialogue": "\"Ll... Luby... Rr... R-luuby.\" Suddenly the girl gets all serious and leans in, as if she's about to tell you a secret." }, { "actor": "Little Lily", "dialogue": "\"My mom tells me that I'm a big girl, but she doesn't know that I can't say *ll*. Or like, sometimes I can, but then... *ll*... *rr*... *llrr*...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Kids.\" The lieutenant shakes his head." }, { "actor": "You", "dialogue": "\"What's that?\" (Point at the stuffed bird hanging from the ceiling.)" }, { "actor": "Little Lily", "dialogue": "\"It's a *grouse*,\" she yelps, smiling broadly." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.gardener_main_hub_reached\"]) == false]" }, { "actor": "Elizabeth", "dialogue": "\"Let me handle this,\" the woman says to the crowd in the mess hall before turning to you..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_main_hub_reached\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Elizabeth", "dialogue": "\"You're far from home, *officer*... This isn't a district known for its love of self-proclaimed militiamen.\"" }, { "actor": "You", "dialogue": "\"You're not a gardener!\"" }, { "actor": "Elizabeth", "dialogue": "\"That's right, I'm not a gardener, I'm a legal counsellor for the Dockworkers' Union.\" It feels like she's waiting for a reaction of some sort." }, { "actor": "You", "dialogue": "\"Enough. Let's talk seriously.\"" }, { "actor": "Elizabeth", "dialogue": "Not a muscle moves in her face, but her eyes trace yours, stern and perceptive." }, { "actor": "Elizabeth", "dialogue": "\"You are looking for Titus Hardie, who you think has information on a murder the RCM is investigating. You want to interview him.\" She points to the man standing in the middle of the room." }, { "actor": "Elizabeth", "dialogue": "\"That's Titus. Talk to him. But know this: I'll be keeping an eye on you. No strong-arming, nothing official. The district of Martinaise does not recognize your authority to make arrests.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It doesn't matter if you recognize our authority. We will make an arrest if we have to.\"" } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_greeting_done\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_midgreet_leave\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.locate_morell\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"If you see Lena, tell her I won't be long,\" he says, getting up. \"I'm so close to being done here...\"" }, { "actor": "Empathy", "dialogue": "This is a man possessed, always on the brink of some breakthrough. He won't leave if there's a sliver of hope *the Great Find* might happen today." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sir, your wife is waiting for you.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"I just have to do one more round, see if the phasmid has taken the bait... Then we're going.\" He refastens a bit of netting that has come loose in the wind." }, { "actor": "Interfacing", "dialogue": "His hands are large and weather-worn, but also used to delicate, precise work." }, { "actor": "Volition", "dialogue": "For all his passion, this man is diligent and patient. You could learn things from him." } ], [ { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_container_open\"]) == false]" }, { "actor": "Trash Container", "dialogue": "This trash container is locked. The sliding lid has a padlock that says \"Whirling-in-Rags.\"" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_inland_something_in_there\"]]" }, { "actor": "You", "dialogue": "\"How do we get the lock open?\"" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: CheckItem(\"prybar\")]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We could try using a prybar -- the one you took from my motor carriage. Or...\"" }, { "actor": "Physical Instrument", "dialogue": "Did someone say *prybar*?!" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_physint_prybar_excitement\"]) == false]" }, { "actor": "You", "dialogue": "\"No *or*. Prybar!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We *might* want to ask for a key from the manager of the Whirling-in-Rags. He probably has one. And he also has *information*.\"" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_physint_prybar_excitement\"]]" } ], [ { "actor": "You", "dialogue": "\"Ren\u00e9... I need to go back in time. Can you help me?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"What?!\" The old soldier scowls at you, unamused." }, { "actor": "Empathy", "dialogue": "He thinks you're playing a joke on him." }, { "actor": "Gaston Martin", "dialogue": "\"Now, now...\" His partner raises both hands in a calming gesture. \"I'm sure the officer means it figuratively. Like a forensic technique or something, right?\"" }, { "actor": "You", "dialogue": "\"Forget it. Let's move on.\" (Drop it.)" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I thought you were a busy man, officer. Or at least you should be, so I won't comment on this... eccentricity. Now what?\"" }, { "actor": "Endurance", "dialogue": "He doesn't know anything, he's too old. Doesn't have that *fire* in him anymore. But no worries, *we* will carry on. *Semper fidelis*, kingsman!" }, { "actor": "You", "dialogue": "\"Ren\u00e9, I found your guard booth.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Yes, the D\u00e9bardeurs' Union pays me to stand vigil during the nights.\" He looks down. \"Not out of any *political* allegiance, mind you.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I'm an old man, don't sleep more than a few hours every night anyway and... money is tight,\" he adds with a slight sigh." }, { "actor": "Empathy", "dialogue": "He feels like he has to justify himself for some reason." }, { "actor": "You", "dialogue": "\"You must have seen *something* on the night of the murder. Your booth looks right into the yard.\"" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.restock_trap_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, dear. It's good to see a familiar face.\" The elderly woman smiles up at you hopefully." }, { "actor": "You", "dialogue": "\"So your husband is some kind of scientist?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh yes,\" she says with a pinch of pride. \"A zoologist -- a *crypto*zoologist to be more precise.\"" }, { "actor": "You", "dialogue": "\"What is cryptozoology?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"It's really just a *sub-field* of zoology, one specializing in animal species that are so exceedingly rare that many assume them to be *extinct* or even *fictitious*...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Searching for such species -- called *cryptids* -- is difficult and often thankless, and frankly, many scientists are too lazy to do it. Universities these days are rarely interested in supporting *real* research.\"" }, { "actor": "Encyclopedia", "dialogue": "The quality of research at Revacholian universities *has* been on the decline, but you doubt there was ever a time when *cryptozoology* was embraced by the academic elite." }, { "actor": "Empathy", "dialogue": "She's completely internalized her husband's struggles. They are her own." } ], [ { "actor": "Interfacing", "dialogue": "Droplets of rain fall on the white-on-blue police livery of the motor carriage." }, { "actor": "You", "dialogue": "Wait, why am I even thinking about this? Wasn't I supposed to..." }, { "actor": "Interfacing", "dialogue": "... do something important? Something murder-related? There's always *something* important. Doesn't mean you can't take a moment to admire this piece of machinery." }, { "actor": "Encyclopedia", "dialogue": "This is a Coupris Kineema, the Coupris MotorCorp's follow-up to their highly successful workhorse, Coupris 40, and the answer to the LUM's racing-bred 'Fevre' series." }, { "actor": "Coupris Kineema", "dialogue": "Even at a standstill the uni-body Coupris Kineema looks sleek and dynamic. The cabin is tilted frontward to give it a more aggressive *hunched* look." }, { "actor": "Perception (Sight)", "dialogue": "Someone has waxed it recently." }, { "actor": "You", "dialogue": "\"I don't like your machine, lieutenant. Looks impractical.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mhmh...\" the lieutenant huffs. \"No point in stopping then.\"" }, { "actor": "You", "dialogue": "\"Agreed, let's keep moving.\" [Finish thought.]" } ], [ { "actor": "Cuno", "dialogue": "\"Cuno's a pig now.\" He picks his tooth with a dirty fingernail." }, { "actor": "You", "dialogue": "\"What happened to your art thing?\"" }, { "actor": "Cuno", "dialogue": "\"Locust city?\" He swallows. \"Cuno dropped that art shit coz Cuno's fucking *poor* and has shit for brains.\"" }, { "actor": "Empathy", "dialogue": "A truly rare moment of self pity." }, { "actor": "Cuno", "dialogue": "\"You better not make Cuno fucking *cry* about his art-shit, okay? Change the subject, Cuno doesn't do that shit no more. Fuck that shit, fuck *everything*.\"" }, { "actor": "You", "dialogue": "\"Cuno, I have couple of questions about Martinaise.\"" }, { "actor": "Cuno", "dialogue": "\"Shoot,\" he says with a nod. \"Cuno knows this shithole better than anyone.\"" }, { "actor": "You", "dialogue": "\"Thanks Cuno, but enough about Martinaise.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"What happened to you?\" the lieutenant asks as he leans in, eyes mapping your frozen face." }, { "actor": "You", "dialogue": "\"This is what I am now, Kim. What I was always meant to be.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And what is that? A walking mask?\"" }, { "actor": "You", "dialogue": "\"He Who Withstands All Temptation.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Including drinking?\"" }, { "actor": "You", "dialogue": "\"Including drinking.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hm.\" The lieutenant seems almost impressed. \"Admitting a problem is the first step forward. Perhaps now we can finally get some work done.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Shall we?\" He looks ready to go." } ], [ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "Pick up the radio again." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kinema_made_it_to_radio_hub\"]) == false]" }, { "actor": "Coupris Kineema", "dialogue": "The frequency tableau lights up and a green button labelled PRIMELINE glows like a feline eye... and then you hear something." }, { "actor": "Coupris Kineema", "dialogue": "The soft purr of electrical kittens -- radio waves cast far and wide over the metropolis. A woman's voice greets you through the static:" }, { "actor": "Alice", "dialogue": "\"This is Precinct 57! Hello, lieutenant, how may I assist you?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hello, Alice, please assist our colleague from the 41st Precinct here. I'm putting him on.\"" }, { "actor": "Composure", "dialogue": "Operating the radio is easy. Just be confident -- you've probably done it a thousand times." }, { "actor": "You", "dialogue": "\"Come in dispatch, come in dispatch!\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.alice_said_one_of_the_weird_things\"]]" }, { "actor": "Alice", "dialogue": "\"This is Officer Alice DeMettrie, Precinct 57. How may I assist you?\" You could swear she was friendlier with the lieutenant." }, { "actor": "Interfacing", "dialogue": "Under the green PRIMELINE a yellow SAVED button catches your eye... You wonder what the lieutenant's default radio station is?" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"You seem to be following me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Excuse me?\"" }, { "actor": "You", "dialogue": "\"What if I want to work this case alone?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_badge_lie\"] == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Detective, if I may be frank -- you seem to be in a deranged state. You have trouble remembering things, you've *misplaced* your badge. I cannot let you act in the name of the RCM without supervision until you've regained control of your faculties.\"" }, { "actor": "Volition", "dialogue": "Oh, so you're an unaccountable wreck who has to be supervised? You don't *have* to take this display of authority, you can disobey!" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.rcm\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "The RCM, or the Revachol Citizens Militia, is the police force you and him are part of. A self-organized peace corps of the occupied city of Revachol, the RCM operates within a legal twilight, yet its authority is rarely questioned. Wouldn't it be embarrassing if you didn't know this?" }, { "actor": "You", "dialogue": "\"You don't need to *supervise* me, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Except that I *do*, detective.\"" }, { "actor": "You", "dialogue": "\"I know what the RCM is.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's good.\"" } ], [ { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"Cuno, I found your shack.\" (Point to the shack.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"XP.befriend_the_cuno\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"You found Cuno's secret door to Cuno's secret shack?! It was closed for five thousand years. How the fuck did you get in?\"" }, { "actor": "You", "dialogue": "\"I *phase-shifted* through the roofing material.\"" }, { "actor": "Cuno", "dialogue": "\"Shit... get the fuck out of here! You can't do that.\"" }, { "actor": "Cunoesse", "dialogue": "\"He can't do that, Cuno! He's tryin'a fuck at you again!\"" }, { "actor": "Cuno", "dialogue": "\"Pigs can't displace, can't do that teleport shit...\" He says to himself, then turns to you." }, { "actor": "Cuno", "dialogue": "\"How did you like it in there, piggo-boy? Cuno's got a lot of cool shit there, right?\"" }, { "actor": "You", "dialogue": "\"What's with the tube of Magnesolam, Cuno?\"" }, { "actor": "Cuno", "dialogue": "\"It's a vitamin, pig. Don't you know anything?\" He looks at you like you just pointed at the sun and asked what it was." }, { "actor": "Endurance", "dialogue": "You could use some." }, { "actor": "You", "dialogue": "\"It's magnesium, right?\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, it's the *Mag*! You fucking *need* that shit to stay on top of your game. Cuno goes through like a tube a day, rips Mag like a motherfucker. And you could use a *barrel*.\"" }, { "actor": "Cunoesse", "dialogue": "\"Don't teach him, Cuno! He's gonna use it against you, Cuno!\"" } ], [ { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.replaced_viscal_success_read\"]) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"TASK.locate_ruby_on_the_coast_done\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"]]" }, { "actor": "Clear Window", "dialogue": "Light from the desk lamp reflects off the glass in an untarnished golden halo. The glass is pristine and utterly silent." }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" }, { "actor": "Cuno", "dialogue": "\"Shit I know this...\" His voice is excited as he nods approvingly. \"Cuno gets this shit. Ballistics shit, science shit.\"" }, { "actor": "You", "dialogue": "What happened here?" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_wc\"]]" } ], [ { "actor": "You", "dialogue": "\"The man hanged in the backyard -- did you do it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_big_dick_cop\"]]" }, { "actor": "Titus Hardie", "dialogue": "\"So you're not just here to swing your big dick -- you're here for the Pretty Boy? A real looker that one...\" He shakes his head. \"Stinks like *shit* too.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_the_dead_body_down_from_the_tree_done\"]) == false]" }, { "actor": "Shanky", "dialogue": "\"They couldn't get him down boss. He's still up there, stinking up the place.\" The small guy smirks." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "Evidence. Show them you have it. It doesn't have to be conclusive." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_rhet_show_them_some_evidence\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "Just keep talking. Put something on the table. Something incriminating." }, { "actor": "You", "dialogue": "\"Why are your boot prints all over the scene?\"" }, { "actor": "Titus Hardie", "dialogue": "\"You mean *these* boots?\" He raises his worker boot -- size 46, steel reinforced toe." }, { "actor": "You", "dialogue": "\"Yes.\"" } ], [ { "actor": "Yellow Man Mug", "dialogue": "It's just a racist mug, what's there to *read* here? Not much." }, { "actor": "You", "dialogue": "There's quite a lot to read into here, actually. Look at all that content." }, { "actor": "Yellow Man Mug", "dialogue": "Oh, boy. Here we go. What are you going to say about a broken, tossed away mug that *you* dug out of the garbage?" }, { "actor": "You", "dialogue": "The mug will be useful. By denouncing it I can earn *political* capital to mask my bad ass hustling (ie, fraud and embezzlement)." }, { "actor": "Yellow Man Mug", "dialogue": "If you want to earn some change by guilting people, go for it. But if you want to earn real dough, finish the case and start getting *paid* again." } ], [ { "actor": "Pain Threshold", "dialogue": "The spread pattern of these bullet holes makes your chest ache. Your breath grows heavier." }, { "actor": "Visual Calculus", "dialogue": "Another set of awfully old bullet holes." }, { "actor": "You", "dialogue": "\"These bullet holes look like the bullet holes we saw before.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Bullet holes generally look the same, so... probably.\" He leans in to inspect the wall. \"But you are right, more old bullet holes from the Revolution.\"" }, { "actor": "You", "dialogue": "\"Figured as much.\" [Discard thought.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A history of violence streaking all across Revachol.\"" }, { "actor": "Shivers", "dialogue": "The streets ran red with blood. Dust swirled above the ruins. The pressure change from artillery fire ripped people apart in the top floors of the building above you..." } ], [ { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_made_it_to_pre_hub\"]) == false]" }, { "actor": "Kortenaer", "dialogue": "\"I'm all out of shits to give, loincloth.\" There's a feverish gleam in his eyes. \"Welcome to the fucking reckoning.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Put your damn gun down.\" Titus remains calm. \"People are gonna get hurt. We need to talk this through, alright?\"" }, { "actor": "Kortenaer", "dialogue": "\"SHUT UP!!! You're not gonna talk yourself out of this, loincloth-shit fuck!\"" }, { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: (Variable[\"tc.scab_leader_is_a_merc\"]) == false]" }, { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_greeting_done\"]) == false]" }, { "actor": "Kortenaer", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_perc_reaction\"]) == false]" }, { "actor": "You", "dialogue": "\"Kim, what's going on here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Ssshhhhh....\" The lieutenant raises his left hand." }, { "actor": "Elizabeth", "dialogue": "\"This is a misunderstanding. Nothing irreversible has happened yet. You can just return to your unit and forget all about this.\"" }, { "actor": "De Paule", "dialogue": "\"The kipt is merciful. Willing to spare us if we just forget about our murdered and humiliated commander.\" Her tone is frighteningly emotionless. \"I think we should just kill everyone, Korty.\"" }, { "actor": "Elizabeth", "dialogue": "\"You're all drunk, come to your senses!\" She sounds very sure of herself. \"You won't gun down seven people in the middle of the street. This isn't a frontier town or a jungle outpost.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Easy, Lizzie...\" His voice is almost gentle. \"Let me handle it. I know guys like this. I'm sure we can come to a peaceful agreement. Ain't that right, fellas?\"" } ], [ { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "In your hand, you hold \"Dick Mullen and the Mistaken Identity.\" The brittle paperback feels fragile to the touch." }, { "actor": "You", "dialogue": "Start reading." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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..." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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..." }, { "actor": "Esprit de Corps", "dialogue": "An extremely unprofessional and *hurtful* stereotype that's offensive to all upstanding officers of the law." }, { "actor": "You", "dialogue": "Look, I can't judge." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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..." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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." }, { "actor": "You", "dialogue": "\"The cops release their prime murder suspect so he can find 'the real killer'? Are you shitting me?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What's the matter, detective?\" The lieutenant turns to you with a start." }, { "actor": "You", "dialogue": "\"I don't know who's writing this shit, but I get the feeling they aren't experts on homicide investigations.\"" } ], [ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_perc_black\"]) == false]" }, { "actor": "You", "dialogue": "\"The body is down.\"" }, { "actor": "The Gardener", "dialogue": "\"Down...?\" The gardener straightens her back. \"Do you mean the body is finally gone?\"" }, { "actor": "Rhetoric", "dialogue": "Absolutely gone." }, { "actor": "You", "dialogue": "\"No, the body is down on the ground.\"" }, { "actor": "The Gardener", "dialogue": "\"Oh... right.\" She scratches her cheek. \"Can you tell me when you've taken him away then?\"" }, { "actor": "Conceptualization", "dialogue": "Yeah, keep her in the *loop*. It's strangely enjoyable to report back on the minute progress you've made. Even to strangers." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_conze_yes_keep_her_in_the_loop\"]) == false]" }, { "actor": "Authority", "dialogue": "No! Do *not* report back to this random civilian about anything." }, { "actor": "You", "dialogue": "\"I have to run.\" [Leave.]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_first_ending_done\"]]" } ], [ { "actor": "Authority", "dialogue": "There! Working class drunk! You know what this means, right?" }, { "actor": "You", "dialogue": "Case solved!" }, { "actor": "Authority", "dialogue": "Who's Dick Mullen now?" }, { "actor": "You", "dialogue": "I am." }, { "actor": "Authority", "dialogue": "Cracked it. All in a good day's work." }, { "actor": "You", "dialogue": "Open and shut. I don't even need to think about this anymore. Goodbye. [Finish thought.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"gates.fritte_kicked_tare_machine\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"gates.fritte_clerk_reacted_to_hitting_tare_machine\"]) == false]" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm, you kicked the tare machine. Please don't kick the tare machine. This is Frittte -- and you don't want to fuck with Frittte.\"" }, { "actor": "You", "dialogue": "\"What kind of discounts can a man with net worth get in here?\"" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm...\" She looks up from her magazine, not really sure how to reply." }, { "actor": "Rhetoric", "dialogue": "That's teen-speak for 'no' -- *no discounts*." }, { "actor": "Composure", "dialogue": "She couldn't be more unbothered by your question if she tried." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Excuse us -- my partner here of course knows that net worth is not *legal tender*.\" The lieutenant gives you a quick glance." }, { "actor": "Frittte clerk", "dialogue": "\"Yeah, I don't know...\" She returns to her magazine." }, { "actor": "You", "dialogue": "\"Does Frittte have a warehouse in the back of the Whirling-in-Rags?\"" }, { "actor": "Frittte clerk", "dialogue": "\"A warehouse? I don't know. Maybe. I don't really care what Frittte does.\"" } ], [ { "actor": "Man from Hjelmdall Series", "dialogue": "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." }, { "actor": "Physical Instrument", "dialogue": "This is entirely, *completely* you. You have found the *right* books." }, { "actor": "You", "dialogue": "\"Wow, more Hjelmdall...\"" }, { "actor": "Man from Hjelmdall", "dialogue": "Mountains of it. Heroic quantities of Hjelmdall. Roy's puny shirt is nothing compared to the *real deal*." }, { "actor": "You", "dialogue": "Look through the display of books." }, { "actor": "Man from Hjelmdall Series", "dialogue": "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.\"" }, { "actor": "You", "dialogue": "Enough." }, { "actor": "Man from Hjelmdall Series", "dialogue": "The display rack before you is burdened under piles of Man from Hjelmdall novels." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Pain Threshold", "dialogue": "Sounds like you're the Suicide Cop! With his finger on the *eject* button. Ready to let go of this life! But guess what?" }, { "actor": "Pain Threshold", "dialogue": "You idiot! You've got the bullet, but no gun!" }, { "actor": "Composure", "dialogue": "You've made such a big show out of it too. You feel like everyone basically *expects* you to do it now." }, { "actor": "Volition", "dialogue": "What is this? You're not ready to die, this is garbage." }, { "actor": "Authority", "dialogue": "It *would* be the honourable thing to do. It would really show them. Show her too." }, { "actor": "You", "dialogue": "Hmm... maybe I should. Yes. (Look at the gun and start thinking about it.)" }, { "actor": "Pain Threshold", "dialogue": "Oh yes. It would be so sweet to taste the barrel once more. That sour metal... Oh, but not yet. But stick with it -- keep going dark, and it'll finally *click*." } ], [ { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_clothes_hub_reached\"]]" }, { "actor": "Siileng", "dialogue": "\"You keep coming back. That's good, officer! Keep browsing those clothes, keep saving that economy!\"" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_asked_pay_net_worth\"]]" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_rhetoric_why_eco_needs_saving\"]]" }, { "actor": "You", "dialogue": "Browse through the box." }, { "actor": "Pile of Clothes", "dialogue": "You find your hands deep in tattered and faded garments made from weird polyester blends that make your body itch and sweat in all the wrong places." }, { "actor": "Perception (Smell)", "dialogue": "The box smells like cat piss -- or like an old person with no money." }, { "actor": "Siileng", "dialogue": "\"Economical, but also trendy!\" the street vendor shouts. \"Look first-hand, buy second-hand. Keep the economy moving!\"" }, { "actor": "You", "dialogue": "Browse through the box." }, { "actor": "Pile of Clothes", "dialogue": "You find your hands deep in tattered and faded garments made from weird polyester blends that make your body itch and sweat in all the wrong places." }, { "actor": "Perception (Smell)", "dialogue": "The box smells like cat piss -- or like an old person with no money." }, { "actor": "Siileng", "dialogue": "\"Economical, but also trendy!\" the street vendor shouts. \"Look first-hand, buy second-hand. Keep the economy moving!\"" } ], [ { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (Variable[\"canal.water_lock_greeting_done\"]) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (Variable[\"canal.water_lock_left_mid_intro\"]) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (IsEvening()) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: IsAfternoon()]" }, { "actor": "Man on water lock", "dialogue": "\"G'day to you, officer!\"" }, { "actor": "Man on water lock", "dialogue": "A burly man hangs out by the water lock, carving up a generous serving of salami with an old hunter's knife. His eyes are fixed on a man stranded on the other side of the water lock -- and on an enormous billboard that has fallen down into the canal between them." }, { "actor": "Physical Instrument", "dialogue": "His posture is relaxed. Despite his powerful build and the knife in his hand, this man resorts to physical intimidation only infrequently, if at all." }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: DayCount() > 2]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.close_water_lock_done\"] or Variable[\"canal.water_lock_alt_cant_chat\"]) == false]" }, { "actor": "Man on water lock", "dialogue": "\"'Fraid I can't hang out and chat.\" He looks west, across the water, chewing on a piece of salami. \"Damned water lock's finally been fixed, so I've got to get going.\"" }, { "actor": "Composure", "dialogue": "He doesn't actually seem to be in a rush. It's not in his nature. Enviable calm." } ], [ { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_whitecheck_succeeded\"]) == false]" }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.bookstore_curtains_greeting_done\"] == true) == false]" }, { "actor": "Closed Curtains", "dialogue": "You see a set of tattered curtains blocking the way to another room. A strange cage-like trinket dangles from the curtains." }, { "actor": "Plaisance", "dialogue": "\"Excuse me, officer...\" She calls out from the counter. \"The back room is strictly for employees only.\"" }, { "actor": "Inland Empire", "dialogue": "She's right -- those curtains give off some *eerie vibes*. Better not mess with it." }, { "actor": "You", "dialogue": "Examine the strange cage-like trinket." }, { "actor": "Closed Curtains", "dialogue": "You see some kind of charm -- an irregular polyhedron, assembled from bones, sticks, and straw. Inside, a disturbing fish-head with empty eye sockets stares at you." }, { "actor": "Encyclopedia", "dialogue": "From the looks of it this is a traditional Semenese ward, meant to provide protection against ill luck, bad dreams, curses, and other supra-natural scourges." }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: Variable[\"doomed.bookstore_curtains_ency_darkisles\"]]" }, { "actor": "You", "dialogue": "And who are the Semenese?" }, { "actor": "Closed Curtains", "dialogue": "[Action/Check: Condition: Variable[\"doomed.bookstore_curtains_inland_darkisles\"]]" }, { "actor": "Encyclopedia", "dialogue": "Inhabitants of Ile du Fant\u00f4me or the Semenine Islands down south. Don't listen to what Inland Empire told you -- it's a beautiful place with a rich and unique culture..." } ], [ { "actor": "You", "dialogue": "\"So, *who* killed the merc then? Any leads?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Not yet. Just some ideas. She says the shot came from outside, behind the window somewhere. So that's a clue.\"" }, { "actor": "You", "dialogue": "\"What are you thinking?\"" }, { "actor": "Titus Hardie", "dialogue": "\"I'm thinking -- someone's past caught up with them. Either hers or his.\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Hers?\"" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_went_through_if_she_didnt_kill_him_why_cover_up_branch\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"She's got one of those *chequered* pasts. The shot could have missed. Could've been meant for her?\"" }, { "actor": "Eugene", "dialogue": "\"I like that.\" The young guy nods. \"Been thinkin' the same thing myself.\"" }, { "actor": "You", "dialogue": "\"And you had ideas about *his* past too?\"" }, { "actor": "Titus Hardie", "dialogue": "\"I do -- one of those mercenary buddies of his could've done it. They got guns. Training. Years of bad blood, probably. Or it could've been someone else from Krenel...\" He pauses to think." }, { "actor": "Titus Hardie", "dialogue": "\"Tell you what I'd do -- check out the coast for vantage points. Maybe consult with a ballistics buddy of mine -- that's what *I'd* do. If I wasn't too busy doing this clown dance with you.\"" }, { "actor": "Volition", "dialogue": "He's calm now. Threw all that turmoil away and became himself again." }, { "actor": "Logic", "dialogue": "These theories -- not bad. Don't buy either one, but still. This guy's not as dumb as he looks." } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.karaoke_drama_redcheck\"] and Variable[\"whirling.garte_greet_post_karaoke_done\"] == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Ah, 'Smallest Church in Saint-Sa\u00ebns,' right?\" The cafeteria manager is waiting for you to acknowledge that he recognized the song." }, { "actor": "You", "dialogue": "\"Yeah. The Church is actually my *love*. Things are really *bad* with it.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Cool.\" He really does sound like he thinks it's a little *cool*. \"Now, what can I do for you?\"" }, { "actor": "You", "dialogue": "\"About my bill for tonight...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"auto.daychange_whirling_paid\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Got the 20 re\u00e1l?\"" }, { "actor": "You", "dialogue": "\"Not yet...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He rolls his eyes. \"Then why are you wasting my time... and yours?\"" } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"I'm slapping myself to get ideas!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I can see that, yes. I'm not judging.\"" }, { "actor": "You", "dialogue": "\"I'm trying to get him to confess...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, good going -- that should be our *first* priority.\"" }, { "actor": "You", "dialogue": "\"How do you think the questioning is going?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good.\" He nods. \"We're doing very good. He *wants* to confess -- I can see that. We just need to pile it on, a little more -- the more we have on him, the closer he is...\"" }, { "actor": "Logic", "dialogue": "You hear that? He thinks you're *this* close..." } ], [ { "actor": "Esprit de Corps", "dialogue": "If only Kim were here right now! You could ask him if he sees a case here. The sight of those bullet holes stirs something in you." }, { "actor": "You", "dialogue": "Look closer first." }, { "actor": "Esprit de Corps", "dialogue": "The fading marks are too degraded to draw any forensic conclusions. Just chips in the sandstone." }, { "actor": "Visual Calculus", "dialogue": "They look pretty ancient..." }, { "actor": "You", "dialogue": "\"Kim, look, bullet holes!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Where?\" He looks around." }, { "actor": "You", "dialogue": "(Point to the chips in the wall.) \"Someone has been shot! We're cops, we should solve it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There?\" He looks to the wall. \"Those are *old*.\"" }, { "actor": "You", "dialogue": "\"What do you mean old?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"These bullets were fired during the Revolution, over half a century ago. They do not warrant investigation.\"" }, { "actor": "You", "dialogue": "\"Okay. What can you tell me about this Revolution?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not much. I don't have a *fresh perspective* on it. Shall we go?\"" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.restock_trap_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_husband_back\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, hello, sweetie. So nice to see you again.\"" }, { "actor": "You", "dialogue": "Maybe you could convince her to tell you about some *cool* cryptids?" }, { "actor": "Suggestion", "dialogue": "You should totally use emotional blackmail. Because that *always* works on women." }, { "actor": "You", "dialogue": "\"I helped you get your husband back. You *owe* me some sweet cryptid facts as a reward!\"" } ], [ { "actor": "Inland Empire", "dialogue": "One of the flyers has gotten stuck to the branches of a small brush. The sound of it flapping in the wind is an echo of Van Eyck." }, { "actor": "You", "dialogue": "Grab it quickly." }, { "actor": "Inland Empire", "dialogue": "As your hand reaches for the small rectangle of glossy paper, it snaps free from the branch..." }, { "actor": "Inland Empire", "dialogue": "...and is swept away, out of existence." }, { "actor": "You", "dialogue": "What the shit?" }, { "actor": "Inland Empire", "dialogue": "Cold drops of rain fall onto your outstretched hand. A slight tremble passes through it..." }, { "actor": "Shivers", "dialogue": "A GLIMPSE INTO THE PAST" }, { "actor": "You", "dialogue": "Am I hallucinating?" }, { "actor": "Inland Empire", "dialogue": "No." }, { "actor": "Endurance", "dialogue": "Yes. It's likely triggered by a focal epileptic seizure in your temporal lobe." }, { "actor": "You", "dialogue": "Okay, I'm done with this. [Finish thought.]" }, { "actor": "Inland Empire", "dialogue": "At the back of your head you feel the rapid beat of anodic music... then it fades away." } ], [ { "actor": "You", "dialogue": "\"Have you considered breaking into the local art market?\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.container_door_ultraliberal_knock\"]) == false]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: Variable[\"cargo.mrlb_wcheck_done_success\"]]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"The art market? Intriguing. You've already convinced me to invest in you, so please, go on -- tell me what you're thinking.\"" }, { "actor": "You", "dialogue": "\"I've recently discovered a local painter with enormous potential.\" (Show him Cindy's *chef d'oeuvre*.)" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"A painter, eh? I am always looking to expand into new asset classes. Who's the artist?\"" }, { "actor": "You", "dialogue": "\"Cindy the SKULL.\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"A-ha. And the name of the piece?\" He leans in to take a good look at the rectangular plastic board coated thick with emulsion." }, { "actor": "You", "dialogue": "\"Keith.\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "There's no sign of a reaction for a good three seconds. Then..." }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Keith? Just *Keith*?\"" }, { "actor": "Volition", "dialogue": "Yes, Keith. Stick with it." } ], [ { "actor": "Working Class Woman", "dialogue": "\"It's you from the bookstand...\" She just looks at you for a moment without knowing what to do." }, { "actor": "Working Class Woman", "dialogue": "\"I don't think I introduced myself properly -- I'm Billie. Would you like something to drink?\" She looks around the kitchen. \"Tea, lemonade? We're out of coffee...\"" }, { "actor": "You", "dialogue": "\"Thanks, but I'm alright.\"" }, { "actor": "Working Class Woman", "dialogue": "\"Is this about Victor, my husband? Is he in some kind of trouble again? I can come pick him up in the station if that's what...\" She stops, her eyes trying to read answers from your face." }, { "actor": "Composure", "dialogue": "Keep it together. You don't want your body language to tell her the news." } ], [ { "actor": "A Hole in the Wall", "dialogue": "A few bricks have fallen off, revealing a compartment behind the wall. It's too dark to see in." }, { "actor": "You", "dialogue": "Where am I?" }, { "actor": "A Hole in the Wall", "dialogue": "Inside a secret room infested with rats, spiders, and woodlice." }, { "actor": "You", "dialogue": "Where am I?" }, { "actor": "A Hole in the Wall", "dialogue": "Inside a secret room infested with rats, spiders, and woodlice." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Suggestion", "dialogue": "Well, now you've done it. Let's see if you can talk your way out of this one." }, { "actor": "You", "dialogue": "\"Relax, I was practising the time-honoured technique known as the 'lie'.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I suppose that's a relief. Just be careful how often you avail yourself of this 'technique'. A lie may be useful in the short-term, but they have a way of catching up with you later.\"" }, { "actor": "Drama", "dialogue": "We know a *lie*, sire. And it didn't feel like one to us. He chooses to believe though -- for now." }, { "actor": "Kim Kitsuragi", "dialogue": "\"And one more thing -- as you've seen, these sorts of attitudes are quite common in Martinaise. So I expect this to happen again. And again...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I've had this conversation enough times in my life. From now on, I'm going to stay out of it. How you choose to respond is your business.\" He concludes: \"But be careful. Now, let's move on.\"" } ], [ { "actor": "Conceptualization", "dialogue": "Looks like someone tried to *reconceptualize* their business here." }, { "actor": "You", "dialogue": "I don't get it." }, { "actor": "Conceptualization", "dialogue": "Look: The skis and rotor blades both bear the same \"Slipstream\" logo. It seems likely that they started out making one, failed to turn a profit, and then pivoted to producing the other." }, { "actor": "You", "dialogue": "That's just speculation. We don't know anything for sure. [Finish thought.]" }, { "actor": "Conceptualization", "dialogue": "Not quite. You *do* know that there's something unusual about this company's business model..." } ], [ { "actor": "Cuno", "dialogue": "\"The fuck about it?\"" }, { "actor": "You", "dialogue": "\"Do you know who he was?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's fuck-gimp.\" He picks up a rock. \"Cuno uses the fuck-gimp for target practice.\"" }, { "actor": "Drama", "dialogue": "He's trying to hide the fact that he doesn't know." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_drama_trying_to_hide_he_doesnt_know\"]]" }, { "actor": "You", "dialogue": "\"I meant who he *was*. Before he died?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno knows what you meant. Cuno's not a snitch, that's all.\" He shakes his head, clearly offended. \"Tryin'a make Cuno sing into the popophone...\"" }, { "actor": "You", "dialogue": "\"Do you know who he was?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's fuck-gimp.\" He picks up a rock. \"Cuno uses the fuck-gimp for target practice.\"" }, { "actor": "Drama", "dialogue": "He's trying to hide the fact that he doesn't know." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_drama_trying_to_hide_he_doesnt_know\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "He could've just said he doesn't know." } ], [ { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_clothes_hub_reached\"]) == false]" }, { "actor": "Pile of Clothes", "dialogue": "There are clothes inside. Cheap second-hand clothes, smelling of strangers' body odours." }, { "actor": "Siileng", "dialogue": "\"Don't be shy, these are premium-class clothes! Good quality fabrics, best retro design! Save the economy with your style, officer!\"" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_asked_pay_net_worth\"]]" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_rhetoric_why_eco_needs_saving\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Save the economy? That sounds off." }, { "actor": "You", "dialogue": "\"I want to buy the windbreaker.\"" }, { "actor": "Siileng", "dialogue": "\"Gotta prepare for springtime, right?\" The street vendor seems pleased." }, { "actor": "You", "dialogue": "Browse through the box." }, { "actor": "Pile of Clothes", "dialogue": "You find your hands deep in tattered and faded garments made from weird polyester blends that make your body itch and sweat in all the wrong places." }, { "actor": "Perception (Smell)", "dialogue": "The box smells like cat piss -- or like an old person with no money." }, { "actor": "Siileng", "dialogue": "\"Economical, but also trendy!\" the street vendor shouts. \"Look first-hand, buy second-hand. Keep the economy moving!\"" } ], [ { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_greeting_done\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Tequila Sunset.\" He nods in appreciation." }, { "actor": "You", "dialogue": "\"So, uh -- can you tell me the Tequila Sunset story now?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Didn't I already say, I don't wanna be the one who breaks it to you? You have to get acquainted with *the event* first! It'd be irresponsible...\" The man shakes his head. His gray eyes look into yours." }, { "actor": "Half Light", "dialogue": "...and also scary to tell you." }, { "actor": "Volition", "dialogue": "You need to face up to it. Go to the sea, inspect the machine." }, { "actor": "You", "dialogue": "\"I got you some more booze, can you tell me the next story now?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Of course -- drink first, story later.\" He holds out his palm." }, { "actor": "You", "dialogue": "\"I've got this blue medicinal spirit, how about that?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "He raises his palm as if to shun you back to wherever you came from. \"No-no-no, contrary to popular belief, I enjoy being alive.\"" } ], [ { "actor": "The Pigs", "dialogue": "\"CONFINED QUARTERS, ASSAILANT COMING AT ME! SPLIT-SECOND DECISION, FIRE AT WILL!\"" }, { "actor": "Half Light", "dialogue": "OH MY GOD!!!!" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Pain Threshold", "dialogue": "CONDITION BLACK, ALL SYSTEMS CRITICAL!" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.pigs_rc_fil_paintresh_conditionblack\"]) == false]" }, { "actor": "Hand/Eye Coordination", "dialogue": "Oh... I see. Okay, the gun was empty. All is good. You're fine." }, { "actor": "The Pigs", "dialogue": "\"Wh... what is this?\" The old woman looks at the treacherous weapon. \"This isn't police issue. Police weapons have bullets. This isn't real!\"" }, { "actor": "The Pigs", "dialogue": "The gun lands on the wooden planks and tears run down her scratched cheeks. \"Police guns always have bullets... What is this? Why did you sell me this?\"" }, { "actor": "Empathy", "dialogue": "She looks devastated." }, { "actor": "Interfacing", "dialogue": "Grab the gun! Right now! This might be your *ONLY* chance." }, { "actor": "You", "dialogue": "(Pick up your gun.)" }, { "actor": "The Pigs", "dialogue": "\"No one ever cares anymore,\" her voice is growing fainter as she rocks back and forth, slowly. \"Why would they cheat me like this...\"" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.wakeup_hurting_longing_dancing_to_disco_music\"]) == false]" }, { "actor": "Conceptualization", "dialogue": "Great gears are grinding to a halt. The machine is powering down. She's all out of jolt." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.alaineugene_bad_greet\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.alaineugene_gud_greet\"]]" }, { "actor": "Alain", "dialogue": "The man stares at you through the haze in his eyes." }, { "actor": "You", "dialogue": "\"What's gonna happen to the Hardie boys now that Titus is dead?\"" }, { "actor": "Alain", "dialogue": "\"T... Ti... Tit...\" The spit flying out of his mouth is accompanied by a painful grimace. \"Tit... Titus's fuckin' dead...\"" }, { "actor": "Eugene", "dialogue": "\"What's gonna happen to the Hardie boys? Look around you, man. This shit is done. There are no more Hardie boys!\"" }, { "actor": "You", "dialogue": "\"Oh yeah... that makes sense. Never mind.\"" }, { "actor": "Eugene", "dialogue": "\"Look, what do you want from us, man? Things are pretty tough right now.\"" }, { "actor": "You", "dialogue": "\"Take care guys.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.eugene_exit_done\"]) == false]" }, { "actor": "Eugene", "dialogue": "\"Yeah, you too. It's a rough world out there...\" He shakes his head. \"It's not easy being a cop. We were too hard on you...\"" } ], [ { "actor": "Joyce Messier", "dialogue": "\"This... *reality*?\" She pulls her hood closer around her neck." }, { "actor": "Drama", "dialogue": "Yes, reality is your side-case." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_drama_realityinvestigation\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "The aim is to gain a deeper understanding." }, { "actor": "You", "dialogue": "\"No time to explain -- just give me the low-down.\"" }, { "actor": "Joyce Messier", "dialogue": "\"No, but... please. A *little* context. We're not in such a hurry.\"" }, { "actor": "Rhetoric", "dialogue": "We have time for you to tell me why you need a *reality lowdown*." }, { "actor": "You", "dialogue": "\"By learning about the world I hope to learn more about myself.\"" }, { "actor": "Joyce Messier", "dialogue": "\"A sort of... spiritual quest? Something of ancient Iilmaraan origin?\" There's more than a trace of irony in her voice." }, { "actor": "You", "dialogue": "\"Forget the past, my quest concerns the coming apocalypse.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"Well then. Reality *is* a strange place -- getting stranger by the day. Ask away, officer. I'll help however I can.\"" } ], [ { "actor": "Dolores Dei", "dialogue": "Dolores Dei -- the innocence of humanism, internationalism, and the welfare state -- turns around to face you. She has an airship bag in her hand. She seems to be in a hurry." }, { "actor": "Suggestion", "dialogue": "Okay, don't say you need to 'talk' right away. Melt the ice first -- this way you're *already* talking." }, { "actor": "Encyclopedia", "dialogue": "Off to advise the queen of Shest, most likely. This is the holy suzerain of Mundi and Insulinde -- *definitely* not your wife -- you need to talk to her! Think of the historical knowledge you could glean!" }, { "actor": "Logic", "dialogue": "I don't know, man... what is the holy suzerain doing here? Something seems off..." }, { "actor": "You", "dialogue": "\"What's in the bag?\"" }, { "actor": "Dolores Dei", "dialogue": "\"Just my scepter, my *globe crucig\u00e8re*, a spare silk gown. A toothbrush. Travel documents. The Crown of Immortality.\"" }, { "actor": "You", "dialogue": "\"Crown of Immortality? Aren't you already wearing one?\"" }, { "actor": "Dolores Dei", "dialogue": "\"Oh, this?\" She corrects the wreath on her forehead." }, { "actor": "Dolores Dei", "dialogue": "\"This is just a wreath. The Crown of Immortality is made of rarefied light, manna, and raw palladium. It was passed on to me by the rulers of late antiquity...\"" }, { "actor": "Dolores Dei", "dialogue": "She looks at the suitcase, not knowing what more to say, then over her shoulder." }, { "actor": "Electrochemistry", "dialogue": "Silence, her nuptial gown flows in the wind, wraps around her holy body..." } ], [ { "actor": "Tare Machine", "dialogue": "The tare machine stands in the corner. A sign says: \"ONE BOTTLE = TEN CENTS\"." }, { "actor": "You", "dialogue": "\"Excuse me -- I have the tare bag but no tare. Can I still use the tare machine?\"" }, { "actor": "Frittte clerk", "dialogue": "\"No.\" She doesn't even bother looking up out of her magazine. \"You need tare to use the tare machine.\"" }, { "actor": "You", "dialogue": "Insert your bottles." }, { "actor": "Tare Machine", "dialogue": "Your bottles clunk into the machine and the money appears with a satisfying jingle. You're a richer man now!" }, { "actor": "Electrochemistry", "dialogue": "D'you know what you should do with that money, kiddo? You should *buy more alcohol*! Enter the endless cycle of consumption!" } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_village_intro_done\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"village.joyce_left_mid_village_greet\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.meet_lilienne_for_a_date\")--[[ Variable[ ]]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"I'll just keep the Cor-de-Leite in the channel, if that's okay. It's too shallow near the pier...\" She winds the mooring line around a post." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye, ma'am... And it's a jetty, by the way.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course. Jetty. I prefer a good jetty to a pier any day. Jet-jet-jetty...\"" }, { "actor": "Drama", "dialogue": "Something about the way she says it makes you want to sing." }, { "actor": "You", "dialogue": "\"J-j-j-jettady-jetty.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Oh jetty, oh jetty....\" she responds mournfully..." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Joyce Messier", "dialogue": "...then secures the mooring line. \"It's good to see you here, detectives. I only just arrived myself.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "Working Class Corpse", "dialogue": "A man lies on the boardwalk, his limbs bent and neck turned at an unnatural angle. Right next to him is an empty bottle of spirits. In his cramped hand: a chewing gum wrapper." }, { "actor": "You", "dialogue": "Study the surroundings." }, { "actor": "Working Class Corpse", "dialogue": "There's some dried blood on the metal bench, right where the corpse's head rests. The floorboards are rotten and slippery wet around the hole. An empty bottle lies nearby. A chewing gum wrapper is clutched in his fist." }, { "actor": "Savoir Faire", "dialogue": "Be very, very careful where you step here." }, { "actor": "You", "dialogue": "Examine the bottle." }, { "actor": "Working Class Corpse", "dialogue": "A 0.75 litre 'Touloula' vodka with its cap missing. There's hardly anything left inside." }, { "actor": "Electrochemistry", "dialogue": "It's mid-market spirits. With a slight touch of menthol. The man meant to enjoy himself, have a good time." } ], [ { "actor": "Joyce Messier", "dialogue": "She's tying a complicated nautical knot around the post." }, { "actor": "You", "dialogue": "\"J-j-j-jettady-jetty.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Oh jetty, oh jetty....\" she responds mournfully..." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Joyce Messier", "dialogue": "...then secures the mooring line. \"It's good to see you here, detectives. I only just arrived myself.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What brings you here, madam?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Nothing, really... I've had my eye on this jetty for weeks now. So I decided to investigate it personally. This cluster of buildings isn't on any of the official maps, as far as I can tell.\"" }, { "actor": "Logic", "dialogue": "That -- and she's also keeping an eye on *you*." }, { "actor": "You", "dialogue": "\"So how do you like it here?\" (Look around.)" }, { "actor": "Joyce Messier", "dialogue": "\"Hmh... How *do* I like it?\" She casts her gaze toward the village -- slush melting on the cinder blocks, construction work left half-finished ten years ago..." }, { "actor": "Perception (Hearing)", "dialogue": "Water drips down eaves of eternite. The jetty below her feet creaks to the tune." }, { "actor": "Perception (Smell)", "dialogue": "The smell of salt and dog shit in the background." }, { "actor": "Joyce Messier", "dialogue": "\"It's pornographically poor. The street has no name, all the men are dead or missing... and is that the carcass of a motor carriage over there?\" She squints her eyes..." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.meet_lilienne_for_a_date_done\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"I'm surprised that woman hasn't put me to the sword yet. Maybe she will? You should ask your questions while you can.\"" } ], [ { "actor": "Rhetoric", "dialogue": "Hey, psst..." }, { "actor": "You", "dialogue": "Who -- me?" }, { "actor": "Rhetoric", "dialogue": "Yes, you. Word on the street is you're ready to start building *communism* again!" }, { "actor": "You", "dialogue": "How come there's *word on the street*?" }, { "actor": "Rhetoric", "dialogue": "You keep saying things like *down with the bourgeoisie*, *eat the rich*, *sodomize the land-owners*, *impale all people who have more than 25 re\u00e1l in their pocket*, *literally murder all human beings regardless of their political beliefs* -- that kind of stuff." }, { "actor": "You", "dialogue": "I've said *some* mildly left wing things but none of those." }, { "actor": "Rhetoric", "dialogue": "Oh yes, the *mask of ambivalence*. Don't deny it. You're about to rip it off and reveal the monstrous seven-eyed lamb of global communism that will devour and masticate mankind." }, { "actor": "Rhetoric", "dialogue": "Everyone can see that. So tell me, do you have any questions before we fire up the Big Communism Builder, or do we get *right down to it*?" }, { "actor": "You", "dialogue": "Wait, first -- what's this *communism* even about?" }, { "actor": "Rhetoric", "dialogue": "Failure. It's about failure." }, { "actor": "You", "dialogue": "Failure?" }, { "actor": "Rhetoric", "dialogue": "Yes! Abject failure. Total, irreversible defeat on all fronts! Absolutely vanquished, beaten, curb-stomped and pissed on -- until *you* came along! *You* will reverse the fortune of the workers of the world." }, { "actor": "Rhetoric", "dialogue": "You alone, against every living thing, against every human alive: eight hundred trillion re\u00e1l in the hands of an *impossibly* well organized ruling class; towering city blocks of bank-men who have the ears of prime ministers; million-headed armies of nations and the love of your own mother!" }, { "actor": "Rhetoric", "dialogue": "You -- against the atom, the charm and the spin. Where the whole world failed -- matter failed to bend to human will; human will failed to get out of bed and tie its laces -- you alone, single-handedly, will rebuild the dreams of the working class. You are The Last Communist." }, { "actor": "Rhetoric", "dialogue": "Now get to work, comrade." } ], [ { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_inland_black_tree_taps\"] == true) == false]" }, { "actor": "Cafeteria Window", "dialogue": "Behind the dockworkers: a ceiling height window. The hawthorn branches scrape the glass like bony fingers." }, { "actor": "Inland Empire", "dialogue": "The men are talking, but you swear you hear those black limbs tap on the window as the wind blows outside." }, { "actor": "Visual Calculus", "dialogue": "You see two, maybe three bushes, grown into a single thicket -- over a period of circa 50 years. It takes time for a hedge like that to form." }, { "actor": "You", "dialogue": "Look out the window." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.unionbox_key_second_whiote_succeeded\"]]" }, { "actor": "Perception (Sight)", "dialogue": "There's a yellow ribbon tied to one of the branches -- light yellow, faded with time. A tiny splash of colour in the blackness of the thicket. Hanging from it -- a bronze key." }, { "actor": "Logic", "dialogue": "Someone hid the key in the bush and attached a yellow ribbon to make it easier to find." }, { "actor": "Visual Calculus", "dialogue": "It's close enough to the latch up there -- one can slide it open and just take it. Surely not a coincidence." }, { "actor": "You", "dialogue": "\"Someone's hid a key in the bush.\" (Point at the window.)" }, { "actor": "Titus Hardie", "dialogue": "\"Huh?\" The big guy looks behind him." }, { "actor": "You", "dialogue": "\"I need your guys to hand the key to me.\"" }, { "actor": "Shanky", "dialogue": "\"And *I* need the fatty to get his feet amputated 'cause the smell is killing me -- we can't always get what we want.\"" }, { "actor": "Fat Angus", "dialogue": "\"Goddamnit, Dennis. You know I can't help it!\" His whiny voice is in deep contrast with his stature." } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_village_intro_done\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"village.joyce_left_mid_village_greet\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.meet_lilienne_for_a_date\")--[[ Variable[ ]]) == false]" }, { "actor": "Joyce Messier", "dialogue": "The woman is tying a complicated nautical knot around the post, while occasionally exchanging a few words with the other woman." }, { "actor": "You", "dialogue": "[Leave.]" }, { "actor": "Joyce Messier", "dialogue": "You leave her fastening the mooring line around the post rotting in the water." } ], [ { "actor": "Kras Mazov Portrait", "dialogue": "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." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.mazov\"]]" }, { "actor": "You", "dialogue": "\"Who is K. Mazov?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"So... this must have been the hiding place of some naive leftists?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, some radical -- or radicals -- were hiding out here but left a long time ago.\"" }, { "actor": "You", "dialogue": "\"Could someone have stopped through here recently?\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You mean, like Ruby? No. I think we've stumbled on a piece of history.\" He looks at the dust." }, { "actor": "You", "dialogue": "\"Who is K. Mazov?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"So his ideas tend to stir up trouble?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes. And it looks like some latter-day radicals were hiding out here but left a long time ago.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.cabinet_main_hub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.momsoffice_volition_wc_passed\"]) == false]" }, { "actor": "File Cabinet", "dialogue": "The file cabinet stands steady as ever and the unlocked drawer slides out to greet you." }, { "actor": "You", "dialogue": "Browse through the folders." }, { "actor": "File Cabinet", "dialogue": "Hundreds of documents containing logistical data. Two kinds of transactions stand out: materials coming into Revachol from the outside world -- from Mundi, Graad, and even Iilmaraa..." }, { "actor": "File Cabinet", "dialogue": "...and the same materials being handed over to companies inside Revachol. Couron, Coal City, La Delta, and Jamrock are listed among the many districts where the imports are being sold." }, { "actor": "You", "dialogue": "Anything interesting? (Browse them.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_file_cabinet_browsed_folders\"]]" }, { "actor": "File Cabinet", "dialogue": "You already went through all of these." }, { "actor": "You", "dialogue": "Browse through the folders." }, { "actor": "File Cabinet", "dialogue": "Hundreds of documents containing logistical data. Two kinds of transactions stand out: materials coming into Revachol from the outside world -- from Mundi, Graad, and even Iilmaraa..." }, { "actor": "File Cabinet", "dialogue": "...and the same materials being handed over to companies inside Revachol. Couron, Coal City, La Delta, and Jamrock are listed among the many districts where the imports are being sold." } ], [ { "actor": "Industrial Stove", "dialogue": "This industrial gas-powered stove has been used to prepare food for many hungry hostel guests. There are several pots and pans on hand." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What are you planning to do, throw a dinner party? Please refrain from culinary experiments until after we've finished the investigation.\"" }, { "actor": "Esprit de Corps", "dialogue": "Whatever you had planned, you have to do it when the lieutenant's gone." }, { "actor": "You", "dialogue": "\"Okay, okay.\" [Leave.]" }, { "actor": "Industrial Stove", "dialogue": "The stove is unmoved by your comings and goings." } ], [ { "actor": "Cuno", "dialogue": "\"Yeah,\" he says slowly, meeting your gaze with sullen defiance. \"Cuno took the bugs. So what?\"" }, { "actor": "Inland Empire", "dialogue": "So it wasn't the phasmid... a wave of disappointment washes over you." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_locusts_said_doesnt_know\"]]" }, { "actor": "You", "dialogue": "\"You say you don't *give a fuck about bugs*, then you go and build a whole bug town.\"" }, { "actor": "Cuno", "dialogue": "\"It's not Bug Town, it's the *City of Locusts*,\" he says, enunciating every syllable. \"Locusts aren't just bug-shit. They come out of the sky like a fucking shadow. Shit *descends*.\"" }, { "actor": "Cunoesse", "dialogue": "\"Stoooooop!\" she wails from behind the fence, then buries her face in her hands." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_rage_city_heard\"]]" }, { "actor": "Logic", "dialogue": "Locusts coming down like a shadow... This must be the *Night City* he mentioned when you asked him where he's been." }, { "actor": "You", "dialogue": "(Point at the shack.) \"So that, in there, is Night City?\"" }, { "actor": "Cuno", "dialogue": "\"Yeah. Locust City -- City of Rage, City of Lights...\"" }, { "actor": "Conceptualization", "dialogue": "There's a tug-of-war over the name of his fantastical city. It's almost too big for his imagination." }, { "actor": "Cunoesse", "dialogue": "The girl forces herself to watch again, the corners of her eyes twitching from discomfort." }, { "actor": "Pain Threshold", "dialogue": "The lameness is causing her physical pain. The damage may be permanent." }, { "actor": "You", "dialogue": "\"City of Rage sounds like a cool place.\"" }, { "actor": "Cunoesse", "dialogue": "\"Cuno, the pig wants to *help* you...\" she moans. \"That's how lame it is. Please just don't say you're --\"" } ], [ { "actor": "Door (Unopenable)", "dialogue": "An old door, worn by elements, guards the depot. The wind has blown a sand dune in front of it. The door hasn't been opened in a long while. You see a handle." }, { "actor": "You", "dialogue": "\"Could this structure have been used to take the shot?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From here to the Whirling? I can't see how...\" He looks southeast and blows on his fingers: \"The church is in the way.\"" }, { "actor": "You", "dialogue": "What is this thing anyway?" }, { "actor": "Door (Unopenable)", "dialogue": "The concrete structure looks *military* in origin. Over half a century old at least, but sturdily built." }, { "actor": "You", "dialogue": "Open the door." }, { "actor": "Door (Unopenable)", "dialogue": "There is no success. You didn't succeed here. It's impossible. The door does not open. It is not only locked, it is *jammed* shut." } ], [ { "actor": "Suggestion", "dialogue": "You should totally use emotional blackmail. Because that *always* works on women." }, { "actor": "You", "dialogue": "\"I helped you get your husband back. You *owe* me some sweet cryptid facts as a reward!\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I'm very grateful to you, sweetie. But -- now that I think about it -- you should talk to Morell about cryptids. He could tell you so much more!\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "She turns to Morell. \"Right, honey?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Sure, why not?\" He scowls." }, { "actor": "You", "dialogue": "\"I'd really like to hear about more cryptids.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_cryptid_kim_1st\"] == 0 and IsKimHere()]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_kim_to_hell_cryptids\"]) == false]" } ], [ { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (Variable[\"village.idiot_greeting_done\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_mid_greet_exit\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Hey, Tequila! Welcome to reality. How's it treating you?\" A thirty-something Lickra(TM)-clad man takes a sip from his beer." }, { "actor": "You", "dialogue": "\"Wait, Tequila?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Yeah, Tequila Sunset!\" He takes a sip, \"How are the, uhm, high-concept, reality-based adventures proceeding?\"" }, { "actor": "Rhetoric", "dialogue": "He says it like it's obviously your name. Like you call someone Billy Brunuel or 'Leader of the Fourth Street Gang'." }, { "actor": "Inland Empire", "dialogue": "Good, these people know your *true* name. Looks like it has preceded you, Mr. Sunset. More on that later." }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")]" }, { "actor": "Horrific Necktie", "dialogue": "I like this guy. You should, too. He *respects* you by calling you your *true name*." }, { "actor": "You", "dialogue": "\"Reality? It makes me aggressively sad.\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"I know what you mean. Sitting around with these bums you really get to know the nitty-gritty of *reality*. And it isn't good.\" He looks at his buddies with mock appreciation." } ], [ { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "(Count the pages.) I have to open an official case. Is there room?" }, { "actor": "Damaged Ledger", "dialogue": "There is -- for precisely *one* more. Fifteen pages near the end remain untouched by the damage. The chequered grid forms a structure of passages, breaking the case into sub-tasks to accomplish." }, { "actor": "Logic", "dialogue": "Once all the tasks are accomplished, the case is complete." }, { "actor": "You", "dialogue": "COMMIT TO PAPER." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: CheckItem(\"kind_green_ape_pen\") or CheckItem(\"blue_oblong_pen\")]" }, { "actor": "Damaged Ledger", "dialogue": "The tasks you've completed flow out of the pen in a brash freehand similar to the rest of the letters. The wording comes easily, it's almost robotically simple; a language developed for mental rigour and simplicity:" }, { "actor": "Damaged Ledger", "dialogue": "\"Inspect victim's body.\"" }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_the_dead_body_down_from_the_tree\"]) == false]" }, { "actor": "Damaged Ledger", "dialogue": "\"Interview the cafeteria manager.\"" }, { "actor": "Conceptualization", "dialogue": "It's not exactly poetry -- but poetry would be out of place." }, { "actor": "You", "dialogue": "Cross out the ones you've already finished." }, { "actor": "Damaged Ledger", "dialogue": "A satisfying slash sounds across the paper. *You're done* it seems to say. And *you!* -- and *you!*" }, { "actor": "Half Light", "dialogue": "AND A FUCK YOU TO YOU *TOO*! That last one cuts a slash right through the paper." }, { "actor": "Interfacing", "dialogue": "You're a swashbuckler with that pen, Harry. And it feels good. Feels like *completion*." } ], [ { "actor": "Apricot Chewing Gum Wrapper", "dialogue": "A crinkled chewing gum wrapper. The worn label reads: 'Tutti Frutti.' It smells faintly of apricots, with a barely noticeable twinge of cinnamon." }, { "actor": "Encyclopedia", "dialogue": "You feel compelled to point out that there's nothing fruity about cinnamon -- It's a spice derived from tree bark." }, { "actor": "You", "dialogue": "Why do I even care about this?" }, { "actor": "Apricot Chewing Gum Wrapper", "dialogue": "Good question, There is no answer or secret phrase written on the inside of the wrapper. Yet you're drawn to it." }, { "actor": "Inland Empire", "dialogue": "Drawn by regret. Stop, before you *hurt* yourself with the Tutti Frutti wrapper. Throw it away, please." }, { "actor": "You", "dialogue": "I'll hang on to it, just in case." }, { "actor": "Apricot Chewing Gum Wrapper", "dialogue": "You neatly fold the wrapper into a square before you put it back into your pocket. Carefully. Lovingly even..." } ], [ { "actor": "Joyce Messier", "dialogue": "\"Whatever I can help you with. We need to contain the situation.\"" }, { "actor": "You", "dialogue": "\"What was that about a... *blood bath*?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Yes. I'm afraid this strike may descend into a small scale civil war. With possible consequences for all of Revachol West.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"This *colonel*, the one who was hanged -- did you know him?\"" }, { "actor": "Joyce Messier", "dialogue": "\"If you mean did I see him alive -- yes. But I did not *know* him.\"" }, { "actor": "Empathy", "dialogue": "You don't know how you know -- it's not written on her face, nor in her voice -- but she had sympathy for this man." }, { "actor": "You", "dialogue": "\"You liked him.\"" }, { "actor": "Joyce Messier", "dialogue": "\"*Liked* is a bit strong,\" she tosses her head. \"He... he was the most charismatic among them. He handled all the talking. His departure left a major gap in the group's *communication skills*.\"" }, { "actor": "You", "dialogue": "\"His name was...\"" }, { "actor": "Joyce Messier", "dialogue": "\"Lely. His service name, a nom de guerre most likely. He wouldn't divulge his full name. Only one of them did -- a bad sign if there ever was one.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Script: SetVariableValue(\"pier.joyce_kim_not_present_at_lely_name\", true) --[[ Variable[ ]]]" }, { "actor": "You", "dialogue": "\"This Lely -- anything else? Nationality? How old would you say he was?\"" } ], [ { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sylvie_greeting_done\"]]" }, { "actor": "You", "dialogue": "\"Hey, Sylvie, it's the police again.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, great.\" She doesn't sound thrilled. \"What else do you need, detective?\"" }, { "actor": "You", "dialogue": "\"I think I got everything I need, thanks.\" [End call.]" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.sylvie_exited_once\"]]" }, { "actor": "Sylvie", "dialogue": "You hear the call breaking up on the other end of the radio and then the already familiar voice:" }, { "actor": "Alice", "dialogue": "\"Anything else I can help you with, officer?\"" }, { "actor": "You", "dialogue": "\"I need you to connect me to a civilian -- a Sylvie. She may have reported a murder.\"" }, { "actor": "Alice", "dialogue": "\"Of course. What is her number, officer?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_empathy_connect_me_to_you\"]) == false]" }, { "actor": "Electrochemistry", "dialogue": "Change of plans -- *her* number." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_the_weasel_key_from_manana\"]) == false]" }, { "actor": "You", "dialogue": "Carefully knock." }, { "actor": "Door, Basement Apartment", "dialogue": "You knock silently. The upholstery muffles the sound. No response comes from the apartment." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Inland Empire", "dialogue": "You feel eyes on you, watching you from the windows overlooking the yard." }, { "actor": "Savoir Faire", "dialogue": "You're *pretty* sure the owner of the apartment isn't here. It's safe-ish." }, { "actor": "You", "dialogue": "Use Ma\u00f1ana's key to unlock the door." }, { "actor": "Door, Basement Apartment", "dialogue": "You try to be as silent as you can. It takes a bit of rattling of the handle to loosen the bolt." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"apt.master_investigator_doors_opened\"] >=3) == false]" }, { "actor": "Door, Basement Apartment", "dialogue": "Finally, the door unlocks with a small clack. Thoughts race through your head..." }, { "actor": "Perception (Hearing)", "dialogue": "The sound of the key turning still echoes in the yard. Hopefully no one heard." }, { "actor": "Suggestion", "dialogue": "Well buddy, you opened it. No need to go inside. It would be *rude*." }, { "actor": "Physical Instrument", "dialogue": "Good job. Let's go now. I'm sure there's *nothing* interesting in there." } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] == true or Variable[\"auto.is_snowing\"] == true) == false]" }, { "actor": "Horseback Antenna", "dialogue": "The cold metal chills your bare hands. Some part of your brain tells you something is missing..." }, { "actor": "Hand/Eye Coordination", "dialogue": "Chalk powder. Absorbs moisture and keeps your grip firm." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_physint_chalk\"]]" }, { "actor": "Horseback Antenna", "dialogue": "... and before you know it, you're safely perched atop the monument." }, { "actor": "You", "dialogue": "Examine the connections." }, { "actor": "Horseback Antenna", "dialogue": "The connection itself is nothing more than a little braid of exposed wire wrapped about the hoof of the horse, a copper fetter it cannot slip." }, { "actor": "Perception (Sight)", "dialogue": "The whole monument is covered in a thin but durable layer of oil and grime. It's obvious no one has cleaned it in years." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.monument_perc_oils\"]]" } ], [ { "actor": "Water Lock Control Panel", "dialogue": "A couple of indicator lights are missing from this control panel. Loose wires dangle from the now-vacant holes. In the middle is a lever -- beneath it, a small metal plaque." }, { "actor": "Logic", "dialogue": "Could this be why Morell hasn't returned to Lena?" }, { "actor": "You", "dialogue": "\"So the coast is closed off. This may be why Lena's husband Morell the cryptozoologist hasn't returned.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like it, yes. We should probably go tell Lena. Take a load off her mind.\"" }, { "actor": "Empathy", "dialogue": "She *was* quite worried..." }, { "actor": "You", "dialogue": "\"So the coast is closed off. This may be why Lena's husband Morell the cryptozoologist hasn't returned.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like it, yes. We should probably go tell Lena. Take a load off her mind.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.cabinet_main_hub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_volition_wc_passed\"]]" }, { "actor": "File Cabinet", "dialogue": "The file cabinet stands steady as ever. Sliding out a drawer presents you the folders you already went through. On top of them is the handwritten note." }, { "actor": "You", "dialogue": "Force yourself to go through the folders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_filecabinet_volition_wc\"]]" }, { "actor": "Volition", "dialogue": "Whatever's hidden here is hidden well. Concentration isn't enough, only a trained accountant, with a background in logistics, would be able to *really* make sense of it. However there *is* a little hand-written note, stuck on the side of the drawer." }, { "actor": "You", "dialogue": "\"Never mind the note.\" (Close the drawer.)" }, { "actor": "File Cabinet", "dialogue": "The drawer slides shut smoothly." } ], [ { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Bed", "dialogue": "The bed is comforting, if a bit run down. Still, you've earned a rest." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.bed_tutorial_shown\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"tc.turn_off_tutorial_node\"]) == false]" }, { "actor": "Tutorial Agent", "dialogue": "The option to go to sleep becomes available every night after 21.00." }, { "actor": "You", "dialogue": "Go to sleep." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Bed", "dialogue": "Across the room, the heating system hums its soft lullaby. The mattress feels soft and sheets warm. It only takes you moments for the world to fall away..." }, { "actor": "Bed", "dialogue": "..." } ], [ { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.replaced_viscal_success_read\"]) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.locate_ruby_on_the_coast_done\"]) == false]" }, { "actor": "Clear Window", "dialogue": "This window is pristine on the inside -- unlike the one next to it. Light from the desk lamp reflects off the glass in an untarnished golden halo." }, { "actor": "You", "dialogue": "Run your finger across the surface of the glass." }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"TASK.locate_ruby_on_the_coast_done\"]]" }, { "actor": "Clear Window", "dialogue": "The glass is cold from the air flowing in." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_altgreet_post_tribunal\"]]" }, { "actor": "Plaisance", "dialogue": "\"It's always nice to see you here. You bring good energy.\"" }, { "actor": "You", "dialogue": "Convince her to let you investigate the Doomed Commercial Area." }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_whitecheck_drama_convince\"]; Script: SetVariableValue(\"doomed.plais_whitecheck_succeeded\", true) --[[ Variable[ ]]]" }, { "actor": "Drama", "dialogue": "Slither up to her, you silver-tongued fiend. Show her what world-class perfidy looks like!" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"remote_viewer\")) == false]" }, { "actor": "You", "dialogue": "Wait, what if I don't want to lie..." }, { "actor": "Drama", "dialogue": "You're not *lying* -- you're giving her peace of mind. The meanssss are thus jusssstified." }, { "actor": "You", "dialogue": "\"The presence is real in this building. I have felt it. It lurks. It hungers. But I can bring peace.\"" }, { "actor": "Plaisance", "dialogue": "\"Are you sure?\" She looks sceptical. \"Don't think I haven't seen *charlatans* before...\"" }, { "actor": "You", "dialogue": "\"I sensed the psychic emanations from afar. The Sleeper Beyond calls out.\"" } ], [ { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.serial_number_2\"]]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (TotalHourCount() >= Variable[\"plaza.kineema_serial_personal_aliiz_deadline\"]) == false]" }, { "actor": "Alice", "dialogue": "\"Not yet -- but I was able to convince the database people to share private sector information. They promised to get back to me by tomorrow morning. Did you have any other questions?\"" }, { "actor": "You", "dialogue": "\"Have you heard back from the ICP about the serial number?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.serial_number_2\"]) == false]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.serial_number_1\"]]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (TotalHourCount() >= Variable[\"plaza.alice_serial_next_meeting_time\"]) == false]" }, { "actor": "Alice", "dialogue": "\"No, and I doubt they'll get back to me before tomorrow morning. Anything else?\"" } ], [ { "actor": "Damaged Ledger", "dialogue": "Arson. Petty theft. Spousal abuse -- handwritten logs on investigations dating back to January, \u00b451 -- stamped CASE FILES, COMMIT TO PAPER. These are the last couple of months of your life." }, { "actor": "You", "dialogue": "\"Kim, I have a name for this case.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh? Oh, yes. The name, good. What is it?\"" }, { "actor": "You", "dialogue": "\"THE FURIES ARE AT HOME IN THE MIRROR.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Furies. Yes. Well.\" It's obvious he doesn't like it. \"I don't know. I have to be honest -- I'm not experiencing the *internal strife* that refers to. And also...\" He furrows his brow." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Could we make it less *poetic* somehow? Just a normal case name, you know? Think -- what would that be? A good *normal* name?\"" }, { "actor": "Conceptualization", "dialogue": "Yes-yes, you know what that normal name is -- but it's so plain... *anything* else, please." }, { "actor": "You", "dialogue": "\"Actually, I don't have one.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh... Well, then maybe I can suggest one?\"" }, { "actor": "You", "dialogue": "\"No.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay then.\" He returns to his notes, abruptly. \"The case doesn't need to have a name.\"" }, { "actor": "Empathy", "dialogue": "It actually. Does. You've offended him." }, { "actor": "You", "dialogue": "Inspect the handwriting in the files." } ], [ { "actor": "Elevator", "dialogue": "The elevator stands open, inviting you to step inside." }, { "actor": "Logic", "dialogue": "This elevator must have been used to transport pinball machines to and from the upstairs workshop." }, { "actor": "You", "dialogue": "\"This elevator must have been needed to transport the pinball machines up and down.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Seems so, although it's pretty... quaint for a freight elevator.\" He taps on the guttering light bulb -- it's golden in the dark." }, { "actor": "You", "dialogue": "Look at the elevator controls." }, { "actor": "Elevator", "dialogue": "There are large rectangular buttons: 'Monter', 'Descendre', and an international: 'Call for Emergency Assistance'. That third one appears to be broken." }, { "actor": "Encyclopedia", "dialogue": "A small steel plaque reads 'Halter 800'. Halter is a K\u00f6nigsteiner lift company who went out of business a long, long time ago." }, { "actor": "You", "dialogue": "Go down." }, { "actor": "Elevator", "dialogue": "The elevator lurches and squeaks, like the belly of some ancient beast, as you descend...." } ], [ { "actor": "Water Bowls", "dialogue": "It's awfully silent again, as if someone turned off the entire world outside those walls. Water inside the bowls stands still." }, { "actor": "Perception (Sight)", "dialogue": "Measurements have been marked down around the bowls, each chalk-drawn line representing a centimetre on the floor." }, { "actor": "Interfacing", "dialogue": "Oh boy, this is going to be good." }, { "actor": "You", "dialogue": "Move the third bowl from the left two centimetres away." }, { "actor": "Water Bowls", "dialogue": "It moves like a ghost without creating a single trace of sound." }, { "actor": "Soona, the Programmer", "dialogue": "The lead programmer sends you an encouraging thumbs up from across the hall." }, { "actor": "Physical Instrument", "dialogue": "Time to run back! Or maybe walk, this *is* a sacred place after all..." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "\"I heard him and I'm on it. \"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, affirmative. Officer is in pursuit of his firearm.\" There's static." }, { "actor": "Mack Torson", "dialogue": "\"Oh god, I...\" The man is fighting back tears." }, { "actor": "Jules Pidieu", "dialogue": "\"Officer, do you need further assistance? Over.\"" }, { "actor": "You", "dialogue": "\"I'm happy to report that I have found my badge, Jules.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, sir, glad to hear that! I'll write down that there's no need to issue a new one to you then. Over.\"" }, { "actor": "Electrochemistry", "dialogue": "Feels good to get that off your chest, right? Celebration with beer?" }, { "actor": "You", "dialogue": "\"Listen, I've actually lost my gun, too.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, I know, I already wrote it in a report, but...\" He hesitates. \"It will stay on my desk for a few days. Over.\"" }, { "actor": "You", "dialogue": "\"Jules, I've heard that some people think of me as a La Puta Madre's peone... Do you think I'm corrupted?\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, sir.\" There's a pause, as he seems to mull it over behind his enormous radio-microphone. \"Well, there's been some talk, sir,\" he finally says reluctantly." }, { "actor": "You", "dialogue": "\"Some *talk*? What does it even mean there's been some talk? Do they think I'm corrupt or not?!\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Am I going to ask? Hell, Harry -- you *spin-kicked* my strongest man in the face. I saw it from my window!\"" }, { "actor": "Evrart Claire", "dialogue": "\"Would *you* ask a man like that how he got into *your* container yard?\"" }, { "actor": "You", "dialogue": "\"I don't even know how I was able to do that.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Don't worry, Harry.\" He leans in closer. \"Between you and me, I'm not a huge fan of his race thing, but the Union did not get where we are today by frowning on eccentricity.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Anyway, I assure you, I am a very well-informed man. Information reaches me before I even get the chance to request it.\"" }, { "actor": "Rhetoric", "dialogue": "Yes, but it's because his word usually sets things in motion." }, { "actor": "You", "dialogue": "\"Let's talk about something else.\"" }, { "actor": "Evrart Claire", "dialogue": "\"But of course, Harry.\"" }, { "actor": "You", "dialogue": "\"Evrart, about the weasel...\"" } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (IsHourBetween(21, 2)) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.has_shack\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_altgreet_singing_reaction\"]]" }, { "actor": "Washerwoman", "dialogue": "\"The policeman.\" She squints at you. \"What can our village do for you?\"" }, { "actor": "You", "dialogue": "\"I changed my mind, I want you to sign the documents.\" (Give her the envelope.)" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (CheckItem(\"white_envelope_lilienne_signed\")) == false]" }, { "actor": "Washerwoman", "dialogue": "\"Your mind just flips back and forth, doesn't it... what are they about *exactly*?\"" }, { "actor": "You", "dialogue": "\"Evrart wants to turn part of the village into a little youth centre.\"" }, { "actor": "Washerwoman", "dialogue": "\"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.\"" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_got_her_signature\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "\"Have you asked Lilienne about this? I won't even consider signing till I know she's on board.\" She hands the envelope back." } ], [ { "actor": "Cuno", "dialogue": "\"Right, pig, this is where Cuno plays with his little wooden choo-choo. Fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"I might have questions later. For now, let's talk about something else.\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, whatever. Cuno doesn't give a shit.\" He spits over his shoulder, then looks back up at you." }, { "actor": "You", "dialogue": "\"I want to discuss the body with you again, Cuno.\"" }, { "actor": "Cuno", "dialogue": "\"The fuck about it?\"" }, { "actor": "You", "dialogue": "\"Do you know how it got up there?\"" }, { "actor": "Cuno", "dialogue": "\"Probably climbed? Cuno was busy *down the road* when that shit went down.\"" }, { "actor": "You", "dialogue": "\"So you didn't see it happening?\"" }, { "actor": "Cuno", "dialogue": "\"You heard Cuno -- Cuno wasn't even in Martinaise. Cuno wasn't in Revachol.\" He puffs himself up. \"Cuno wasn't *regional*.\"" }, { "actor": "Drama", "dialogue": "The city's too large for him to have left. But he wasn't *here* either... So where was he?" }, { "actor": "You", "dialogue": "\"You didn't really leave the city. Where were you?\"" }, { "actor": "Cuno", "dialogue": "\"Told you, pig bacon. Cuno doesn't do regional. Cuno's been to places you wouldn't dream of.\"" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "A man in his late twenties with a thin, unimpressive beard notices you approaching. He drops the ledger he was holding and turns to the lieutenant." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.garte_empathy_disdain\"]) == false]" }, { "actor": "Empathy", "dialogue": "Could he be irritated with you? He avoids eye contact altogether. Like you're not even there." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mr... Garte, right?\" The lieutenant glances into his little notebook. \"You run this place?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes,\" he responds tersely." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I am Kim Kitsuragi from Precinct 57. This is an inter-district investigation, so joining me from Precinct 41...\" He looks to you, realizing he still doesn't know your name." }, { "actor": "You", "dialogue": "\"The harbinger of ruin.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"What?\"" }, { "actor": "You", "dialogue": "\"Nothing. I just wanted to see what happens if I say that. Now I do.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"What is this, a joke to you? Is *this* what you get when you call the police now? *This* guy?\" He turns to the lieutenant. \"We've been waiting for a week here!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sir, I understand your concern, but we're here to do a job, and for us to do it, I need you to stay calm.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes, of course.\" He takes a step back." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.garte_alt_cafeteriamanager\"]) == false]" }, { "actor": "Authority", "dialogue": "For a moment, the man fidgets under the lieutenant's gaze. Then he gives in." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I know it took us a while to arrive at the scene. But it also took you a while to call us. It was you who placed the call, correct?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.alaineugene_bad_greet\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.alaineugene_gud_greet\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_i_didnt_do_nothing_those_guys_did\"] or Variable[\"plaza.tribunal_theory_hardie\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_did_nothing\"]]" }, { "actor": "Alain", "dialogue": "Seeing you approach, the bruised man clenches his fists." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsCunoInParty()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_spiritbomb_succeeded\"] or Variable[\"plaza.tribunal_shot_kortenaer_success\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_theory_hardie\"] or Variable[\"plaza.tribunal_i_didnt_do_nothing_those_guys_did\"]]" }, { "actor": "Eugene", "dialogue": "\"Oh, it's you... Didn't think we'd see you walking any time soon.\" He looks to the man behind him. \"Alain, look, it's the rat cop.\"" }, { "actor": "Alain", "dialogue": "\"Uh... what?\" He looks up, his eyes full of confusion, as if he'd just woken from a deep sleep." }, { "actor": "Electrochemistry", "dialogue": "He's very, *very* drunk." } ], [ { "actor": "Klaasje's Note", "dialogue": "Next to stacks of bills, you see a note -- a few lines jotted down in large, uneven handwriting just as the writer was about to rush out the door." }, { "actor": "Klaasje's Note", "dialogue": "\"I'm sorry I fucked everyone over.\n\nPS. I didn't kill him.\n\nPPS. Gift upstairs.\"" }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Cuno", "dialogue": "\"A trap, probably.\" He nods confidently. \"But don't sweat it. You got the Cuno spotting you. Let's go in.\"" }, { "actor": "Half Light", "dialogue": "Just don't walk into another radio trap, okay..." } ], [ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_greeting_done\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_ladydriver_cabin_located_tommy\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "This is the one he pointed to. The green lorry..." }, { "actor": "You", "dialogue": "Unlock the door with the key Tommy gave you." }, { "actor": "Abandoned Lorry", "dialogue": "You push the key into the lock and turn. It makes a cracking sound -- then the door pops back a few centimetres. You can just..." }, { "actor": "You", "dialogue": "Open it." }, { "actor": "Abandoned Lorry", "dialogue": "The smell of cigarettes and perfume welcomes you. The cabin inside is plastered with old movie posters, actresses smile from the walls. There's a radio transmitter in the front and a toolbox tucked under the driver's seat. Some tools lie scattered near the pedals." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_inland_vision_modifier\"]) == false]" } ], [ { "actor": "A Brief Look at Infra-Materialism", "dialogue": "The cover of this pocket-sized volume features a swirl of orange, yellow, and green. The title, \"A Brief Look at Infra-Materialism,\" is set in an authoritative yet approachable serif font." }, { "actor": "Conceptualization", "dialogue": "What an interesting colour palette. It's vibrant, yet somehow leaves you ever so slightly nauseated." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "On the inside jacket flap, you find a brief summary: \"What is infra-materialism? A highly theoretical branch of Mazovian communism? A collection of mystical ramblings by a discredited revolutionary? Or possibly both?\"" }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "\"This Brief Look(TM) introduces readers to one of this century's most fascinating and misunderstood theories in a concise, jargon-free manner.\"" }, { "actor": "You", "dialogue": "So far, so good." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "You turn to the table of contents. The guide itself is divided into several sections with seemingly esoteric titles like 'Effects of Plasm on Root Vegetables' and 'Mental Projection and Transference'. There's also a brief introduction about the life of Ignus Nilsen." }, { "actor": "You", "dialogue": "Read the introduction on Ignus Nilsen." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "Known to his numerous admirers as the 'Evangelist of the Revolution' and to his even-more-numerous enemies as the 'Apocalyptic Shrike', Ignus Nilsen remains one of the most controversial and fascinating figures to emerge in the years of the Antecentennial Revolution, second only to Kras Mazov himself." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "During his unparalleled life, he helped guide a revolution in one country and found a new state in another. Along the way, he committed some of the most notorious war crimes in an era famed for its atrocities." }, { "actor": "Half Light", "dialogue": "He is your brother, a fellow *doom prophet*." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "And yet, his most *fascinating* contribution to history may be the most overlooked: His theory of ideological plasm, from which his followers and successors developed the school of communism known as *infra-materialism*." } ], [ { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_inland_black_tree_taps\"] == true]" }, { "actor": "Cafeteria Window", "dialogue": "Again you find yourself looking at that big old window..." }, { "actor": "You", "dialogue": "Look out the window." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.unionbox_key_second_whiote_succeeded\"]) == false]" }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_perception_key_failed_once\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "Nothing. Just black tangles like the hair of an old woman. Motionless. The wind in the yard doesn't reach the hawthorn, nor does the light come in from this window." }, { "actor": "You", "dialogue": "Look out the window." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.spare_keys_wc\"]) == false]" }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_perception_key_failed_once\"]]" } ], [ { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.mrlb_has_left\"]) == false]" }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.container_hub_reach\"]) == false]" }, { "actor": "Cargo Container Door", "dialogue": "Before you stands a cargo container. Just one of many in the yard." }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "[Leave the container alone.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "Nothing comes up. You see the lieutenant watch you try to stimulate thought processes by hitting yourself." }, { "actor": "Empathy", "dialogue": "He does not look worried -- yet. He has that *do what you have to do* expression, with a pinch of *don't hit yourself again*." }, { "actor": "Pain Threshold", "dialogue": "You need to punch yourself again!" }, { "actor": "You", "dialogue": "\"You're a communist. I talked to the dead man, he *told* me communism killed him.\"" }, { "actor": "The Deserter", "dialogue": "\"Stupid droite.\" He scoffs." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at you with worry in his eyes." }, { "actor": "Esprit de Corps", "dialogue": "Not this, he seems to say. Anything but this." }, { "actor": "You", "dialogue": "\"It was intuition. Had he spoken, he would have said communism killed him.\"" }, { "actor": "The Deserter", "dialogue": "\"*Intuition* is an aberrant psychologism.\" He chortles. \"It reeks of cryptofascism. The parasite class use intuition to justify their rank in life. It's all just palmistry and magic *erl-creatures*.\"" }, { "actor": "The Deserter", "dialogue": "\"Your brain is *rotting* from the radio waves.\" He looks at the air, then turns to the lieutenant." }, { "actor": "Kim Kitsuragi", "dialogue": "He does not answer the provocation. It does not look like he thinks this approach worked." } ], [ { "actor": "Smoker on the Balcony", "dialogue": "\"Gendarmerie! You found me.\" The young man on the balcony gives you a bright smile, before taking another drag from his cigarette." }, { "actor": "Perception (Hearing)", "dialogue": "Somewhere in the distance a baby cries over a blasting radio. There's a family argument reaching its crescendo in an upstairs apartment, while around the corner the air conditioners drone." }, { "actor": "Empathy", "dialogue": "It feels like a Friday. He seems to be in a good mood today." }, { "actor": "Electrochemistry", "dialogue": "And his shirt is still unbuttoned." }, { "actor": "You", "dialogue": "\"I found a key hidden under a stone. Was it yours?\" (Show him the key.)" }, { "actor": "Smoker on the Balcony", "dialogue": "\"It was mine. My friends use it from time to time to visit me.\" As he looks at you, something sparkles in his eyes." }, { "actor": "Smoker on the Balcony", "dialogue": "\"So tell me, are you here to make things *right* again?\"" }, { "actor": "You", "dialogue": "\"Honestly I'm just trying to not screw anything up.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Beautiful,\" he says again. A nearby street lamp casts shadows on his chin, drawing out the slender cheekbones." }, { "actor": "Smoker on the Balcony", "dialogue": "\"I have some good news for you. My Sunday friend is visiting me tonight. I told him about you and he'd like to say hello. Step in, he's already waiting.\" He nods towards door #28." }, { "actor": "You", "dialogue": "\"By the way, I'm really digging the view here.\" (Point to the city skyline.)" } ], [ { "actor": "Water Lock Control Panel", "dialogue": "A couple of indicator lights are missing from this control panel. Loose wires dangle from the now-vacant holes. In the middle is a lever -- beneath it, a small metal plaque." }, { "actor": "Logic", "dialogue": "Could this be why Morell hasn't returned to Lena?" }, { "actor": "Reaction Speed", "dialogue": "Wait... Could this be why Morell hasn't returned to Lena?" }, { "actor": "You", "dialogue": "Pull the lever up." }, { "actor": "Water Lock Control Panel", "dialogue": "You grab the handle and pull the lever up. As soon as the metal connects against the contact pins you hear a loud *clunk*, then..." }, { "actor": "Water Lock Control Panel", "dialogue": "The water lock starts moving..." } ], [ { "actor": "Water Lock Control Panel", "dialogue": "A rusting control panel with loose wires dangling out from the hole where an indicator light used to be, and a mechanical lever sitting in the middle." }, { "actor": "Visual Calculus", "dialogue": "This panel usually closes the water lock, turning it into a bridge that lets you cross the canal -- but there's a crashed \"Samaran butter\" sign in the way. Pulling the lever *probably* won't do anything." }, { "actor": "You", "dialogue": "So the coast is closed off. Is this why Lena's husband Morell the cryptozoologist hasn't returned?" }, { "actor": "Water Lock Control Panel", "dialogue": "The Water Lock Control Panel doesn't make for much of a partner, but yeah -- why not." }, { "actor": "Logic", "dialogue": "You should probably tell Lena. It'll take a load off her mind." }, { "actor": "You", "dialogue": "Pull the lever -- again." }, { "actor": "Water Lock Control Panel", "dialogue": "You pull the lever all the way up until the metal clicks against the contact pins. You hear a soft *clunk*, then..." } ], [ { "actor": "You", "dialogue": "\"Okay. Let's back off for a moment. Tell me this...\"" }, { "actor": "The Deserter", "dialogue": "\"You're lost, droite. You're lost...\" He shakes his head, tufts of grey-white hair on his skull and chin..." }, { "actor": "You", "dialogue": "\"I want to ask again about the people you don't like.\"" }, { "actor": "The Deserter", "dialogue": "His lip curls into a sneer at the memory." }, { "actor": "You", "dialogue": "\"Disco... whores?\"" }, { "actor": "The Deserter", "dialogue": "\"Whores...\" is all he says. Even that word has to be pushed through his teeth with great force. The rage seethes too hard." }, { "actor": "Logic", "dialogue": "He *could* be referring to Joyce in her youth. They must have listened to disco when they came here... but it's hard to say." } ], [ { "actor": "You", "dialogue": "Convince Titus he is being manipulated." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]" }, { "actor": "Rhetoric", "dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_drama_rc_success_they_lie\"]) == false]" }, { "actor": "You", "dialogue": "One of his boys will." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"XP.keep_your_eye_on_the_powerful_guy_minus1_rhet_wc_pressure_cooker\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "Just remember it's about more than Klaasje. It's about these men and Martinaise: their district, their *responsibility*." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_failed_the_rhet_wc_again\"]]" }, { "actor": "Suggestion", "dialogue": "Good. I like this. This guy is learning." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"XP.keep_your_eye_on_the_powerful_guy_minus1_rhet_wc_pressure_cooker\"]]" } ], [ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"When did this *hanging incident* occur?\"" }, { "actor": "Elizabeth", "dialogue": "\"You don't have to answer any of his questions,\" the fixer turns to remind Titus." }, { "actor": "Titus Hardie", "dialogue": "\"I know, Lizzy, relax.\" He takes a sip. \"We killed him last Sunday night. Seemed like a good way to end the week.\"" }, { "actor": "You", "dialogue": "\"Understood. Next question.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Why not? Yap my ear off, I got nothing to hide.\"" }, { "actor": "You", "dialogue": "\"*How* did you kill him?\"" }, { "actor": "Titus Hardie", "dialogue": "\"We hanged him up by his neck until he got real still. Wasn't that obvious, copper?\"" }, { "actor": "Shanky", "dialogue": "\"Didn't they teach you *anything* at the cop school, idiot?\"" }, { "actor": "Authority", "dialogue": "You're pretty sure you've had at least two years of *cop school* and many more of active service." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_authority_two_years_of_cop_school\"]]" }, { "actor": "Physical Instrument", "dialogue": "Certainly enough to not put up with this back-sass. Deliver a knock-down observation." } ], [ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"I'm going to ask you again, Titus. Why'd you kill him?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Why?\" he hisses through his teeth. \"Because he was worthless mercenary scum -- *and* he stepped out of line. In *my* town.\"" }, { "actor": "You", "dialogue": "\"So he was a mercenary, that's it?\"" }, { "actor": "Titus Hardie", "dialogue": "\"*And* he stepped out of line,\" he repeats, jaw clamped shut like a vice." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What kind of mercenary?\"" }, { "actor": "Titus Hardie", "dialogue": "\"The kind that shows up when you start a strike. The *experienced* kind, too. Had Co Hoi and Semenine written all over him -- ex-Oranjese Special Forces.\"" }, { "actor": "Eugene", "dialogue": "\"A live grenade.\" The man spreads his arms. \"Right here in *our* bar!\"" }, { "actor": "Empathy", "dialogue": "This one has a special gripe with him coming here." }, { "actor": "Titus Hardie", "dialogue": "\"I can't prove it, but I *know* he was sent by the Wild Pines. They hire merc-shit like that. Story of every strike from here to Samara.\"" }, { "actor": "You", "dialogue": "\"Okay, besides crimes against karaoke, what did he actually do wrong?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Wrong?!\" he roars. \"He harassed women. Raped one. Harassed workers. Threatened to kill some as a *warning*...\" He wipes spittle from his mouth." }, { "actor": "Rhetoric", "dialogue": "From rape -- to harassment -- to threats of violence -- why the strange de-escalation?" } ], [ { "actor": "Oranjese Passport", "dialogue": "This passport, issued by the Sovereign Republic of Oranje -- is issued to a black haired woman called Katarzine Alasije." }, { "actor": "Logic", "dialogue": "Klaasje's hidden documents. That she said would be in a buoy on the coast." }, { "actor": "Reaction Speed", "dialogue": "She said the false passport would be for *Annouk Meijer-Smit*..." }, { "actor": "You", "dialogue": "\"What's her *real* name then?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't know. But it was not Katarzine Alasije. Or Annouk Meijer-Smit. Or Klaasje. Whoever she is -- when we get back I need to warn our holding cells. We need to double the security around her.\"" } ], [ { "actor": "Medicinal Purposes of the Pale", "dialogue": "\"Medicinal Purposes of the Pale.\" The cover of this heavy tome features a number of esoteric symbols." }, { "actor": "You", "dialogue": "I want to try concoct one of those hangover-cures again." }, { "actor": "Medicinal Purposes of the Pale", "dialogue": "Very well. First, choose a base ingredient." }, { "actor": "You", "dialogue": "Common meadow rue." }, { "actor": "Medicinal Purposes of the Pale", "dialogue": "Next, you'll need to combine the base ingredient with an appropriate vehicle." }, { "actor": "You", "dialogue": "Mix it with a dram of whiskey." }, { "actor": "Medicinal Purposes of the Pale", "dialogue": "Lastly, is there anything else you'd like to add?" }, { "actor": "You", "dialogue": "Some wild ginseng root." }, { "actor": "Medicinal Purposes of the Pale", "dialogue": "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." } ], [ { "actor": "Rhetoric", "dialogue": "Rise and shine, comrade. It's time to get to work." }, { "actor": "You", "dialogue": "What's going on?" }, { "actor": "Rhetoric", "dialogue": "Despite all the thinking you've been doing, only\u00a00.0001% of communism has been built. It's too great a task to undertake alone. You're going to have to *get organised*." }, { "actor": "Endurance", "dialogue": "Have you engaged the shit compressor? This task won't permit any looseness on your part, mentally or physically..." }, { "actor": "You", "dialogue": "Not really my thing. [Discard thought.]" } ], [ { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "Inspect the handwriting in the files." }, { "actor": "Damaged Ledger", "dialogue": "It's *inornate*. Nearly illegible, yet marching in orderly lines." }, { "actor": "Visual Calculus", "dialogue": "*Pedagogical* somehow. Brash. It must be yours for you to be able to read it. These are the lines of someone who has written by hand *a lot* and has developed a style only they themselves -- or *you yourself* -- can decipher." }, { "actor": "Pain Threshold", "dialogue": "Written in a rush. In pain. A race to beat your own heart's pulse to some dark finish line." }, { "actor": "Interfacing", "dialogue": "Your hand cramps up merely looking at the scribbles, drawn -- as by some magnet -- to the red chequered margins. Fast, but always *straight*..." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_empathy_handwriting\"]]" }, { "actor": "You", "dialogue": "Return to the case files." }, { "actor": "You", "dialogue": "That's *it*?" }, { "actor": "Damaged Ledger", "dialogue": "The notebook is *annual*, it says '51 on what remains of its cover -- a molten strap of cardboard. Everything prior to this must have belonged to a previous volume. In short: there was more." }, { "actor": "Pain Threshold", "dialogue": "Judging by the creases on your forehead and the lines on your cheeks -- too much more. Going back years, decades even...." }, { "actor": "You", "dialogue": "Inspect the handwriting in the files." }, { "actor": "Damaged Ledger", "dialogue": "It's *inornate*. Nearly illegible, yet marching in orderly lines." } ], [ { "actor": "Policeman Cloak", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_saw_death_dream\"]) == false]" }, { "actor": "Policeman Cloak", "dialogue": "[Action/Check: Condition: Variable[\"auto.near_cloak\"]]" }, { "actor": "Policeman Cloak", "dialogue": "Looks like someone left his tarpaulin cloak hanging on the railing here. There is a white rectangle clearly visible on its back." }, { "actor": "Policeman Cloak", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.saw_cloak\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "This is *your* cloak. You can feel it." }, { "actor": "You", "dialogue": "Grab the cloak. [Leave.]" }, { "actor": "Policeman Cloak", "dialogue": "As your fingers touch the tarpaulin it almost feels like the cloak wants to deliver a message of comfort through your fingertips..." }, { "actor": "Esprit de Corps", "dialogue": "*I will shield you from the elements and give my life for yours* -- that's what the cloak is relaying." } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (IsHourBetween(21, 2)) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.has_shack\"]]" }, { "actor": "Washerwoman", "dialogue": "\"Our tenant, the policeman. I hope the waves don't keep you up at night. What can I help you with?\"" }, { "actor": "You", "dialogue": "\"I got shot!\"" }, { "actor": "Washerwoman", "dialogue": "\"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...\"" }, { "actor": "Washerwoman", "dialogue": "\"Though I suppose you took the worst of it. Turns out you were your *own* ill omen.\" The woman chuckles to herself." }, { "actor": "You", "dialogue": "\"My partner got shot, too. He's still in the hospital.\"" }, { "actor": "Washerwoman", "dialogue": "\"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.\"" }, { "actor": "Washerwoman", "dialogue": "\"Still, I'm sorry to hear about your partner. He seemed to be a decent enough sort.\"" }, { "actor": "You", "dialogue": "\"He was alright.\"" }, { "actor": "Washerwoman", "dialogue": "\"That the best you can say about your *partner*? Sounds like it wasn't working out.\"" }, { "actor": "You", "dialogue": "\"Tell me about yourself. Who exactly are you here?\"" } ], [ { "actor": "Interfacing", "dialogue": "All these mesmerizing machines, just waiting to be plugged back in and played." }, { "actor": "You", "dialogue": "Run your finger across the dust of the 'White Deora' machine." }, { "actor": "Interfacing", "dialogue": "Feels like it might jump back to life any moment, the lights illuminating the white robed woman." }, { "actor": "You", "dialogue": "\"Sounds like you don't enjoy pinball, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, I love it -- I love pinball. Who doesn't love pinball? Let's move on.\"" }, { "actor": "Drama", "dialogue": "He doesn't." }, { "actor": "You", "dialogue": "\"How about we fire one of these bad boys up and play some ball?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You can't *fire* them up, they're broken. Only that one machine in the main hall works. The Royalist Pinball.\" He looks away." }, { "actor": "Half Light", "dialogue": "What a dumb name -- Royalist Pinball. If they weren't broken, he would kick one of these machines about now." }, { "actor": "You", "dialogue": "Think: Kim Kitsuragi... Kim Kitsuragi..." }, { "actor": "Encyclopedia", "dialogue": "It's strange that he doesn't like pinball. Kim here is a Seolite. His people are incredibly dextrous, and they all *love* pinball. Matter of fact..." } ], [ { "actor": "You", "dialogue": "\"I think you may be able to help me decipher some tattoos.\" (Take out the picture.)" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: CheckItem(\"instant_photo_tattoos\")]" }, { "actor": "Scab Leader", "dialogue": "\"Don't think so,\" he grunts, barely glancing at it." }, { "actor": "Inland Empire", "dialogue": "Suddenly this feels like a really, *really* bad idea." }, { "actor": "You", "dialogue": "\"Of course. Yes. Forget about it. Let's discuss something else.\" (Cancel task.)" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Scab Leader", "dialogue": "Another grunt. He's turned his attention to the gates and seems tense." }, { "actor": "You", "dialogue": "\"I want to get into the harbour too.\"" }, { "actor": "Scab Leader", "dialogue": "\"Have fun.\" He snorts. \"Union shits are on full strike. Don't think they're going to let you through the gates. You trying to meet their fat boss?\"" }, { "actor": "You", "dialogue": "\"I'm interviewing people about a murder that took place here. Behind the hostel-cafeteria there.\"" }, { "actor": "Scab Leader", "dialogue": "\"I know nothing about a murder.\" His reply is snappy and terse." }, { "actor": "Empathy", "dialogue": "The mention of a killing sends a barely noticeable shiver of tenseness through him. Interesting..." }, { "actor": "You", "dialogue": "\"Why so tense?\"" }, { "actor": "Scab Leader", "dialogue": "\"What are you talking about? I'm not tense.\"" }, { "actor": "Composure", "dialogue": "Yes, he's tense." } ], [ { "actor": "Interfacing", "dialogue": "All these mesmerizing machines, just waiting to be plugged back in and played." }, { "actor": "You", "dialogue": "Run your finger across the dust of the 'White Deora' machine." }, { "actor": "Interfacing", "dialogue": "Feels like it might jump back to life any moment, the lights illuminating the white robed woman." }, { "actor": "You", "dialogue": "\"What's 'White Deora'?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Some kind of...\" He looks around, thinking. \"Inane pinball theme -- probably related to Messina during the Dolorian age. The *history themes* are the worst.\"" }, { "actor": "Encyclopedia", "dialogue": "Deora was one of the three *Crown Cities* of the Dolorian era, on the Mundi isola -- the others being Rheasilvia and Advesperascit. This theme is all about early airships and beautiful, sad, pearl-laden women. It's quite nice actually." }, { "actor": "Empathy", "dialogue": "The lieutenant grimaces, looking at the machines." }, { "actor": "You", "dialogue": "\"What about that other one -- the Franconigerian Ball. Wanna play that?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No.\"" }, { "actor": "You", "dialogue": "\"Let's move on then.\" [Finish thought.]" } ], [ { "actor": "Stereo 8 Player", "dialogue": "The compact tape player is still and silent. Seems it has completely broken down now." }, { "actor": "Encyclopedia", "dialogue": "The machine was made in Revachol by a company called Lemercier -- their logo depicts the triple-towered Delta skyline. It was supposedly built to last." }, { "actor": "Interfacing", "dialogue": "There is no fixing this one." }, { "actor": "You", "dialogue": "What should I do now, Stereo 8 Player?" }, { "actor": "Stereo 8 Player", "dialogue": "The broken tape player doesn't have the ability to respond. But Kim would." } ], [ { "actor": "Yellow Man Mug", "dialogue": "It's just a racist mug, what's there to *read* here? Not much." }, { "actor": "You", "dialogue": "There's quite a lot to read into here, actually. Look at all that content." }, { "actor": "Yellow Man Mug", "dialogue": "Oh, boy. Here we go. What are you going to say about a broken, tossed away mug that *you* dug out of the garbage?" }, { "actor": "You", "dialogue": "This mug is an example of prejudice. I'm going to use it as an example of what *not* to do." }, { "actor": "Yellow Man Mug", "dialogue": "But it was in the trash. Why not just call it out when you see it? Or do some volunteering work? Just finish your case, detective." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsTHCPresent(\"radical_feminist_agenda\")]" }, { "actor": "Rhetoric", "dialogue": "'Rapeable'? What an unfortunate choice of words. Does she really mean that some people are more...?" }, { "actor": "Drama", "dialogue": "It's all very organic -- her mannerisms, her movements. If she's acting, she's quite gifted." }, { "actor": "Logic", "dialogue": "By *they* she means the Hardie boys." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_rfa_rhetoric_questions_rapeable\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Are you saying that you were *asked* to tell us you were assaulted?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Not explicitly, but I understood what they meant. It wouldn't hurt to spice things up a bit -- some assault and battery, *sexual* assault maybe. It was clear the latter would be *spicier*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"radical_feminist_agenda\")) == false]" } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_failed_wc_once\"]]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_failed_the_wc_second_time\"]) == false]" }, { "actor": "Authority", "dialogue": "This time it's going to work. You already ruled out the first, *bad* option that didn't." }, { "actor": "You", "dialogue": "\"If Kim was here, he would know what to say.\"" }, { "actor": "Titus Hardie", "dialogue": "\"So you wanna go get him or you wanna pester Old Titus here with more of your questions?\"" }, { "actor": "You", "dialogue": "\"Guess what? I've connected you to the local drug trade.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Like hell you have.\" He leans back, unruffled. \"There is no 'local drug trade'. This place is as clean as a rifle. Go back to Jamrock and ask the local junkies how clean *your* streets are in Precinct '41-Kilos'.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Electrochemistry", "dialogue": "There it is, a brave little army in your pocket. The First Smokes Platoon. Twenty brave souls standing in salute, ready to step into the fire for you, sir..." }, { "actor": "You", "dialogue": "Pull one out of the pack." }, { "actor": "Electrochemistry", "dialogue": "You picked the best one! This soldier is fat and succulent. What are you waiting for? Light up -- re-become yourself!" }, { "actor": "Horrific Necktie", "dialogue": "Oh yes, *bratan*! (The tie is shaking around your neck excitedly.) Please light up. You *need* a trooper between your lips right now! Calm your shit down. Go to Pleasureland. Become a *genius*!" }, { "actor": "You", "dialogue": "Put it back in the pack. [Ignore thought.]" }, { "actor": "Electrochemistry", "dialogue": "Already you regret it -- looking at the pack... But don't worry. You can come back to this later. The army of smokes is honourable and faithful to you. You have your entire *life* to return to it." }, { "actor": "Tutorial Agent", "dialogue": "You've passed up your chance to start smoking CIGARETTES for now, but don't worry! The option to start smoking becomes available again in 3 hours." } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_took_rcm_cap\"] and Variable[\"boardwalk.thepigs_took_narcotics\"] and Variable[\"boardwalk.thepigs_altgreet_items_done\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_greeting_done\"]) == false]" }, { "actor": "The Pigs", "dialogue": "\"Put your hands where I can see them,\" the ageing woman under a mountain of police paraphernalia mumbles to herself, then notices you and reaches for the megaphone..." }, { "actor": "The Pigs", "dialogue": "\"Show me your hands. This is the Pigs. Show me your hands *RIGHT NOW*,\" she screams in the megaphone. \"SHOW ME YOUR HANDS RIGHT NOW!\"" }, { "actor": "The Pigs", "dialogue": "Scavenged battery-powered police lights protrude from her back. The flickering light-show reveals a gun in her shaking hand." }, { "actor": "Interfacing", "dialogue": "Her hand is trembling from some sort of neurodegenerative disease." }, { "actor": "You", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Half Light", "dialogue": "You shouldn't be here. Something's very wrong with her. She's completely out of control." }, { "actor": "You", "dialogue": "\"Ma'am... I got a gun.\"" }, { "actor": "The Pigs", "dialogue": "\"Failure to comply. Suspect is displaying aggression! OFFICER UNDER DURESS! OFFICER UNDER DURESS!\"" }, { "actor": "Reaction Speed", "dialogue": "Her eyes bulge with terror. Veins protrude on her forehead." }, { "actor": "The Pigs", "dialogue": "\"I *am* the police! Don't move! DON'T MOVE! Hands on your head! SUSPECT IS ARMED AND DANGEROUS!\"" }, { "actor": "You", "dialogue": "\"I'm not moving.\"" }, { "actor": "The Pigs", "dialogue": "\"SUSPECT IS ON THE LOOSE! SUSPECT AT LARGE! Officer administers street justice at her own peril!\"" } ], [ { "actor": "Door (Unopenable)", "dialogue": "An old door, worn by elements, guards the depot. The wind has blown a sand dune in front of it. The door hasn't been opened in a long while. You see a handle." }, { "actor": "You", "dialogue": "What is this thing anyway?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's military -- a service depot of some sort.\"" }, { "actor": "You", "dialogue": "\"Used to service what?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Probably something that is no longer there.\" The lieutenant looks at the hunching, concrete toad in front of him." }, { "actor": "You", "dialogue": "Open the door." }, { "actor": "Door (Unopenable)", "dialogue": "You rattle the handle a bit, then push on the door with all your weight -- it does not budge. Not only is it locked, it's also *jammed* shut." }, { "actor": "You", "dialogue": "\"Whatever, door.\" [Leave.]" }, { "actor": "Door (Unopenable)", "dialogue": "Yes. Better that way. You can't even fathom the rabbit hole you might find yourself in otherwise." } ], [ { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"whirling.vicquemare_main_hub_reached\"]]" }, { "actor": "Man with Sunglasses", "dialogue": "\"Again?! I can't believe this shit...\" He shakes his head, looking like he really is having trouble believing this *shit*." }, { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"whirling.viquemare_logic_antipassive_he_is_famous\"] or Variable[\"whirling.vicquemare_disguise_asked\"] == true]" }, { "actor": "You", "dialogue": "\"Are you famous or something?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Not as famous as you, superstar.\" He says without the slightest hint of irony." }, { "actor": "Rhetoric", "dialogue": "Yeah... it's still irony." }, { "actor": "You", "dialogue": "\"Fine.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"No, not entirely.\" It's impossible to say what his eyes behind the shades are doing." }, { "actor": "You", "dialogue": "\"Got some questions for you. I'm a cop.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"About *what?* You don't look like a cop...\" He inspects you. \"You know what you look like?\"" }, { "actor": "You", "dialogue": "\"Like... Kras Mazov?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Yeaaah...\" He's rubbing his chin as he drags out the *yeah*. \"Sort of. Okay. I get the reference. Like after he got run over or something.\"" } ], [ { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: Variable[\"yard.sense_viscal_greeting_done\"]]" }, { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What do you see?\" The lieutenant cleans his glasses, squinting at the shapes in the mud." }, { "actor": "You", "dialogue": "\"How old do you think these tracks are?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A week maybe? Seven days would fit the time frame provided to us by the caller, who reported the hanging.\"" }, { "actor": "Visual Calculus", "dialogue": "It is not impossible." }, { "actor": "You", "dialogue": "\"How do you know?\"" }, { "actor": "Footprints in the Dust", "dialogue": "[Action/Check: Condition: (Variable[\"tc.kim_mentions_weather_freezing\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I pulled last week's forecast for coastal Revachol. Seven days below freezing. The day before -- the day of his hanging -- was the last warm day.\"" }, { "actor": "Visual Calculus", "dialogue": "Correct again. Sub-zero temperatures would preserve the tracks in a good state. The commotion here *could* have taken place a week ago." }, { "actor": "You", "dialogue": "(Point.) \"An aberration. One sole is smoother than the other.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Interesting -- let's name it the Odd-Sole.\"" } ], [ { "actor": "Deluxe Topping Pie", "dialogue": "The super fancy topping pie is waiting for you to dig in." }, { "actor": "Conceptualization", "dialogue": "You should eat it slowly, really savour the chef's concept." }, { "actor": "Authority", "dialogue": "Eating this pie will almost certainly make you less of a man. What were you thinking, agreeing to take a wheat-free, meat-free pie from that sleazy bastard?" }, { "actor": "You", "dialogue": "\"Hey, Kim, share this topping pie with me?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at you wearily. \"Please let's not go through this again.\"" }, { "actor": "You", "dialogue": "I'm hungover and *famished*! Who cares what's on it? Devour that topping pie!" }, { "actor": "Deluxe Topping Pie", "dialogue": "You can barely taste what you're eating as you shove the slices in your mouth, but you can tell: it's doing your body good. Soon it's all gone -- just some wheat-free flour left on your hands." } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation\"] and Variable[\"TASK.doomed_investigation_done\"] == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"We're inside the chimney of an old central furnace. It's strange, I know.\" She looks at the ruddy bricks that make up the walls -- even though they've been repainted there are still signs of coal-black soot here and there." }, { "actor": "Novelty Dicemaker", "dialogue": "\"But when I arrived here, all the other rooms were taken, so I had to build myself a makeshift home. Besides, I don't really have to pay any rent here, so that's a plus.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_the_witch\"]]" }, { "actor": "Inland Empire", "dialogue": "Plaisance was right... There's an entity living in the chimney! You should ask her about the curse." }, { "actor": "Authority", "dialogue": "Does it mean she's *unlawfully* occupying a part of the house? Shameful!" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reaction Speed", "dialogue": "When she arrived here, there was no room anywhere else... She must've known the other businesses." }, { "actor": "You", "dialogue": "Why hasn't her business failed..." }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_whitecheck_shivers\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_shivers_failed_once\"]) == false]" }, { "actor": "Shivers", "dialogue": "You feel nothing. If anything, it's uncomfortably *warm* in here." }, { "actor": "You", "dialogue": "Start taking off your clothes. You need to *connect*." } ], [ { "actor": "Inland Empire", "dialogue": "Awful lonely here. No ruckus. No old men playing their little ball game." }, { "actor": "You", "dialogue": "Yeah, where did the old guys go?" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Inland Empire", "dialogue": "The p\u00e9tanque players?" }, { "actor": "You", "dialogue": "Yeah, where did they go?" }, { "actor": "Inland Empire", "dialogue": "Home? To work? To get something from somewhere? Who knows what people are doing when we're not looking." }, { "actor": "You", "dialogue": "\"Wait, maybe they died during the mercenary tribunal?\"" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Inland Empire", "dialogue": "It's very unlikely. Everyone scattered once the tribunal started. They're probably fine." }, { "actor": "You", "dialogue": "\"Damn, I missed asking these guys about the dried May bells.\"" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Inland Empire", "dialogue": "No need to beat yourself down over it. It probably wasn't the definitive piece of the puzzle. Still, somehow it feels like May bells matter somehow." } ], [ { "actor": "Graad Factory of Magnets and Miracles U49", "dialogue": "A lorry stuck in the traffic jam. This big, heavy Graad-made machine is well kept for such an old machine." }, { "actor": "You", "dialogue": "Look in the window." }, { "actor": "Graad Factory of Magnets and Miracles U49", "dialogue": "The windows are clear, they've been recently washed. You can see a lorryman's cabin with personal belongings, stickers, insignia..." }, { "actor": "Perception (Smell)", "dialogue": "Fumes of heavy fuel oil waft over you, making your eyes sting. The odour mixes with cigarette residue." }, { "actor": "You", "dialogue": "What about the back seat?" }, { "actor": "Perception (Sight)", "dialogue": "The back end of the cabin has a small perch to sleep. Large ashtrays. There are several suns and wheels sown into the curtains." }, { "actor": "Conceptualization", "dialogue": "A book with ragged edges catches your notice. The front cover features a large, muscular man. The title reads: 'Man from Hjelmdall in the Lost City of the Pygmies'." }, { "actor": "You", "dialogue": "\"You think this lorry belongs to our tough guy?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Likely, yes. This guy's proud of who he is. Drapes it all over his machine.\"" }, { "actor": "Composure", "dialogue": "There he is, in front of Frittte, smoking nervously. Hoping it's over." }, { "actor": "Half Light", "dialogue": "He was acting tough before. This definitely scared him a little, you being here." } ], [ { "actor": "Washbasin", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Washbasin", "dialogue": "On the table you see a bowl of water, a rough soap, and next to it a small hand mirror. A straight razor soaks inside the wash basin." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant throws you an embarrassed glance as you consider the washbasin." }, { "actor": "Esprit de Corps", "dialogue": "Please attend to personal hygiene on your own time." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_shivers_white_check\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_shivers_white_failed_once\"]]" }, { "actor": "Shivers", "dialogue": "Continuously nothing. The sky slowly slides above you. The young woman exhales, the scent of menthol tobacco. Sounds like a sigh." }, { "actor": "You", "dialogue": "\"I have more questions about the deceased, but I need my partner here before I ask...\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Sure.\" She smiles, smoke trailing from the cigarette between her fingers. \"Do whatever you need to do.\"" }, { "actor": "You", "dialogue": "\"Can you tell me more about Lely, the hanged man? My partner needs to hear this.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_talked_about_lely\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Esprit de Corps", "dialogue": "There is a little slip of questions that keeps everything in *order*. The questions are inside a blue notebook. The notebook is inside the lieutenant's pocket. Before the questions leave your mouth, you realize he should be here for this." } ], [ { "actor": "Loose Floorboard", "dialogue": "As you look at the floorboards in this corner of the shack, it's clear one of them isn't quite level with the others." }, { "actor": "Visual Calculus", "dialogue": "The edge of a floorboard next to it looks scratched." }, { "actor": "Kim Kitsuragi", "dialogue": "\"See anything interesting?\"" }, { "actor": "You", "dialogue": "Move the board aside." }, { "actor": "Loose Floorboard", "dialogue": "The hollow space underneath the floorboards is dark and damp. You can barely make out the mixture of sand and sawdust below." }, { "actor": "You", "dialogue": "Oh, I don't want to stick my hand in there. [Leave.]" }, { "actor": "Loose Floorboard", "dialogue": "You return the board to its original position." } ], [ { "actor": "Inland Empire", "dialogue": "It's only a red chair. Just a red chair in an empty shack -- with what looked like a dusty bow tie on the shelf. Nothing to see here, right?" }, { "actor": "You", "dialogue": "\"Hey Kim, where are we?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"In someone's abandoned shack. On the coast. In Martinaise...\" He looks at you. \"In Revachol.\"" }, { "actor": "Rhetoric", "dialogue": "He's afraid you've forgotten suddenly." }, { "actor": "You", "dialogue": "\"What's with the red bow tie?\" (Show it to him.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's just a piece of clothing you've picked up. You do that, officer -- you collect clothes sometimes.\"" }, { "actor": "Empathy", "dialogue": "He sounds a little worried. It's an odd habit." }, { "actor": "Composure", "dialogue": "Don't be worried, lieutenant. Clothes are therapeutic." }, { "actor": "You", "dialogue": "\"All right. Let's move.\" [Finish thought.]" } ], [ { "actor": "You", "dialogue": "\"Where did you get the mic from?\"" }, { "actor": "Acele", "dialogue": "\"Same place I got the recorder from. The Paliseum.\"" }, { "actor": "You", "dialogue": "\"What's The Paliseum?\"" }, { "actor": "Acele", "dialogue": "\"Oh man, you haven't been to The Paliseum?\" She forgets herself for a moment. \"It's *the* coolest place in this whole drug-addled shithole.\"" }, { "actor": "Acele", "dialogue": "\"It's a music club and a synthesizer workshop. On Boogie Street, in Jamrock. Musicians live there, like... real musicians. I once saw Arno van Eyck!\"" }, { "actor": "Empathy", "dialogue": "Thinking about it really cheers her up. It's a long way from here, though." }, { "actor": "You", "dialogue": "\"Sounds like a place for congregating homo-sexuals.\"" }, { "actor": "Acele", "dialogue": "\"Yeah, there might be some. I don't think they look down on the homo-sexual underground there. The Paliseum's not that kind of place. It's cool.\"" }, { "actor": "You", "dialogue": "\"Don't get me wrong. I'm all for it. This *Paliseum* just sounded like their kind of place.\"" }, { "actor": "Acele", "dialogue": "\"Okay then. That's cool.\"" }, { "actor": "You", "dialogue": "\"Now about that *Arno* guy you mentioned.\"" }, { "actor": "Acele", "dialogue": "\"Oh yeah...\" She looks you over, assessing your age. \"Guess you wouldn't know van Eyck. Or really be a Paliseum-going kind of person... \"" }, { "actor": "You", "dialogue": "\"Is it like a SKULL thing?\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Well, hello. Someone seems to have found himself a bottle of *alcohol*. Here's where the *magic* happens." }, { "actor": "You", "dialogue": "Look at the bottle." }, { "actor": "Electrochemistry", "dialogue": "Pale-aged vodka? This is rare game indeed. The gods have been generous. Better pop it open before they change their minds..." }, { "actor": "Interfacing", "dialogue": "Wow, the gods of mass production have made this alcohol container *laughably* easy to open. A child could have done it." }, { "actor": "Volition", "dialogue": "I don't know about this..." }, { "actor": "You", "dialogue": "Should I though? I may have a teeny-weeny heart attack problem." }, { "actor": "Electrochemistry", "dialogue": "Oh, yes. The chest pain and the dizziness. You've *suffered* long enough -- now it's time to drink, to live." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Are you serious?\" The lieutenant's face changes immediately, taking on a more sombre expression." }, { "actor": "Kim Kitsuragi", "dialogue": "\"How long has he been dead? Did you *identify* him, search through his pockets? Is he still there?\"" }, { "actor": "You", "dialogue": "\"I found a library card from his pockets, but I haven't examined it yet. The body is still there.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Great, we should call the library -- maybe it can provide us with a lead. That is, if we decide to take the case.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Taking the case would mean that we need to identify the man and take care of the corpse. I can take the body to the morgue on my own or we could ask for the help of the Hardie boys.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But if all of this seems too much of a hassle, then there's also the option of reporting back to the station and leaving the case for our colleagues to solve.\"" }, { "actor": "You", "dialogue": "\"Let's leave this case for the station, I don't want to spend any time on it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright. The station is going to want details, however. Let's make sure we didn't miss anything before we head back to my Kineema to make the call.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kimintro_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So, the death notification...\" the lieutenant says as soon as you've left the apartment." }, { "actor": "Empathy", "dialogue": "He's avoiding your gaze. This is the time to say how sorry you are about how things went." } ], [ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_perc_black\"]) == false]" }, { "actor": "You", "dialogue": "\"My partner told me you may have ammonia -- can I have some?\"" }, { "actor": "The Gardener", "dialogue": "\"Sure -- I'm done with it.\" She takes a small capsule out of her breast pocket and hands it to you." }, { "actor": "The Gardener", "dialogue": "\"Go easy on that stuff. It gave me a terrible headache.\"" }, { "actor": "You", "dialogue": "\"I have to run.\" [Leave.]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_first_ending_done\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_interfacing_gloves\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_got_gloves_in_exit\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"XP.got_gloves\"]]" }, { "actor": "The Gardener", "dialogue": "\"See you around, officer.\"" } ], [ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.doomed_investigation_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_investigate_doomed_altgreet\"]]" }, { "actor": "Plaisance", "dialogue": "\"What have you found?\" She seems anxious. \"And also, do buy the books. There may be *teachings* in them.\"" }, { "actor": "You", "dialogue": "\"You *have to* let me to the cellar. There's something I desperately need from there.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"It's not just *something from the cellar*, I'm doing it for your previous neighbour -- Soona Luukanen-Kilde.\"" }, { "actor": "Plaisance", "dialogue": "\"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...\"" }, { "actor": "Logic", "dialogue": "Her *filament* memory." }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"I had a few more questions about the curse...\"" } ], [ { "actor": "Southwest Entrance to the Tenements", "dialogue": "A sturdy metal door guards the southwest entrance to the apartment building. It's locked." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.find_a_way_inside_apt_building\")--[[ Variable[ ]]]" }, { "actor": "Visual Calculus", "dialogue": "This could be a way into the apartment building the smoking man vanished into." }, { "actor": "You", "dialogue": "\"Ma'am, we're looking for Billie M\u00e9jean's apartment. We have important news to deliver.\"" }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "No reply. You can hear faint sweeping inside; a gust of wind blows through your clothes." }, { "actor": "You", "dialogue": "\"Kim, tell her we're real policemen!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Madam, I assure you we're real police officers,\" the lieutenant repeats dutifully." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "There is no reply. Just faint sweeping sounds inside." }, { "actor": "You", "dialogue": "\"Kim, tell her we're real policemen!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Madam, I assure you we're real police officers,\" the lieutenant repeats dutifully." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "There is no reply. Just faint sweeping sounds inside." } ], [ { "actor": "Blue door", "dialogue": "You see a heavy steel door with a prominent dimple lock. It's painted blue." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.bluedoor_inland_blue\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "You immediately feel *drawn* to the colour. Blue is for mystery." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_kick_down_success\"] == true]" }, { "actor": "You", "dialogue": "Try the 'Workshop Spare' key on the door." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"apt.master_investigator_doors_opened\"] >=3]" }, { "actor": "Blue door", "dialogue": "[Action/Check: Script: SetVariableValue(\"character.trigger_master_investigator_thought\", true) --[[ Variable[ ]]]" }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"TASK.enter_the_mysterious_door_done\"] == true]" }, { "actor": "Blue door", "dialogue": "The key fits the dimple lock. It takes a bit of effort to turn it after all these years, but then -- the lock clicks." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"auto.visited_pinball_room\"] or Variable[\"auto.visited_pinball_workshop\"]]" } ], [ { "actor": "The Deserter", "dialogue": "\"I've used it for killing people.\"" }, { "actor": "Half Light", "dialogue": "Here we go! A trail of blood." }, { "actor": "Perception (Smell)", "dialogue": "You can smell it." }, { "actor": "You", "dialogue": "\"Killing people?\"" }, { "actor": "The Deserter", "dialogue": "\"It's a gun. That's what they're for. You want a moralist euphemism -- defending your family and your property? I haven't done that.\"" }, { "actor": "The Deserter", "dialogue": "\"I've used it to kill people.\"" }, { "actor": "Cuno", "dialogue": "\"You mean like... lately? *After* the War?" }, { "actor": "The Deserter", "dialogue": "\"There is no *after* the war.\" He shakes his head and smiles, his teeth rotten black: \"Class war is never over.\"" } ], [ { "actor": "Andre", "dialogue": "\"Oh, so you met her? Good, good.\"" }, { "actor": "Empathy", "dialogue": "He's not as glad as he would like you to think. There's concern in his voice." }, { "actor": "Andre", "dialogue": "\"I asked Noid to install a measure against more drifters wandering in. A padlock. It's a temporary fix. Just something to contain the situation.\"" }, { "actor": "Noid", "dialogue": "\"I had to do it in a hurry. Not my best work... But it should hold for a while.\"" }, { "actor": "You", "dialogue": "\"What about the key?\"" }, { "actor": "Andre", "dialogue": "\"Of course. Noid, give the officer the key.\"" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.establish_church_dance_club\"]) == false]" }, { "actor": "Noid", "dialogue": "\"Only if he promises to look into the spookers in the church.\" He looks at you gravely." }, { "actor": "Andre", "dialogue": "\"Officer, I apologize... Noid doesn't always understand the joy of giving for the sake of giving. I think it may have something to do with his childhood.\"" }, { "actor": "Rhetoric", "dialogue": "A pincer manoeuvre." }, { "actor": "Interfacing", "dialogue": "Dammit, take it, don't you just want to see what's *in* there?" }, { "actor": "You", "dialogue": "\"You can't coerce me into taking this on. I don't need the key.\" (Not now.)" }, { "actor": "Andre", "dialogue": "\"Well, if you ever decide to change your mind, then we're here.\" He taps the wooden crate he's sitting on. \"Just ask me about the door again.\"" }, { "actor": "You", "dialogue": "\"Right. Other questions.\" (Conclude.)" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_took_away_body_day_2\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_out_whos_in_the_union_box\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like we can get to work at once. The Union muscle turned up.\" He points to the mess hall doors. \"They look rowdy. We should talk to them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: CheckEquipped(\"shoes_t500\") and Variable[\"whirling.kim_stolen_boots_greet_done\"] == false]" }, { "actor": "Composure", "dialogue": "He won't even *acknowledge* the stolen boots you're wearing. For him, they don't exist. You'll have to bring it up yourself, later -- *if* you dare." }, { "actor": "You", "dialogue": "\"Let's roll.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_out_whos_in_the_union_box\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"One more thing before we do...\" He glances at the booth again. \"We don't have to talk to them immediately. We can walk right past them, continue with our business.\"" }, { "actor": "Authority", "dialogue": "Good. A power move. *Purposefully* concentrate on something else first." }, { "actor": "Reaction Speed", "dialogue": "Yeah -- streetwise. Zoom right past, do it on your own terms." }, { "actor": "Logic", "dialogue": "But... aren't you *curious* to know what they have to say about the murder?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They're in no hurry to leave -- they think they own the place... Anyway, I leave that choice to you. Whatever you decide is fine by me.\"" } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.solve_the_strike_deadlock_done\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (CheckItem(\"gun_villiers\")) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_find_your_gun_done\"] and Variable[\"TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_done\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_altgreet_all_tasks_done\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"jacket_carabineer\")) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_threw_evrart_on_the_table\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_main_hub_reached\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_greeting_everyworkerforhimself\"]]" }, { "actor": "Evrart Claire", "dialogue": "\"Mr. Du Bois! Every worker for himself, right?\" He smiles a wide sly smile. \"What can I do for you today?\"" } ], [ { "actor": "Acele", "dialogue": "\"I did and I'm sorry.\" She doesn't appear surprised. \"For what it's worth... which isn't much.\"" }, { "actor": "Acele", "dialogue": "\"You don't get to choose your posse, they choose you. Mine are idiots, but they're mine. I tried to talk Andre out of it, I even tried not to lie to you...\"" }, { "actor": "Rhetoric", "dialogue": "Indeed. She merely tried to omit the truth instead." }, { "actor": "You", "dialogue": "\"Should've tried harder. Misleading a cop is no joke.\"" }, { "actor": "Acele", "dialogue": "\"I know. I should have been able to control them. And I will in the future. I promise.\"" }, { "actor": "Empathy", "dialogue": "She seems incredibly controlled all of a sudden. Her fists are clenched and she looks straight ahead. She's keeping herself together with all her might, rippling on the inside." }, { "actor": "Acele", "dialogue": "\"May I ask, what did you tell them?\"" }, { "actor": "You", "dialogue": "\"That I'm going to decide after I've looked into the church situation.\"" }, { "actor": "Acele", "dialogue": "\"Oh, right. That's wise.\" She nods. \"Take your time.\"" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (DayCount() == 1) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.restock_trap_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_husband_back\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_tell_water_lock\"] or Variable[\"whirling.lena_said_met_morell\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, hello, dear. There you are again.\" She sounds glad to see you." }, { "actor": "You", "dialogue": "\"I've changed my mind. I'll help you find your husband after all.\"" } ], [ { "actor": "You", "dialogue": "\"I didn't rape her.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What you're saying is...\" he says in a low, calm voice. \"*You* raped her?\"" }, { "actor": "Half Light", "dialogue": "Ice is forming on the inside of your chest cavity, cold sweat trickles down your neck..." }, { "actor": "You", "dialogue": "\"No.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Then don't *ever* say that again.\" There's a pause." }, { "actor": "Kim Kitsuragi", "dialogue": "\"What else?\"" }, { "actor": "You", "dialogue": "\"I met her. In the hallway, after I woke up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood -- you were not in good shape on Monday.\"" }, { "actor": "You", "dialogue": "\"She knows I didn't remember being a cop.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay,\" he nods. \"That's manageable.\"" }, { "actor": "You", "dialogue": "\"She knows I didn't remember being a cop.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay,\" he nods. \"That's manageable.\"" } ], [ { "actor": "Interfacing", "dialogue": "The chain trails off into the ocean, connecting the island to the supply depot on the coast." }, { "actor": "You", "dialogue": "This means I *sorta* got into the depot door." }, { "actor": "Interfacing", "dialogue": "Technically -- no. Sorry." }, { "actor": "You", "dialogue": "\"This means I *sorta* got into the depot door.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Technically -- no. It doesn't.\"" }, { "actor": "Interfacing", "dialogue": "He's right." }, { "actor": "You", "dialogue": "\"What do you think it was used for?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"For bringing munitions to the island, maybe? And supplies. You could also *lock* the bay, when you raise the chain.\"" }, { "actor": "Visual Calculus", "dialogue": "As a defensive measure locking off that side of the bay." } ], [ { "actor": "Conceptualization", "dialogue": "This phrase is meant to be looked at from above." }, { "actor": "You", "dialogue": "\"Hey Kim, who is this rooftop message for?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant cranes his head and mutters: \"GO HOME.\" He pauses. \"It's an *aerograffito*. It's meant for the Coalition aerostatics that keep a lookout on the city from the low troposphere.\"" }, { "actor": "You", "dialogue": "\"What is an aerostatic?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"An aerostatic is an airship. A hybrid airship, semi-rigid.\" He points up to a small dot in the cloudline. \"*That* is an aerostatic.\"" }, { "actor": "You", "dialogue": "\"There are airships around? Where can I get one?!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Look,\" the lieutenant says impatiently. \"It's not something that can be explained on the go in couple of sentences. We have more important things to focus on right now, so let's get back to them, alright?\"" }, { "actor": "You", "dialogue": "Silently nod." }, { "actor": "Conceptualization", "dialogue": "The sky is indifferent to your silent nod, but the lieutenant seems to appreciate it. He gives you a fleeting smile." } ], [ { "actor": "Horseback Monument", "dialogue": "A cardboard sign hangs from the arm pointing out to sea. Written in shaky marker pen are the words: 'PALE SWALLOWS ALL'. What was once a gesture of great power has been hijacked to signal the ceaseless march of annihilation." }, { "actor": "Horseback Monument", "dialogue": "Your eyes glide over the horse, over its patina green coat. Something about the mount's sad animal-eyes makes you pause..." }, { "actor": "You", "dialogue": "Go away, stupid thoughts." }, { "actor": "Horseback Monument", "dialogue": "Your mind is silent, just like the roundabout under the brilliant sun." }, { "actor": "Esprit de Corps", "dialogue": "Somewhere in a hospital bed the lieutenant turns onto his side, feverish and exhausted..." }, { "actor": "You", "dialogue": "It's fucking lonely at the top." }, { "actor": "Horseback Monument", "dialogue": "The doom crier above seems to agree." }, { "actor": "Shivers", "dialogue": "A figure in a day dress, cuddled up in an armchair... she looks up and smiles at you across the living room." } ], [ { "actor": "You", "dialogue": "\"I noticed your room is close to mine. I have a personal question.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_sunday_night_story_interupted\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Yes, you're just one room away.\" She pours herself more coffee. \"Very personal.\"" }, { "actor": "Logic", "dialogue": "Good. Yes. This means she could have heard something. Like what you were doing before you blacked out." }, { "actor": "You", "dialogue": "\"Were you in Sunday night? I need to know what I did before I lost my memory.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You do *not* need to know that.\" The lieutenant taps on his notebook. \"What you need is to ask normal police questions -- like...\" He waits for you to finish the sentence." }, { "actor": "Esprit de Corps", "dialogue": "Get a grip, he thinks. At least do your *personal* stuff when I'm not here." }, { "actor": "Reaction Speed", "dialogue": "Quick! Say something professional." }, { "actor": "You", "dialogue": "\"Let's return to this later, miss.\" [Leave.]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_special_exit_done\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Why not? I'll be here until 23.00, drinking coffee most likely...\"" } ], [ { "actor": "Joyce Messier", "dialogue": "\"Whatever I can help you with. We need to contain the situation.\"" }, { "actor": "You", "dialogue": "\"Does this mean I don't have to look into that drug stuff?\"" }, { "actor": "Joyce Messier", "dialogue": "\"That is exactly what it means. What I am about to tell you is more pressing, I assure you.\"" }, { "actor": "You", "dialogue": "\"What can you tell me about Krenel?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Not much. Their public resume is relatively good -- as far as private military contractors go. I believe they were once called... Downwell.\"" }, { "actor": "Inland Empire", "dialogue": "Down a deep, black well." }, { "actor": "Joyce Messier", "dialogue": "\"They boast a long list of clients: Saint-Batiste, Welchman-Lorentz, Eendracht... A warning sign, however -- the operations concerned all take place in third- or fourth-world countries. Guarding facilities, escort missions, and such.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Sounds like maybe the colonel went a little *native* during the course of his duties.\"" }, { "actor": "Joyce Messier", "dialogue": "\"I wouldn't go as far as to use that term detective.\"" }, { "actor": "Rhetoric", "dialogue": "It's the *expression* she objects to?" }, { "actor": "You", "dialogue": "\"Okay. Anything else you can tell me?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Sadly -- no. Before this happened I had little interest in them. Now that I do -- I don't have the resources.\" She thinks." }, { "actor": "Joyce Messier", "dialogue": "\"If you still have access to the ICP's database, you could run a better background check than I ever could. It may take some time, though...\" She thinks." } ], [ { "actor": "Footprints in the Dust", "dialogue": "You *clearly* see footprints in the downy carpet of dust covering the workshop floor." }, { "actor": "You", "dialogue": "Someone's been back here -- *recently*." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Three weeks maximum -- from the dust coverage. It could easily have been *one* week too. You know, officer...\" He looks at you." }, { "actor": "Empathy", "dialogue": "This is so good it makes him forget the whole *Kimball* memory." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It was a *stereo-investigation* after all. It has now converged with our main investigation. Adding a new fact to *consider*.\"" }, { "actor": "You", "dialogue": "Someone's been back here -- *recently*." } ], [ { "actor": "You", "dialogue": "\"Is that a cryptid on this pen you gave me?\" (Take out the pen she gave you.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant leans in. \"Hey, you promised you'd only ask about one cryptid.\"" }, { "actor": "You", "dialogue": "\"But, Kim... Don't *you* want to hear about another cryptid too?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant pauses thoughtfully." }, { "actor": "Volition", "dialogue": "Something in him breaks." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Ah, fuck it. Let's have more cryptids.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "She smiles. \"Well, the cryptid on your pen is the kind green ape. Half war story, half undiscovered species in the genus homo.\"" }, { "actor": "You", "dialogue": "\"War story?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Yes. It was reported by soldiers in South Safre during the war. The kind green ape would visit bunkers during the night, healing wounded soldiers with its saliva.\"" }, { "actor": "You", "dialogue": "\"And there was something about an undiscovered sub-species of man?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Indeed there is! It's our closest relative among the cryptids. Same taxonomic family, different genus.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Which is to say, the kind green ape is a species with which we share a common ancestor and that evolved parallel to our own -- just like your partner's!\"" } ], [ { "actor": "Encyclopedia", "dialogue": "That isn't *just* a five-pointed star -- it's an inverted white pentagram cradled in a wreath of antlers. The iconography of communism, in other words." }, { "actor": "You", "dialogue": "Inspect the symbol closer." }, { "actor": "Encyclopedia", "dialogue": "The star-and-antlers was developed in the sixth decade of the last century and quickly adopted by Mazov and the communards during the Revolution..." }, { "actor": "Encyclopedia", "dialogue": "Even today, half a century after, the star-and-antlers retains the ability to evoke hope, disappointment, and fear in equal measure." }, { "actor": "You", "dialogue": "What's the deal with the antlers?" }, { "actor": "Encyclopedia", "dialogue": "The wreath of antlers represents a natural crown. It was about building a society that could exist in accord with the natural world -- and at the same time above it." }, { "actor": "You", "dialogue": "What does it evoke in me? [Finish thought.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.cabinet_main_hub_reached\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.moms_drawer_left\"]) == false]" }, { "actor": "File Cabinet", "dialogue": "On second glance, someone has forgotten to properly close one of the drawers." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "Ignore drawer for now. [Leave.]" } ], [ { "actor": "You", "dialogue": "\"What happened... Sunday night? Tell me your version.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She eyes you warily, as though gauging your sincerity." }, { "actor": "Authority", "dialogue": "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." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's okay... We just want to... hnghhhhh...\" He struggles to finish the sentence." }, { "actor": "Ruby, the Instigator", "dialogue": "\"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...\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"She sits down with a drink, trying to steady her nerves. So I grab a seat next to her.\"" }, { "actor": "You", "dialogue": "\"Klaasje... said you knew something was wrong immediately.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"...you made it look... like he'd been hanged...\"" }, { "actor": "You", "dialogue": "\"Klaasje found it... weird you came up with a plan so quickly.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"What? No. Faking a lynching was her idea.\"" }, { "actor": "Half Light", "dialogue": "She looks shaken. She wasn't surprised to be ratted out -- but *framed*?" }, { "actor": "You", "dialogue": "\"Her idea?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Composure", "dialogue": "You can see it: her lips, though still white, don't seem to tremble as much anymore. She moves with focus and deliberation." }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "Volition", "dialogue": "Klaasje knew exactly what she was doing. You can't remain calm under pressure otherwise." } ], [ { "actor": "Interfacing", "dialogue": "The chain trails off into the ocean, connecting the island to the supply depot on the coast." }, { "actor": "You", "dialogue": "\"This means I *sorta* got into the depot door.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Technically -- no. It doesn't.\"" }, { "actor": "Interfacing", "dialogue": "He's right." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.mrlb_greet_done\"]) == false]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "The man stands at the far end of the shipping container. It's hard to say anything more about him. You cannot make out any of his details, but you do feel the overwhelming presence of... capital." }, { "actor": "Physical Instrument", "dialogue": "The feeling causes all the hairs on your body to stand at attention like soldiers preparing for review." }, { "actor": "You", "dialogue": "Cover your eyes..." }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "Something's amiss. The light beams bend around his face and scatter in a thousand directions. It seems the laws of physics do not apply here. They are suspended, distorted, an echo." }, { "actor": "Visual Calculus", "dialogue": "Trying to visualize the physics at play is liable to give you an aneurysm. Don't think about it too hard!" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "In the general stillness, only your tongue moves, flickering as you utter..." }, { "actor": "You", "dialogue": "\"Hello!\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Welcome! Come in, make yourself at home. Sorry I'm not better able to receive you -- I wasn't expecting visitors today.\"" }, { "actor": "Perception (Hearing)", "dialogue": "You can't *hear* him, exactly, yet you're able to understand every word he says. It is very strange. An overwhelming hum covers everything -- voice doesn't escape from him." }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Now.\" He claps his hands together. \"What can I do for you, good sir?\" What you can see of his body appears composed. In a sharp summer suit. And yacht shoes." }, { "actor": "You", "dialogue": "\"I've been thinking about those shares you offered me.\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"They could set you up for a *long time*. Mauer-Koshlai Mercury is just getting started. Mark my words.\"" }, { "actor": "You", "dialogue": "\"What is Mauer-Koshlai Mercury Group?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_drama_white_success_volition_activated\"]]" }, { "actor": "Drama", "dialogue": "Who... what... Dear god, you've been lied to! She could have killed her lover and lied to everyone! She's not *candid* at all, she's smoke and mirrors and will-o-wisps!" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.who_was_caller_done\"] and Variable[\"tc.klaasje_amandou\"]]" }, { "actor": "Drama", "dialogue": "She probably didn't give you her real name either -- why would she? Arrest her immediately, before she further entangles you in her *web of lies*!" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"XP.detect_compromized_skillset\"]]" }, { "actor": "Volition", "dialogue": "Take it easy. Don't overcompensate with this *course correction*. Ask questions first..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_volition_drama_white_takeiteasy\"]]" }, { "actor": "Rhetoric", "dialogue": "Yes. Start at the top, choose at the bottom, it's how we've always done it. No rush..." }, { "actor": "Drama", "dialogue": "See?!" }, { "actor": "You", "dialogue": "\"Let's talk about you and Ruby again.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "She nods, then nervously pulls on her cigarette." } ], [ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "\"Kim, what are we looking at? What is this machine?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kineema_TH_check_success\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, it's my patrol vehicle. You can use the toolbox and the radio if you'd like.\" He nods at the cabin." }, { "actor": "Inland Empire", "dialogue": "Motor carriage, motor carriage... Something bad with a motor carriage.... A dark lump rises in your throat." }, { "actor": "You", "dialogue": "\"This must be what woke me up when you arrived in Martinaise. The infernal noise.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, sorry about that... the Coupris Kineema does have a rather... distinctive engine sound.\"" }, { "actor": "Empathy", "dialogue": "He says it with very badly concealed pride." }, { "actor": "You", "dialogue": "What is this sinking feeling I have with the words *motor carriage*?" }, { "actor": "Inland Empire", "dialogue": "Nothing. Nothing. It's probably nothing, forget I brought it up. Please proceed with the carefree lollygagging." }, { "actor": "You", "dialogue": "(Squint your eyes) \"Okay, but what *is* a motor carriage?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A motorized vehicle, officer. I'm sure you are familiar with the concept. We've had these for nearly a century.\"" } ], [ { "actor": "Logic", "dialogue": "These are the same belts as the one the victim was hanged with." }, { "actor": "Encyclopedia", "dialogue": "I knew it was a cargo lashing belt!" }, { "actor": "You", "dialogue": "The same exact belts. Even the same writing..." }, { "actor": "Logic", "dialogue": "Yes, this confirms Titus's story." }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Visual Calculus", "dialogue": "Woah! What have we here?" }, { "actor": "You", "dialogue": "A bridge?" }, { "actor": "Visual Calculus", "dialogue": "A bridge with loose nails and rot-infested wood that creaks in the wind. A construction code violation if there ever was one!" }, { "actor": "You", "dialogue": "Guess I'll have to take my chances." }, { "actor": "Visual Calculus", "dialogue": "Guess so. Just be careful out there! One false step could cost you dearly!" } ], [ { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "The face of King Frissel smiles at you. For some reason the smile now strikes you as more forced than it did before." }, { "actor": "You", "dialogue": "What is 'Kunst und Kultur'?" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "It takes a moment, but gradually it dawns on you that 'Kunst und Kultur' must mean 'Arts and Culture'..." }, { "actor": "Logic", "dialogue": "*Why* they decided to title this one section in *Walder* is beyond you." }, { "actor": "Savoir Faire", "dialogue": "Obviously because it's *cool* to drop random phrases in foreign languages." }, { "actor": "Esprit de Corps", "dialogue": "It evokes a sense of recognition and fellowship among those privileged enough to understand." }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "As you leaf through this section, you come across several reviews of recent radio-plays, as well as a brief 'Artist Spotlight' featuring a local artist identified only as 'C.S.'" }, { "actor": "La Fum\u00e9e, Vol. 1 No. 4", "dialogue": "The main feature, though, is a long essay titled 'TipTop Tourn\u00e9e: A Critical Mazovian Perspective'." }, { "actor": "Encyclopedia", "dialogue": "The TipTop Tourn\u00e9e is an interisolary racing series, mostly known for its high speeds, ludicrous sponsorship deals, and high death toll. In Revachol it's held quadrennially on the prestigious Z\u00e9ro Carrousel racing circuit." } ], [ { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: Variable[\"canal.water_lock_greeting_done\"]]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (IsEvening()) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: IsAfternoon()]" }, { "actor": "Man on water lock", "dialogue": "\"G'day to you, officer!\"" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (DayCount() > 2) == false]" }, { "actor": "You", "dialogue": "\"Right, bye.\" [Leave.]" } ], [ { "actor": "Knick-knacks Stand", "dialogue": "You see rows of toy soldiers guarding the rest of the trinkets displayed on the table: some on horseback, others in rags, others yet in bright blue uniforms. All are stern and unyielding in their duty." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_inland_buy_done\"]]" }, { "actor": "You", "dialogue": "Inspect the blue uniforms." }, { "actor": "Knick-knacks Stand", "dialogue": "They're not all blue. These figurines also wear gold coats and caps, complimented by orange trousers. They are variously posed, wielding swords and rifles with bayonets." }, { "actor": "You", "dialogue": "(Point at the blue figurines.) \"What exactly are these?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Which ones?\" The man peers from his glass box. \"Ah! Royalist soldiers from the time of the Revolution. The uniforms are painted a bit too brightly, I suppose.\"" }, { "actor": "You", "dialogue": "Purchase the Headless FALN Rider and his cap." }, { "actor": "Bird's Nest Roy", "dialogue": "\"Did I mention that this figurine is supposed to be lucky? Always carry it with you.\" He grins." }, { "actor": "Suggestion", "dialogue": "That was a very smooth salesman's grin that almost comes off as earnest. You should learn from him." }, { "actor": "You", "dialogue": "Inspect the figurines in rags." }, { "actor": "Knick-knacks Stand", "dialogue": "This set of soldiers isn't meant to look impressive. A few have rifles, but most of them carry pistols -- some even shovels and tall sticks." }, { "actor": "You", "dialogue": "(Point at the figurines in rags.) \"Are these even soldiers?\"" } ], [ { "actor": "Door, Apartment #20", "dialogue": "A weathered brown door. The number reads '20'." }, { "actor": "Perception (Smell)", "dialogue": "Something smells good -- soupe \u00e0 l'oignon?" }, { "actor": "Inland Empire", "dialogue": "This is the door, you already know it's the right door. This is going to be *so hard*." }, { "actor": "Volition", "dialogue": "Get yourself together. It's just police work." }, { "actor": "You", "dialogue": "\"Hold on, Kim, we should discuss this before we move on. What should we expect?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're right, let's talk this through.\" He looks at the apartment door and lowers his voice a bit..." }, { "actor": "Perception (Hearing)", "dialogue": "You hear some light footsteps and what appears to be a late-night talk show playing on the radio." } ], [ { "actor": "You", "dialogue": "\"I've changed my mind. I'll help you find your husband after all.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, thank you sweetie, truly. I'll be right here if you come across any sign of Morell.\"" }, { "actor": "You", "dialogue": "\"You never told me you've *seen* the phasmid!\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh... you don't want to hear about some old woman's ramblings...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_phasmid_seen_hub_reached\"]]" }, { "actor": "You", "dialogue": "\"Maybe you imagined it, Lena?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"How could she? Who imagines this? She didn't *know* about the phasmid. This is the main thing here, what makes it a confirmed sighting -- she had no previous knowledge of the insect.\"" }, { "actor": "Logic", "dialogue": "So she couldn't have made it up. Or imagined it." } ], [ { "actor": "You", "dialogue": "\"I haven't paid the cafeteria manager for damages yet.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You should take care of that, then.\"" }, { "actor": "You", "dialogue": "\"But I don't have the money...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's talk to him anyway. An officer of the RCM shouldn't be sleeping in the streets. We'll figure something out.\"" }, { "actor": "Empathy", "dialogue": "Though he finds this situation frustrating, he is doing his best to not make you feel any worse than you already do." } ], [ { "actor": "Cleaning Lady", "dialogue": "\"Give me a moment.\" An elderly woman is leaning on her broom, her knuckles white as bone. She seems to be having difficulty breathing." }, { "actor": "Cleaning Lady", "dialogue": "\"The cold never does any good for my bronchitis...\" She sneezes into a dirty handkerchief." }, { "actor": "Endurance", "dialogue": "This woman's health is failing her. There's not much to do, not in this damp." }, { "actor": "You", "dialogue": "\"This won't take long, I only have a few questions.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Go ahead then. What do you want to know, policeman?\"" }, { "actor": "Logic", "dialogue": "She's the cleaning lady. She knows the floor plan and the residents." }, { "actor": "You", "dialogue": "\"I didn't find any counterculture people in apartment #10 -- it was just a real estate agent setting up the room for new tenants.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"I see...\" She takes out her handkerchief and wipes her nose. \"I hope some good people are finally going to move in. This place needs them.\"" }, { "actor": "You", "dialogue": "\"Yes. Radiocomputer wizards are coming. They're gonna save the place -- and the economy.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Oh, I do like wizards,\" she agrees wholeheartedly. \"And people like that in general. They have a lot to tell us about our fates...\"" }, { "actor": "Rhetoric", "dialogue": "She means clairvoyants." } ], [ { "actor": "Savoir Faire", "dialogue": "Master Investigator! You just can't keep yourself away from locked and hidden places, can you?" }, { "actor": "You", "dialogue": "What do you mean?" }, { "actor": "Savoir Faire", "dialogue": "Nothing. Nothing! You're right -- get in there... deep. Invade every personal space, break every lock..." }, { "actor": "You", "dialogue": "Hey! I am not some sort of a... peeper." }, { "actor": "Savoir Faire", "dialogue": "Sure, friend. This is nothing sordid, nothing inappropriate. You just *have* to do this... it's your duty." } ], [ { "actor": "You", "dialogue": "\"Is this your mug?\" (Hold up the Yellow Man Mug.)" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_mug_hub_reached\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Okay, but... I told you everything. What else can I say?\"" }, { "actor": "You", "dialogue": "\"Gary, did you put the clothes of a murder victim -- the man who was hanged behind the Whirling-in-Rags -- into that trash container?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Officer, please...\" He raises both hands. \"Let me explain. It's not like *that...*\"" }, { "actor": "You", "dialogue": "\"Do.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"I was only cleaning up. I live right across the yard from where he was hanged and I saw him stripped naked. All the clothes lying around in the yard, smelling... People are animals, you know...\"" }, { "actor": "You", "dialogue": "\"Yes-yes. What happened?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Then I came out to clean up the rags because *no one else would*. I put them into the Whirling's trash -- along with a broken mug, admittedly...\" He changes his mind mid-sentence." }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Okay, I was coming to throw the mug away and, well, I threw the mug there and the clothes too.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Right, it was just *civic duty*,\" the lieutenant remarks drolly." }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Exactly! That's exactly what it was -- civic duty.\"" } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_greeting_done\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_midgreet_leave\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Hello again! How do you do, officer? I'm *still* waiting for Mr. F-ing Field Research over there to be done with his traps.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"I HEARD THAT, GARY!\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"YOU WERE SUPPOSED TO!\" Gary grimaces, examining the dirt under his fingernails." }, { "actor": "You", "dialogue": "\"Not a lover of the great outdoors?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"I like nature, just not this bloody coast. It's mostly drunks and degenerates that come here.\"" }, { "actor": "Drama", "dialogue": "Degenerates? This man respects authority too much to see the truth inscribed upon thine own visage. Pretend thou art a paragon of virtue." }, { "actor": "You", "dialogue": "\"Nobody's perfect. I'm sure you've been tempted to drink.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, I've been tempted.\" He nods gravely. \"But someone has to stay strong for Revachol.\" His gaze shifts to the pile of soggy logs at his feet." } ], [ { "actor": "You", "dialogue": "\"Something with the Union boss...\" (Punch yourself in the head.)" }, { "actor": "The Deserter", "dialogue": "The communist watches you violently beat yourself in the head to make a connection in his case. It yields no revelations." }, { "actor": "Pain Threshold", "dialogue": "God dammit. Why are you so stupid? That's it -- we're aborting this mental failure. Back to questions." }, { "actor": "You", "dialogue": "\"Hmmm... and the racist on the gates, pumped full of steroids?\"" }, { "actor": "The Deserter", "dialogue": "\"Yes -- *steroids*. A racist on steroids.\"" }, { "actor": "You", "dialogue": "\"Got it.\"" }, { "actor": "The Deserter", "dialogue": "\"Steroids and radio shows...\" His voice trails off into a despondent sputter. \"Probably that Revachol 98AM that's *irradiating* the lumpen, it's the worst...\"" }, { "actor": "You", "dialogue": "\"You mentioned the Union is social-democratic -- and Mr. Claire a farce of a social-democrat.\"" } ], [ { "actor": "Locked Door", "dialogue": "You hear someone walking around inside, rearranging the furniture. The number on the panel says #10." }, { "actor": "You", "dialogue": "Knock." }, { "actor": "Locked Door", "dialogue": "The walking stops abruptly, but no one comes to the door." }, { "actor": "Inland Empire", "dialogue": "You can feel tension on the other side." }, { "actor": "Perception (Hearing)", "dialogue": "Sounded like a woman. A woman's shoes." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Finally. I thought I have to come looking for you. What took you so long?\"" }, { "actor": "You", "dialogue": "\"Just men being men, Kim. You wouldn't understand.\" (Look solemnly to the horizon.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.met_rene\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Right...\" He nods. \"Did he teach you to turn back time?\"" }, { "actor": "Rhetoric", "dialogue": "The sarcasm is so finely tuned it actually comes off like worry." }, { "actor": "You", "dialogue": "\"No, he thought it's a bad idea and that I should stop obsessing about it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh...\" The lieutenant thoughtfully rubs his chin as he turns to move. \"So there is something we agree on after all. Didn't see it coming. But let's move, I'm getting cold.\"" } ], [ { "actor": "You", "dialogue": "\"You mean the sweating and the fidgeting when he mentioned her name?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes.\"" }, { "actor": "You", "dialogue": "\"And the... sort of... quivering jello thing with the eye?\" (Point to your twitching eye.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes.\"" }, { "actor": "Drama", "dialogue": "'Tis art." }, { "actor": "You", "dialogue": "\"It was nothing.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's not nothing, you were coming apart at the seams.\" He looks you in the eye: \"Do you know the assault victim?\"" }, { "actor": "You", "dialogue": "\"No.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He repeats: \"Officer, before we interview this woman -- is there something I should know?\"" }, { "actor": "Authority", "dialogue": "He's not leaving you a lot of room to back off from this." }, { "actor": "Rhetoric", "dialogue": "Whatever you do, don't say the first thing." }, { "actor": "You", "dialogue": "\"She knows I didn't remember being a cop.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay,\" he nods. \"That's manageable.\"" } ], [ { "actor": "Small Buoy", "dialogue": "The dome-shaped plastic buoy still bobs up and down in the water amidst the trembling reeds." }, { "actor": "You", "dialogue": "Stare into the empty buoy." }, { "actor": "Small Buoy", "dialogue": "The buoy continues to be mostly empty." }, { "actor": "You", "dialogue": "It must have been Klaasje's enemies -- which means she's in danger!" }, { "actor": "Small Buoy", "dialogue": "No answers appear to you in the dirty sea water at the bottom of the buoy. Just the heavy smell of brine and silt and disappearance." }, { "actor": "Logic", "dialogue": "You could ask the Miss what she thinks. Later, if you have the time -- though you doubt she'll tell you much at this point." }, { "actor": "You", "dialogue": "Pick up the buoy." }, { "actor": "Small Buoy", "dialogue": "You lift the buoy out of the water without much effort. It's not tied to anything -- the cords dangling from the bottom appear to have been cut." }, { "actor": "You", "dialogue": "Open the buoy. (Move on.)" } ], [ { "actor": "Little Lily", "dialogue": "\"Hello, mister!\" The Net Picker's daughter waves at you." }, { "actor": "You", "dialogue": "\"I'm talking to the children to learn from them. Has anything strange happened here lately?\"" }, { "actor": "Little Lily", "dialogue": "\"Uhhhhh...\" She sits her doll on her lap. Its ragged limbs reach out toward you, as if longing for a cuddle. \"Like what?\"" }, { "actor": "You", "dialogue": "\"Anything. Maybe something you saw or heard that was weird?\"" }, { "actor": "Little Lily", "dialogue": "\"Yes!\" She lights with recognition. \"The twins got in trouble for saying *bad words*.\"" }, { "actor": "You", "dialogue": "\"I see. Thank you for the tip; I'll talk to them about it.\" (Move on.)" }, { "actor": "Little Lily", "dialogue": "\"You're welcome!\"" }, { "actor": "You", "dialogue": "\"I heard there was a girl here who has armoured gloves. Is that you?\"" }, { "actor": "Little Lily", "dialogue": "\"Ooooh.\" She looks alarmed. \"I had gloves, very big ones! Heavy too.\"" } ], [ { "actor": "Dried Wildflower", "dialogue": "Six crumbling petals rest on your palm. They're white, a bell-shaped crown." }, { "actor": "You", "dialogue": "\"What is this, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is the Insulindian Lily.\" The lieutenant corrects his glasses. \"Called 'May bells' or 'Lucille's tears' during the Revolution. Girls used to pin these on soldiers before sending them off to battle.\"" }, { "actor": "Encyclopedia", "dialogue": "This flower is a spring flower, but it's a bit early for that, isn't it?" }, { "actor": "You", "dialogue": "\"Does this flower blossom in early spring?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, but not *this* early -- not to my knowledge...\" He observes the petals: \"It looks dried. Preserved.\"" }, { "actor": "You", "dialogue": "\"What is the Revolution?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A big political and military conflict. Ask around, or buy a book.\" He seems annoyed by the question." } ], [ { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"yard.trash_container_open\"]]" }, { "actor": "Trash Container", "dialogue": "The trash container stands in the spring snow." }, { "actor": "You", "dialogue": "Force time -- jam the tool under the lid and pull!" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_physinst_bent_staples\"]) == false]" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: CheckEquipped(\"prybar\") == false and CheckEquipped(\"kvalsund_multitool\") == false]" }, { "actor": "Physical Instrument", "dialogue": "No matter how strong you think you are, this is really not something you should be attempting to do with your bare hands." }, { "actor": "You", "dialogue": "Why am I looking at you, trash container? You're just a trash container." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"tc.container_priority_from_kim\"]) == false]" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_felt_itch\"]]" }, { "actor": "Trash Container", "dialogue": "*Just* a trash container? There is no such thing." } ], [ { "actor": "Suggestion", "dialogue": "Well, now you've done it. Let's see if you can talk your way out of this one." }, { "actor": "You", "dialogue": "\"I don't really want to talk about it.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at you in silence, though you cannot discern if he's judging you or not. \"I suppose your reasons are your own.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let me say just one more thing. As you've seen, these sorts of attitudes are quite common in Martinaise. So I expect this to happen again. And again...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I've had this conversation enough times in my life. From now on, I'm going to stay out of it. How you choose to respond is your business.\" He concludes: \"Now -- let's get back to the task at hand.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_volition_white_check\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_volition_white_failed_once\"]]" }, { "actor": "Volition", "dialogue": "Just like the last time, light brown eyes look back at you. All is as it was, you feel cigarette fumes rise from her lips. She's just as beautiful..." }, { "actor": "Suggestion", "dialogue": "Don't worry. We will protect you from her beauty. We will *consult* you through the reefs and sounds of her persona." }, { "actor": "Drama", "dialogue": "We will see through deceits. You are shielded. You are wise." }, { "actor": "Electrochemistry", "dialogue": "You are advised. There are muscles on long white bones that line her limbs, just below the silver jumpsuit..." }, { "actor": "Savoir Faire", "dialogue": "Miss Oranje Disco Dancer... You want to put your hand on her back and feel it arch." }, { "actor": "You", "dialogue": "What is... happening?" }, { "actor": "Conceptualization", "dialogue": "Nothing. Just time passing. Don't worry." }, { "actor": "Authority", "dialogue": "You are not a *fool*." }, { "actor": "Perception (Sight)", "dialogue": "Anything out of the ordinary and you would be notified." }, { "actor": "Endurance", "dialogue": "Air moves in your windpipe. Your heart beats. You're a detective -- get back to detecting." }, { "actor": "You", "dialogue": "Am I being... beguiled?" } ], [ { "actor": "Joyce Messier", "dialogue": "\"Ah, yes -- back to the *low-down*.\"" }, { "actor": "You", "dialogue": "\"What *world* is this?\"" }, { "actor": "Joyce Messier", "dialogue": "\"What world?\" The fading pearls of her eyes look to the sea. \"The only one, I suppose -- the world of matter and its pale antipode...\"" }, { "actor": "Inland Empire", "dialogue": "The camera of her mind glides over the surface of the water." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_inland_mindcamera\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"Of bodies of water and forest-covered surfaces, clusters of light where the cities lie. You've seen the montage, we all have -- this world is enough,\" she concludes." }, { "actor": "Conceptualization", "dialogue": "It *must* be. This is the greatest and kindest arrangement the atoms had in them." }, { "actor": "Shivers", "dialogue": "A frisson lifts the hair on the back of your arm. Wind sweeps the surface of the bay." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_concept_bestworld\"] or Variable[\"pier.joyce_shivers_world_suzerainty\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"There is a term of endearment they coined for it. In the Dolorian century, when humanity was *high* on this world, discovering more and more of it -- these archipelagos included...\"" }, { "actor": "You", "dialogue": "\"What is it?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Elysium.\"" }, { "actor": "You", "dialogue": "\"This world does not deserve a term of endearment.\"" }, { "actor": "Joyce Messier", "dialogue": "\"There are those who would call it *Hell*...\"" }, { "actor": "You", "dialogue": "\"What is *Hell?*\"" }, { "actor": "Joyce Messier", "dialogue": "\"A term of hatred that originates, like many such things, with the Mesque petrofascists.\"" } ], [ { "actor": "You", "dialogue": "\"Show me the soles of your boots.\"" }, { "actor": "Paledriver", "dialogue": "\"Now what do you want with an old woman's boots, *xerife*?\"" }, { "actor": "You", "dialogue": "\"Nothing, I guess. Let's talk about something else.\"" }, { "actor": "Paledriver", "dialogue": "The woman sways her wrinkled shell back and forth, a strange grin across her face." }, { "actor": "You", "dialogue": "\"What are you hauling?\"" }, { "actor": "Paledriver", "dialogue": "\"Diamonds.\"" }, { "actor": "You", "dialogue": "\"Diamonds, really?\"" }, { "actor": "Paledriver", "dialogue": "\"Of course not,\" she says, grinning. \"But wouldn't it be marvellous if I was?\"" }, { "actor": "You", "dialogue": "\"Okay, but what are you *really* hauling?\"" }, { "actor": "Paledriver", "dialogue": "She shrugs. \"Whatever stupid things they put in the lorry, I imagine.\"" }, { "actor": "You", "dialogue": "\"So you don't know what you're hauling in your own lorry?\"" }, { "actor": "Paledriver", "dialogue": "\"I quit concerning myself with that a long time ago.\" She smiles a careless smile. \"Besides, I don't drive the lorry for the cargo, if you know what I mean...\"" }, { "actor": "Electrochemistry", "dialogue": "She says that as if something *narcotic* is the real reason." }, { "actor": "You", "dialogue": "\"I don't think I *do* know what you mean.\"" } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_main_hub_reached\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_greeting_done\"]]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_said_did_not_knock_on_her_window\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Oh, it's you again. Did you try knocking on my window before? Are you looking for a die?\"" }, { "actor": "You", "dialogue": "\"You must have me confused with someone else -- I haven't knocked on your window.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Then how did you get inside? By the south entrance?\" She blinks. \"You know what, it doesn't even matter. What matters is that you're finally here. Let's talk dice -- did you have something specific in mind?\"" }, { "actor": "You", "dialogue": "\"You must have me confused with someone else -- I haven't knocked on your window.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Then how did you get inside? By the south entrance?\" She blinks. \"You know what, it doesn't even matter. What matters is that you're finally here. Let's talk dice -- did you have something specific in mind?\"" }, { "actor": "You", "dialogue": "\"Why are you asking me about *dice*?\" (Move on.)" }, { "actor": "Novelty Dicemaker", "dialogue": "\"I'm a novelty dicemaker,\" she says. \"Tell me the name of your role-playing system and I'll make the die you need. That's why you're here, yes?\"" } ], [ { "actor": "You", "dialogue": "Take an aggressive step closer." }, { "actor": "Titus Hardie", "dialogue": "The room is silent. The leader does not flinch." }, { "actor": "Physical Instrument", "dialogue": "Get *further* in there. Escalate." }, { "actor": "You", "dialogue": "Tilt your head from side to side, cracking your neck." }, { "actor": "Titus Hardie", "dialogue": "\"What the fuck is this?\" He gets up in your face. \"You wanna fuck with me?!\"" }, { "actor": "You", "dialogue": "Shift your centre of balance from one leg to another." }, { "actor": "Titus Hardie", "dialogue": "His eyes narrow. His right hand starts tapping a quick little rhythm on his thigh: tap tap tap." }, { "actor": "Physical Instrument", "dialogue": "This guy's tough... get the eye-twitch going. You need to look *scary*." }, { "actor": "You", "dialogue": "Engage eye-twitch." }, { "actor": "Titus Hardie", "dialogue": "*What do you think you're doing?* you hear, but his mouth isn't moving. It's the tension in his shoulders speaking." }, { "actor": "You", "dialogue": "What are *you* doing?" }, { "actor": "Titus Hardie", "dialogue": "*I can do this all night long*, his clenched fists say, their knuckles turning white. *I'm young. You're fifty thousand years old*." }, { "actor": "Half Light", "dialogue": "Do not explain or defend yourself, attack." }, { "actor": "You", "dialogue": "With all the abuse I've taken I'm still walking, talking and ready to get into this fight." }, { "actor": "Titus Hardie", "dialogue": "'No, you're not. You're frail and your nerves are frayed. Old sadness weighs you down.' He refuses to budge." }, { "actor": "Physical Instrument", "dialogue": "You failed here -- a weakness is a weakness, not a strength. Time to speak now. With words." } ], [ { "actor": "Smoker on the Balcony", "dialogue": "You see a young man on a balcony nursing a cigarette. His eyes have been following you for a while." }, { "actor": "Smoker on the Balcony", "dialogue": "\"Not looking for any trouble, officer...\" he says in a quiet voice. Despite the cold, his shirt hangs unbuttoned on his frame." }, { "actor": "Drama", "dialogue": "It's the voice of someone who has something to *hide* my liege." }, { "actor": "You", "dialogue": "\"Too late, young man. Trouble's found you.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Sorry, I don't have time for this. I just want to finish my cigarette and be gone.\"" }, { "actor": "Electrochemistry", "dialogue": "It's the God of Cigarettes and Youth -- ask him if he's got anything to spare." }, { "actor": "Visual Calculus", "dialogue": "Don't let him go! This could be your witness -- the balcony has a great view of the whole thing." }, { "actor": "You", "dialogue": "\"Hold on... Can I at least have a cigarette?\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Apologies, but this is my last one.\" He takes another drag and shivers." }, { "actor": "Electrochemistry", "dialogue": "The God Himself has denied you absolution." }, { "actor": "You", "dialogue": "\"Can't you just like, toss that one down?\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"I'm not sure that's a good idea.\"" }, { "actor": "You", "dialogue": "\"You're right, that was obviously a bad idea. Forget I said anything.\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"As you wish.\" He takes another drag." } ], [ { "actor": "Logic", "dialogue": "This seems to be some kind of workshop. For fixing up pinball machines -- a long time ago. Everything is covered with dust now..." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks around the dusty, crowded room, inspecting the tools on the shelf." }, { "actor": "You", "dialogue": "\"This used to be a... pinball workshop.\"" }, { "actor": "Logic", "dialogue": "Yes. Martinaise North 22 used to be a pinball arcade." }, { "actor": "Perception (Hearing)", "dialogue": "A creak, some dust falls off a shelf." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Downstairs in the hall -- next to the main door. One of them even works. I've seen one of the Hardies bang away at it.\"" }, { "actor": "Reaction Speed", "dialogue": "Remember the *Dicemaker*?! Then that means..." } ], [ { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "A police badge on which you see the photo of a man -- you. Some seaweed is stuck to the back." }, { "actor": "You", "dialogue": "\"I found my badge!\"" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The man in the photo looks at you solemnly." }, { "actor": "You", "dialogue": "Study the badge." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "Encased between two durable plastic sheets is a bluish card with lines of information -- and a watermark in the shape of the street grid of Revachol West." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "You see: a photo, a name, a rank, a document number, the date of issue, and -- in the lower right corner -- your precinct." }, { "actor": "You", "dialogue": "Look at the photo." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The man keeps winking at you with his green-grey eyes. The photo is old, no doubt about that." }, { "actor": "Logic", "dialogue": "But the badge is new. You used an old photo for a new badge." } ], [ { "actor": "Industrial Stove", "dialogue": "This industrial gas-powered stove has been used to prepare food for many hungry hostel guests. There are several pots and pans on hand." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_boots_kim_acid\"]]" }, { "actor": "Savoir Faire", "dialogue": "The lieutenant said you'd need to boil the boots in acid to get the corpse smell out, but this huge pot, industrial dish soap, white vinegar, and patience might do the trick." }, { "actor": "You", "dialogue": "Add water -- and the boots -- to the pot. Bring it all to a *nice* boil." }, { "actor": "Industrial Stove", "dialogue": "The soap bubbles over the rim of the pot -- the water slowly comes to a boil." }, { "actor": "You", "dialogue": "Wait..." }, { "actor": "Industrial Stove", "dialogue": "Strips of polymer fabric and human tissue separate from the lining of the boots. They float to the bubbling surface." }, { "actor": "You", "dialogue": "Wait some more..." }, { "actor": "Industrial Stove", "dialogue": "The boots look cleaner and cleaner. Those bits of human flesh are beginning to look *cooked*. You can smell it too." }, { "actor": "Perception (Smell)", "dialogue": "Just like beef stew." }, { "actor": "Half Light", "dialogue": "You should taste some." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.boots_halflight_taste_the_stew\"]) == false]" }, { "actor": "You", "dialogue": "A little more..." } ], [ { "actor": "Barbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.barbell_main_hub_reached\"]) == false]" }, { "actor": "Barbell", "dialogue": "A barbell lies on the floor. The colour has worn off its weight plates." }, { "actor": "Physical Instrument", "dialogue": "It's 60 kg. Your triceps hum at the sight of these weights. Show the world what kind of beast it's dealing with. Lift them." }, { "actor": "Visual Calculus", "dialogue": "There are no collars on the barbell. This is a safety hazard." }, { "actor": "Inland Empire", "dialogue": "Why does it feel so familiar?" }, { "actor": "You", "dialogue": "Lift the barbell." }, { "actor": "Barbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.gym_doing_reps\"]]" }, { "actor": "Physical Instrument", "dialogue": "Conjuring up an inhuman amount of strength, you raise the barbell up in the air. Your biceps tremble, but you're a savage. This is a children's game!" }, { "actor": "You", "dialogue": "\"I'm a true champion!\"" }, { "actor": "Physical Instrument", "dialogue": "A warm wave of accomplishment washes over your head, as you drop the barbell to the floor. For a moment it feels like you're strong enough to succeed at anything you ever set your mind to." }, { "actor": "Inland Empire", "dialogue": "Hey, but you're still in a ghost house... What if someone heard this? What if they know you're here?!" }, { "actor": "Barbell", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good technique.\" The lieutenant nods with approval." } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_greeting_done\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_traps\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_whirling_thanks_done\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Hello again! Very generous of you to help us out, officer. I can't wait to get out of here.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Script: SetVariableValue(\"coast.gary_whirling_thanks_done\", true) --[[ Variable[ ]]]" }, { "actor": "You", "dialogue": "\"Gary, do you know how to turn back time?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Do I know how to turn back time...?\" He gives you a sideways glance. \"Is that a trick question?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.fascha_dq_asked_someone_the_q\"]) == false]" } ], [ { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: (Variable[\"coast.exec_viscal_succeeded\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "A scattering of bullet holes is spread across the cracked wall, reaching from one corner to the other." }, { "actor": "You", "dialogue": "\"Oh my god, look at all these bullet holes! I haven't seen any other bullet holes in the walls before, somehow.\"" }, { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hmm, correct.\" The lieutenant examines the wall closely. \"The density of the bullet holes is unusual, even in a general *average bullet hole frequency in Martinaise* sense. Grim affairs.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Meaning, this is *a lot* of bullet holes.\" He brushes the wall with his hand. \"Looks like fully-automatic rifle fire. Something you don't see these days...\"" }, { "actor": "You", "dialogue": "Say nothing, just nod." }, { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: Variable[\"reputation.kim\"] >= 5]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant also nods. It is quite a scene -- the two of you standing next to the broken wall of an abandoned building... nodding. Nodding along." }, { "actor": "Esprit de Corps", "dialogue": "Two officers of the law against the world. Nodding in unison. It is your source of power. The bond of camaraderie between you... is palpable..." }, { "actor": "You", "dialogue": "Shake your head." }, { "actor": "Kim Kitsuragi", "dialogue": "He nods in agreement -- it really is a very serious scene, worth shaking your head over." }, { "actor": "You", "dialogue": "Don't stop nodding." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant matches your nodding pace. He's a true professional at this." } ], [ { "actor": "You", "dialogue": "Peel off the cover on the passenger seat." }, { "actor": "Abandoned Lorry", "dialogue": "Voila! A stack of neatly folded papers has been stashed behind the seating fabric. You see three maps depicting a large metropolitan area. It's Revachol, some of its routes and highways have been outlined with a pen." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Bonne prise*,\" the lieutenant commends you as you shift through the treasure -- well worn and folded into neat squares." }, { "actor": "You", "dialogue": "Fold open the topmost map." }, { "actor": "Abandoned Lorry", "dialogue": "This large map displays the elevated motorway called 8/81. The intake leading to Martinaise is marked with a blue X. There's another X on the off-ramp at a place called the Old South." }, { "actor": "Abandoned Lorry", "dialogue": "Tollbooths at the intakes are marked with a circle. It looks like there are scant few ways of getting onto the elevated motorway that runs over Jamrock -- and this person knows them all." }, { "actor": "Shivers", "dialogue": "There, hundreds of thousands of motor carriages roar on the 8/81, high above the mass of brown and red roofs that is Jamrock. The commuters don't even look down; the world ceases to exist outside the windshield." }, { "actor": "You", "dialogue": "Return the papers under the seat." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Best not to disturb the scene.\" The lieutenant nods. \"I'll have Forensics go over the lorry and pick these up later.\"" }, { "actor": "Abandoned Lorry", "dialogue": "The stack of maps looks just like before -- barely noticeable. The movie stars look silently by and the pull-out toolbox has a rubber handle, worn from years of use." } ], [ { "actor": "Barred Door", "dialogue": "This is the inside of the barred door you've seen before." }, { "actor": "You", "dialogue": "Lightly punch the door once more. Just in case." }, { "actor": "Barred Door", "dialogue": "The door shudders a bit, as though it were laughing at you." }, { "actor": "You", "dialogue": "Lightly punch the door once more. Just in case." }, { "actor": "Barred Door", "dialogue": "The door shudders a bit, as though it were laughing at you." }, { "actor": "You", "dialogue": "Unbar the door. [Leave]" } ], [ { "actor": "Washbasin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Washbasin", "dialogue": "On the table you see a bowl of water, a rough soap, and next to it a small hand mirror. A straight razor soaks inside the wash basin." }, { "actor": "You", "dialogue": "Time to shave. Get these mutton chops off." }, { "actor": "Washbasin", "dialogue": "[Action/Check: Condition: (Variable[\"village.hq_whitec_shave_it_off\"]) == false]" }, { "actor": "Washbasin", "dialogue": "[Action/Check: Condition: Variable[\"village.washbasin_failed_shave_once\"]]" }, { "actor": "Hand/Eye Coordination", "dialogue": "Your hand shakes so hard you can't even muster up the courage to *try*. Maybe you're just too *wild* at heart?" }, { "actor": "You", "dialogue": "Wash the smell of death off yourself." }, { "actor": "Washbasin", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_man_used_gloves_for_bullet_digging\"]]" }, { "actor": "Washbasin", "dialogue": "Thank god you didn't go in there barehanded! Death smell is notoriously difficult to get off yourself and your clothes though and cleaning up takes a while..." }, { "actor": "Washbasin", "dialogue": "But man persists and after fifteen minutes pass, you look almost presentable. Sort of. The sudden absence of the morbid dead tissue smell instantly lifts your spirit." } ], [ { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Bed", "dialogue": "The bed is comforting, if a bit run down. Still, you've earned a rest." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"whirling.bed_tutorial_shown\"]]" }, { "actor": "You", "dialogue": "Go to sleep." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"auto.inside_shack\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Bed", "dialogue": "The window is fixed, the sheets are new, it's easier to fall asleep than ever before..." }, { "actor": "Bed", "dialogue": "..." } ], [ { "actor": "You", "dialogue": "\"Fine. 20 re\u00e1l for the night.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He sighs so much he seems to deflate. He slams the key before you. \"The room is yours for the night. Don't forget you'll need *another* 20 re\u00e1l tomorrow.\"" }, { "actor": "You", "dialogue": "\"So I talked to Sylvie.\" (Wink.)" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"God...\" He does not look too pleased." }, { "actor": "Empathy", "dialogue": "Oh -- but he *should* be. Lay it on him!" }, { "actor": "You", "dialogue": "\"Turns out she's a whore who likes to ride the cock carousel.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"What?\" He squints at you, worried. \"What does that mean -- *cock carousel*?\"" }, { "actor": "You", "dialogue": "(Just drill the inside of your mouth with your tongue.)" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Huh?\"" }, { "actor": "Empathy", "dialogue": "Yeah. This feels right. It feels *wise*. Good setup. Now speak the real shit." }, { "actor": "You", "dialogue": "\"She rides the cock carousel until she's too old to ride it. Then she settles down with a *provider*.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He realizes something. \"Does it mean you talked to her? What else did she say about me?\"" }, { "actor": "Empathy", "dialogue": "What *else* do you need?" }, { "actor": "You", "dialogue": "\"That was roughly it.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"coast.reeds_checked_counter\"] >=1) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.garrydoor_hub_reached\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_apartment\"]) == false]" }, { "actor": "Door, Basement Apartment", "dialogue": "This must be it. The basement door is weather-worn. The copper nails holding the upholstery in place have turned green from sea air and there's a knocker, shaped like a lion's head." }, { "actor": "Endurance", "dialogue": "The Royal Lion. Guillaume's Kitten. This knocker will last a lifetime and then some." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"key_basement_apartment\")) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's probably the door Evrart mentioned. We still need to get the key from this Ma\u00f1ana first though.\"" } ], [ { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: Variable[\"whirling.smoker_main_hub_reached\"]]" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.smoker_commented_on_clothing\"]) == false]" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"hat_samaran\")) == false]" }, { "actor": "Smoker on the Balcony", "dialogue": "[Action/Check: Condition: CheckEquipped(\"jacket_kimono_robe\")]" }, { "actor": "Smoker on the Balcony", "dialogue": "\"I see you've found yourself a little something from my wardrobe.\" He scans you. \"Not bad, not bad at all. What brings you here?\"" }, { "actor": "You", "dialogue": "\"About the hat and the robe I'm wearing...\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"You can keep it, I don't mind. I can appreciate beauty when I see it.\"" }, { "actor": "You", "dialogue": "\"I took it to blend in. I'm undercover, you see?\"" }, { "actor": "Smoker on the Balcony", "dialogue": "\"Blend in where?\" He raises his brows. \"A carneval?\"" }, { "actor": "You", "dialogue": "\"About this hat I'm wearing...\"" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.return_lenas_pin\"]]" }, { "actor": "You", "dialogue": "\"I decided not to pawn it. You should have it back.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Aw, thank you, dear. I confess -- I am glad to see it again. Very honourable of you, officer.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]" }, { "actor": "You", "dialogue": "\"About your pin...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I hope you were able to pawn that old trinket!\" She smiles up at you earnestly." }, { "actor": "You", "dialogue": "\"I just wanted to thank you again.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Of course, dear! I just wish I could have done more.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_pin_task_from_main\"]]" }, { "actor": "You", "dialogue": "\"Turns out the water lock was broken, so your husband is probably just stuck further down the coast. He should return now that it's fixed.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "Her eyes light up. \"What wonderful news!\"" } ], [ { "actor": "Gaston's Sandwich", "dialogue": "The ham-sandwich looks fresh and nutritious in you hand, begging to be eaten." }, { "actor": "Empathy", "dialogue": "A treat of this magnitude should not be enjoyed alone." }, { "actor": "You", "dialogue": "\"I cannot be bought!\" (Throw the sandwich on the ground.)" }, { "actor": "Gaston's Sandwich", "dialogue": "The sandwich falls to the ground with a splat, tomatoes and lettuce flying everywhere, mayo spilling out like blood on a crime scene." }, { "actor": "Electrochemistry", "dialogue": "You mean semen, right?" }, { "actor": "Half Light", "dialogue": "So worth it -- can you feel how liberating that was? De-compression completed." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities. You call me Evrart, I call you Harry!\"" }, { "actor": "Inland Empire", "dialogue": "That's what the hanged corpse called you -- Harry." }, { "actor": "You", "dialogue": "\"Is that my name?\"" }, { "actor": "Evrart Claire", "dialogue": "\"My god so it's true! I didn't want to believe it, but you *are* a fantastic science-fiction amnesiac cop, aren't you?\" He shrugs with an amazed expression. \"What are the odds of that?\"" }, { "actor": "Rhetoric", "dialogue": "It might be a good idea to hide your *confusion*... I mean, see what his game is first." }, { "actor": "You", "dialogue": "\"It's true. My memory is a bit hazy.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I assure you, there's nothing to be ashamed of, Harry. You're among friends and the good news is...\" He taps on the folder in front of him." }, { "actor": "Evrart Claire", "dialogue": "\"I have a big fat folder on you, Harry. I'm sure you have a lot of questions to ask -- maybe I can help you out?\"" }, { "actor": "Half Light", "dialogue": "Don't trust him. For all you know *Du Bois* might be his name. You need to confirm this." }, { "actor": "Evrart Claire", "dialogue": "\"I'm sure you had some concerns you thought I might be able to address,\" he pauses to look down on a brown folder on his desk. \"And you were probably right -- I can.\"" }, { "actor": "Perception (Sight)", "dialogue": "It's just a brown folder. You can't make out what's written on it." }, { "actor": "Evrart Claire", "dialogue": "\"You *must* have questions, Harry. C'mon on now...\" He makes a come-hither motion. \"Don't be shy. Let's hear them.\"" } ], [ { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.replaced_viscal_success_read\"]) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.locate_ruby_on_the_coast_done\"]) == false]" }, { "actor": "Clear Window", "dialogue": "This window is pristine on the inside -- unlike the one next to it. Light from the desk lamp reflects off the glass in an untarnished golden halo." }, { "actor": "You", "dialogue": "What happened here?" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.replaced_viscal_wc\"]) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_window\"]]" }, { "actor": "Visual Calculus", "dialogue": "No. We're not failing this. You didn't get shot for nothing. Close your eyes and open them -- you can do this. You've done it before." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: CheckItem(\"map_of_martinaise\")]" }, { "actor": "Visual Calculus", "dialogue": "The golden light melts away into the blue, glassy darkness of your mind. In it are two neon lit shapes: a man and a woman on the single bed." }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"] == false]" } ], [ { "actor": "You", "dialogue": "\"I think we're finished with this line of questioning.\" (Hand the lieutenant back his notes.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright.\" The lieutenant puts the slip back in his notes and observes the young woman for a moment." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "Coolly, gracefully, she pours herself more coffee." }, { "actor": "You", "dialogue": "\"Why do I feel like you've *won* here?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I really don't know, sir.\" She takes a sip of her cold coffee. \"I certainly don't *feel* like I've won. I feel like shit, sir. All the time.\"" }, { "actor": "Empathy", "dialogue": "She smiles. A bitter little smile. She means it." }, { "actor": "You", "dialogue": "\"You're right.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"How *well* could it have turned out for me. I mean... \" She looks around." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"]]" }, { "actor": "Shivers", "dialogue": "The rain falls on her shoulders, tinting her blond hair light brown. It smells of industrial pollution and brine." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I'm stuck in Martinaise, just like all of us. I've been up here for... I don't know how long now? I like to call this my *rooftop containment facility*.\"" }, { "actor": "You", "dialogue": "\"This all turned out well enough for you -- you somehow managed to not become a *suspect*.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Did I?\" She arches an eyebrow and sighs. \"Why do I still feel *suspicion* hanging over me then? What I managed was to get him killed. I understand that.\"" } ], [ { "actor": "Working Class Corpse", "dialogue": "A man lies on the boardwalk, his limbs bent and neck turned at an unnatural angle. Right next to him is an empty bottle of spirits. In his cramped hand: a chewing gum wrapper." }, { "actor": "You", "dialogue": "What should I do with the body?" }, { "actor": "Working Class Corpse", "dialogue": "First you need to talk with the lieutenant, then report back to the station. This is too complicated to handle on your own." }, { "actor": "You", "dialogue": "What should I do with the body?" }, { "actor": "Working Class Corpse", "dialogue": "First you need to talk with the lieutenant, then report back to the station. This is too complicated to handle on your own." }, { "actor": "You", "dialogue": "\"What should we do with him?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From where I stand I can see two options. We either take the case and follow the leads to identify the body on our own -- or we report back to the station and leave this for our colleagues to handle.\"" } ], [ { "actor": "You", "dialogue": "Where is Ruby?" }, { "actor": "Shivers", "dialogue": "Near. Snow falls into dark water. She prays, though she doesn't believe. There is a hum in the air." }, { "actor": "Shivers", "dialogue": "That's all." }, { "actor": "You", "dialogue": "What's above?" }, { "actor": "Shivers", "dialogue": "Coalition aerostatics hang like apparitions under the cloud cover. Occasionally, lights flash as they manoeuvre through the falling snow." }, { "actor": "You", "dialogue": "Where is Ruby?" }, { "actor": "Shivers", "dialogue": "Near. Snow falls into dark water. She prays, though she doesn't believe. There is a hum in the air." }, { "actor": "Shivers", "dialogue": "That's all." }, { "actor": "You", "dialogue": "Stomp your feet for warmth, brushing off the snow. [Finish thought.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"Uhm. I want to talk about *you*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_main_about_hub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What about me?\"" }, { "actor": "You", "dialogue": "\"Tell me a secret about yourself.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant narrows a single eyebrow. \"No.\"" }, { "actor": "You", "dialogue": "Ask again." }, { "actor": "Kim Kitsuragi", "dialogue": "Your brain sends the signal to your lips but they refuse the order. Something is paralysing them. You're pretty sure it has something to do with the lieutenant's eyebrow." }, { "actor": "Volition", "dialogue": "The eyebrow is exercising *psionic* control over you." }, { "actor": "Composure", "dialogue": "It's like you're *locked down*." }, { "actor": "You", "dialogue": "Give up. There's nothing you can do." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant relaxes his eyebrow, and you seem to regain control of yourself." }, { "actor": "You", "dialogue": "\"You don't look like other people around here.\"" } ], [ { "actor": "Mail Collection Box", "dialogue": "This \"Poste L'Aventurier\" mail collection box has been heavily vandalized with graffito. A closer inspection reveals two bullet holes in the front." }, { "actor": "Perception (Sight)", "dialogue": "A faint sticker on the side reads: \"RCM Emergencies Desk no 8-100-2\", with a slogan: \"Mankind, be vigilant!\"" }, { "actor": "You", "dialogue": "\"I knew we'd get to use this mailbox -- for something.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes. For sending mail.\"" }, { "actor": "You", "dialogue": "\"I knew we'd get to use this mailbox -- for something.\"" } ], [ { "actor": "Locked Door", "dialogue": "The door number #10 is closed again." }, { "actor": "You", "dialogue": "Knock." }, { "actor": "Locked Door", "dialogue": "Nothing happens. The real estate agent must have left." }, { "actor": "You", "dialogue": "Knock." }, { "actor": "Locked Door", "dialogue": "Nothing happens. The real estate agent must have left." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_pilehub_reached\"]) == false]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: IsHourBetween(22, 5)]" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Greetings on this fine night. What brings you here?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_night_greeting_done\"]]" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_comp_intro1\"]) == false]" }, { "actor": "You", "dialogue": "\"Do you know anything about the traffic menace on the loose?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Traffic... I'm sorry, officer, but I don't drive.\"" }, { "actor": "You", "dialogue": "\"But didn't you hear it when the traffic menace drove over your roof?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Now that I think about it, I do remember hearing a thunderous noise the other night -- some kind of powerful electric vortex hitting the shop and then moving on...\"" } ], [ { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: Variable[\"seafort.books_hub_reached\"]]" }, { "actor": "Reading Materials", "dialogue": "Softcovers, serialized *fantastique* and detective stories, 'Animal Adventures', a magazine for electrical engineering, and an international thriller. Also: light erotica and some historical novels from the century past." }, { "actor": "You", "dialogue": "Does anything stand out as unusual?" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: Variable[\"seafort.books_concept_white_succeeded\"]]" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.deserter_prehub_reached\"]) == false]" }, { "actor": "Conceptualization", "dialogue": "Oh yes. Under the bed, there is a rather extensive collection of *critical theory* -- that is: dour, life-non-affirming left wing literature -- published by small imprints such as Abattoir Firm and Ousia. It's not exactly light reading." }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reading Materials", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" }, { "actor": "You", "dialogue": "\"Look, Cuno. Powerful communist theory, rigorous and truthful.\"" }, { "actor": "Cuno", "dialogue": "\"Yeah. Yeah.\" He nods, sagely." }, { "actor": "Rhetoric", "dialogue": "He has no idea what that means." } ], [ { "actor": "Metal Grille Door", "dialogue": "You can hear animated voices coming from the other side of the grille." }, { "actor": "You", "dialogue": "\"Hey, it's me again!\" (Knock on the grille.)" }, { "actor": "Metal Grille Door", "dialogue": "You hear the voices conferring once again." }, { "actor": "Metal Grille Door", "dialogue": "\"He came back?\" There's a note of surprise in the voice. \"Do you have the passphrase this time?\"" }, { "actor": "You", "dialogue": "\"It's 'Remember Dobreva and Abadanaiz'.\"" }, { "actor": "Metal Grille Door", "dialogue": "There's no response. You begin to wonder whether they've slipped out some back way..." }, { "actor": "Inland Empire", "dialogue": "No! They're still there. You can *feel* them back there." }, { "actor": "Metal Grille Door", "dialogue": "\"Alright. The key's taped to the back of the doorframe. Just make sure you put it back when you're done or we'll all be locked out...\"" }, { "actor": "Metal Grille Door", "dialogue": "\"And do watch the concrete. It just kind of... falls away... in places.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Have fun at your *underground meeting*, pig. Hope it's a *blast*.\"" } ], [ { "actor": "You", "dialogue": "\"Kim, what is the *ICM*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Insulindian Citizens Militia. It's the official name of the communards' army. The Black and White Army of the Revolution.\"" }, { "actor": "Encyclopedia", "dialogue": "Sounds an awful lot like..." }, { "actor": "You", "dialogue": "\"Are those specks stars too?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. That's the *uninhabited archipelago*.\"" }, { "actor": "Encyclopedia", "dialogue": "A Dolorian-era symbol of Insulinde. Known as The Face In The Sea." }, { "actor": "You", "dialogue": "\"Are those specks stars too?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. That's the *uninhabited archipelago*.\"" }, { "actor": "Encyclopedia", "dialogue": "A Dolorian-era symbol of Insulinde. Known as The Face In The Sea." }, { "actor": "You", "dialogue": "\"A white star.\" (Point to the star on the label.)" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Very noble of you. Are we done here?\"" }, { "actor": "You", "dialogue": "\"How do you handle the strain?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Everyone has their own method of coping, some more effective, or self-destructive, than others...\" He gives you a meaningful look." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Personally, I find it helps to keep up a few hobbies.\"" }, { "actor": "You", "dialogue": "\"Maybe I should find a hobby?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Why not historical reenactment? You've already got that turn of the century revolutionary hat...\"" }, { "actor": "Esprit de Corps", "dialogue": "It's meant in earnest. Please don't mistake it for a jab." }, { "actor": "You", "dialogue": "\"Have you ever killed anyone, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes,\" he says, declining to elaborate." }, { "actor": "Empathy", "dialogue": "It's not a problem for him to state it, however." }, { "actor": "You", "dialogue": "\"Maybe I should pour one out for the boys? The fallen?\"" } ], [ { "actor": "Alice", "dialogue": "\"It will take just a moment, officer...\"" }, { "actor": "Alice", "dialogue": "Her voices fades out into the familiar radio static." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"TASK.call_station_lazareth_done\"]]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_gottlieb_call_counter\"] >= 2) == false]" }, { "actor": "Nix Gottlieb", "dialogue": "\"Gottlieb. What'd you get yourself into this time?\" The question is followed by the sound of someone taking a long drag." }, { "actor": "You", "dialogue": "\"I've been bad and I want someone to abuse me.\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"Oh, it's you. I know a woman skilled at that sort of thing over in Jamrock... but I wouldn't want to inflict you upon her. Best of luck, detective.\"" }, { "actor": "You", "dialogue": "\"I think I've had a heart attack...\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"And you survived it! Congratulations. Are you mobile?\"" }, { "actor": "Pain Threshold", "dialogue": "Sort of. But by god does it *burn* in your chest..." }, { "actor": "You", "dialogue": "\"Yes...\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"Even better! Anything else? I wouldn't worry about that. Officers your age have coronary trouble all the time. Also -- death is a natural part of life.\"" }, { "actor": "Volition", "dialogue": "Accept it. The body is an object and objects break down. Do what good you can with yours, before the rest goes too." } ], [ { "actor": "Joyce Messier", "dialogue": "\"Ah, yes -- back to the *low-down*.\"" }, { "actor": "You", "dialogue": "Ask for Kim to step away while you discuss the pale." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_volition_white_to_get_kim_to_step_away_pale_succeeded\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_volition_white_kim_failed_once\"]) == false]" }, { "actor": "Volition", "dialogue": "...is what you want to do. But should you? He expressly stated you shouldn't hear about it. What if it renders you mad? Or catatonic? *Or* makes you lose your memory again?" }, { "actor": "Joyce Messier", "dialogue": "\"Yes?\" She's waiting for another term." }, { "actor": "You", "dialogue": "What is... (Think of something close to you.)" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_esprit_service_history\"]]" }, { "actor": "Esprit de Corps", "dialogue": "Six kilometres southwest -- in the Valley of Dogs -- junior officer Chad Tillbrook takes aim at a rabid, black dog licking its wounds in the grass." }, { "actor": "Esprit de Corps", "dialogue": "To his left, his partner \u00c9mile Mollins whispers: \"You heard what happened to Tequila Sunset? In Martinaise?\"" }, { "actor": "Esprit de Corps", "dialogue": "\"Yes, he lost his mind,\" Tillbrook answers, finger on the trigger. \"Don't worry, \u00c9mile...\" He pulls on it slowly. Slowly now... \"He'll find it again.\"" }, { "actor": "Esprit de Corps", "dialogue": "\"We always do.\"" }, { "actor": "You", "dialogue": "\"What am *I*?\"" }, { "actor": "Joyce Messier", "dialogue": "\"You? You are an officer of the RCM,\" she says energetically." } ], [ { "actor": "You", "dialogue": "\"My *style*? What about it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's just, well, you look more like a high-flying businessman than a police officer.\"" }, { "actor": "Composure", "dialogue": "That's right -- You're an entrepreneur of the peace, here to disrupt legacy law enforcement with buzzwords and privatization schemes." }, { "actor": "You", "dialogue": "\"Oh, I just thought that this was how professional people were supposed to dress.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There's nothing *wrong* with it, per se. It's just... a little much...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You know the expression 'The clothes make the man'? The right outfit, in the right situation, can make all the difference in the world.\"" }, { "actor": "You", "dialogue": "\"Okay.\" (Nod.) \"You're a sharp dressed man. We could be style buddies.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's not get ahead of ourselves, detective...\"" }, { "actor": "Empathy", "dialogue": "A warm smile." } ], [ { "actor": "Noid", "dialogue": "\"Just plug that in there, would you?\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Got it. Are we ready?\"" }, { "actor": "Noid", "dialogue": "\"Yeah, as ready as we're going to be.\" He cracks his neck before putting on a pair of headphones. \"Grab one of these can sets. I've got it rigged so that we can both listen, but only your cop-talk will broadcast...\"" }, { "actor": "Noid", "dialogue": "\"No idea what we're gonna hear when I turn this thing on, so be prepared for *anything*. Trick is to keep transmitting your request until the Big Bad acknowledges you. You got that?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Noid", "dialogue": "\"Good. We're live in two... one...\"" }, { "actor": "Horseback Antenna", "dialogue": "..." }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_snowing\"]]" }, { "actor": "Shivers", "dialogue": "A soft rustling. The snow seems to have gotten between your ears somehow..." }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_shivers_snow\"]) == false]" }, { "actor": "Noid", "dialogue": "\"That's your cue, lawman.\"" }, { "actor": "You", "dialogue": "\"Coalition Warship Archer, this is RCM Officer Tequila Sunset. Please acknowledge.\"" }, { "actor": "Horseback Antenna", "dialogue": "..." } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"I'm trying to get him to confess...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, good going -- that should be our *first* priority.\"" }, { "actor": "You", "dialogue": "\"I'm slapping myself to get ideas!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I can see that, yes. I'm not judging.\"" }, { "actor": "You", "dialogue": "\"I'm trying to get him to confess...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, good going -- that should be our *first* priority.\"" } ], [ { "actor": "Klaasje's Note", "dialogue": "Next to stacks of bills, you see a note -- a few lines jotted down in large, uneven handwriting just as the writer was about to rush out the door." }, { "actor": "Klaasje's Note", "dialogue": "\"See you at The Return.\n\nPS. I didn't kill him.\n\nPPS. Gift upstairs.\"" }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I am not drawing my gun... yet. But I don't like 'gifts'.\"" }, { "actor": "Hand/Eye Coordination", "dialogue": "He says he's not, but his hand moves instinctively toward his holster as he studies the note." }, { "actor": "Half Light", "dialogue": "Just don't walk into another radio trap, okay..." }, { "actor": "Volition", "dialogue": "Relax. Not everyone is out to trap you." } ], [ { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: (Variable[\"auto.on_cindy_balcony\"]) == false]" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: (Variable[\"pier.cindy_main_hub_reached\"]) == false]" }, { "actor": "Cindy the SKULL", "dialogue": "\"The streets will flow red once more. A great torrent, rushing down Rue d'Esperance. You wait and see.\" The girl stares at the sailboat by the pier." }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Crane Control Panel", "dialogue": "A rusting control panel with several knobs. Two buttons, marked *Marche* and *Arr\u00eat*, are faded with use. It seems to control the large crane above -- a container is attached to its hook block." }, { "actor": "Encyclopedia", "dialogue": "*Marche* -- On. *Arr\u00eat* -- Off." }, { "actor": "You", "dialogue": "Press *Arr\u00eat*." }, { "actor": "Crane Control Panel", "dialogue": "The crane does not return to its original position. It does not move at all." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.flaubert_greeting_done\"]) == false]" }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: Variable[\"plaza.flaubert_leave_midgreet\"]]" }, { "actor": "Pissf****t", "dialogue": "\"The palm tree livery should be, like, pastel green. Fucking tropic shit...\" He gazes dreamily at Lieutenant Kitsuragi's motor carriage." }, { "actor": "Fuck the World", "dialogue": "\"I can see it, bright as day. Oh, if we were SKULLS right now...\"" }, { "actor": "You", "dialogue": "\"We don't have time for this. Let's go.\" [Leave.]" } ], [ { "actor": "Pain Threshold", "dialogue": "Sounds like you're a potential Suicide Cop! With his finger on the *eject* button. Ready to let go of this life! Guess what?" }, { "actor": "You", "dialogue": "What's that?" }, { "actor": "Pain Threshold", "dialogue": "One bullet should do the trick. You have the gun... and you have the bullet." }, { "actor": "Composure", "dialogue": "You've made such a big show out of it too. You feel like everyone basically *expects* you to do it now." }, { "actor": "Volition", "dialogue": "What is this? You're not ready to die, this is garbage." }, { "actor": "Authority", "dialogue": "It *would* be the honourable thing to do. It would really show them. Show her too." }, { "actor": "You", "dialogue": "No. It's a sign that I want to live. (Refuse.)" }, { "actor": "Pain Threshold", "dialogue": "Fine. Keep up the charade another day. This could have been so liberating, but you cling to the case, to your partner, to the world... it's pitiful." } ], [ { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Land's End", "dialogue": "The reeds sway in the coastal breeze. They seem to be waiting for something." }, { "actor": "Shivers", "dialogue": "The wind picks up here, near the cape's end, surrounding the narrow strip of land from three cardinal directions. It's cold for this time of year." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Land's End", "dialogue": "The reeds sway in the coastal breeze. They seem to be waiting for something." }, { "actor": "Shivers", "dialogue": "The wind picks up here, near the cape's end, surrounding the narrow strip of land from three cardinal directions. It's cold for this time of year." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Land's End", "dialogue": "The reeds sway in the coastal breeze. They seem to be waiting for something." } ], [ { "actor": "Suggestion", "dialogue": "Hey, so we've been monitoring you internally, and now we know your *copotype*." }, { "actor": "You", "dialogue": "Okay. What am I?" }, { "actor": "Suggestion", "dialogue": "Guess." }, { "actor": "You", "dialogue": "I was kinda thinking I'm the Regular Cop." }, { "actor": "Suggestion", "dialogue": "No, you're the *Sorry Cop*. The cop who's sorriest. Let's make it official, then, shall we?" }, { "actor": "Empathy", "dialogue": "Huge lack of enthusiasm going on in here." }, { "actor": "You", "dialogue": "Okay, okay, but what are the *other* copotypes?" }, { "actor": "Suggestion", "dialogue": "Oh, you know. Apocalypse, Superstellar, The Advanced Interesting Cop. Liquid Shadow Cop. But you're too sorry to say those things, so -- here we go?" }, { "actor": "You", "dialogue": "You know, actually I'm *not* sorry. I change my mind." }, { "actor": "Suggestion", "dialogue": "No, you don't. C'mon. You'll be back to saying sorry in two minutes. Stop wasting time and begin The Repentance." }, { "actor": "You", "dialogue": "You know, actually I'm *not* sorry. I change my mind." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"What happened to you?\" the lieutenant asks as he leans in, eyes mapping your frozen face." }, { "actor": "You", "dialogue": "\"What do you mean, lieutenant?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You look... different. Constipated somehow?\"" }, { "actor": "You", "dialogue": "\"Oh, this?\" (Point to your face.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, your face.\" He nods, looking worried. \"Looks like you're having a stroke. Can you even move it?\"" }, { "actor": "Physical Instrument", "dialogue": "That's a negative, lieutenant." }, { "actor": "You", "dialogue": "\"I don't need to 'move it', this is my final form.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I just don't understand, officer.\" The lieutenant just stands there, looking perplexed. \"Please, help me understand.\"" }, { "actor": "You", "dialogue": "\"This is what I am now, Kim. What I was always meant to be.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And what is that? A walking mask?\"" }, { "actor": "You", "dialogue": "\"He Who Stares Straight into the Eclipse.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So now you want to go blind as well?\" He shakes his head. \"How about we become Those Who Solve Murder Cases instead and get back to work?\"" }, { "actor": "Rhetoric", "dialogue": "Neither was an actual question." } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]" }, { "actor": "You", "dialogue": "\"First, what exactly is a *field autopsy*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Come on, officer.\" He pulls on a pair of latex gloves. \"You know what a field autopsy is. You've done a hundred of them.\"" }, { "actor": "Encyclopedia", "dialogue": "What you *do* know is: at 18.9 km, the dormant shield volcano *Corpus Mundi* is the world's highest summit; and the failure of the '38 single 'Et Puis Du Sang' to crack the Top 20 was the death knell of disco. But -- what a *field autopsy* is? You have no idea." }, { "actor": "You", "dialogue": "\"Yeah, lets get back to this later.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I hope we do.\" He covers his nose. \"It's getting *really* late for an autopsy...\"" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_inland_corpse_answered\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_inland_failed_twice\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_inland_failed_once\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "The lips of the corpse are swollen, preposterously. They are also silent. You have no idea why you just said that." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Who is he? He is male, forty to fifty. With an athletic build.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_questions_accessed_in_autopsy\"]) == false]" }, { "actor": "You", "dialogue": "\"So, how do we get him down?\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_rope_reinforced_talked\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should have a look at that belt before we even *consider* taking him down. It looks worrisome.\" (He points to the belt around his neck.)" } ], [ { "actor": "Pile of Eternite", "dialogue": "A pane of eternite has been planted into the snow. Two poles are holding it up." }, { "actor": "Interfacing", "dialogue": "*Barely* holding it up. It could fall over any minute... a stronger gust of wind might be enough." }, { "actor": "You", "dialogue": "Push the eternite over." }, { "actor": "Pile of Eternite", "dialogue": "The pane falls into the icy snow with a soft thunk." }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should ask that girl on the ice what's going on here.\" The lieutenant gestures toward the young woman next to the tent." } ], [ { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sylvie_greeting_done\"]]" }, { "actor": "You", "dialogue": "\"Hey, Sylvie, it's the police again.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, great.\" She doesn't sound thrilled. \"What else do you need, detective?\"" }, { "actor": "You", "dialogue": "\"Have you seen my badge?\"" }, { "actor": "Sylvie", "dialogue": "\"Yes, I know who you are. You're a police officer... *the law*.\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.kineema_made_sylvie_cry_like_a_boss\"]) == false]" }, { "actor": "Rhetoric", "dialogue": "This exact conversation has happened before. Establishing authority before this young girl seems to have been important to you in the past. Don't go there again." }, { "actor": "You", "dialogue": "\"Wait, how did you first learn I'm a police officer?\"" }, { "actor": "Sylvie", "dialogue": "\"You told me back in the Whirling... you told *everybody*. And showed us your badge... I don't need to hear about it anymore.\"" }, { "actor": "You", "dialogue": "\"My badge is missing. Have you seen it anywhere?\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_badge_lie\"] == true and IsKimHere()) == false]" }, { "actor": "Sylvie", "dialogue": "\"Oh... no, I haven't, sorry.\"" } ], [ { "actor": "Nightwatchman's Booth", "dialogue": "This is the nightwatchman's booth. The name on the door reads *Ren\u00e9 Arnoux*. A colourful uniform lies neatly folded on the table." }, { "actor": "Volition", "dialogue": "Listen... It's okay to take a few minutes to yourself. Sit down and have a breather." }, { "actor": "Endurance", "dialogue": "You need to rest. Your body is aching. Getting in here has taken something out of you. Have a seat." }, { "actor": "You", "dialogue": "Have a seat. Rest." }, { "actor": "Nightwatchman's Booth", "dialogue": "The chair is not as austere as the rest of the booth. A thin grey pillow is attached to the seat, secured to the stiles by black ribbons." }, { "actor": "You", "dialogue": "Get up." }, { "actor": "Nightwatchman's Booth", "dialogue": "You stand and exit the booth." } ], [ { "actor": "Mattress Nest", "dialogue": "There's a rain-soaked mattress on a concrete slab, only half-covered by the crumbling roof. At the head of it -- double embrasures -- firing slits, like two eyes in the wall." }, { "actor": "Kim Kitsuragi", "dialogue": "\"This looks like a good place to aim from...\" The lieutenant looks around. He steps closer with his hand on his gun." }, { "actor": "You", "dialogue": "Inspect the mattress." }, { "actor": "Mattress Nest", "dialogue": "A single-person mattress. Modern, civilian use. Brand name: Marjorie. There's a fuel stain on the cover, along with cigarette burns." }, { "actor": "Perception (Sight)", "dialogue": "And an empty can of beans on the ground next to it -- filled to the brim with cigarette butts." }, { "actor": "Cuno", "dialogue": "\"Someone been hidin' here like a bitch,\" he whispers. \"Maybe jerkin' off too?\"" } ], [ { "actor": "Encyclopedia", "dialogue": "That isn't *just* a five-pointed star -- it's an inverted white pentagram cradled in a wreath of antlers. The iconography of communism, in other words." }, { "actor": "You", "dialogue": "\"Look out, Kim: There are communists around here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'll keep my Armistice handy, detective.\"" }, { "actor": "Rhetoric", "dialogue": "He doesn't actually reach for his gun." }, { "actor": "You", "dialogue": "Inspect the symbol closer." }, { "actor": "Encyclopedia", "dialogue": "The star-and-antlers was developed in the sixth decade of the last century and quickly adopted by Mazov and the communards during the Revolution..." }, { "actor": "Encyclopedia", "dialogue": "Even today, half a century after, the star-and-antlers retains the ability to evoke hope, disappointment, and fear in equal measure." }, { "actor": "You", "dialogue": "Why is the star upside down?" }, { "actor": "Encyclopedia", "dialogue": "To symbolize the toppling of the old order." }, { "actor": "Encyclopedia", "dialogue": "Also, some social democrats were already using it." }, { "actor": "You", "dialogue": "Why white?" }, { "actor": "Encyclopedia", "dialogue": "Because white is the colour of peace." } ], [ { "actor": "Water Lock Control Panel", "dialogue": "A rusting control panel with loose wires dangling out from the hole where an indicator light used to be, and a mechanical lever sitting in the middle." }, { "actor": "You", "dialogue": "\"So the coast is closed off. This may be why Lena's husband Morell the cryptozoologist hasn't returned.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like it, yes. We should probably go tell Lena. Take a load off her mind.\"" }, { "actor": "Empathy", "dialogue": "She *was* quite worried..." }, { "actor": "You", "dialogue": "Pull the lever -- again." }, { "actor": "Water Lock Control Panel", "dialogue": "You pull the lever all the way up until the metal clicks against the contact pins. You hear a soft *clunk*, then..." }, { "actor": "Water Lock Control Panel", "dialogue": "Nothing happens." } ], [ { "actor": "Inland Empire", "dialogue": "Stop. Just up ahead: danger." }, { "actor": "Hand/Eye Coordination", "dialogue": "You are prepared. Don't put away your friend. Your weapon." }, { "actor": "Interfacing", "dialogue": "Snowflakes speck the barrels of your Nachtwey A80 pistol." }, { "actor": "Authority", "dialogue": "Why don't you take out your trusty Villiers instead?" }, { "actor": "Logic", "dialogue": "There really isn't much of a difference between these two guns..." } ], [ { "actor": "ONE DAY I WILL RETURN TO YOUR SIDE", "dialogue": "The graffito has been painted over the traces of the fight that took place here. It smells of blood and heavy fuel oil." }, { "actor": "You", "dialogue": "Looks like Cindy the SKULL has been here." }, { "actor": "ONE DAY I WILL RETURN TO YOUR SIDE", "dialogue": "The red-dyed fuel oil glistens. This was painted very recently." }, { "actor": "You", "dialogue": "Set the graffito on fire with a lit cigarette." }, { "actor": "ONE DAY I WILL RETURN TO YOUR SIDE", "dialogue": "The fuel oil catches fire immediately with an ominous hiss -- a bright orange flash across the surface of the letters. Black smoke rises from the burning message." }, { "actor": "Inland Empire", "dialogue": "What if the words are not directed at the people of Martinaise, or even the Coalition aerostatics above the city -- they're meant for something above even those..." }, { "actor": "You", "dialogue": "\"YOU'VE BEEN POLICED, MARTINAISE.\"" } ], [ { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_inside_main_hub_reached\"] == true]" }, { "actor": "Barred Door", "dialogue": "This is the door to the pinball workshop that you left barred on the inside." }, { "actor": "You", "dialogue": "\"Where does this lead to?\"" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.steel_door_unlocked\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't know.\" He makes a note in his notebook." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"TASK.investigate_mysterious_door\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It is not the first closed door we've found in this building -- there is also your mysterious blue kitchen door.\"" }, { "actor": "You", "dialogue": "\"Do you think it's important?\"" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.investigate_mysterious_door\"] and Variable[\"TASK.investigate_mysterious_door_done\"] == false) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The further we get, the more this building seems to be tied to the case...\"" }, { "actor": "Shivers", "dialogue": "Below, the hostel-cafeteria creaks and groans under your added weight -- a skeleton of composite support beams and cantilevers." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_shivers_creeking\"]]" } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] == true or Variable[\"auto.is_snowing\"] == true) == false]" }, { "actor": "Horseback Antenna", "dialogue": "The cold metal chills your bare hands. Some part of your brain tells you something is missing..." }, { "actor": "Hand/Eye Coordination", "dialogue": "Chalk powder. Absorbs moisture and keeps your grip firm." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_physint_chalk\"]) == false]" }, { "actor": "Horseback Antenna", "dialogue": "... but before you can decide what, you find yourself safely perched atop the monument." }, { "actor": "You", "dialogue": "\"That was pretty bad. I hope nobody saw it.\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"I didn't see anything. I was focussed on my work. Have you checked the connections yet, or no?\"" } ], [ { "actor": "ONE DAY I WILL RETURN TO YOUR SIDE", "dialogue": "The graffito has been painted over the traces of the fight that took place here. It smells of blood and heavy fuel oil." }, { "actor": "Reaction Speed", "dialogue": "This was Cindy the SKULL." }, { "actor": "You", "dialogue": "I smell heavy fuel oil." }, { "actor": "ONE DAY I WILL RETURN TO YOUR SIDE", "dialogue": "And blood. Some of it may even be yours. Looks like a giant mop was used to turn it into lettering..." }, { "actor": "You", "dialogue": "Looks like Cindy the SKULL finally found the words for her masterpiece." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant crouches, touching the fuel oil with his finger." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like it, yes. This is still fresh. It wasn't here yesterday.\"" } ], [ { "actor": "Insulindian Phasmid", "dialogue": "[Action/Check: Condition: Variable[\"seafort.phasmid_main_hub_reached\"]]" }, { "actor": "Insulindian Phasmid", "dialogue": "Hissing and clicking, the arthropod extends its mandible-like antennae to greet you again. You're right below it, looking up at the colossal chitin of its white limbs. Its small eyes look at nothing in particular." }, { "actor": "You", "dialogue": "(Look up.) \"You're smelling me...\"" }, { "actor": "Insulindian Phasmid", "dialogue": "The insect's head is crowned with reed-like scales, the shape of seed heads. They rustle as the air moves. The ventricles at its abdomen continue to expanding, like lunglets..." }, { "actor": "Electrochemistry", "dialogue": "Breathing you in -- your sour, greasy semiochemicals on the breeze..." }, { "actor": "You", "dialogue": "Raise your hand slowly." }, { "actor": "Insulindian Phasmid", "dialogue": "The insect stops its stridulation, seeming to observe you. Below its crown of reeds, little pin-prick eyes detect motion, glittering. The world stands still around you." }, { "actor": "Perception (Hearing)", "dialogue": "Suddenly there is silence." }, { "actor": "Half Light", "dialogue": "No. Stop. Be afraid." }, { "actor": "You", "dialogue": "Raise the other hand too." }, { "actor": "Insulindian Phasmid", "dialogue": "As you do, the invertebrate comes to life, its limbs moving independent of each other. As if each has a mind of its own. They are white like stalks of porcelain, knitting above you." }, { "actor": "Conceptualization", "dialogue": "Praying to you." } ], [ { "actor": "You", "dialogue": "Convince Titus he is being manipulated." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]" }, { "actor": "Rhetoric", "dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_drama_rc_success_they_lie\"]]" }, { "actor": "Composure", "dialogue": "But you know someone who *might*." }, { "actor": "You", "dialogue": "\"That's it then. Case closed.\" (Look around.) \"We're going home, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh?\" The lieutenant raises his brow." }, { "actor": "Rhetoric", "dialogue": "He'll get it. Go on." }, { "actor": "You", "dialogue": "\"Write it down, Kim -- in Martinaise they just kill you because they don't *like* you.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Got it.\" He takes out his notebook. \"Kill you -- because they don't like you. All because...\"" }, { "actor": "You", "dialogue": "\"...because of some chick.\"" }, { "actor": "Alain", "dialogue": "A wince. It's involuntary. \"Bring that up *one more time* and you won't get to write that report.\"" }, { "actor": "Half Light", "dialogue": "The man's fists under the table are balled -- you can tell from his neck and shoulders. He means it." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "You", "dialogue": "\"We requested a semen screening from Processing.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Good for you.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What do you think it will tell us?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I don't know how a semen sample works, officers. How many days after intercourse does it have to be -- I don't even know if he had sex with someone else. We didn't *go steady*.\"" }, { "actor": "Rhetoric", "dialogue": "Is she avoiding anything? Technically not." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_rhetoric_not_avoiding\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"XP.detect_compromized_skillset\"]) == false]" }, { "actor": "Volition", "dialogue": "See? There's something off here. This one *must* know she's deploying flares and countermeasures." }, { "actor": "You", "dialogue": "\"Could it be love that *did him in*?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"It very well could be, yes.\"" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"What *do* I mean?\" She raises an eyebrow. \"I have no idea. I don't even know what *you* mean. Love did him in? What does that mean?\"" }, { "actor": "You", "dialogue": "\"He told me -- love did him in.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"That's not funny, officer.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.make_truce_with_Cuno_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_amends_hub_reached\"]]" }, { "actor": "Cuno", "dialogue": "\"Have you come to make your offering to Cuno?\"" }, { "actor": "You", "dialogue": "\"Check out this bizarre drug I found.\" (Show him the pyrholidon.)" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Cuno", "dialogue": "\"Not this *dreamer* shit again...\" Cuno slaps his face. \"Why do Cuno's bitches always try and bring Cuno that lame sha-la-la-la-bang shit? Cuno's not a fucking witch doctor!\"" }, { "actor": "Cunoesse", "dialogue": "\"It was only once...\" The little rat isn't having it. \"And you fucking asked me to nick it, *Kuuno*!\"" }, { "actor": "Cuno", "dialogue": "\"No, I didn't...\" The adolescent is momentarily disoriented. \"It's fucking *Cuno*. Say it right, bitch, say it like it's said.\"" }, { "actor": "Encyclopedia", "dialogue": "Kuuno. That's an Oranjese name." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_encyclo_kuuno_is_an_oranjese_name\"]]" }, { "actor": "Cuno", "dialogue": "\"Anyway.\" He mentally props himself back up. \"Cuno doesn't do that radioactive shit. Makes Cuno's dick fall off. Cuno's got a huge dick.\"" } ], [ { "actor": "Shelf of Paranormal Books", "dialogue": "This bookstore is not *strictly* about crime, romance, and biographies of famous people -- there's also a wide range of paranatural literature." }, { "actor": "You", "dialogue": "Look through the shelf." }, { "actor": "Shelf of Paranormal Books", "dialogue": "Amidst the various books you find one written by someone named Matthias W. Dundas. It's about \"Wholeness, Unity, Balance\"." }, { "actor": "Rhetoric", "dialogue": "These three things are very important to the working-class mind." }, { "actor": "Shelf of Paranormal Books", "dialogue": "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." }, { "actor": "You", "dialogue": "How does that work?" }, { "actor": "Shelf of Paranormal Books", "dialogue": "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." }, { "actor": "Shelf of Paranormal Books", "dialogue": "\"Wholeness, Unity, Balance\" on the other hand, can basically take care of anything. Though it is important to note..." }, { "actor": "Shelf of Paranormal Books", "dialogue": "\"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.\"" }, { "actor": "Endurance", "dialogue": "It's your own fault if you're ill, got it." }, { "actor": "You", "dialogue": "Uh huh, interesting." }, { "actor": "Shelf of Paranormal Books", "dialogue": "Various paranatural books still litter the shelf." }, { "actor": "You", "dialogue": "Look through the shelf." }, { "actor": "Shelf of Paranormal Books", "dialogue": "Amidst the various books you find one written by someone named Matthias W. Dundas. It's about \"Wholeness, Unity, Balance\"." }, { "actor": "Rhetoric", "dialogue": "These three things are very important to the working-class mind." } ], [ { "actor": "You", "dialogue": "\"I'm looking for Ruby, the *lady driver*. Know anything about her?\"" }, { "actor": "Paledriver", "dialogue": "She cups her ear and leans forward. \"Did you just call me a *lady*, xerife?\"" }, { "actor": "Suggestion", "dialogue": "If you want to know more about Ruby, this is a dead end. She's only heard the word 'lady' and latched onto it. You can push on if you're interested in *that*, though." }, { "actor": "You", "dialogue": "\"Well, aren't you a lady?\"" }, { "actor": "Paledriver", "dialogue": "The woman's malevolent cackling fills the roundabout." }, { "actor": "Paledriver", "dialogue": "\"I'm a lady like you're Gabriel Buenguerro -- only in dreams.\"" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_went_through_ruby_info\"]) == false]" }, { "actor": "You", "dialogue": "\"So... you're *not* the driver everyone is terrified of?\"" }, { "actor": "Paledriver", "dialogue": "\"I'm only terrifying to small children. And to those who used to know me.\"" }, { "actor": "Drama", "dialogue": "Yeah... it's not her. Believe me." }, { "actor": "You", "dialogue": "\"You said *long* haul. That's...\"" }, { "actor": "Paledriver", "dialogue": "\"The big ones. The tracts. There's no women and men there, it's all just...\" She hums along, as if to a track on repeat..." }, { "actor": "Paledriver", "dialogue": "\"'In the middle of this town there's a ghostly motorway -- it takes all the people where they want to stay'...\"" }, { "actor": "Shivers", "dialogue": "You feel very cold suddenly. As if standing face to face with a terrifying adversary. Then the feeling dissipates and all you see is an ageing woman." }, { "actor": "Conceptualization", "dialogue": "In the background, a quiet song seeps from her cabin into the air. You don't hear any vocals." } ], [ { "actor": "Esprit de Corps", "dialogue": "... is what you plan to say. Before you can get past 'you're under', the lieutenant interrupts you:" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Officer -- are we sure?\" His voice is lowered. \"We could maybe get more.\"" }, { "actor": "You", "dialogue": "(Turn to the suspect.) \"One more thing, Mr. Dros...\"" }, { "actor": "The Deserter", "dialogue": "The old man looks at his rifle in the sand, then up at you -- a little startled for some reason..." }, { "actor": "Empathy", "dialogue": "You've startled him... maybe it was the silence? He quickly gathers himself. Still -- what could he be afraid of?" }, { "actor": "You", "dialogue": "Pick up the gun lying in the sand." }, { "actor": "The Deserter", "dialogue": "His gaze follows your motions. The rifle feels surprisingly light in your hand, frame stocked and patched in places with tape and wire." } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.karaoke_drama_redcheck\"] and Variable[\"whirling.garte_greet_post_karaoke_done\"] == false) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.karaoke_sung_bad\"] and Variable[\"whirling.garte_greet_post_karaoke_done\"] == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Wow.\" He starts a slow clap. \"Just wow. I hope you really enjoyed yourself up there -- had a *cathartic* experience. Because for the rest of us...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"...that really *sucked*.\"" }, { "actor": "Logic", "dialogue": "It's safe to say this is about your karaoke performance." }, { "actor": "You", "dialogue": "\"You don't *understand* my performance. Those high notes? I purposefully shredded them to convey a strained, worn out sadness.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"I get it. You were *purposefully* shit. So original. I'm not letting *anyone* up there again -- ever. Now what did you want?\"" }, { "actor": "You", "dialogue": "\"Is the trash container out back yours?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Mine? No, it belongs to the Whirling-in-Rags.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "I'm done inspecting these. (Close the case files.)" }, { "actor": "Damaged Ledger", "dialogue": "You don't exactly *close* them, so much as *distance* yourself from the smelly papers. They're a little further from your nose now." }, { "actor": "You", "dialogue": "Open the hidden compartment in the clipboard." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_interfacing_opened_compartment\"]]" }, { "actor": "Interfacing", "dialogue": "Hmm. The two sides of the board appear slightly misaligned. Like a drawer that's come off the slides. If you *bend* the plastic on your knee, slowly..." }, { "actor": "Interfacing", "dialogue": "...the slides *snap* back into place. It should be possible to just... you know..." }, { "actor": "You", "dialogue": "Wait... somehow I don't want to." }, { "actor": "Damaged Ledger", "dialogue": "What are you waiting for? Just..." }, { "actor": "Inland Empire", "dialogue": "That's because you know where this leads to." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_inland_ruin_necktie\"] and CheckEquipped(\"neck_tie\") and Variable[\"whirling.necktie_personified\"]]" }, { "actor": "Horrific Necktie", "dialogue": "That doesn't sound like it's gonna be *fun*." } ], [ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation_done\"]]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_doomed_hub_reached\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_angered\"]]" }, { "actor": "Plaisance", "dialogue": "\"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." }, { "actor": "You", "dialogue": "\"Uh, this Dick Mullen book fell apart before I got to the end. Do you have another copy?\" (Show her the item.)" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "Half Light", "dialogue": "She calls that customer service?!" }, { "actor": "You", "dialogue": "\"All the pressure has made Annette really anxious. You know she's been chewing her nails?\"" } ], [ { "actor": "Inland Empire", "dialogue": "That patch of reeds over there -- it's a great place to hide something. Kind of out of the way, being so close to the water." }, { "actor": "You", "dialogue": "Wait, I can't see anything interesting..." }, { "actor": "Inland Empire", "dialogue": "You don't have a reason to -- yet." }, { "actor": "You", "dialogue": "Wait, I can't see anything interesting..." }, { "actor": "Inland Empire", "dialogue": "You don't have a reason to -- yet." }, { "actor": "You", "dialogue": "[Discard thought.]" } ], [ { "actor": "Savoir Faire", "dialogue": "Mm, the luxury of fine things. Just look at those black monk straps! After spending an entire day hustling, who's to say that you *didn't* deserve a pair of ridiculously expensive shoes on your tired feet?" }, { "actor": "You", "dialogue": "You're right, beautiful things do make people happy..." }, { "actor": "Savoir Faire", "dialogue": "Beautiful things give you a *rush*. It's power -- crafting your style, draping your flesh in silk and leather, deciding how to present yourself to the world." }, { "actor": "Savoir Faire", "dialogue": "Remember, when they come to take it *away* from you -- you *worked* for those shoes. Whether you like it or not, wearing these shoes has made you more liberal -- *ultra*liberal." }, { "actor": "Rhetoric", "dialogue": "They're either a gateway drug -- or a booster pack -- to get you *deeper* into free market ideology." } ], [ { "actor": "The Deserter", "dialogue": "\"Them fucking...\" He looks at the charred wood. \"I didn't like that.\"" }, { "actor": "You", "dialogue": "\"Okay then.\"" }, { "actor": "The Deserter", "dialogue": "*Splat*, a bloody spitball lands on the firewood." }, { "actor": "You", "dialogue": "Pick up the gun lying in the sand." }, { "actor": "The Deserter", "dialogue": "His gaze follows your motions. The rifle feels surprisingly light in your hand, frame stocked and patched in places with tape and wire." }, { "actor": "Hand/Eye Coordination", "dialogue": "Still warm from his parched hands. Not the metal. The metal is ice cold. This weapon has been modified several times." }, { "actor": "You", "dialogue": "\"It's as he said: it's a Triangong. Made in Hsin-Yao.\"" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"TASK.advanced_ballistics_analysis_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No one said it has to be a Belle-Magrave...\" The lieutenant does not take his eyes off the old man. \"We were just guessing.\"" }, { "actor": "Visual Calculus", "dialogue": "From ballistics, it could easily have been a Triangong too." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It doesn't matter if it was made in Shantih-Shantih. All it has to do is use jacketed ammunition. And it does.\"" } ], [ { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.arrest_klaasje_done\"]) == false]" }, { "actor": "Medicine Cabinet", "dialogue": "The medicine cabinet has been cleaned out. Nothing remains, not one pill or bottle." }, { "actor": "Electrochemistry", "dialogue": "Pity." }, { "actor": "You", "dialogue": "[Close the cabinet.]" } ], [ { "actor": "You", "dialogue": "\"So how about that topping pie?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"I thought you'd forgotten! I happen to have one on me right now.\" He smiles broadly as he walks behind the bar and takes a large, flat box out of a black bag. \"It should still be warm.\"" }, { "actor": "You", "dialogue": "\"No need to know what's on it. Just give it to me.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Enjoy.\" He smiles broadly." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"plaza.gaston_got_the_sandwich\"]) == false]" }, { "actor": "You", "dialogue": "\"You said you'd tell me about Seolites, when Kim isn't here. He isn't here.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_white_check_succeeded\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Yes, officer. I'm very glad we're getting a chance to speak about it candidly, man to man.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_apartment\"]]" }, { "actor": "You", "dialogue": "\"I'm listening.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Well, the Seolites -- they're a very smart people. Smart and secretive. Most think they have isolated themselves on their landmass because they disdain to mingle with the rest of us...\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"I'm not saying that *you* think that too. You seem like an incisive man, officer. You must be, being a detective.\"" } ], [ { "actor": "Microgrid Generator", "dialogue": "An old cylindrical generator is nested above the ammo lift, with makeshift electrical wiring running out of its side and across the floor. The cables disappear into the wall to your right." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant puts his hand on the metal barrel, checking for warmth..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's cold now,\" he concludes. \"But someone has been maintaining it. The wiring has been repaired.\"" }, { "actor": "Inland Empire", "dialogue": "W-w-w-wait. Haven't you heard this before?" }, { "actor": "You", "dialogue": "Where do these wires lead?" }, { "actor": "Microgrid Generator", "dialogue": "Downstairs somewhere -- or into the lighting perhaps? You can't tell." } ], [ { "actor": "Knick-knacks Stand", "dialogue": "To the left of the croissants and juice bottles, several packaged raincoats fill a low shelf. One, however, lies in the dusty floor: the one you tried and failed to steal." }, { "actor": "Volition", "dialogue": "Look at it, detective. And be ashamed. Until you make it right by *legally purchasing* that raincoat, I'll make sure you feel guilty every time you see it." }, { "actor": "You", "dialogue": "\"I want to buy a raincoat.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Here you go.\" The clerk removes the garment from the lower shelf and hands it over." }, { "actor": "Endurance", "dialogue": "This will keep you nice and warm out there. Good choice, if a bit goofy looking..." }, { "actor": "You", "dialogue": "\"What's that?\" (Point to the raincoat.)" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.boombox_mainhub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"boombox\")) == false]" }, { "actor": "Shelf of Boomboxes", "dialogue": "The boomboxes wait on the shelves. And your boombox -- that gold and amber Harmon Wowshi -- stares at you longingly with its tape reel eyes." }, { "actor": "You", "dialogue": "\"Can I just play a tape on one of the boomboxes real quick?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Sorry, man. I can't be giving out freebies. Never have, won't now.\"" }, { "actor": "You", "dialogue": "\"Are you sure this is all in working order?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Absolutely. I've tested each one myself with recordings of speech, found sounds, and music from a variety of genres. Even though,\" he grimaces, \"I don't really like music.\"" }, { "actor": "Conceptualization", "dialogue": "That's odd. Why doesn't he like music?" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.roy_concept_why_doesnt_he_like_music\"]) == false]" }, { "actor": "You", "dialogue": "\"Can I just play a tape on one of the boomboxes real quick?\"" } ], [ { "actor": "Authority", "dialogue": "Honourable One, you have accumulated a substantial amount of honour points on your life-path. You are a man most virtuous." }, { "actor": "You", "dialogue": "I only try my best. It's the most any of us can do." }, { "actor": "Authority", "dialogue": "Oh, the modesty on this one. Another 10 honour points for you, sir!" }, { "actor": "Authority", "dialogue": "You are on the fast track to becoming one of the rarest, most revered of all police officers -- an honour cop." }, { "actor": "You", "dialogue": "I don't want this. I really don't care about honour... at all." }, { "actor": "Authority", "dialogue": "Ah... ahhh. You continue to display such humility. This is to be admired! Refusing praise for your personal integrity is most honourable indeed." }, { "actor": "Half Light", "dialogue": "No! You're not a snivelling shit-heel chasing imaginary karma-coupons! Not for this, nor the afterlife! Fuck this honour shit!" }, { "actor": "You", "dialogue": "You're not hearing me. I'm not some creepy honour-lover. Period." }, { "actor": "Authority", "dialogue": "Most dishonourable are those who have known honour, carried honour in their hearts, and then disowned honour. They are the *honourfallen*..." }, { "actor": "Authority", "dialogue": "You brought much shame on your family today. Your name will forever be tarnished by this most shameful of deeds. Be forever banished, Shameful One!" } ], [ { "actor": "Loose Floorboard", "dialogue": "As you look at the floorboards in this corner of the shack, it's clear one of them isn't quite level with the others." }, { "actor": "Visual Calculus", "dialogue": "The edge of a floorboard next to it looks scratched." }, { "actor": "Kim Kitsuragi", "dialogue": "\"See anything interesting?\"" }, { "actor": "You", "dialogue": "It's nothing. [Leave.]" }, { "actor": "Loose Floorboard", "dialogue": "In time, dust will settle upon the wooden boards, covering up all tracks." } ], [ { "actor": "Inland Empire", "dialogue": "Was that -- could it be -- the Col Do Ma Ma Daqua?! No. It's probably just your *imagination* ringing in your ear..." }, { "actor": "You", "dialogue": "Is it? Is there a ringing? (Listen more closely.)" }, { "actor": "Inland Empire", "dialogue": "There seems to be. An *extremely* high pitched ring. Ultrasonic. Lena said it was very high-pitched, right? It's like something *tickles* your ear." }, { "actor": "Logic", "dialogue": "Lena also said that it couldn't be heard by any other animal -- including humans. What you're hearing must just be a regular bird." }, { "actor": "Perception (Hearing)", "dialogue": "Honestly, your ear isn't hearing a whole lot. The distant hum of the industrial harbour. The traffic. But, admittedly -- there *is* a high pitched noise somewhere there too. But then, isn't there always..." }, { "actor": "You", "dialogue": "\"Wait, Kim, do *you* hear a high pitched noise?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. I don't hear the Col Do Ma Ma Daqua -- and neither do you.\"" }, { "actor": "Inland Empire", "dialogue": "Of course he doesn't. He's DEAF." }, { "actor": "You", "dialogue": "Listen closely first." }, { "actor": "Inland Empire", "dialogue": "There it is again! You are about to re-discover a long-lost species!" }, { "actor": "Savoir Faire", "dialogue": "Yeah, but how are you going to catch it?" }, { "actor": "You", "dialogue": "Keep listening." } ], [ { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tracks_viscal_wc_success_done\"]]" }, { "actor": "Visual Calculus", "dialogue": "The tracks are as they have ever been. A bit more worn, perhaps. Fortunately, the street sweeper still hasn't noticed their presence." }, { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "\"Is this connected to the case?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not sure... there are plenty of traffic accidents waiting to happen in Martinaise. With the jam right here on the roundabout. I would keep them separate.\"" }, { "actor": "Visual Calculus", "dialogue": "You could *follow* the tracks south. There seems to be a canal there. See where they went. (If you find the time.)" }, { "actor": "You", "dialogue": "\"This is where I started off with my motor carriage... before sinking it in the sea.\"" }, { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_mentions_cavalry\"] or Variable[\"whirling.garte_gives_directions_to_yard\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No wonder the cafeteria manager seemed frustrated when he was giving us directions to the yard.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well,\" he gestures toward the gaping hole in the fence, \"you did provide us with a very convenient access point to the crime scene.\"" } ], [ { "actor": "You", "dialogue": "The mug, I'm getting that mug too." }, { "actor": "Trash Container", "dialogue": "You pick out a broken mug, with an oddly racist depiction of *the yellow man* frolicking in saffron." }, { "actor": "You", "dialogue": "(Take the mug.)" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"backyard.gary_mugs\"]) == false]" }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mhm...\" The lieutenant briefly glances at the mug, then returns his sight to the trash." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"] or Variable[\"character.interactable_tutorial_seen\"]]" }, { "actor": "You", "dialogue": "The mug, I'm getting that mug too." }, { "actor": "Trash Container", "dialogue": "You pick out a broken mug, with an oddly racist depiction of *the yellow man* frolicking in saffron." }, { "actor": "You", "dialogue": "An antique?" }, { "actor": "Trash Container", "dialogue": "Only in its social sensibility." }, { "actor": "You", "dialogue": "(Take the mug.)" } ], [ { "actor": "You", "dialogue": "\"So you deliver things. What kinds of things?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, I don't know the contents, officer. Part of my job is discretion.\"" }, { "actor": "Composure", "dialogue": "He's trying too hard to seem untroubled by your question. The rigidity in his posture gives him away." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_courier_comp_lying\"]) == false]" }, { "actor": "You", "dialogue": "\"I'm into cryptids. Do you have a favourite?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, yes! The Burning Rhino. Morell doubts he's real, but I don't much care -- because I won't be the one looking for him out in Safre Serai.\"" }, { "actor": "You", "dialogue": "\"What's a Burning Rhino?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"A rhinoceros that looks ordinary during the day, but burns brightly by night. Well, at least the males do.\"" }, { "actor": "You", "dialogue": "\"How do they burn?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"They have special ducts just above their shoulder blades that secrete a combustible fluid. When the rhino is just beginning to light itself, it looks as though it has wings of fire.\"" }, { "actor": "Logic", "dialogue": "But how is this combustible fluid lit?" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.gary_rhino_logic\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_rhino_burn\"] and Variable[\"coast.gary_rhino_males\"]]" } ], [ { "actor": "Water Lock Control Panel", "dialogue": "A rusting control panel with loose wires dangling out from the hole where an indicator light used to be, and a mechanical lever sitting in the middle." }, { "actor": "Visual Calculus", "dialogue": "This panel usually closes the water lock, turning it into a bridge that lets you cross the canal -- but there's a crashed \"Samaran butter\" sign in the way. Pulling the lever *probably* won't do anything." }, { "actor": "Logic", "dialogue": "Could this be why Morell hasn't returned to Lena?" }, { "actor": "You", "dialogue": "Pull the lever -- again." }, { "actor": "Water Lock Control Panel", "dialogue": "You pull the lever all the way up until the metal clicks against the contact pins. You hear a soft *clunk*, then..." }, { "actor": "Water Lock Control Panel", "dialogue": "Nothing happens." }, { "actor": "You", "dialogue": "Release the lever." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it since you've offered to help." }, { "actor": "You", "dialogue": "\"Your friend Gary told me about the burning rhino.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Did he?\" He lowers his voice. \"That one's a hoax. Some Seraise rice farmers set fire to rhinoceros cadavers and used them scare tourists.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "Gary obliviously stares at the stage -- safe in the knowledge the burning rhinoceros exists." }, { "actor": "You", "dialogue": "\"I knew it can't be real.\" (Conclude.)" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Did you?\" He seems incredulous. \"It is almost as difficult to confirm a hoax as it is to confirm a sighting...\" A cough." } ], [ { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"auto.inside_shack\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.dreamtwo_open_case\"]) == false]" }, { "actor": "Bed", "dialogue": "The bed is cold and not particularly inviting, but it's yours. The sheets look awful..." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.bed_tutorial_shown\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"tc.turn_off_tutorial_node\"]) == false]" }, { "actor": "Tutorial Agent", "dialogue": "The option to go to sleep becomes available every night after 21.00." }, { "actor": "You", "dialogue": "Go to sleep." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Bed", "dialogue": "Across the room, the heating system hums its soft lullaby. The mattress feels soft and sheets warm. It only takes you moments for the world to fall away..." }, { "actor": "Bed", "dialogue": "..." } ], [ { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "In your hand, you hold \"Dick Mullen and the Mistaken Identity.\" The brittle paperback feels fragile to the touch." }, { "actor": "You", "dialogue": "Start reading." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "Why? There's truly no point. You'll never know who did it, because those pages have literally been scattered to the wind." }, { "actor": "You", "dialogue": "I just want to relive the experience." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "If you insist. But again, it's really pointless..." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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..." }, { "actor": "Dick Mullen and the Mistaken Identity", "dialogue": "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..." }, { "actor": "Esprit de Corps", "dialogue": "An extremely unprofessional and *hurtful* stereotype that's offensive to all upstanding officers of the law." }, { "actor": "Electrochemistry", "dialogue": "But also extremely *accurate*, in your case." }, { "actor": "You", "dialogue": "I don't need to read this. I'm already living it. (Close the book.)" } ], [ { "actor": "You", "dialogue": "\"Looks like a gym to me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, but no one's been here in ages.\" He draws a stripe on the dusty floor with his foot..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a faint beam of daylight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"Let's just keep going, I'm sure it's just a regular abandoned house, nothing mysterious here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sounds good.\"" } ], [ { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_kim_shot\"]) == false]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_locked_yourself_out_of_cuno_in_his_post_cunoesse_gunpointing_greeting\"] == true or (Variable[\"TASK.make_truce_with_Cuno\"] == true and Variable[\"TASK.make_truce_with_Cuno_done\"] == false) or Variable[\"yard.cuno_befriend_lost_to_cunoesse\"] == true) == false]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_altgreet_tribunal\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Everyone says you started crying in the middle of a firefight and then bled like a pig.\" He shrugs. \"I guess that was cool.\"" }, { "actor": "You", "dialogue": "\"Who's saying that?\"" }, { "actor": "Cuno", "dialogue": "\"People. They say you kind of *died* for a moment. That you let your shit out already, but then came back. So I guess that's what's cool now.\"" }, { "actor": "Cuno", "dialogue": "\"Just don't think coz you got half your dick shot off -- and you're an invalid now -- Cuno's gonna treat you different.\"" }, { "actor": "Cuno", "dialogue": "\"Cuno doesn't reward weakness,\" he says looking at your pathetic limp. \"It's business as usual with Cuno. Cuno's cold like that.\"" }, { "actor": "Pain Threshold", "dialogue": "Feels good for some reason." }, { "actor": "You", "dialogue": "\"So you respect me now?\"" }, { "actor": "Cuno", "dialogue": "\"You're dreamin' pig. That's not how this shit *works*.\"" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "The man plucks at the seabird, frowning." }, { "actor": "You", "dialogue": "\"Are you the bartender?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"No, I'm not the *bartender*. I'm the cafeteria manager.\"" }, { "actor": "Composure", "dialogue": "He's very animated all of a sudden. This seems like a touchy subject." }, { "actor": "You", "dialogue": "\"Understood.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Mhm.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_bartender_later\"]]" }, { "actor": "You", "dialogue": "\"Where exactly is the body?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Behind this building, there's a courtyard.\" He points to the kitchen behind him. \"They hoisted him up on a tree there.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.garte_noquestions\"]) == false]" }, { "actor": "You", "dialogue": "\"And how do we get there then?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"That's easy! See that door there?\" He points to the west. \"First you exit through that. Then to your right you should see a big hole in the fence -- a really big one. You can get to the courtyard through there. No need for the keys. The hole is big enough for the Franconigerian cavalry to fit through.\"" } ], [ { "actor": "Deluxe Topping Pie", "dialogue": "The super fancy topping pie is waiting for you to dig in." }, { "actor": "Conceptualization", "dialogue": "You should eat it slowly, really savour the chef's concept." }, { "actor": "Authority", "dialogue": "Eating this pie will almost certainly make you less of a man. What were you thinking, agreeing to take a wheat-free, meat-free pie from that sleazy bastard?" }, { "actor": "You", "dialogue": "\"Hey, Kim, share this topping pie with me?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, thank you.\"" }, { "actor": "You", "dialogue": "\"Don't you ever eat?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant crosses his arms. \"Food of my choice, on my own schedule.\"" }, { "actor": "You", "dialogue": "\"Okay.\"" }, { "actor": "Deluxe Topping Pie", "dialogue": "The pie is still in your hands, its round face untouched, unbroken." } ], [ { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_made_it_to_main_hub\"]]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_bought_rosemary_speed\"]) == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_bought_the_spirits\"]) == false]" }, { "actor": "Rosemary", "dialogue": "\"The legend returns! You know the dance. Smokable smokes. Pissable pilsner -- drink it, then convert it to piss! And there's... spirits and speed too.\"" }, { "actor": "You", "dialogue": "\"Friend? Do we know each other?\"" }, { "actor": "Rosemary", "dialogue": "\"Sure, friend! You know it!\" He points a finger-pistol at you and squeezes the trigger. \"*Chck-chck*.\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"coast.idiot_teq_story_end_reach\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Yeah, Rosie was there too,\" the tracksuited man nods, \"for your ocean-based antics. We all were. Unforgettable night.\"" }, { "actor": "You", "dialogue": "\"Amphetamine?\"" }, { "actor": "Rosemary", "dialogue": "\"Aye, by amphetamine I mean speed.\"" }, { "actor": "You", "dialogue": "\"I think you didn't hear me, when I said I'm a police officer.\"" } ], [ { "actor": "You", "dialogue": "\"Sylvie? I believe we've met before. This is me, a detective from the Whirling-in-Rags!\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, right...\" She recognizes your voice almost immediately. \"Hello, officer, what can I do for you?\"" }, { "actor": "Empathy", "dialogue": "You can hear resentment in her tone -- she's not thrilled to be talking to you again." }, { "actor": "Electrochemistry", "dialogue": "There is *no* resentment in her tone. She wants you to ask her out. No question about it." }, { "actor": "You", "dialogue": "\"You quit your job at the Whirling -- why?\"" }, { "actor": "Sylvie", "dialogue": "\"You mean why did I leave the bar?\" You can hear her tense up on the other side. \"Honestly, I'm... not really comfortable discussing it with you, sir.\"" }, { "actor": "Logic", "dialogue": "Why not?" }, { "actor": "You", "dialogue": "\"Alright, I won't push you on this. Are you ever coming back to work?\" (Conclude.)" }, { "actor": "Sylvie", "dialogue": "\"Maybe, I don't know...\" She seems to relax a little bit. \"I just know I have to take some time off right now.\"" }, { "actor": "You", "dialogue": "\"Have you seen my badge?\"" }, { "actor": "Sylvie", "dialogue": "\"Yes, I know who you are. You're a police officer... *the law*.\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_made_sylvie_cry_like_a_boss\"]]" }, { "actor": "Authority", "dialogue": "Yeah, I think she got it. Good job!" } ], [ { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doomed_radiocomputer_turned_on\"]]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Mainframe", "dialogue": "Tiles on the cube are still smouldering, casting the framework in a soft glow. Virescent PLAY and PRINT keys shine on the keyboard." }, { "actor": "You", "dialogue": "Look inside the compartment." }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.radiocomputer_inserted_dev_schedule\"]) == false]" }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: Variable[\"doomed.radiocomputer_inserted_offsite_copy\"]]" }, { "actor": "Mainframe", "dialogue": "Behind the hatch sits a cube-like crisscross of filaments, smouldering in the dark like fireflies. Silver tape on the side says in a black marker: \"THE OFF-SITE COPY\"." }, { "actor": "You", "dialogue": "Press PRINT." }, { "actor": "Radiocomputer", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.radiocomputer_guessed_parole_right_schedule\"]) == false]" } ], [ { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: (Variable[\"coast.exec_viscal_succeeded\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "A scattering of bullet holes is spread across the cracked wall, reaching from one corner to the other." }, { "actor": "You", "dialogue": "Even more bullet holes. Something has definitely happened here." }, { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Perception (Sight)", "dialogue": "The density and spread of these bullet holes is surprising -- this takes *a lot* of bullets. Fully-automatic rifle fire." }, { "actor": "You", "dialogue": "Walk away. [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.gardener_main_hub_reached\"]]" }, { "actor": "Elizabeth", "dialogue": "\"I've got nothing to say to you. Why are you wasting your time?\" She crosses her arms." }, { "actor": "You", "dialogue": "\"Why are you so aggressive?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Elizabeth", "dialogue": "\"I'm being aggressive?\" She raises her eyebrows. \"Listen, you Moralintern lackey, you're part of a mob, enforcing the unlawful privatization of Revachol. Twenty fat men in the Occident are stealing it all -- and you are their body guard.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Fuck yeah,\" the tall, broad shouldered man takes a sip of his beer." }, { "actor": "Elizabeth", "dialogue": "\"So ask what you came to ask -- or get back to your commanders.\"" }, { "actor": "You", "dialogue": "\"I don't know where you heard that, but it's wrong. The RCM is principled and *strong*, unlike you socialists.\"" }, { "actor": "Elizabeth", "dialogue": "\"Get sober.\" Her expression stiffens. \"Do your *job*. Ask your questions and get the hell out of Martinaise.\"" }, { "actor": "You", "dialogue": "\"What's your role in all this?\"" } ], [ { "actor": "Acele", "dialogue": "\"Acele.\"" }, { "actor": "You", "dialogue": "\"Acele who? I'm not a young suitor, this is official police business.\"" }, { "actor": "Acele", "dialogue": "\"Okay...\" She hesitates. \"It's Berger.\"" }, { "actor": "Logic", "dialogue": "A very common name." }, { "actor": "You", "dialogue": "\"Have you seen a suspicious woman around here? A woman who looked like she might be on the run?\"" }, { "actor": "Acele", "dialogue": "\"No.\"" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Just no?\"" } ], [ { "actor": "Shivers", "dialogue": "A drop in temperature. An easy flow of air: an empty street. Before you, a thoroughfare unjammed with lorries. No more drivers smoking on hitch steps. Just... silence." }, { "actor": "You", "dialogue": "What did the smoke smell like?" }, { "actor": "Shivers", "dialogue": "Chemically sweetened. Across the road, a forgotten bus stop; corrosion has opened a hole in its roof. An elm tree watches over the building. Its branches are dripping with rain and snow." }, { "actor": "Shivers", "dialogue": "The road is smooth and motley. Craters filled with a black asphalt. The asphalt first laid is grey already. A row of tenements are under construction in the distance." }, { "actor": "You", "dialogue": "What about the bus stop?" }, { "actor": "Shivers", "dialogue": "#312D. Young girls used to come here, huddled up, hoping for more warmth than their thin coats give them. The bus took them to school. It has not run for eight years; there were not enough girls to sustain its cost." }, { "actor": "You", "dialogue": "Who are the people who live across the road?" }, { "actor": "Shivers", "dialogue": "A tub warm with water, white with soap. A man bathes while radio waves transmit the lottery numbers: 4, 18, 21, 4, 1... A modern washing machine rattles a drawer full of silverware." }, { "actor": "Suggestion", "dialogue": "His boyfriend is on his way home. He brings tins of meat and vegetables with him. Their pockets are heavier with money; but only slightly." }, { "actor": "You", "dialogue": "What about the road?" }, { "actor": "Shivers", "dialogue": "Craters pocked the surface. Children played in them, until heavy trucks full of black pitch rolled in. The landowners have filled the craters with money. It is a vital artery of flow of trade." }, { "actor": "Perception (Sight)", "dialogue": "There's one bump on the road: a dead dog lies flat about two hundred paces away, right at the turn." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_third_merc\"] == true) == false]" }, { "actor": "De Paule", "dialogue": "\"Ruud? Ruud is the killer --\" The armoured woman smiles a vicious smile. \"Ruud 'The Killer' Hoenkloewen -- he doesn't talk much.\"" }, { "actor": "Ruud Hoenkloewen", "dialogue": "\"... all of you fucking cunts inside out...\"" }, { "actor": "You", "dialogue": "\"Okay. Let's just keep talking -- no one needs to die today.\" (Back off.)" }, { "actor": "Kortenaer", "dialogue": "\"This... talking-shit won't help you.\" The man shakes his head and staggers forward." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"gun_villiers\") or CheckItem(\"gun_ruby\") or CheckItem(\"spirit_bomb\")) == false]" }, { "actor": "You", "dialogue": "\"Who is that?\" (Point to the man) \"I didn't know you had a third guy.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ruby_third_merc\"] == true]" }, { "actor": "De Paule", "dialogue": "\"Oh yeah, that's Ruud.\" The armoured woman smiles a vicious smile. \"Ruud 'The Killer' Hoenkloewen -- he doesn't talk much.\"" }, { "actor": "Ruud Hoenkloewen", "dialogue": "\"... all of you fucking cunts inside out...\"" }, { "actor": "You", "dialogue": "\"What was that, Ruud?\"" }, { "actor": "Ruud Hoenkloewen", "dialogue": "\"... rip you open...\"" }, { "actor": "Conceptualization", "dialogue": "Perhaps it's for the best. Him not talking *too* much." } ], [ { "actor": "You", "dialogue": "\"Gary, do you know how to turn back time?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Do I know how to turn back time...?\" He gives you a sideways glance. \"Is that a trick question?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"plaza.fascha_dq_asked_someone_the_q\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Are you *still* pursuing this?\" The lieutenant gives you a tired look." }, { "actor": "You", "dialogue": "\"What's wrong? Material not good enough to send back to your Seolite masters?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not going to dignify that with an answer.\" The lieutenant's voice is cold and official as he opens his notebook. \"Make it quick, we're in the middle of a murder investigation.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Make what quick?\" He shrugs. \"You're asking me about time travel. Is this some kind of a trick?\"" }, { "actor": "You", "dialogue": "\"I don't joke around about time, Gary.\" (Stare at him intently.)" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Phew...\" He scratches his head. \"I don't know what to tell you. I mean of course there are *theories* out there...\"" }, { "actor": "Inland Empire", "dialogue": "The further out, the better." }, { "actor": "You", "dialogue": "\"What kind of theories are we talking about here?\"" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"I found the victim's clothes in the trash container out back.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"How... strange. *I* certainly didn't put them there.\"" }, { "actor": "You", "dialogue": "\"Who else has keys to the trash container?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"The Trash Collection Service? CS Municipal. I don't see why they would *put* anything in the trash, though.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Ah, the illusive CS Municipal. I doubt we'll be able to track down who was sent here last and when. This will have to be one of those *little* threads that solves itself -- down the road.\"" }, { "actor": "Shivers", "dialogue": "On Clinton Street, near the Boogie Street Diamond, a small truck rattles down an alleyway. It stops by a rusted trash container. Two men, their faces rough and swollen, jump out. They look at the container, despondently. CSM is written on their backs..." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "He turns to the man. \"Thank you anyway.\"" }, { "actor": "You", "dialogue": "\"Could someone on your staff have put them there?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Sylvie had the keys before I got here, and, as I've said before -- I can vouch for all my staff. None of us would tamper with a crime scene.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.cabinet_main_hub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_volition_wc_passed\"]]" }, { "actor": "File Cabinet", "dialogue": "The file cabinet stands steady as ever. Sliding out a drawer presents you the folders you already went through. On top of them is the handwritten note." }, { "actor": "You", "dialogue": "Force yourself to go through the folders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_filecabinet_volition_wc\"]]" }, { "actor": "Volition", "dialogue": "Whatever's hidden here is hidden well. Concentration isn't enough, only a trained accountant, with a background in logistics, would be able to *really* make sense of it. However there *is* a little hand-written note, stuck on the side of the drawer." }, { "actor": "You", "dialogue": "Look at the note." }, { "actor": "File Cabinet", "dialogue": "It appears to be a to-do list written in large, uneven capital letters:" }, { "actor": "File Cabinet", "dialogue": "REMEMBER, LEO!\n\n* EVRART'S SHOES\n* SPECIAL WHIRLING BORSCHT\n* WATER EVRART'S PLANTS\n* SWEEP OFFICE FLOOR\n* MORE BANNERS" }, { "actor": "File Cabinet", "dialogue": "All items on the list have been crossed out and the note itself is crumpled." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "Ignore the note." } ], [ { "actor": "You", "dialogue": "\"Something miraculous is coming. He told me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant blinks -- his expression does not change." }, { "actor": "Esprit de Corps", "dialogue": "All right. Let's see where this is going." }, { "actor": "You", "dialogue": "\"Maybe he was wrong. Forget about it. Nothing miraculous is coming.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Woob-woob-wob-wob.\" She performs the music of a descending tuba." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Another *fantastic* moment,\" the lieutenant grudgingly admits. \"What next?\"" }, { "actor": "You", "dialogue": "\"Tell me something odd -- did he enjoy his death?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Why do you ask?\" She seems unsurprised." }, { "actor": "Volition", "dialogue": "Just have her answer the question. Don't give explanations." }, { "actor": "You", "dialogue": "\"It came to me in an *occult vision*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasjenick_apocalypse\"]]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Occult vision? Of course. I do not -- for one moment -- think it wasn't an occult vision. I do not doubt *the signs*, but maybe...\" She draws it out..." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"...*mayyyybe* you're interpreting them wrong? He enjoyed life, you see. A little too much, if anything. Up to the point where other people had to pay for it.\"" } ], [ { "actor": "Industrial Stove", "dialogue": "This industrial gas-powered stove has been used to prepare food for many hungry hostel guests. There are several pots and pans on hand." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_boots_kim_acid\"]]" }, { "actor": "Savoir Faire", "dialogue": "The lieutenant said you'd need to boil the boots in acid to get the corpse smell out, but this huge pot, industrial dish soap, white vinegar, and patience might do the trick." }, { "actor": "You", "dialogue": "Check out the cookware." }, { "actor": "Industrial Stove", "dialogue": "A commercial pot draws your attention. It's very large. Gigantic, even. It could be used to make enough stew to feed an entire city. And also to boil a putrid pair of death-boots." }, { "actor": "Esprit de Corps", "dialogue": "Far away, in the darkness of a makeshift morgue behind Station 41's lazareth, Dr. Nix Gottlieb cuts into the cold, dead feet of a murder victim. The veins are oddly black, he suspects a neurotoxin..." }, { "actor": "You", "dialogue": "Check out the cleaning supplies." }, { "actor": "Industrial Stove", "dialogue": "There is a variety of soaps and bleaches in the cabinet to the left of the stove. There is also a bottle of white vinegar in the cabinet next to the fridge." }, { "actor": "Endurance", "dialogue": "This is gonna take *the hard* stuff too. Use as much as you can." }, { "actor": "Logic", "dialogue": "It's bad with those boots. Don't be stingy now." }, { "actor": "You", "dialogue": "The boots are *really* disgusting. Pour some dish soap *and* the bottle of white vinegar into the pot." }, { "actor": "Industrial Stove", "dialogue": "The delicious smells of cheap soap and vinegar waft up from the pot." } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"XP.discover_the_bullet\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_perc_failed_once\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"doomed.fridge_corpse_in_fridge\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay.\" He unrolls the plastic. \"I need a little help for carrying him to the holding pen of my Kineema. I can take care of the rest.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet\"] and Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet_done\"] == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_all_armour\"]]" }, { "actor": "The Hanged Man", "dialogue": "There go those beautiful enamel boots. You will never own the full set now. May they rest in Processing..." }, { "actor": "Interfacing", "dialogue": "Oh well -- in another lifetime." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.dreamtwo_open_case\"]) == false]" }, { "actor": "You", "dialogue": "\"Then what?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's too late to take him into Processing today. I'll take him first thing tomorrow.\" He pulls the black plastic over the dead man's face." } ], [ { "actor": "Mattress Nest", "dialogue": "There's a rain-soaked mattress on a concrete slab, only half-covered by the crumbling roof. At the head of it -- double embrasures -- firing slits, like two eyes in the wall." }, { "actor": "Visual Calculus", "dialogue": "This is B triple prime -- on the island... A nest." }, { "actor": "You", "dialogue": "Inspect the wall." }, { "actor": "Mattress Nest", "dialogue": "There's a firing slit in the wall in front of you. Like a little window..." }, { "actor": "You", "dialogue": "Touch the concrete first." }, { "actor": "Mattress Nest", "dialogue": "Quite old, and grimy from years without cleaning by anything other than the rain." }, { "actor": "You", "dialogue": "Look through the hole in the concrete." }, { "actor": "Mattress Nest", "dialogue": "The springs screech as you lean on the mattress and crane your neck to look out..." }, { "actor": "Inland Empire", "dialogue": "Trepidation. A tingling feeling in your stomach..." }, { "actor": "Mattress Nest", "dialogue": "A small piece of Martinaise coastline opens up in the square in front of you -- like a tiny landscape painting, one kilometre across the water. The ruins look familiar." } ], [ { "actor": "Mainframe", "dialogue": "Machine's keyboard is still illuminated, revealing virescent PLAY and PRINT buttons." }, { "actor": "You", "dialogue": "Read the printout." }, { "actor": "Mainframe", "dialogue": "The first entry, made on the 4th February '51 by an unknown author, is short and concise:" }, { "actor": "Mainframe", "dialogue": "\"Arrived at the church. The door was boarded up, so I used a crowbar to get inside. Looks like the place has been deserted. Nothing out of the ordinary, but I'll ask around. Need to figure out how to get the electricity in.\"" }, { "actor": "You", "dialogue": "Read the second entry." }, { "actor": "Mainframe", "dialogue": "\"6th FEB, '51: Had a little chat with the local fishermen. Said I shouldn't go near that place, that the church was *spooky* and ridden with *narcotics*. It's a little spooky, alright. Still haven't figured out the electricity.\"" }, { "actor": "Half Light", "dialogue": "See? Even one of the spookers themselves says it's unnerving." }, { "actor": "Electrochemistry", "dialogue": "What was that about narcotics? This could prove to be interesting." } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsNight()]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_special_greeting_done_night\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She takes a sip from her silvery thermal cup. \"What can I help you with -- at this late hour?\"" }, { "actor": "You", "dialogue": "\"Answer me a question.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course. That's what I'm here for.\"" }, { "actor": "You", "dialogue": "\"What can you tell me about this strike?\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_strike_hub_reached\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"Everything.\" She smiles. \"Right up to -- but not including -- *trade secrets*.\"" }, { "actor": "You", "dialogue": "\"I have other questions.\"" }, { "actor": "Joyce Messier", "dialogue": "She nods: \"I hope I can be of help.\"" } ], [ { "actor": "You", "dialogue": "\"On second thought -- about something else...\"" }, { "actor": "The Deserter", "dialogue": "\"Figured.\" He sighs and holds his lower abdomen. A flash of pain there... it angers him." }, { "actor": "You", "dialogue": "\"When did you first see the deceased?\"" }, { "actor": "The Deserter", "dialogue": "\"Three weeks ago, when the rich hag came in on her galley. Her honour guard came in tow.\"" }, { "actor": "You", "dialogue": "\"By that you mean Joyce Messier, the Wild Pines rep?\"" }, { "actor": "The Deserter", "dialogue": "\"Wrinkled up whore,\" he nods." } ], [ { "actor": "Shivers", "dialogue": "The Delta Logistics Company truck stands here waiting, reflecting white light from the courtyard behind it." }, { "actor": "Shivers", "dialogue": "You knew it would be here, blocking the gate." }, { "actor": "You", "dialogue": "Why is the light so strange?" }, { "actor": "Shivers", "dialogue": "Because this is a place of mystery." }, { "actor": "You", "dialogue": "Why is the light so strange?" }, { "actor": "Shivers", "dialogue": "Because this is a place of mystery." }, { "actor": "You", "dialogue": "Why is the light so strange?" }, { "actor": "Shivers", "dialogue": "Because this is a place of mystery." }, { "actor": "You", "dialogue": "Can't I get into the courtyard somehow?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Whatever's going on there could hardly be of any consequence to our ongoing investigation.\" The lieutenant adjusts his glasses." } ], [ { "actor": "\"Smallest Church in Saint-Sa\u00ebns\"", "dialogue": "The porta-reel is just what you needed -- the reels attach to the apparatus with a satisfying click. The tape is routed behind the magnetic reader." }, { "actor": "You", "dialogue": "Press play on tape." }, { "actor": "\"Smallest Church in Saint-Sa\u00ebns\"", "dialogue": "You press the large button marked *Commencer* and the tape starts spinning. There's a small delay before the song starts playing..." }, { "actor": "You", "dialogue": "Press your ear against the speaker." }, { "actor": "\"Smallest Church in Saint-Sa\u00ebns\"", "dialogue": "It sounds like someone's moving in the room, getting comfortable. Then the organ starts playing a simple melancholic tune, echoing in the hallway. A lone singing voice joins in..." }, { "actor": "\"Smallest Church in Saint-Sa\u00ebns\"", "dialogue": "Telling you about the tiniest church in Saint-Sa\u00ebns, surrounded by even tinier yard. You almost feel the seaside mist on your skin. It's *mega* sad." }, { "actor": "Inland Empire", "dialogue": "Within seconds you know -- this is the one. The *real shit* you've been looking for. The one you trashed your room to. This one tells it like it is. This is your tune." }, { "actor": "\"Smallest Church in Saint-Sa\u00ebns\"", "dialogue": "A click -- then silence, for a bit. Then the tape stops spinning." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: DayCount() == 1]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_intro_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello again, sweetie.\" Her grey eyes shine above the rims of her glasses." }, { "actor": "You", "dialogue": "\"I've gotta get going now.\" [Leave.]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_exit_clicked\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Of course, dear. Good luck with your case!\" She gives you a small wave." } ], [ { "actor": "You", "dialogue": "Dig in Hobocop-style -- for extra content." }, { "actor": "Trash Container", "dialogue": "Wow, an Armistice calibre 50 nock cannon, half wrapped in paper tissues! So shiny..." }, { "actor": "You", "dialogue": "What's a nock cannon?" }, { "actor": "Trash Container", "dialogue": "It's a giant rifle and it's very expensive. Not as expensive as that fat string of pearls snaking among the rotten banana peels however..." }, { "actor": "Trash Container", "dialogue": "And is that a Cordon Electrics pre amp with Elektra f2 tubes? It is! That catches quite a price, we're talking 12,000 easy. Unless you're into hi-fi yourself?" }, { "actor": "You", "dialogue": "I'll sell it." }, { "actor": "Trash Container", "dialogue": "No you won't, because none of those things are real. They're not actually in there. All you see is food waste and crisp wrappings." }, { "actor": "You", "dialogue": "I knew it. (Withdraw from the dumpster's cavernous depths.)" }, { "actor": "Trash Container", "dialogue": "The garbage stinks in front of you, overflowing with soggy cartons, dirty rags, and organic waste." }, { "actor": "You", "dialogue": "Pick at the rags." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_clothes_found\"]) == false]" }, { "actor": "Trash Container", "dialogue": "Among the threadbare kitchen towels, something catches your eye -- a pair of denim trousers?" }, { "actor": "You", "dialogue": "Grab them." }, { "actor": "Trash Container", "dialogue": "As the legs of the slime-covered jeans begin to unspool from the garbage, a rank corpse smell fills the air." } ], [ { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.deserter_main_hub_reached\"]) == false]" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.deserter_prehub_reached\"]) == false]" }, { "actor": "The Deserter", "dialogue": "An old man wearing tracksuit trousers leans on the frame stock of his rifle. He gathers a big ball of spit in his mouth..." }, { "actor": "The Deserter", "dialogue": "...then spits it out into the extinguished fire before him. He raises his black eyes, hooded by creased eyelids, to meet yours." }, { "actor": "Perception (Sight)", "dialogue": "Unclouded by cataracts -- his eyesight is sharp." }, { "actor": "Empathy", "dialogue": "He's practically tearing up from spite. Hatred got the best of him a long time ago. This man hates everything." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: CheckEquipped(\"jacket_carabineer\")]" }, { "actor": "The Deserter", "dialogue": "\"Loyalist clown uniform...\" He clears his throat, pointing at your coat. \"I see they sent the full *fasces*. Royal treatment.\"" }, { "actor": "You", "dialogue": "\"You don't like this uniform?\" (Gesture toward your coat.)" }, { "actor": "The Deserter", "dialogue": "\"Oh, I love it. Makes me nostalgic for the time we...\" He pauses for a moment, catching his breath." }, { "actor": "The Deserter", "dialogue": "\"The time we wiped every last fucking one of them off this Earth.\"" }, { "actor": "Half Light", "dialogue": "Grand, violent pride swells in him." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"jam.horseback_monument_scaffolding\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"apt.student_posters_okay\"]]" }, { "actor": "Horseback Monument", "dialogue": "An old monument stands in the middle of the traffic island, pointing toward the sea. It's been covered in posters with radical slogans like 'NO KINGS, NO BOSSES' and 'AGAIN, AND ONCE MORE AFTER THAT!'" }, { "actor": "Horseback Monument", "dialogue": "At the bottom of the posters, in smaller lettering, are details about meeting at a local coffeehouse." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"jam.monument_posters_kim_comment\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like the students took your advice to heart, detective.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Ice Bear Fridge", "dialogue": "You see the looming shadow of an ice bear with a strange compartment in its belly. The door is slightly open..." }, { "actor": "Half Light", "dialogue": "Its eyes are dead, but it's still terrifying... Run before it wakes up!" }, { "actor": "Visual Calculus", "dialogue": "The bear looks oddly realistic. Is it taxidermy?" }, { "actor": "Reaction Speed", "dialogue": "This must be the giant ice bear fridge that Soona mentioned. Look inside." }, { "actor": "You", "dialogue": "Crack open the door..." }, { "actor": "Ice Bear Fridge", "dialogue": "A gust of freezing cold air rushes to greet you. You hear a low grumble, as the bear regulates itself... This is the inside of a refrigerator." } ], [ { "actor": "You", "dialogue": "\"Actually, I had some non-mic questions for you.\"" }, { "actor": "Acele", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"Yeah, can we talk for a minute?\"" }, { "actor": "Acele", "dialogue": "\"I was wondering when you would come around. What's up?\"" }, { "actor": "You", "dialogue": "\"I guess... there is something... that's been making my life hell.\"" }, { "actor": "Acele", "dialogue": "\"What is it?\" She listens intently." }, { "actor": "You", "dialogue": "\"Everyone's just mooching off the entrepreneurial class. Shackling the *doers*.\"" }, { "actor": "Acele", "dialogue": "\"Oh, really?\"" }, { "actor": "You", "dialogue": "\"Yeah, people just can't get off their asses -- zero hireable talent in this city. Zero. No wonder everyone's poor as potatoes.\"" }, { "actor": "Acele", "dialogue": "\"So, the thing that's been eating you... is rich people not having enough money?\"" }, { "actor": "You", "dialogue": "\"No, that's probably not it, is it?\"" }, { "actor": "Acele", "dialogue": "\"No, it sounds like you've just got chick issues.\"" }, { "actor": "You", "dialogue": "\"Now that you mention it, I found these letters I'd thrown in the trash. They *might* have something to do with it.\"" }, { "actor": "Acele", "dialogue": "\"Okay, why do you think that?\"" }, { "actor": "You", "dialogue": "\"To hell with this. Questions -- I had them. And you have answers.\"" } ], [ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_perc_black\"]) == false]" }, { "actor": "You", "dialogue": "\"It's so late and you're still here.\"" }, { "actor": "The Gardener", "dialogue": "\"I'm a night hawk, what can I say?\" She flashes a smile." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.ask_gardner_why_is_she_gardening_in_march_done\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "Odd..." }, { "actor": "Drama", "dialogue": "There's a little meanness in that smile." }, { "actor": "You", "dialogue": "\"I've investigated the body. Shouldn't be long till we get it down.\"" }, { "actor": "The Gardener", "dialogue": "\"Oh. Okay.\" She doesn't quite know what to say. \"Thanks for keeping me in the know, sir.\"" }, { "actor": "You", "dialogue": "\"It's so late and you're still here.\"" }, { "actor": "The Gardener", "dialogue": "\"I'm a night hawk, what can I say?\" She flashes a smile." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.restock_trap_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"whirling.lena_husband_back\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, hello, sweetie. So nice to see you again.\"" }, { "actor": "You", "dialogue": "\"Turns out the water lock was broken, so your husband is probably just stuck further down the coast. He should return now that it's fixed.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "Her eyes light up. \"What wonderful news!\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Thank you, dear. You've already done so much, but if your investigation happens to take you to the other side of the coast, please do keep an eye out for my husband...\"" }, { "actor": "Inland Empire", "dialogue": "Of course. Do it. Who knows what mysteries await?" }, { "actor": "Encyclopedia", "dialogue": "The quest for knowledge is never over!" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"And if you see him, let him know Lena is waiting for him here at the Whirling. He gets so tangled up in his work that he may not know the water lock's been repaired. And it's *cold* out there...\"" }, { "actor": "You", "dialogue": "\"I've really spent too much time on this side-case as it is.\" (Reject task.)" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, of course, sweetie. I understand.\" She smiles brightly to mask her disappointment." } ], [ { "actor": "Wirr\u00e2l", "dialogue": "Large letters on the front form a title: \"Wirr\u00e2l.\" The colourful box is illustrated with bucolic vistas. The cover art also features odd-looking humanoids, some short, some taller, some with pointy ears, others with ephemeral wings." }, { "actor": "You", "dialogue": "Open the box." }, { "actor": "Wirr\u00e2l", "dialogue": "You pry open the box. Inside you find a folded-up map, a small booklet, a 24-sided die, and a little plastic figurine." }, { "actor": "You", "dialogue": "Look at the figurine." }, { "actor": "Wirr\u00e2l", "dialogue": "You see a man in ragged clothes wearing a lopsided hat and wielding some sort of a firearm." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh, interesting. A communard.\"" }, { "actor": "You", "dialogue": "\"What's so interesting about that?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The figurine is not a part of the Wirr\u00e2l game setting... I guess someone misplaced it during the packaging process.\"" }, { "actor": "You", "dialogue": "\"Maybe someone should make a role-playing game set during the Revolution.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Hmm. Good luck finding people who'd want to play as communards.\"" }, { "actor": "You", "dialogue": "Look at the map." }, { "actor": "Wirr\u00e2l", "dialogue": "A reprint of a crude hand-drawn map. The top left corner reads: 'Lands of Wirr\u00e2l.' The map features both small villages and mid-sized towns (with odd names), in addition to meadows, forests, hills, lakes and seas (also with odd names)." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.cabinet_main_hub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.momsoffice_volition_wc_passed\"]) == false]" }, { "actor": "File Cabinet", "dialogue": "The file cabinet stands steady as ever and the unlocked drawer slides out to greet you." }, { "actor": "You", "dialogue": "Close the drawer. [Leave.]" }, { "actor": "File Cabinet", "dialogue": "The drawer slides shut smoothly." } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]" }, { "actor": "You", "dialogue": "\"3. Description of injuries -- summary.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_injury_hub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright. Bitemarks, contusions on head and chest, and a ligature mark encircling the neck.\"" }, { "actor": "Reaction Speed", "dialogue": "Be *thorough* if you want maximum results." }, { "actor": "You", "dialogue": "\"What about the injuries *we* have inflicted?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh?\" He looks incredulous: \"So *we* inflicted them?\"" }, { "actor": "You", "dialogue": "\"Okay, *I* have inflicted.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_wound_gunshot\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay, so there's an incision on the thorax, from a chaincutter.\" There's a pause. \"I wouldn't mention it. Better not to muddy the waters.\"" }, { "actor": "You", "dialogue": "\"But... isn't that sloppy?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Be pedantic, if you like -- it doesn't matter. No one else is going to investigate this man's murder. And if they *do*, such details would only *confuse* them.\"" } ], [ { "actor": "Shelf of Biographies", "dialogue": "The plaque on the shelf reads: \"Biographies of Famous People.\" You see a large variety of names, none of which ring a bell." }, { "actor": "Composure", "dialogue": "You will attain a place on this shelf one day... or *die trying*!" }, { "actor": "You", "dialogue": "\"Storekeep, anything of note in this shelf?\"" }, { "actor": "Plaisance", "dialogue": "\"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*.\"" }, { "actor": "You", "dialogue": "\"Great. I don't need to know any more.\"" }, { "actor": "Shelf of Biographies", "dialogue": "Shelves full of biographies of *famous people*, whoever they are." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"XP.discover_the_bullet\"]]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.dreamtwo_open_case\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"doomed.fridge_corpse_in_fridge\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"All right.\" He takes out a shiny black body bag and starts pulling the plastic over the dead man's face." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet\"] and Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet_done\"] == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_all_armour\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "There go those beautiful enamel boots. May they rest in Processing..." }, { "actor": "Interfacing", "dialogue": "Oh well -- in another lifetime." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_kim_leaving_not_tutorialized\"] and Variable[\"whirling.dreamtwo_open_case\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I can drive him to Processing today, no problem. Since we stalled with this... But this *does* mean I will be gone for the rest of the day.\"" }, { "actor": "You", "dialogue": "\"You'll be gone? What should I do in the meanwhile?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Work on the case, tend to personal matters? Try not to do anything *too* dangerous. An officer needs backup in a neighbourhood like this.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not even sure the *one bullet* my chamber holds would even prick that hulk.\"" }, { "actor": "You", "dialogue": "\"Okay, I was trying to assert my dominance over him.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here on some political quest, we're here to solve a crime. Don't make this situation any more volatile than it already is.\"" }, { "actor": "You", "dialogue": "\"Okay, I was trying to assert my dominance over him.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here on some political quest, we're here to solve a crime. Don't make this situation any more volatile than it already is.\"" }, { "actor": "You", "dialogue": "\"But *he's* the one trying to provoke *me*!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And you're just going to *let* him manipulate you like that?\" He raises an eyebrow." }, { "actor": "You", "dialogue": "\"Alright, fine. I won't do it again.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"Let's think of something else.\"" }, { "actor": "Volition", "dialogue": "No, no. You *should* do it again. It's the *last* thing he'll be expecting." } ], [ { "actor": "Encyclopedia", "dialogue": "By the way, where *is* home? The address is coming up blank and this place sure isn't it..." }, { "actor": "You", "dialogue": "I really don't remember." }, { "actor": "Encyclopedia", "dialogue": "But you've been at this hostel-cafeteria for only three nights. Where were you before? You had to be somewhere." }, { "actor": "You", "dialogue": "Far away?" }, { "actor": "Encyclopedia", "dialogue": "In time or space?" }, { "actor": "You", "dialogue": "Both." }, { "actor": "Encyclopedia", "dialogue": "That doesn't sound like somewhere you can stay if you run out of money." }, { "actor": "You", "dialogue": "I'll live in a dumpster, I don't care. Fuck everything. Hobocop." }, { "actor": "Encyclopedia", "dialogue": "Entertain the thought when you get the time. Maybe being a hobo *and* a cop has its advantages?" } ], [ { "actor": "Endurance", "dialogue": "It's clear you like the hard stuff, br\u00f6ther." }, { "actor": "You", "dialogue": "[Discard thought.]" }, { "actor": "Endurance", "dialogue": "No, no. When the bl\u00f6\u00f6d and the flesh call, there is no discarding them. Speak true, do you like *the hard stuff*?" }, { "actor": "You", "dialogue": "What is *the hard stuff*?" }, { "actor": "Endurance", "dialogue": "*Fascism*, br\u00f6ther." }, { "actor": "You", "dialogue": "Why am I getting this?" }, { "actor": "Endurance", "dialogue": "Because you've said the hard things, that others won't say. The g\u00f6\u00f6d things. You've said them many times." }, { "actor": "You", "dialogue": "*Fascism* sounds so bad, though. What if we called it something else? Like, uh, *traditionalism*?" }, { "actor": "Endurance", "dialogue": "\u00d6kay. Yes. Let's call it that. Good thinking." }, { "actor": "Rhetoric", "dialogue": "That sounds much better. Traditionalism. You like the sound of that." }, { "actor": "You", "dialogue": "But I'm a feminist!" }, { "actor": "Endurance", "dialogue": "F\u00f6minist? No! It can't be. Not you. No one believes this." } ], [ { "actor": "Interfacing", "dialogue": "This isn't just glass -- these are old computation components." }, { "actor": "You", "dialogue": "These are computer components?" }, { "actor": "Interfacing", "dialogue": "Yes. Filament memories. From the time when wires were cast in glass; slides with an inlaid nervous system." }, { "actor": "You", "dialogue": "How'd they do that? And why?" }, { "actor": "Interfacing", "dialogue": "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." }, { "actor": "Encyclopedia", "dialogue": "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." }, { "actor": "You", "dialogue": "How'd they do that? And why?" }, { "actor": "Interfacing", "dialogue": "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." }, { "actor": "Encyclopedia", "dialogue": "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." }, { "actor": "You", "dialogue": "\"Hey Kim, look -- old cybernetics.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "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.\"" } ], [ { "actor": "Shelf of Crime Novels", "dialogue": "[Action/Check: Condition: Variable[\"doomed.bookstore_mullen_crime_hub_reached\"]]" }, { "actor": "Shelf of Crime Novels", "dialogue": "Shelves filled to the brim with crime novels featuring the supposedly stalwart Vespertine detective, Dick Mullen." }, { "actor": "You", "dialogue": "Look through the display of books." }, { "actor": "Shelf of Crime Novels", "dialogue": "Crime fiction... is a disgrace. An asinine misrepresentation of the physical attributes and the arduous everyday work of actual police officers." }, { "actor": "Shelf of Crime Novels", "dialogue": "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." }, { "actor": "Endurance", "dialogue": "Furthermore -- they have NO IDEA how hard it is to simply remove a body from a tree." }, { "actor": "Shelf of Crime Novels", "dialogue": "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." }, { "actor": "Shelf of Crime Novels", "dialogue": "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?" }, { "actor": "You", "dialogue": "Sure thing." }, { "actor": "Shelf of Crime Novels", "dialogue": "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\"..." }, { "actor": "Shelf of Crime Novels", "dialogue": "\"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\"..." }, { "actor": "You", "dialogue": "Dick Mullen *dies*?!" }, { "actor": "Shelf of Crime Novels", "dialogue": "Oh no, turns out he faked it to solve a case." }, { "actor": "You", "dialogue": "Are there any more?" }, { "actor": "Shelf of Crime Novels", "dialogue": "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\"..." }, { "actor": "Shelf of Crime Novels", "dialogue": "\"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." } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.truckman_greeting_done\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.truckman_mid_intro_exit\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Racist lorry driver", "dialogue": "\"Welcome to Revachol!\" announces the rotund man. The remark isn't addressed to you. It\u2019s addressed to the lieutenant." }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"TASK.question_drivers_about_drugs\"]]" }, { "actor": "You", "dialogue": "\"What's a... *Revachol*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Don't you *Welcome to Revachol* me,\" the lieutenant fires back. \"My grandfather came here from a three-thousand-year-old racist-isolationist culture, while your ancestors came to this island a mere three hundred years ago.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Every school of thought and government has failed in this city -- but I love it nonetheless. It belongs to me as much as it belongs to you.\"" }, { "actor": "Authority", "dialogue": "The lieutenant's impassive mask has been replaced with intensity. He speaks not as a cop, but as a citizen. He is *Vacholiere*. A Revacholian." }, { "actor": "You", "dialogue": "\"Oh, so we're *in* Revachol.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He pays you no attention. \"It's men like you who keep Revachol divided, making it that much harder for everyone to climb out of this post-war limbo.\"" } ], [ { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_inland_black_tree_taps\"] == true) == false]" }, { "actor": "Cafeteria Window", "dialogue": "Behind the dockworkers: a ceiling height window. The hawthorn branches scrape the glass like bony fingers." }, { "actor": "Inland Empire", "dialogue": "The men are talking, but you swear you hear those black limbs tap on the window as the wind blows outside." }, { "actor": "Visual Calculus", "dialogue": "You see two, maybe three bushes, grown into a single thicket -- over a period of circa 50 years. It takes time for a hedge like that to form." }, { "actor": "You", "dialogue": "Squint." }, { "actor": "Cafeteria Window", "dialogue": "There's a little slide panel up there, to let some air in. No need to open it in spring. It's still too cold outside." }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_inland_black_tree_taps\"]) == false]" }, { "actor": "Cafeteria Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_viscalc_hedge_to_form\"]) == false]" }, { "actor": "You", "dialogue": "\"There's something out there.\"" }, { "actor": "Shanky", "dialogue": "\"Yeah -- your mother.\"" }, { "actor": "Conceptualization", "dialogue": "It's not a very good mother-joke, but the room still laughs. Something about those mother-jokes just *works*." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"gates.fritte_main_hub_reached\"]) == false]" }, { "actor": "Frittte clerk", "dialogue": "\"Welcome to Frittte! Feel free to look around or something, everything is out on the shelves.\" She returns to her magazine." }, { "actor": "Conceptualization", "dialogue": "What's that magazine she's reading?" }, { "actor": "You", "dialogue": "\"Let's proceed, I have some questions for you.\" (Continue.)" }, { "actor": "Frittte clerk", "dialogue": "\"Um, okay. I'm not really supposed to be chatting to anyone, but...\" She puts down the magazine." }, { "actor": "You", "dialogue": "\"Does Frittte have a warehouse in the back of the Whirling-in-Rags?\"" }, { "actor": "Frittte clerk", "dialogue": "\"A warehouse? I don't know. Maybe. I don't really care what Frittte does.\"" }, { "actor": "You", "dialogue": "\"This is *important*.\"" }, { "actor": "Frittte clerk", "dialogue": "She scrunches up her face into an expression of consummate adolescent scepticism." }, { "actor": "Frittte clerk", "dialogue": "\"Fine -- Frittte doesn't have a warehouse. Just a little back room here. M'kay?\" She turns back to her magazine without waiting for you to respond." }, { "actor": "You", "dialogue": "\"I need to exchange this novelty cheque for cash.\" (Give her the novelty cheque and gain 25 re\u00e1l.)" }, { "actor": "Frittte clerk", "dialogue": "\"Uh, wow, I didn't know you worked for the Union, sir.\" She rolls up the giant novelty cheque -- looks like she's seen it before -- and slips it under the counter." }, { "actor": "Frittte clerk", "dialogue": "\"Anything else I can do for you?\"" } ], [ { "actor": "Cuno", "dialogue": "\"All right, so you got Cuno's kilo.\" He rubs his hands together. \"Here is how we do it. First, you give Cuno Cuno's kilo. Then Cuno gives you half back.\"" }, { "actor": "Cuno", "dialogue": "\"That's how we split it -- it's the *best* way. Street way.\"" }, { "actor": "You", "dialogue": "\"I already did it all, Cuno. Sorry.\"" }, { "actor": "Cuno", "dialogue": "\"The fuck outta here, pig! You better have a baggie on you the next time Cuno sees you. You can't *advance* with the Cuno when you tryin'a play him like that.\"" }, { "actor": "Cunoesse", "dialogue": "\"Speed fiend tryin'a play the Cuno.\"" }, { "actor": "You", "dialogue": "\"Okay, I'm off.\" [Leave.]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_posttribunal_exit_done\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Watch out, pig. It's a dangerous world out there. But Cuno's got his eyes on you.\"" }, { "actor": "You", "dialogue": "\"What's that supposed to mean?\"" }, { "actor": "Cuno", "dialogue": "Cuno starts doing the *I got my eye on you* gesture repeatedly. \"Who knows?!\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.cabinet_main_hub_reached\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.moms_drawer_left\"]) == false]" }, { "actor": "File Cabinet", "dialogue": "On second glance, someone has forgotten to properly close one of the drawers." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's *unfortunate* for the Union to just leave their paperwork lying around like this...\"" }, { "actor": "Esprit de Corps", "dialogue": "...let's see what's inside, he thinks." }, { "actor": "You", "dialogue": "Open the drawer." }, { "actor": "File Cabinet", "dialogue": "The drawer opens smoothly. Inside is a well-organized selection of brown folders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.cabinet_got_logic_reaction\"]]" }, { "actor": "You", "dialogue": "Force yourself to go through the folders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_filecabinet_volition_wc\"]]" }, { "actor": "Volition", "dialogue": "Whatever's hidden here is hidden well. Concentration isn't enough, only a trained accountant, with a background in logistics, would be able to *really* make sense of it. However there *is* a little hand-written note, stuck on the side of the drawer." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_shivers_white_check\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_shivers_white_failed_once\"]]" }, { "actor": "Shivers", "dialogue": "Continuously nothing. The sky slowly slides above you. The young woman exhales, the scent of menthol tobacco. Sounds like a sigh." }, { "actor": "You", "dialogue": "\"I have more questions about the deceased, but I need my partner here before I ask...\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Sure.\" She smiles, smoke trailing from the cigarette between her fingers. \"Do whatever you need to do.\"" }, { "actor": "You", "dialogue": "\"I need to talk to you about your room again.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Yeah?\"" }, { "actor": "You", "dialogue": "\"That window is new.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"It is.\" She moves slightly to your left to check her reflection in it." }, { "actor": "Reaction Speed", "dialogue": "An evasive manoeuvre. Ask a follow up!" } ], [ { "actor": "Egg Head", "dialogue": "[Action/Check: Condition: (Variable[\"ice.egg_hub_reached\"]) == false]" }, { "actor": "Egg Head", "dialogue": "[Action/Check: Condition: Variable[\"ice.egg_greeting_third\"]]" }, { "actor": "Egg Head", "dialogue": "\"We're close!\" says the young man with the tape player and the large boiadeiro boots. Lung-shaped trees sprout on his silver belt buckle." }, { "actor": "Egg Head", "dialogue": "\"True, hard, full core!\"" }, { "actor": "You", "dialogue": "\"Is it?\"" }, { "actor": "Egg Head", "dialogue": "\"IT'S HAAAAAAAAARD CORE!\"" }, { "actor": "You", "dialogue": "\"You're just gonna keep saying it's *hard core*, aren't you?\"" }, { "actor": "Egg Head", "dialogue": "\"Skibadee, skibadanger! I am the rearranger!\"" }, { "actor": "Authority", "dialogue": "Your cop training did not prepare you for this. What to do?" }, { "actor": "Egg Head", "dialogue": "[Action/Check: Condition: (Variable[\"ice.egg_dialogue_ended_once\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "Could there have been a *right* way out of this garden of forking paths, you think?" }, { "actor": "Egg Head", "dialogue": "[Action/Check: Script: GainTask(\"TASK.egg_head_puzzle\")--[[ Variable[ ]]]" } ], [ { "actor": "Fractured Bullet", "dialogue": "[Action/Check: Condition: Variable[\"inventory.fractured_main_hub_reached\"]]" }, { "actor": "Fractured Bullet", "dialogue": "The bullet is still safely sealed away in a plastic bag bearing the RCM stamp." }, { "actor": "You", "dialogue": "\"Kim, take a look at this. It's a jacketed bullet close to 5 mm in diameter.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"A jacketed bullet. Okay... It would have been shot from a military-grade breech-loading rifle, not from a muzzleloader like those typically found on the streets of Martinaise.\"" }, { "actor": "Endurance", "dialogue": "We were right. This came from a serious weapon." }, { "actor": "Encyclopedia", "dialogue": "Highly unusual. The people of Revachol haven't carried breech-loading weapons like this for nearly half a century." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Even the RCM uses ordinary unjacketed conical bullets. This is... strange. Very strange. I like this, officer. Strange means unique. Unique means incriminating. We need to find the gun that shot it.\"" }, { "actor": "Inland Empire", "dialogue": "Something tells you that won't be any time soon. This'll have to be one of those epic tasks that's open for a while..." }, { "actor": "You", "dialogue": "\"I think I know where this came from.\" (Dangle the bag thoughtfully.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay. And?\"" }, { "actor": "You", "dialogue": "\"I mean... have some ideas, but I can't be sure...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What's your best guess?\"" }, { "actor": "You", "dialogue": "\"Belle-Magrave rifle. The ammo points to it.\"" } ], [ { "actor": "Horseback Monument", "dialogue": "Petal wreaths cluster the monument in gloves of colour. Nectar scents the air and calls attention to the blossom. Atop it all sits a figure, veiled and black, sorrowful due to an unknown loss." }, { "actor": "Horseback Monument", "dialogue": "Your eyes glide over the horse, over its patina green coat. Something about the mount's sad animal-eyes makes you pause..." }, { "actor": "You", "dialogue": "I've made it." }, { "actor": "Horseback Monument", "dialogue": "The thought rings hollow in your silent mind. It's even quieter on the roundabout, under the brilliant sun." }, { "actor": "Kim Kitsuragi", "dialogue": "You can feel the lieutenant's stillness next to you..." }, { "actor": "You", "dialogue": "It's fucking lonely at the top." }, { "actor": "Horseback Monument", "dialogue": "The veiled figure above seems to agree." } ], [ { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "\"How did you know we were coming?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I heard you in the passages. And I've been preparing for quite a while.\"" }, { "actor": "You", "dialogue": "\"Okay... then I have other questions...\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "\"When I came into town was there... anyone with me?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah. You had your death squad with you. What happened to them, anyway?\"" }, { "actor": "You", "dialogue": "\"I don't... know what happened to them.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Sure you do, I bet they're just outside, waiting.\" She looks into the tunnel behind you. \"I guess I'll take my chances.\"" }, { "actor": "Endurance", "dialogue": "She'll go out in a hail of bullets if she has to." }, { "actor": "You", "dialogue": "\"Who was in this... squad?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"That's all... thank you.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Well, this has been a great talk, really. But I think I'm going to hit the road now.\"" }, { "actor": "Reaction Speed", "dialogue": "She means it. You better make your move soon." } ], [ { "actor": "Small Blast Door", "dialogue": "The heavy metal door stands as it did, firmly rusted shut into its big brother." }, { "actor": "You", "dialogue": "What's on the other side?" }, { "actor": "Cuno", "dialogue": "\"Another part of Death Island? Some secret hidden shit, Cuno thinks. Important shit...\"" }, { "actor": "Logic", "dialogue": "The chances of there being 'important shit' there are rather high, yes." }, { "actor": "You", "dialogue": "How do I open this?" } ], [ { "actor": "Alice", "dialogue": "\"Just a second, officer...\" She puts you on hold, the static crackling softly like a bonfire. After a while you hear an old man greet you from the radio. His rattly voice is oddly familiar:" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: Variable[\"tc.relay_code\"]]" }, { "actor": "Jules Pidieu", "dialogue": "\"10-2 (Receiving Well), 10-5 (Relay Message). This is 41st, come in! Over.\"" }, { "actor": "Esprit de Corps", "dialogue": "A scrawny old man sits in a dusty cubicle, smoking, with a large white rectangle sewn on his vest. In front of him is a box-shaped apparatus with an array of wires and antennas -- the radio switchboard." }, { "actor": "Encyclopedia", "dialogue": "The man uses relay code. You got this. You're a cop and cops *know* relay code." }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: Variable[\"tc.relay_code\"]]" }, { "actor": "You", "dialogue": "\"10-4, Station 41. I've got a urgent business. Over.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4 (Message Received), 10-5 (Relay Message). What's your status? Over.\"" }, { "actor": "You", "dialogue": "\"Just reporting in. Over.\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (Variable[\"tc.relay_code\"]) == false]" }, { "actor": "Jules Pidieu", "dialogue": "\"10-18, 10-20? Over.\"" }, { "actor": "You", "dialogue": "\"Uh, can you repeat that?\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-18, 10-20? Over.\"" }, { "actor": "You", "dialogue": "\"Please just talk human to me. These numbers mean nothing to me.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"State your message, sir. Over.\"" } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsNight()) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] and IsDayFrom(2)) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She takes a sip from her silvery thermal cup. \"What can I help you with?\"" }, { "actor": "You", "dialogue": "\"You seem smart, I need someone to give me a low-down on this... *reality* we're in.\"" }, { "actor": "Joyce Messier", "dialogue": "\"This... *reality*?\" She pulls her hood closer around her neck." }, { "actor": "Drama", "dialogue": "Yes, reality is your side-case." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_drama_realityinvestigation\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "The aim is to gain a deeper understanding." }, { "actor": "You", "dialogue": "\"It's related to that *medical episode* -- I have trouble remembering even the most basic terms of reality.\"" } ], [ { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: Variable[\"plaza.reneandgaston_greeting_done\"]]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (DayCount() >= 5) == false]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gaston_greeting_done\"]]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: DayCount() == 2]" }, { "actor": "Gaston Martin", "dialogue": "\"Officer!\" He exclaims. \"The mere sight of police in Martinaise makes me feel safer already. How can I help you?\"" }, { "actor": "You", "dialogue": "\"Hey, Gaston, I found you a new *boule*.\" (Hold out the ball.)" }, { "actor": "Gaston Martin", "dialogue": "Gaston glumly stares at the shot put ball. Several seconds pass. Then he speaks: \"It's too late now, officer... you got back too late. Ren\u00e9 is gone.\"" }, { "actor": "Gaston Martin", "dialogue": "\"The prick survived all the bullets, swords and explosions just to die of a heart attack...\" He sighs deeply. \"Ironic, isn't it -- even his own bitter little heart couldn't stand him.\"" }, { "actor": "Gaston Martin", "dialogue": "\"Keep it, it's not even a real *boule*.\" He waves you away. \"Besides, it doesn't really matter now. I've never seen anyone else play p\u00e9tanque in Martinaise.\"" }, { "actor": "Inland Empire", "dialogue": "He will never play p\u00e9tanque again." } ], [ { "actor": "Cindy the SKULL", "dialogue": "\"Nice vest, officer. Taking art classes now?\"" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: Variable[\"pier.cindy_concept_rc_succeeded_failed\"]]" }, { "actor": "You", "dialogue": "\"I want to see your painting again.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Sure, piggo.\" She reaches into her heavy coat and pulls out a small piece of plastic coated thick with emulsion." }, { "actor": "You", "dialogue": "\"Would you describe this as one of your signature pieces?\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"*Signature*? Oh yeah, pigster. I sneezed while holding a wet brush. Paint flecked onto the canvas, and voila. You don't get more signature than that.\"" }, { "actor": "Half Light", "dialogue": "Is that all she thinks it takes to be an artist? Outperform her with her own style. Make it *yours*." }, { "actor": "You", "dialogue": "\"That's disgusting.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Says you.\" She looks you up and down." }, { "actor": "You", "dialogue": "\"Would you describe this as one of your signature pieces?\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"*Signature*? Oh yeah, pigster. I sneezed while holding a wet brush. Paint flecked onto the canvas, and voila. You don't get more signature than that.\"" }, { "actor": "Half Light", "dialogue": "Is that all she thinks it takes to be an artist? Outperform her with her own style. Make it *yours*." }, { "actor": "You", "dialogue": "\"So you painted this with a sneeze? Truly remarkable... a clear sign of a *genius*!\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"That's what I said, piglet.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I thought we decided to leave it to Processing.\" The lieutenant shakes his head. \"Let's not turn this into some kind of circus.\"" }, { "actor": "Interfacing", "dialogue": "Damn it, this is turning into some sort of mega-puzzle." }, { "actor": "Logic", "dialogue": "Okay, so you can *sneak* out of your room maybe, after he's gone asleep..." }, { "actor": "You", "dialogue": "Try to remove the dead man's boots." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I thought we decided to leave it to Processing.\" The lieutenant shakes his head. \"Let's not turn this into some kind of circus.\"" }, { "actor": "Interfacing", "dialogue": "Damn it, this is turning into some sort of mega-puzzle." }, { "actor": "Logic", "dialogue": "Okay, so you can *sneak* out of your room maybe, after he's gone asleep..." } ], [ { "actor": "You", "dialogue": "\"I'm looking for Ruby, the *lady driver*. Know anything about her?\"" }, { "actor": "Paledriver", "dialogue": "She cups her ear and leans forward. \"Did you just call me a *lady*, xerife?\"" }, { "actor": "Suggestion", "dialogue": "If you want to know more about Ruby, this is a dead end. She's only heard the word 'lady' and latched onto it. You can push on if you're interested in *that*, though." }, { "actor": "You", "dialogue": "\"Never mind. I have other questions.\"" }, { "actor": "Paledriver", "dialogue": "The woman sways her wrinkled shell back and forth, a strange grin across her face." }, { "actor": "You", "dialogue": "\"Alright. Are you *the* lady driver?\"" }, { "actor": "Paledriver", "dialogue": "\"Did you just call me a *lady*, xerife?\"" }, { "actor": "Suggestion", "dialogue": "She clearly doesn't think she's a 'lady'. Don't repeat it." }, { "actor": "You", "dialogue": "\"Well, aren't you a lady?\"" }, { "actor": "Paledriver", "dialogue": "The woman's malevolent cackling fills the roundabout." }, { "actor": "Paledriver", "dialogue": "\"I'm a lady like you're Gabriel Buenguerro -- only in dreams.\"" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_went_through_ruby_info\"]]" }, { "actor": "Paledriver", "dialogue": "\"I'm terrifying to small children. And to those who used to know me.\"" } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_greeting_done\"]]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.truckman_told_him_to_fuck_off\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"tc.down_with_racism\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "\"Looking for something?\" The lorry driver recognizes you." }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.racist_authority_soles\"]]" }, { "actor": "You", "dialogue": "\"If it's not you, then who's running drugs through Terminal B?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Isn't it obvious? Fuckin' Siileng, that beady-eyed South-Samaran.\" He spits on the ground. \"His little side business is a scam. I wouldn't be surprised if he was peddling drugs as well.\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_met\"]]" } ], [ { "actor": "Visual Calculus", "dialogue": "Could this have been the killer's hideout, and this narrow window -- the point of origin of the shot that killed the mercenary?" }, { "actor": "Hand/Eye Coordination", "dialogue": "This does look like an *embrasure*, a slit made for shooting out of." }, { "actor": "You", "dialogue": "Peek out." }, { "actor": "Visual Calculus", "dialogue": "In the darkness, you can barely make out the falling snow. It settles, making the night still quieter." }, { "actor": "You", "dialogue": "Would this have been a good hideout for a sniper?" }, { "actor": "Visual Calculus", "dialogue": "It's definitely a good place to hide. You barely found it yourself." } ], [ { "actor": "Padlocked Door", "dialogue": "This door has been closed with a padlock. A chalk-drawn number on the board says #11." }, { "actor": "You", "dialogue": "\"We could use some chaincutters here to cut the shackle.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Why would we want to break into some random citizen's apartment?\"" }, { "actor": "You", "dialogue": "\"I don't know, just seems like something we could do.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at you for a long moment, then blinks once..." }, { "actor": "Rhetoric", "dialogue": "There's so much he could say right now, but he knows it wouldn't make much of a difference." }, { "actor": "Kim Kitsuragi", "dialogue": "He takes a closer look at the lock. \"I supposed if one were *committed* to it, there's a pair of chaincutters in the Kineema.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Siileng", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_post_tribunary_you_reacted\"]]" }, { "actor": "Siileng", "dialogue": "\"Everything's still cool here, officer,\" the street vendor assures you." }, { "actor": "You", "dialogue": "\"Hey, a quick question -- do you sell any tapes?\"" }, { "actor": "Siileng", "dialogue": "\"Tapes, you mean like music tapes? No, music is *out*! Don't listen to music. I sell extremely cool sunglasses if you want get your *mojo* going.\" He points at the shoddy box on the left." }, { "actor": "You", "dialogue": "\"Alright, so you have no idea whatsoever where I could find tapes?\"" }, { "actor": "Siileng", "dialogue": "\"Tapes?\" The notion sounds preposterous to him. \"Tapes are *everywhere*! They're worthless, kids throw them in the trees -- there's one in the bushes, right behind this lorry.\"" }, { "actor": "Siileng", "dialogue": "He nods at the empty lorry cabin behind his back. \"No one would ever throw a good pair of *high quality plastic* sunglasses in the bushes, mister.\" His smile widens." }, { "actor": "Shivers", "dialogue": "To the west, dark brown ribbons of tape hang from the tree, flowing in the wind..." }, { "actor": "Interfacing", "dialogue": "You should have a look. It's better than nothing." }, { "actor": "You", "dialogue": "\"Do you accept net worth as a form of payment?\"" }, { "actor": "Siileng", "dialogue": "\"I only accept *legal* tender, officer.\" He lowers his voice. \"Unless that's code for something?\"" }, { "actor": "Siileng", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "Acele", "dialogue": "\"Go ahead.\"" }, { "actor": "You", "dialogue": "\"I got shot in the leg.\" (Point at your limb.)" }, { "actor": "Acele", "dialogue": "\"Ouch.\" She looks at your leg. \"I did notice you limping, but I thought maybe it was your 'thing' or something...\"" }, { "actor": "Acele", "dialogue": "\"When I was sixteen I used to date this guy who had a limp. But it only showed when he was sober, so I guess it wasn't real or something. I don't know.\" She shrugs, eyes glazed over..." }, { "actor": "Acele", "dialogue": "\"Anyway\u2026\" She turns back to you. \"Shot in the leg... I'm sorry, man, that must suck.\"" }, { "actor": "You", "dialogue": "\"What are you doing out here in the cold?\"" }, { "actor": "Acele", "dialogue": "\"Recording, I guess.\"" }, { "actor": "You", "dialogue": "\"And what is it you're recording exactly?\"" }, { "actor": "Acele", "dialogue": "\"I *think* I'm recording cracks in the ice, but there's no way to tell. Not without headphones. I think I just recorded your footsteps, too. Not sure how that will sound...\" She scratches her forehead." }, { "actor": "Reaction Speed", "dialogue": "What happened to the old headphones?" }, { "actor": "You", "dialogue": "\"Wait, what happened to the headphones?\"" }, { "actor": "Acele", "dialogue": "\"My boyfriend sold them.\"" }, { "actor": "You", "dialogue": "\"What for?\"" }, { "actor": "Acele", "dialogue": "\"I don't know, man... things. Just stuff you need for life.\"" }, { "actor": "Drama", "dialogue": "A lie. They were probably pawned off for something ssssuspicious." } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"What am I missing? What haven't I done?\"" }, { "actor": "You", "dialogue": "\"What can I put on him -- to get him to fess up?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He's a communard. The victim was a mercenary. We should get him talking politics again. You could even tell him we already *have* a motive.\"" }, { "actor": "You", "dialogue": "\"What can I put on him -- to get him to fess up?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He's a communard. The victim was a mercenary. We should get him talking politics again. You could even tell him we already *have* a motive.\"" } ], [ { "actor": "Map Wall", "dialogue": "Several maps have been attached to a bulletin board hidden inside the alcove. They're held up by small pins. The board has come loose from one corner." }, { "actor": "Map Wall", "dialogue": "The maps look old and faded. Your eye catches a map of Insulinde, a map of Revachol, and a map of Martinaise." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: Variable[\"TASK.buy_a_map_of_martinaise\"] and Variable[\"TASK.buy_a_map_of_martinaise_done\"] == false and CheckItem(\"map_of_martinaise\") == false]" }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods toward it and says: \"Map of Martinaise. This could work maybe?\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Are you shitting me, Harry? Did you not really open the door and are now just telling me you did?\" His lively eyes are mapping your face. \"You're a wild one, Harry!\"" }, { "actor": "You", "dialogue": "\"Actually, I need to get back to you on this door thing.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, Harry...\" He shakes his head, smiling. \"You don't need to get back to me. You need to open the door. Very simple, really.\"" }, { "actor": "You", "dialogue": "\"Can we go over a few details concerning the murder again?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Most certainly, Harry.\" The big man nods merrily. \"Nothing brightens my day like brainstorming these things with you.\"" }, { "actor": "You", "dialogue": "\"There was a collection of colonial mugs there, and I found a similar mug in the trash with the hanged man's clothes.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Racist mugs in the trash AND in the apartment?!\" He grabs his head with both hands. \"You guys are just light-years ahead of me.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I have *so much* confidence in the ability of your organization. I'm relieved you're doing this and leaving me to do what *I* do best -- helping people. With the power of *politics*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes-yes... Do you think this 'weasel' is somehow connected to the murder?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, no, no, no, no. I don't cross paths like that.\" He shakes his head, laughing. \"All I want is for you to succeed in your investigation. I would never *complicate* things for you.\"" }, { "actor": "Drama", "dialogue": "Oddly, it seems to be true." }, { "actor": "You", "dialogue": "\"But this weasel might have cleaned up after the killers.\"" } ], [ { "actor": "Call Me Ma\u00f1ana", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "[Action/Check: Condition: (Variable[\"gates.manana_altgreet_posttribunal\"]) == false]" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "The boiadeiro stares at you with respect -- then gestures towards the trickles of blood adorning your clothes." }, { "actor": "You", "dialogue": "\"Yeah, I got shot. No big deal.\"" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"Yet you live?\" He nods approvingly. \"It calls back to an older era, where this was commonplace. You have a true boiadeiro heart.\"" }, { "actor": "You", "dialogue": "\"Right. So where is everyone?\"" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"Hidin', gatherin' themselves. The harbour's in full lockdown, friend. No getting in or out... for the time being.\"" }, { "actor": "You", "dialogue": "\"You can't help me get inside?\"" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"No, man. Not today. Today is war.\"" }, { "actor": "Rhetoric", "dialogue": "He says it matter-of-factly. Like it's no big deal." }, { "actor": "You", "dialogue": "\"What's going to happen next?\"" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"Time will tell...\" He shrugs. \"I'll tell the bossman you dropped by. I'm sure he'll be glad.\"" }, { "actor": "You", "dialogue": "\"I need to get past the gates and speak with your boss.\"" } ], [ { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_saw_your_face\"]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_stopped_expression\"] and Variable[\"character.beard_shaven\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_stopped_expression\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"character.beard_shaven\"]]" }, { "actor": "Mirror", "dialogue": "An old mirror hangs on the wall. You see your reflection in it -- *The Expression* fixed to your clean-shaven face. You're still not accustomed to it." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.face_yourself_done\")--[[ Variable[ ]]) == false]" }, { "actor": "You", "dialogue": "Use your chaincutters to fix the faucet. Stop steam from fogging up the mirror." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_interfacing_white_check_succeeded\"]]" } ], [ { "actor": "Encyclopedia", "dialogue": "This is the flag of Revachol the Suzerainty." }, { "actor": "You", "dialogue": "What's with the sun?" }, { "actor": "Encyclopedia", "dialogue": "This isn't just one sun, but there are little suns dancing around the big sun. This is the Sevenfold Sun Miracle." }, { "actor": "You", "dialogue": "What's the Sevenfold Sun Miracle?" }, { "actor": "Encyclopedia", "dialogue": "It's an optical atmospheric anomaly the first settlers saw. Happens in cold weather: six small suns around the big one. This complex halo-phenomena is how old Revachol got its flag." }, { "actor": "Inland Empire", "dialogue": "It is but one of the many strange *optic-atmospheric* phenomenon on this wondrous archipelago. You're sure you once saw sundogs -- in your youth. And blue flares...." }, { "actor": "You", "dialogue": "Bow down before the flag. [Finish thought.]" }, { "actor": "Encyclopedia", "dialogue": "The flag accepts your honourable salute with quiet dignity." } ], [ { "actor": "Karaoke Stand", "dialogue": "The stage is all set up for your performance. Feels... silent. You can hear the pellets creak under your feet." }, { "actor": "Savoir Faire", "dialogue": "You feel a little dizzy. A little *unsteady*, suddenly." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"What are you doing? I told you it was for customers only. I'm not turning on the karaoke carousel unless you pay your bills.\"" }, { "actor": "Volition", "dialogue": "He's not backing up from this. Standing up here is merely a practice run without paying him first." }, { "actor": "You", "dialogue": "Put your lips against the microphone -- test it." }, { "actor": "Karaoke Stand", "dialogue": "Immediately a loud feedback noise startles the room. You feel like an amateur. How are you supposed to hold the mic? Should you just *sing* into it? Where should you stand?" }, { "actor": "Interfacing", "dialogue": "Hands... Where do you put your *hands*?!" }, { "actor": "Endurance", "dialogue": "Does someone feel like throwing up? I do. A little." }, { "actor": "You", "dialogue": "Look around the room first." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viquemare_esprit_wc_firefighters\"]) == false]" }, { "actor": "Esprit de Corps", "dialogue": "There's something that binds you to him. Some kind of an outfit maybe...? A uniform!" }, { "actor": "You", "dialogue": "A nurse's uniform?" }, { "actor": "Esprit de Corps", "dialogue": "Yes. Nurses, why not..." }, { "actor": "You", "dialogue": "He's not a male nurse. I'm not gonna ask that." }, { "actor": "Esprit de Corps", "dialogue": "Of course, you don't have to. You can talk about anything you want." }, { "actor": "You", "dialogue": "\"Let's talk more about that hypothetical Station 41 you mentioned.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Oh, the Hypothetical Four-One. Yeah, let's *fantasize* about that.\" He blinks aggressively. \"I'm not busy, you're not busy, let's just play around!\"" }, { "actor": "You", "dialogue": "\"Who else is in our imaginary police station?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"You're not going to believe this, but...\" The man pauses for dramatic effect. \"... police officers!\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Yes sir, solving crimes, locking up bad guys and... *AND* get this... and *not* getting their drink on at two o'clock.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Just some regular boring motherfuckers in suits and uniforms. Nothing spectacularly extravagant like you -- the Far Out Son Of Lung.\"" } ], [ { "actor": "Broken Window", "dialogue": "The window stands broken in its frame. Cold wind blows in." }, { "actor": "You", "dialogue": "Assess the damage." }, { "actor": "Broken Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.viscal_window_viscal_success\"]]" }, { "actor": "Visual Calculus", "dialogue": "The shards face outward. Whatever broke this window came from the inside." }, { "actor": "You", "dialogue": "Did I break it with my own hands? (Look at them.)" }, { "actor": "Visual Calculus", "dialogue": "A fine web of scarring covers the back of your right hand, but none of it is recent." }, { "actor": "You", "dialogue": "What did this then?" }, { "actor": "Visual Calculus", "dialogue": "More likely a projectile than a held object. There are no fragments on the floor from pulling a tool back in after impact." }, { "actor": "You", "dialogue": "Assess the size of the impact." }, { "actor": "Visual Calculus", "dialogue": "It is too large for a bullet yet too small for a piece of furniture. You're looking for something heavy and larger than your fist." }, { "actor": "Broken Window", "dialogue": "[Action/Check: Condition: (CheckItem(\"shoes_snakeskin\")) == false]" }, { "actor": "Broken Window", "dialogue": "[Action/Check: Condition: (CheckItem(\"shoes_snakeskin_right\")) == false]" }, { "actor": "Broken Window", "dialogue": "[Action/Check: Condition: (CheckItem(\"shoes_snakeskin_left\")) == false]" } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"What can I put on him -- to get him to fess up?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He's a communard. The victim was a mercenary. We should get him talking politics again. You could even tell him we already *have* a motive.\"" }, { "actor": "You", "dialogue": "\"I'm slapping myself to get ideas!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I can see that, yes. I'm not judging.\"" }, { "actor": "You", "dialogue": "\"What am I missing? What haven't I done?\"" } ], [ { "actor": "Elevator", "dialogue": "The elevator stands open, inviting you to step inside." }, { "actor": "Logic", "dialogue": "This elevator must have been used to transport pinball machines to and from the upstairs workshop." }, { "actor": "You", "dialogue": "Look at the elevator controls." }, { "actor": "Elevator", "dialogue": "There are large rectangular buttons: 'Monter', 'Descendre', and an international: 'Call for Emergency Assistance'. That third one appears to be broken." }, { "actor": "Encyclopedia", "dialogue": "A small steel plaque reads 'Halter 800'. Halter is a K\u00f6nigsteiner lift company who went out of business a long, long time ago." }, { "actor": "You", "dialogue": "\"It says the last maintenance was in '88.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That it does.\" The lieutenant peeks in. \"I say -- let's brave it.\"" }, { "actor": "You", "dialogue": "\"Eighty-eight... This elevator was maintained a long time ago.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"At the end of the last century.\" He nods. \"Look on the bright side. If it fails, we will only sustain minor injuries -- I'm talking three, maybe four months in the hospital. maximum five.\"" }, { "actor": "Rhetoric", "dialogue": "It appears his whole enthusiasm is sarcastic." } ], [ { "actor": "You", "dialogue": "\"Do you know about the... bunker... next door?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"What bunker?\"" }, { "actor": "You", "dialogue": "\"Just a bunker. Have you been there?!\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"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." }, { "actor": "Pale Latitude Compressor", "dialogue": "Hhhhhhhzzzzzzz... L'Iramburde: starbursts and sunshine. 24 degrees centigrade..." }, { "actor": "Endurance", "dialogue": "You've gotta act soon. This is getting *bad*." }, { "actor": "Savoir Faire", "dialogue": "Keep calm. Breathe in. After the pain recedes it's a little clearer..." }, { "actor": "You", "dialogue": "Destroy the machine." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ruby_red_check_pain\"]]" }, { "actor": "Pain Threshold", "dialogue": "You did it. The Compressor lies broken on its side. It's quiet in your head again. It still hurts like hell, but..." }, { "actor": "You", "dialogue": "\"See them fireworks, Kim?\" (Glance back.)" }, { "actor": "Ruby, the Instigator", "dialogue": "She looks at the machine, assessing the damage. Her hand trembles." }, { "actor": "Ruby, the Instigator", "dialogue": "\"Ah, fuck it.\" She puts the barrel of the gun into her mouth." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: CheckItem(\"gun_villiers\")]" } ], [ { "actor": "Southwest Entrance to the Tenements", "dialogue": "A sturdy metal door guards the southwest entrance to the apartment building. It's locked." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.find_a_way_inside_apt_building\")--[[ Variable[ ]]) == false]" }, { "actor": "You", "dialogue": "\"Hey, are you there? I've checked the backyard, but couldn't get in that way.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Good. We've had enough problems with bums and drunks and thieves loitering in the hallway... You have no business here.\"" }, { "actor": "You", "dialogue": "\"Hey, are you there? I've checked the backyard, but couldn't get in that way.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Good. We've had enough problems with bums and drunks and thieves loitering in the hallway... You have no business here.\"" }, { "actor": "You", "dialogue": "Knock." }, { "actor": "Southwest Entrance to the Tenements", "dialogue": "The door rattles against your knuckles, but there's no response." }, { "actor": "You", "dialogue": "\"Kim, tell her we're real policemen!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Madam, I assure you we're real police officers,\" the lieutenant repeats dutifully." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.minot_whirling_mainhub_reached\"]]" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Yes,\" she looks at you. \"What is it?\"" }, { "actor": "You", "dialogue": "\"Did you just call me *Harry*?\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Yes, I called you by your name, what about it?\" She sounds slightly agitated and... sad." }, { "actor": "You", "dialogue": "\"My name is Rapha\u00ebl Ambrosius Costeau.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Honestly...\" Her sad eyes scan your face, looking for signs of deceit. \"I don't care. I don't think anyone does anymore.\"" }, { "actor": "You", "dialogue": "\"I bet you liked that, didn't you? Let's be honest, that was some first rate karaoke.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Uh... okay. Yes, that was pretty good.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"What? No. Nonononono!\" The man with sunglasses shakes his head stubbornly. \"There are *universal* standards of good out there and that... that was just complete shit.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Jean,\" she quietly interjects, giving you a compassionate side glance. \"He's not right... treat him like you'd treat McCoy's little brother.\"" }, { "actor": "Encyclopedia", "dialogue": "Lieutenant Double-Yefreitor John \"Archetype\" McCoy's younger brother Lance McCoy, although a man of 32 years, will mentally never surpass a six year old." }, { "actor": "You", "dialogue": "\"Hey, I'm standing right here!\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Yes, and I'm wondering why? Don't you have a case to solve?\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Yes, did you want something from me?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.minot_whirling_mainhub_reached\"]]" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Yes,\" she looks at you. \"What is it?\"" }, { "actor": "You", "dialogue": "\"Did you hear that? Did you hear me sing? Did you like it?\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"That... that was pretty good, Harry.\" She pokes her companion with an elbow. \"Wasn't it Jean?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.minot_whirling_reaction_speed_name_harry\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"tc.harry\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "Did she just call you *Harry*? These people do *NOT* know you! You don't *have* a name! Ha ha!" }, { "actor": "Man with Sunglasses", "dialogue": "\"Uh, that was...\" He stares at you. \"Yeah, that was absolute shit -- if you want my opinion. Drunken shit. Haven't wanted anything to end this badly since I had cluster headaches.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Horrible, truly horrible,\" he continues. \"I beg of you, don't ever subject anyone to this torture again. I mean seriously, you need to...\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Jean...\" she quietly interjects, giving you a compassionate side glance. \"He's not right, don't make it worse and... and *I* really liked it.\"" }, { "actor": "Drama", "dialogue": "She actually *did*!" }, { "actor": "You", "dialogue": "\"Did you just call me *Harry*?\"" } ], [ { "actor": "Acele", "dialogue": "\"Oh, that... you're not gonna believe me. There's no point in me telling you.\"" }, { "actor": "Rhetoric", "dialogue": "She's less prone to blurting out 'crab-man!' than the others." }, { "actor": "You", "dialogue": "\"You're right. Let me ask you about something else.\"" }, { "actor": "Acele", "dialogue": "\"Go ahead.\"" }, { "actor": "You", "dialogue": "\"Tell me more about this *music place* you've been planning in the church.\"" }, { "actor": "Acele", "dialogue": "\"It's supposed to become, like, a club. For *anodic dance music*. Like that new style of synthesizer stuff they play at The Paliseum.\"" }, { "actor": "Acele", "dialogue": "\"Except that... yeah.\" She looks at the old wooden church up on the poles. As a mean wind comes bellowing in, the six-story structure lets out a doleful shriek." }, { "actor": "Shivers", "dialogue": "The floorboards are twisting and the shooting beams are slowly cracking like bones. Far east of the golden Delta, beyond the industrial port, there is a black patch of unlit coast with the smallest creatures on the ice..." }, { "actor": "You", "dialogue": "\"Enough about the church then. I had a another question.\" (Conclude.)" }, { "actor": "Acele", "dialogue": "\"Go ahead.\"" } ], [ { "actor": "You", "dialogue": "\"There were May bells behind the victim's window.\" (Show him the dried flower.)" }, { "actor": "The Deserter", "dialogue": "\"Damn May bells...\" He looks at the blossoming field behind you. \"The whole island is turning white with them...\"" }, { "actor": "Empathy", "dialogue": "He seems tender suddenly, nostalgic even. A strange mood swing." }, { "actor": "The Deserter", "dialogue": "\"So many this year too. The spring is coming, no... it's already here. Wash the filth away...\"" }, { "actor": "You", "dialogue": "\"You've been in Martinaise your whole life -- know any... secret paths?\"" }, { "actor": "The Deserter", "dialogue": "\"I may...\" A strange tremor passes his face." }, { "actor": "You", "dialogue": "\"You've been in Martinaise your whole life -- know any... secret paths?\"" }, { "actor": "The Deserter", "dialogue": "\"I may...\" A strange tremor passes his face." }, { "actor": "You", "dialogue": "\"I haven't seen these flowers anywhere else in Martinaise. Only here.\"" }, { "actor": "The Deserter", "dialogue": "\"They blossom on the islets before. We fertilized them with our blood.\" He looks to the water. \"R\u00e8surrection was snow white in May, before they ruined it.\"" }, { "actor": "Shivers", "dialogue": "South, the Bay of Martinaise is dotted with little freckles of islets, turning green, with white flowers in white snow..." }, { "actor": "The Deserter", "dialogue": "\"The coast too -- before they piled their containers on top of it. Filled with broken, useless trash for fat fingered bourgeois children to play with...\"" } ], [ { "actor": "You", "dialogue": "\"So I talked to Klaasje about the tape.\"" }, { "actor": "Titus Hardie", "dialogue": "\"And?\"" }, { "actor": "Composure", "dialogue": "He tenses immediately. Chest tightens. Jaw sets. Ready for another blow." }, { "actor": "You", "dialogue": "\"I'll get back to you on that one.\"" }, { "actor": "Titus Hardie", "dialogue": "\"The fuck do you mean *you'll get back to me*?!\" he roars. \"NO! Tell me she said she was raped!\"" }, { "actor": "Half Light", "dialogue": "He completely blew his fuse there. The calm act is completely gone." }, { "actor": "You", "dialogue": "\"She didn't say that.\"" }, { "actor": "Titus Hardie", "dialogue": "\"That fucking fucker...\" He stares at his beer for two seconds -- intently -- then turns to you. \"You're the worst cop in Revachol! I gave you *gold* on that tape.\"" }, { "actor": "Rhetoric", "dialogue": "That 'fucker' wasn't aimed at you. It was at *her*." }, { "actor": "Endurance", "dialogue": "You smell weakness. He's getting tired of the game he's been playing." }, { "actor": "Savoir Faire", "dialogue": "You caught him off balance. Push and he will give way." }, { "actor": "You", "dialogue": "\"Gold? It was just locker room talk. It's not evidence.\"" }, { "actor": "Titus Hardie", "dialogue": "\"*Locker room talk*? What are you, fucking brain-dead?! I've been to plenty of locker rooms -- they don't plan rapes there!\"" }, { "actor": "Suggestion", "dialogue": "Sounds like he wanted it to change her mind about the hanged man. This is definitely personal." }, { "actor": "Titus Hardie", "dialogue": "\"What did she have to say then? Fine by her?! This is what people are *supposed* to be like? Fucking whoopty doo!\"" } ], [ { "actor": "Cindy the SKULL", "dialogue": "\"Nice vest, officer. Taking art classes now?\"" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: Variable[\"pier.cindy_concept_rc_succeeded_failed\"]]" }, { "actor": "You", "dialogue": "\"I've got you cornered! Hand over that brush!\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Ooh, police brutality. That's the good stuff!\"" }, { "actor": "Half Light", "dialogue": "How come you're letting this baby rat run circles around you? End this *now*." }, { "actor": "You", "dialogue": "(Get closer and stare her down.) \"Cindy, give me the goddamned brush.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Fine, take it, I'm all out of fuel oil anyway.\" She drops the paintbrush at your feet." }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: Variable[\"pier.cindy_know_heavy_fuel_oil\"] and CheckItem(\"fuel_canister_rcm\")]" }, { "actor": "Conceptualization", "dialogue": "You know what you've got in that fuel canister you scavenged from your Kineema? Red-dyed heavy fuel oil. Time to get to *proper* work, artiste." }, { "actor": "You", "dialogue": "\"Do you have any idea what happened to the hanged man's armour?\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"What do I care about some fucking tin egg shells?\"" }, { "actor": "You", "dialogue": "\"You might find armour useful if the streets flow red once more.\"" } ], [ { "actor": "Map Wall", "dialogue": "Several maps have been attached to a bulletin board hidden inside the alcove. They're held up by small pins. The board has come loose from one corner." }, { "actor": "Map Wall", "dialogue": "The maps look old and faded. Your eye catches a map of Insulinde, a map of Revachol, and a map of Martinaise." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.buy_a_map_of_martinaise\"] and Variable[\"TASK.buy_a_map_of_martinaise_done\"] == false and CheckItem(\"map_of_martinaise\") == false) == false]" }, { "actor": "You", "dialogue": "\"I want to buy the map of Martinaise.\"" }, { "actor": "Plaisance", "dialogue": "She nods. \"Always good to be informed of your surroundings.\"" }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"] or Variable[\"character.interactable_tutorial_seen\"]]" }, { "actor": "You", "dialogue": "\"I want to buy the map of Martinaise.\"" }, { "actor": "Plaisance", "dialogue": "\"Officer, discard the thought. For your brave efforts against those thugs you may have it for free.\"" }, { "actor": "You", "dialogue": "Look at the map of Revachol." }, { "actor": "Map Wall", "dialogue": "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." }, { "actor": "Map Wall", "dialogue": "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." } ], [ { "actor": "You", "dialogue": "\"Surprise, Titus! I've connected you to the local drug trade.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Like hell you have.\" He leans back, unruffled. \"There is no 'local drug trade'. This place is as clean as a rifle. Go back to Jamrock and ask the local junkies how clean *your* streets are in Precinct '41-Kilos'.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We'll do that. In the meantime,\" he points south, \"did you know that there's an abandoned lorry at the intersection that was used to move raw ingredients for drugs from Terminal B to Jamrock?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_went_through_ruby_info\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The person driving it was present at the hanging. It was one of you. We've connected the footprints.\" He taps on his notebook, then turns to you. \"Detective, do you want to deliver the coup de grace?\"" }, { "actor": "Reaction Speed", "dialogue": "The thought forms in your head, like a lightning strike branching in the sky." }, { "actor": "Suggestion", "dialogue": "No, the thunder is his. Leave it to the lieutenant." }, { "actor": "You", "dialogue": "\"Forget it. I knew they'd never own up to it.\" (Back off.)" }, { "actor": "Titus Hardie", "dialogue": "\"Own up to what?\" he shrugs. \"Why don't you limp out of here, little detective, and keep your nose off my intersection.\"" }, { "actor": "You", "dialogue": "Take an aggressive step closer." }, { "actor": "Titus Hardie", "dialogue": "The room is silent. The leader does not flinch." }, { "actor": "Physical Instrument", "dialogue": "Get *further* in there. Escalate." } ], [ { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"auto.inside_shack\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Bed", "dialogue": "The bed's a little nicer now. You could get a good night's sleep here." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.bed_tutorial_shown\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"tc.turn_off_tutorial_node\"]) == false]" }, { "actor": "Tutorial Agent", "dialogue": "The option to go to sleep becomes available every night after 21.00." }, { "actor": "You", "dialogue": "Go to sleep." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Bed", "dialogue": "Across the room, the heating system hums its soft lullaby. The mattress feels soft and sheets warm. It only takes you moments for the world to fall away..." }, { "actor": "Bed", "dialogue": "..." } ], [ { "actor": "Rhetoric", "dialogue": "There it is again! There's a spectral smell haunting this industrial harbour. And it smells like..." }, { "actor": "Perception (Smell)", "dialogue": "Heavy fuel oil, mostly. Because it's an industrial harbour." }, { "actor": "Rhetoric", "dialogue": "Years of turmoil, of hopes and dreams ground beneath the inexorable tides of capital." }, { "actor": "You", "dialogue": "I can *kind of* smell dreams being ground down by capital." }, { "actor": "Rhetoric", "dialogue": "Undoubtedly. And the scent is coming... from that railing over there!" }, { "actor": "You", "dialogue": "You mean from Ma\u00f1ana?" }, { "actor": "Rhetoric", "dialogue": "Yes. Now's your chance to *establish contact*." }, { "actor": "Savoir Faire", "dialogue": "But be easy about it. Communists have been known to charge when startled." } ], [ { "actor": "Cuno", "dialogue": "\"Shitload, pig, what's your question?\"" }, { "actor": "Cunoesse", "dialogue": "\"Don't tell the pig shit, Cuno!\"" }, { "actor": "Reaction Speed", "dialogue": "This is where you *quickly* ask him questions. Real cop-questions. Like a cop." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_cop_questions\"]) == false]" }, { "actor": "You", "dialogue": "\"I don't have questions.\"" }, { "actor": "Cunoesse", "dialogue": "\"Fucking idiot *mulkkup\u00e4\u00e4* doesn't know any questions.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere() == false and Variable[\"yard.cuno_cop_questions\"] == false) == false]" }, { "actor": "You", "dialogue": "Figure out what's going on with this kid." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_wc_empathy_get_cuno_alone\"]]" }, { "actor": "Empathy", "dialogue": "It's not Cuno. It's Cunoesse." }, { "actor": "You", "dialogue": "(Act on it, try and separate them.) \"Cuno! Psst...\"" } ], [ { "actor": "Map Wall", "dialogue": "Several maps have been attached to a bulletin board hidden inside the alcove. They're held up by small pins. The board has come loose from one corner." }, { "actor": "Map Wall", "dialogue": "The maps look old and faded. Your eye catches a map of Insulinde, a map of Revachol, and a map of Martinaise." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.buy_a_map_of_martinaise\"] and Variable[\"TASK.buy_a_map_of_martinaise_done\"] == false and CheckItem(\"map_of_martinaise\") == false) == false]" }, { "actor": "You", "dialogue": "Look at the map of Revachol." }, { "actor": "Map Wall", "dialogue": "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." }, { "actor": "Map Wall", "dialogue": "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." }, { "actor": "You", "dialogue": "And west of the river?" }, { "actor": "Map Wall", "dialogue": "Couron. It's somewhere to live. Not bad. Then there's Jamrock -- it's *bad*. People shouldn't live there, but they do. Then Faubourg -- it's almost *as* bad and much larger. Then Coal City. It's the worst." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: Variable[\"tc.that_in_martinaise\"]]" }, { "actor": "You", "dialogue": "And Martinaise?" }, { "actor": "Map Wall", "dialogue": "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." }, { "actor": "Shivers", "dialogue": "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*?" }, { "actor": "Volition", "dialogue": "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." } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "A man in his late twenties stands behind the counter, inspecting a stuffed seabird. As you approach, he gives you a sideways glance, then looks down again." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"reputation.superstar_cop\"] >=2) == false]" }, { "actor": "Empathy", "dialogue": "That was disdain in his eyes. Even now he's purposefully ignoring you." }, { "actor": "Empathy", "dialogue": "Everything is cool between you and this guy. He's a big fan. Make some small talk." }, { "actor": "You", "dialogue": "\"I sense you're not a fan of mine.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Oh no,\" he says without looking up. \"You're a hero. A real hero cop.\"" }, { "actor": "Logic", "dialogue": "Could the massive property damage upstairs have anything to do with this?" }, { "actor": "You", "dialogue": "\"So not only am I a cop, but I'm also a hero?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes, you are! A real decorated hero.\"" }, { "actor": "You", "dialogue": "\"What did I do?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"What did you *not* do? First you took the body down, then you solved the murder, then you *didn't* trash my hostel room. Maybe you even negotiated the strike...\"" }, { "actor": "You", "dialogue": "\"I'm guessing I didn't do any of those things?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"You're right, you didn't. And it's only taken you *three days* not to.\"" }, { "actor": "You", "dialogue": "\"What have I been doing all that time? Have you seen me around?\"" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_the_dead_body_down_from_the_tree_done\"] or Variable[\"TASK.return_to_corpse\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "The corpse looks at you with bulging white eyes. The face around them does not look human, it's swollen and ready to burst. His lips are fishlike and his tongue like a ball gag in his mouth." }, { "actor": "The Hanged Man", "dialogue": "You seem to be holding your breath." }, { "actor": "You", "dialogue": "Look down." }, { "actor": "The Hanged Man", "dialogue": "A cargo belt twists his neck at an unnatural angle. The body below appears stiff. It's letting out an ungodly rot, the smell seeps in even through your clenched nostrils." }, { "actor": "You", "dialogue": "Turn away. [Leave.]" } ], [ { "actor": "Rhetoric", "dialogue": "There it is again! There's a spectral scent haunting this pier, no doubt. And it smells like..." }, { "actor": "Perception (Smell)", "dialogue": "Sea brine, mostly. Because it's a pier." }, { "actor": "Rhetoric", "dialogue": "Years of turmoil, of hopes and dreams ground beneath the inexorable tides of capital." }, { "actor": "You", "dialogue": "I can *kind of* smell dreams being ground down by capital." }, { "actor": "Rhetoric", "dialogue": "Without a doubt. Your politico-olfactory cortex doesn't deceive you. The smell is coming... from that balcony over there!" }, { "actor": "You", "dialogue": "You mean from that scary-looking girl in the old lady coat?" }, { "actor": "Rhetoric", "dialogue": "Certainement! A precocious communist youth, a symbol of a kinder, more hopeful future. Now's your chance to *establish contact* with your revolutionary brothers and sisters." }, { "actor": "Inland Empire", "dialogue": "A chance to establish contact with the future! What a beautiful, *terrible* thought..." } ], [ { "actor": "Cuno", "dialogue": "\"Yeah, the Kingdom of Cuno, the fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"There was also a mug in the trash.\" (Show him the mug.)" }, { "actor": "Cuno", "dialogue": "\"The fuck? A *mug* in the trash? Is this about the fucking clothes again?\"" }, { "actor": "You", "dialogue": "\"Yes, does this quaint, better-not-taken-out-of-its-historical-context mug have anything to do with it?\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, Cuno sees where this is going. Cuno's got that fast-brain,\" he whispers excitedly. \"You saying you pigs are after the mug fucker -- coz he's the clothes fucker...\"" }, { "actor": "Cunoesse", "dialogue": "\"Can't hear you, Cuno! Speak louder, Cuno!\"" }, { "actor": "You", "dialogue": "\"That's exactly what I'm saying, Cuno. Someone has tampered with the crime scene, cleaned some of it up.\"" }, { "actor": "Cuno", "dialogue": "\"Shit, that's tense...\" He thinks for a moment. \"Someone's going to the beatdown-basement, huh? Mug-guy gonna get tied to the radiator.\" He nods in approval." }, { "actor": "Physical Instrument", "dialogue": "The kid may have something there. He's already come up with an interrogation technique too." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_lives_in_apartment_route\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Cuno doesn't know who put that shit in there. And if he did, he wouldn't squeal. But if you find out, maybe you can...\"" }, { "actor": "Logic", "dialogue": "...tell the Cuno who it was? He's curious. He likes putting 2 and 2 together here." }, { "actor": "Cunoesse", "dialogue": "\"Stop turning into a pig, Cuno! They're trying to get you hooked on the snitching!\" She lets out a hiss, even meaner than before. \"Get away from my Cuno, f****ts!\"" }, { "actor": "Cuno", "dialogue": "\"Yeah!\" Cuno jumps back. \"Get your bacon shit away! Cuno doesn't like to be seen with the popo. Get your shit done and out of Cuno's face!\"" } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"I've told you everything I've got.\" He looks around nervously. \"Can you please stop talking to me now?\"" }, { "actor": "You", "dialogue": "\"You said something about the rights and privileges of lorrymen?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Yeah, they're a big deal. My great-grandfather was a carter. Had a royal license and everything. We've tried to hold on to our privileges.\"" }, { "actor": "You", "dialogue": "\"Hold on, what's a carter?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Someone with a cart, what did you think it was? That's how deep into history our thing reaches -- before machines.\"" }, { "actor": "You", "dialogue": "\"So... he was a garbage man?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Not at all! We're part of a guild and everything... it's very ancient, very prestigious.\"" }, { "actor": "You", "dialogue": "\"So it's a kind of union?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Hell no. It's a *guild*. Invitation only. Unions work for the rich fucks. They're basically the same. Been trying to fuck us out of our heritage in the name of profits. But you can't replace experience.\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Trusting street thugs with their goods is going to fuck 'em right up the ass, mark my words. Generations of practice ain't no laughing matter.\"" }, { "actor": "You", "dialogue": "\"I know you've been giving me the run-around. Fess up, where's the lady driver?\"" }, { "actor": "Racist lorry driver", "dialogue": "He smirks. \"I don't know what you're talking about.\"" } ], [ { "actor": "The Deserter", "dialogue": "\"Them fucking...\" He looks at the charred wood. \"I didn't like that.\"" }, { "actor": "You", "dialogue": "\"So you were jealous?\"" }, { "actor": "The Deserter", "dialogue": "\"Jealousy is a reactionary concept. I didn't *like* the reaver enjoying himself -- drugged out, soothed in the arms of a young woman. I wanted him to die so he could not enjoy life anymore.\"" }, { "actor": "Conceptualization", "dialogue": "For him to stop reacting to stimuli, to be broken off from the world. Cordoned into darkness." }, { "actor": "The Deserter", "dialogue": "\"And I wanted her to see his head explode,\" he nods. \"That too. She should know better than to hold a child murderer between her thighs. I knew he'd be there for one more second, *writhing*...\"" }, { "actor": "The Deserter", "dialogue": "\"That's all it takes for the bullet to reach his head.\" He squints. \"Now that I think of it, I wasn't aiming for his mouth. I wanted his brains to spill out on her... but...\" he shrugs, \"you can't have everything.\"" }, { "actor": "Electrochemistry", "dialogue": "Her body sweating from the drugs, slick from cerebral haemorrhage." }, { "actor": "Volition", "dialogue": "This man has seen past her, like you did." }, { "actor": "Suggestion", "dialogue": "And now he longs to see her covered in blood." }, { "actor": "Authority", "dialogue": "To punish her." }, { "actor": "You", "dialogue": "\"Did you have feelings for that woman?\"" } ], [ { "actor": "Apricot Chewing Gum Wrapper", "dialogue": "There it is again -- the scent of apricots, with a touch of cinnamon. Smells like the end of some distant summer. The surface of another planet, or some ancient temple." }, { "actor": "You", "dialogue": "Ancient temple?" }, { "actor": "Apricot Chewing Gum Wrapper", "dialogue": "Yes. From the height of antiquity. A long, long time ago. Millennia ago. On an island of time you can never return to." }, { "actor": "You", "dialogue": "Take a deep, *deep* breath." }, { "actor": "Apricot Chewing Gum Wrapper", "dialogue": "Bitter, citrus, sweet, it seems to grow stronger, like a glow, with every breath you take..." }, { "actor": "Encyclopedia", "dialogue": "Whatever petrochemical by-products they used to create this artificial flavour have bonded tightly to the wrapper. Or is that just your memory, filling in the gaps?" }, { "actor": "Apricot Chewing Gum Wrapper", "dialogue": "... until a blossom of skin and flower petals erupts behind your closed eyes. Made of toffee, cream, and distance. You just *had* to take a dive." }, { "actor": "Endurance", "dialogue": "Your heart working overtime, trying to keep up with the panicked synapses firing all over your brain. Moving litres of blood through you, panicking." }, { "actor": "Inland Empire", "dialogue": "Feels very, very familiar. Harry. Please. You were supposed to discard it." } ], [ { "actor": "Knick-knacks Stand", "dialogue": "You see several packaged raincoats fill a low shelf beneath a display of croissants and juice bottles. The raincoats are transparent, except for the big 'FRITTTE' slogan on the back." }, { "actor": "You", "dialogue": "Steal a raincoat." }, { "actor": "Interfacing", "dialogue": "The girl delves into the magazine, hair covering her face... vision obscured, she cannot see your hand move." }, { "actor": "Interfacing", "dialogue": "Down onto one knee. Pretending to do up a shoelace. Take a loose package from the bottom. Slip it in the old sleeve. The girl doesn't notice *a thing*." }, { "actor": "You", "dialogue": "Steal a raincoat." } ], [ { "actor": "You", "dialogue": "\"Are you a mercenary hired by Wild Pines?\"" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.talk_merc_tattoo_done\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "\"Hell no. I'm just an honest scab. I won't have talk like that around here, you understand?\"" }, { "actor": "Half Light", "dialogue": "His neck muscles tense up, the veins on his neck bulge. Be careful -- he's holding it *deep* in but there are things in there you don't want to meet." }, { "actor": "Drama", "dialogue": "It just has to be said -- that was not a convincing line." }, { "actor": "You", "dialogue": "\"'Hell no, I'm just an honest scab?' That didn't sound too convincing.\"" }, { "actor": "Scab Leader", "dialogue": "\"Fucking loincloth...\" He stares you down mutely for a second." }, { "actor": "Drama", "dialogue": "Loincloth? Now, you see, that's not really what a scab would say is it? Better not to press the issue further, sire. He seems... tense." }, { "actor": "You", "dialogue": "\"Okay.\" (Back off.)" }, { "actor": "Scab Leader", "dialogue": "The man's breathing steadies but his eyes are still narrow. Slowly he's trying to get his 'Right to Work' dance back on..." }, { "actor": "Physical Instrument", "dialogue": "It's hard to do that, when you want to beat a man into a pulp instead." }, { "actor": "You", "dialogue": "\"What exactly is your goal here?\"" } ], [ { "actor": "Half Light", "dialogue": "A threat? Retaliate immediately. You'll see -- they'll fall over like bitch-leaves. These boys ain't got the *cojones*." }, { "actor": "You", "dialogue": "\"I'm going to look you boys up in the police registry, come to both of your houses at night and MURDER YOU IN YOUR GODDAMN FUCKING SLEEP!!!\"" }, { "actor": "Pissf****t", "dialogue": "As your bellow echoes through the street, the boys quiver ever so slightly and gaze down at their shoes, pretending to be deaf." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Right.\" Lieutenant Kitsuragi adjusts his spectacles. \"You heard the detective. He's gonna ask you some questions now.\"" }, { "actor": "Esprit de Corps", "dialogue": "Don't ever do that again. But good call, detective." }, { "actor": "You", "dialogue": "\"Who's van Eyck?\"" }, { "actor": "Pissf****t", "dialogue": "\"Old man, it doesn't matter. You'll be long gone before his greatness is recognized.\"" }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Shivers", "dialogue": "A young woman kneels on a sheet of ice as if looking for something lost ages ago. She bends until her right ear touches the frozen water. She listens to it crack, slowly." }, { "actor": "You", "dialogue": "\"Hey, I'm *only* 42!\"" }, { "actor": "Fuck the World", "dialogue": "\"Holy shit, that's even older than I thought!\" He bursts out laughing." }, { "actor": "Pissf****t", "dialogue": "\"You're fucking ancient, man.\"" }, { "actor": "You", "dialogue": "\"So, you're saying I'm an old man?!\"" } ], [ { "actor": "Cindy the SKULL", "dialogue": "\"Nice vest, officer. Taking art classes now?\"" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: (Variable[\"pier.cindy_concept_rc_succeeded_failed\"]) == false]" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: Variable[\"pier.cindy_percept_fuel\"]]" }, { "actor": "You", "dialogue": "\"Is that heavy fuel oil?\"" }, { "actor": "Cindy the SKULL", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Red-dyed heavy fuel oil intended for exclusive use in government vehicles, to be precise,\" he says, studying the contents of Cindy's bucket." }, { "actor": "Cindy the SKULL", "dialogue": "\"What did you think I was using, aquarelles? Sucked it out of a cop's fuel tank myself -- back in Jamrock.\"" }, { "actor": "Empathy", "dialogue": "She really did it. She's proud of it, too." }, { "actor": "You", "dialogue": "\"Fumes are bad for you, okay.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"Something to think about next time you're driving around in your pretty little piggy carriage.\"" }, { "actor": "You", "dialogue": "(Attempt to establish contact.) \"Hey, sister. Let's talk *politics* for a minute.\"" }, { "actor": "Cindy the SKULL", "dialogue": "\"And what do *you* know about politics?\" She squints at you suspiciously." }, { "actor": "You", "dialogue": "\"One of the Union guys said there's someone trying to organize an *underground revolutionary cell*.\"" } ], [ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"I've told you everything I've got.\" He looks around nervously. \"Can you please stop talking to me now?\"" }, { "actor": "You", "dialogue": "\"I'm trying to turn back time. Can you help me, br\u00f6ther?\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.fascha_dq_asked_someone_the_q\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You've got to be kidding me...\" The lieutenant rubs his forehead as if hit by a sudden migraine. \"What is this, detective?\"" }, { "actor": "You", "dialogue": "\"Relax, Kim, it'll only be a minute.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, it won't be.\" He lets out a sigh. \"And even if it were, it would be a waste of a minute. Just please make it quick, I'll organise my notes in the meantime.\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.truckman_told_him_to_fuck_off\"]) == false]" } ], [ { "actor": "Steban, the Student Communist", "dialogue": "\"Go ahead.\" The young man gives you a half-smile. His companion sniffs." }, { "actor": "You", "dialogue": "\"What were you doing with those matchboxes just now?\"" }, { "actor": "Steban, the Student Communist", "dialogue": "The young man frowns at the little pile of boxes on the floor." }, { "actor": "Steban, the Student Communist", "dialogue": "\"Nothing, just messing around until the meeting started.\"" }, { "actor": "Interfacing", "dialogue": "They're watching those matchboxes awfully intently for two guys who are just 'messing around.'" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"apt.student_interfacing_matchboxes_intent\"]) == false]" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.cabinet_main_hub_reached\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.moms_drawer_left\"]]" }, { "actor": "File Cabinet", "dialogue": "There it still is -- inviting you to..." }, { "actor": "You", "dialogue": "Open the drawer." }, { "actor": "File Cabinet", "dialogue": "The drawer opens smoothly. Inside is a well-organized selection of brown folders." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.cabinet_got_logic_reaction\"]]" }, { "actor": "You", "dialogue": "Read the note." }, { "actor": "File Cabinet", "dialogue": "REMEMBER, LEO!\n\n* EVRART'S SHOES\n* SPECIAL WHIRLING BORSCHT\n* WATER EVRART'S PLANTS\n* SWEEP OFFICE FLOOR\n* MORE BANNERS" }, { "actor": "File Cabinet", "dialogue": "All items on the list have been crossed out and the note itself is crumpled." }, { "actor": "You", "dialogue": "Read the note." }, { "actor": "File Cabinet", "dialogue": "REMEMBER, LEO!\n\n* EVRART'S SHOES\n* SPECIAL WHIRLING BORSCHT\n* WATER EVRART'S PLANTS\n* SWEEP OFFICE FLOOR\n* MORE BANNERS" }, { "actor": "File Cabinet", "dialogue": "All items on the list have been crossed out and the note itself is crumpled." } ], [ { "actor": "Bust of Kras Mazov", "dialogue": "A plaster cast bust depicts a middle-aged man with impressive sideburns. The name on the plinth reads 'Kras Mazov'." }, { "actor": "Encyclopedia", "dialogue": "Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on 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)." }, { "actor": "You", "dialogue": "Who is Kras Mazov?" }, { "actor": "Bust of Kras Mazov", "dialogue": "Seems like a good guy judging by the moustache. By the way... doesn't he kind of look like *you*?" }, { "actor": "You", "dialogue": "\"A communard lives in this room.\" (Look around.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "A *poor* communard, from the looks of it. The room is barely bigger than a closet." }, { "actor": "You", "dialogue": "\"A communard lives in this room.\" (Look around.)" } ], [ { "actor": "The Greatest Innocence", "dialogue": "\"The Greatest Innocence\" by Jo\u00e3o Paolo Salomao Lopez de Fuego. The book is large and heavy." }, { "actor": "You", "dialogue": "Crack open this immense tome." }, { "actor": "The Greatest Innocence", "dialogue": "Browsing through the various chapters, you try your best to understand the ceaseless overflow -- the sprawl -- of names, dates, places, events historical. Most of it ends up as a twisted mass of facts inside your brain." }, { "actor": "Endurance", "dialogue": "You can do it. It'll be worth it. There's something here." }, { "actor": "The Greatest Innocence", "dialogue": "Your educational survey is done. Did you catch any of that? No? Oh well, it's pop quiz time! Let's see what you've learned. This might take a few minutes. You ready?" }, { "actor": "You", "dialogue": "Oh god no, let me out of here." }, { "actor": "The Greatest Innocence", "dialogue": "Disappointing. You'll never get anywhere with that attitude." }, { "actor": "You", "dialogue": "Crack open this immense tome." }, { "actor": "The Greatest Innocence", "dialogue": "Browsing through the various chapters, you try your best to understand the ceaseless overflow -- the sprawl -- of names, dates, places, events historical. Most of it ends up as a twisted mass of facts inside your brain." }, { "actor": "Endurance", "dialogue": "You can do it. It'll be worth it. There's something here." }, { "actor": "The Greatest Innocence", "dialogue": "Your educational survey is done. Did you catch any of that? No? Oh well, it's pop quiz time! Let's see what you've learned. This might take a few minutes. You ready?" } ], [ { "actor": "Mysterious Pair of Eyes", "dialogue": "The eerie pair of blue eyes is still here, gazing out from the dark void between the gates." }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"Boo! The eyes of Martinaise are upon you, piggy!\"" }, { "actor": "You", "dialogue": "\"God fuck, don't do that, you lunatic.\"" }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"Do what, look?\"" }, { "actor": "You", "dialogue": "\"Never mind, doesn't matter.\" (Calm yourself.)" }, { "actor": "Mysterious Pair of Eyes", "dialogue": "The mysterious pair of eyes attentively follow your every move." }, { "actor": "You", "dialogue": "\"I don't feel comfortable continuing this discussion.\" [Leave.]" }, { "actor": "Mysterious Pair of Eyes", "dialogue": "\"Suit yourself!\" The eyes gleam in the murky depths beyond the gates." } ], [ { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_fight_failure\"] or Variable[\"gates.mhead_fight_failed_mid_success\"]]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_altgreet_mhead_failed\"]]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"TASK.talk_merc_tattoo_done\"]]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_altgreet_tattoos\"]]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_greeting_done\"]]" }, { "actor": "Scab Leader", "dialogue": "\"RIGHT TO WORK! RIGHT TO WORK!\" the ostensible leader of the strikebreakers chants furiously. \"SHAME ON YOU!\"" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_abrupt_end\"]]" }, { "actor": "You", "dialogue": "\"Hey *tough guy*, I had more questions.\"" }, { "actor": "Scab Leader", "dialogue": "He looks annoyed. \"Things are busy enough. You going to waste less of my time?\"" }, { "actor": "You", "dialogue": "\"We'll see.\"" } ], [ { "actor": "Man from Hjelmdall Series", "dialogue": "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." }, { "actor": "Physical Instrument", "dialogue": "This is entirely, *completely* you. You have found the *right* books." }, { "actor": "You", "dialogue": "\"Storekeep, tell me about the muscleman books.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"Why are they so popular?\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"Sounds good. Which one should I start with?\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "Do any of the books call out to me?" }, { "actor": "Man from Hjelmdall Series", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.book_wc_hjelmwoman\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "Nothing of interest. Only silence and the cosmic background pain-radiation." } ], [ { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_saw_your_face\"]) == false]" }, { "actor": "Mirror", "dialogue": "An old mirror hangs on the wall, half-covered in shadows. You cannot see yourself fully, just the outline of a man. You have no memory of the face that awaits you there." }, { "actor": "You", "dialogue": "Wipe the mirror." }, { "actor": "Mirror", "dialogue": "As you slowly reach your hand toward the surface of the mirror..." }, { "actor": "Inland Empire", "dialogue": "Abort! You clearly have not thought this through. You won't like what you will see there -- and you will never *un-become* it." }, { "actor": "You", "dialogue": "[Better not to know -- Leave.]" } ], [ { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gaston_rhetoric_sandwich\"]]" }, { "actor": "Rhetoric", "dialogue": "All right, this is how we're gonna do it:" }, { "actor": "You", "dialogue": "\"How is your back, Gaston?\" (Tap on the side of your nose and point to the sandwich.) \"Is it... *jerky*?\"" }, { "actor": "Gaston Martin", "dialogue": "\"Well yes, I mean... uh... no need to...\" He raises his arms to signal you to stop. \"I'm not sure I understand what's happening here, officer.\"" }, { "actor": "Drama", "dialogue": "He knows exactly what's going on." }, { "actor": "You", "dialogue": "\"Just give me the damn sandwich, so I don't have to explain.\"" }, { "actor": "Gaston Martin", "dialogue": "\"I understand the situation,\" he says quietly and hands you the sandwich. \"Please... just take it slowly. Give her the attention she deserves.\"" }, { "actor": "Gaston Martin", "dialogue": "The old man nods and turns away from you." }, { "actor": "Conceptualization", "dialogue": "And now we both walk away and everybody lives." } ], [ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "Pull out the pull-out toolbox." }, { "actor": "Coupris Kineema", "dialogue": "A metallic drawer slides out from under the seat and clicks into place. The tools inside are neatly organized." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_kim_said_ok_to_take_tools\"]]" }, { "actor": "You", "dialogue": "Take the hand-cranked flashlight." }, { "actor": "Coupris Kineema", "dialogue": "It's robust, weatherproof and well made. Police issue -- blue." }, { "actor": "Perception (Sight)", "dialogue": "Let's you see things in the dark you would otherwise miss..." }, { "actor": "You", "dialogue": "Take the hand-cranked flashlight." }, { "actor": "Coupris Kineema", "dialogue": "It's robust, weatherproof and well made. Police issue -- blue." }, { "actor": "Perception (Sight)", "dialogue": "Let's you see things in the dark you would otherwise miss..." } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_archer_working_soona\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Good. Now, give me a hand with these amplifiers. Leave the cables. I don't feel like making two trips...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant sighs. \"What's *one more trip* across the waterlock?\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_turned_down_archer\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Well, this was an *interesting collaboration*.\"" }, { "actor": "You", "dialogue": "\"We make a pretty good team, Soona.\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_empathy_rc_success\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Perhaps. You're more reliable than the writers I used to work with, though that is not a difficult bar to clear...\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"In any event, just leave that equipment here. I'll put it away later. If you'd like, you can take one of the extra headsets. I don't need so many spares.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Now you'll excuse me. I have to get back to my own work.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"What happened to you?\" the lieutenant asks as he leans in, eyes mapping your frozen face." }, { "actor": "You", "dialogue": "\"What do you mean, lieutenant?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You look... different. Constipated somehow?\"" }, { "actor": "You", "dialogue": "\"This is what I am now, Kim. What I was always meant to be.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And what is that? A walking mask?\"" }, { "actor": "You", "dialogue": "\"I am Icebreaker.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, you are not. What you are is an officer of the Revachol Citizens Militia conducting a murder investigation.\"" }, { "actor": "You", "dialogue": "\"I plough my way towards the frigid lands of Katla and Vaasa, smashing every ice sheet in my path...\"" } ], [ { "actor": "Pain Threshold", "dialogue": "The spread pattern of these bullet holes makes your chest ache. Your breath grows heavier." }, { "actor": "Visual Calculus", "dialogue": "Another set of awfully old bullet holes." }, { "actor": "You", "dialogue": "Examine closer." }, { "actor": "Pain Threshold", "dialogue": "You peer into the faded marks in the stone... they peer back like an endless row of tiny black holes. Sweat starts trickling down your brow." }, { "actor": "Horrific Necktie", "dialogue": "This is bad mojo, man! Fuckin' horrible mojo. The end draws near!" }, { "actor": "Pain Threshold", "dialogue": "Your chest feels tight, looking at them. It's closing in... caving in, ever tighter. Your breathing grows even heavier." }, { "actor": "Kim Kitsuragi", "dialogue": "\"You okay there?\" The lieutenant's sudden voice cuts like a blade, bringing you out of the stupor." }, { "actor": "You", "dialogue": "\"Man, I started feeling really bad for a second.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Might be the after-effects of your... past escapades. What are you looking at?\"" }, { "actor": "You", "dialogue": "\"What's with all these bullet holes? I've seen a lot of them around.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at the wall. \"Remnants from the Revolution. These are over half a century old.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"Harry... \" he says almost gently. \"Honestly, I'm just relieved you didn't get a hernia. A man your age...\"" }, { "actor": "You", "dialogue": "\"My body's gonna break down any moment now. Probably pushed it to the limit.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Rubbish, Harry, rubbish! I mean look at you!\" He raises his hands towards you. \"For your age you are obviously in peak physical condition. A real silverback!\"" }, { "actor": "Evrart Claire", "dialogue": "\"Anyway, I assure you, I am a very well-informed man. Information reaches me before I even get the chance to request it.\"" }, { "actor": "Rhetoric", "dialogue": "Yes, but it's because his word usually sets things in motion." }, { "actor": "You", "dialogue": "\"Evrart, that's just giving orders.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, you're so clever, Harry. And technically you're right. Now... what else can I do for you?\"" }, { "actor": "You", "dialogue": "\"I opened the door you asked me. Can we discuss the murder now?\"" } ], [ { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_greeting_done\"]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Always a pleasure to see an officer of the law!\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_called_kim_yellow_man\"] == true]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "He turns toward Kim. \"I mean... *officers*.\"" }, { "actor": "You", "dialogue": "\"So, Gary, you live nearby. In an apartment in Martinaise?\" (Point in its direction.)" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Sure do, officer.\"" }, { "actor": "Perception (Sight)", "dialogue": "His eyes narrow slightly. He's wondering where this is going." } ], [ { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_greeting_done\"]]" }, { "actor": "Damaged Ledger", "dialogue": "It's the ledger you found in the trash: a cabbage of papers hanging from the board, barely held together by the clip -- and made complete by the faint smell of urinal cleaner." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: (Variable[\"inventory.ledger_toilet_paper_seen\"]) == false]" }, { "actor": "You", "dialogue": "Browse the *white* papers." }, { "actor": "Damaged Ledger", "dialogue": "They're not *exactly* white. They're yellowed in patches by sunlight and alcohol, and covered in dense blue handwriting. Ink escapes into watercolour patterns, reaching its tendrils across entire pages. The paper itself is chequered with faint red lines forming short paragraphs." }, { "actor": "Damaged Ledger", "dialogue": "Once in a while there's a red stamp that exclaims: CASE FILES; COMMIT TO PAPER. The *CASE FILES* themselves are plenty. You count more than a hundred sodden, crumpled up, earmarked pages falling apart in your hands. They appear to be sufficiently organized and extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "What is in there -- what are they about?" }, { "actor": "Damaged Ledger", "dialogue": "Work. Strife. Poverty. The Jamrock Quarter. These are handwritten logs of investigations dating back to January '51, this year. The exact number is hard to estimate due to missing pages -- and an *odd* naming convention -- but there are at least twenty, maybe thirty cases. Undertaken, not completed, mind you." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"tc.date_fifty_one\"]]" }, { "actor": "Logic", "dialogue": "It's the middle of March -- you have attempted two cases a week on average." }, { "actor": "Reaction Speed", "dialogue": "What do you mean? Is that *all*?" }, { "actor": "You", "dialogue": "\"Kim, I have a name for this case.\"" } ], [ { "actor": "You", "dialogue": "Reach for the trap." }, { "actor": "Trap: Land's End", "dialogue": "The trap feels light -- and silent -- as you pick it up. Something is different here..." }, { "actor": "You", "dialogue": "Look closer." }, { "actor": "Trap: Land's End", "dialogue": "No locusts!" }, { "actor": "Logic", "dialogue": "No phasmid either -- but still..." }, { "actor": "You", "dialogue": "Look closer still." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant studies the trap with you. \"Well, the bait worked on *something*. This doesn't mean it was a reed-monster, though. Unless you see one in there? I just see an empty trap...\"" } ], [ { "actor": "You", "dialogue": "\"I need to find a way to turn back time.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"gates.measurhead_disable_kim_react_to_turnbacktime_if_seen_once\"] == false) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.pale\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.joyce_fascha_dq_endurance_too_late_reality_now_must_get_from_headmeasure\"]) == false]" }, { "actor": "Measurehead", "dialogue": "\"OBSERVE,\" he turns to the women. \"LIKE A PEASANT HOPING TO BED A NOBLEWOMAN, THE HAM SANDWICH IS REACHING STRAIGHT FOR THE *ADVANCED* CONCEPTS. NO HUMILITY, AWARENESS, OR RESPECT.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Get your dirty hick-dick away from these advanced concepts, peasant!\"" }, { "actor": "Measurehead", "dialogue": "\"TO COMPREHEND TIME YOU MUST POSSESS AT LEAST A BASIC UNDERSTANDING OF HOW *REALITY* WORKS, WHAT THE RULES ARE. THE LOOK OF INFINITE ASTOUNDMENT IN YOUR EYES SAYS YOU HAVE *NO IDEA*.\"" }, { "actor": "You", "dialogue": "\"You're right -- I don't even know *who I am*...\" (Look at your hands in bewilderment.)" }, { "actor": "Measurehead", "dialogue": "\"THE CONCEPTS YOU REACH FOR ARE FAR BEYOND YOU, PUPA. WITHOUT THE NECESSARY VOCABULARY YOU ARE ONLY WASTING MY TIME.\" He frowns. \"EDUCATE YOURSELF FIRST, TALK TO PEOPLE, AND UNDERSTAND THE BASICS.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_reality_lowdown\"]]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_reality_lowdown_done\"]]" }, { "actor": "Endurance", "dialogue": "This again? But you've learned the basics... Guess we need to return to Mr. Monolith once we've figured out what else is missing from the curriculum." }, { "actor": "Encyclopedia", "dialogue": "A studious approach... Seems like a good direction. Turn it into *science*!" } ], [ { "actor": "Interfacing", "dialogue": "The chain trails off into the ocean, connecting the island to the supply depot on the coast." }, { "actor": "You", "dialogue": "This means I *sorta* got into the depot door." }, { "actor": "Interfacing", "dialogue": "Technically -- no. Sorry." }, { "actor": "You", "dialogue": "\"Lock it from whom?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"From enemies.\" He looks up ahead. \"Enemies of the Commune of Revachol. This seafort was a revolutionary fortification, I believe...\"" }, { "actor": "You", "dialogue": "What for?" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at the mechanism overhead. \"Ah, yes... so it seems.\"" }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Very noble of you. Are we done here?\"" }, { "actor": "You", "dialogue": "\"Maybe I should pour one out for the boys? The fallen?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant sighs." }, { "actor": "Kim Kitsuragi", "dialogue": "\"If you want to pour out the booze you've been carrying around *on duty*, I'm certainly not going to stop you...\"" }, { "actor": "You", "dialogue": "\"Actually, I'm just gonna hold onto this.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"As you will...\"" }, { "actor": "You", "dialogue": "\"How do you handle the strain?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Everyone has their own method of coping, some more effective, or self-destructive, than others...\" He gives you a meaningful look." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Personally, I find it helps to keep up a few hobbies.\"" }, { "actor": "You", "dialogue": "\"Like what?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh, this and that. Let's not get into it now.\"" }, { "actor": "You", "dialogue": "\"Maybe I should find a hobby?\"" } ], [ { "actor": "You", "dialogue": "Ren\u00e9 told you his war story, now impress him with *your* heroics." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_hero_Story_rc\"]) == false]" }, { "actor": "Drama", "dialogue": "Unfortunately there doesn't seem to be anything worth mentioning among your achievements. You should resort to good old lying." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_punched_cuno\"]) == false]" }, { "actor": "You", "dialogue": "\"Ren\u00e9...\" (Lower your voice.) \"I'm ex-army too. Special Forces. Black ops. Secret soldier.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Really?\" Suddenly it feels like he's entitled to question you. \"What was the unit?\"" }, { "actor": "Conceptualization", "dialogue": "Something with colours and headwear. Soldiers identify with those things." }, { "actor": "Authority", "dialogue": "Say it's *classified*. An old soldier should understand." }, { "actor": "You", "dialogue": "\"Harry's Hounds.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Mhmh...\" He nods. \"We'll get back to our game now if there isn't anything else?\"" }, { "actor": "Drama", "dialogue": "Strange, he didn't buy it." } ], [ { "actor": "Crane Control Panel", "dialogue": "A rusting control panel with several knobs. Two buttons, marked *Marche* and *Arr\u00eat*, are faded with use. It seems to control the large crane above -- a container is attached to its hook block." }, { "actor": "Encyclopedia", "dialogue": "*Marche* -- On. *Arr\u00eat* -- Off." }, { "actor": "You", "dialogue": "Press *Marche*." }, { "actor": "Crane Control Panel", "dialogue": "No screech of metal when you push the button this time. Only silence, as the crane remains in its state of dormancy." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Volition", "dialogue": "Despair creeps into you, getting fat on your weakness. Whatever noble intentions you once had as a police officer -- it's eating them all up now." }, { "actor": "Inland Empire", "dialogue": "There's something else in there. There has to be. But -- it's like reaching your hand into muddy water, fishing around, and coming up with nothing..." }, { "actor": "Interfacing", "dialogue": "Yeah, I'm pretty sure you're shit out of luck *fishing around* right now. You're drowning." }, { "actor": "Conceptualization", "dialogue": "You're still coming up with sentences. That's a step up from total annihilation, right?" }, { "actor": "You", "dialogue": "\"I'm seriously running out of shits to give, Cuno. I'm quitting.\"" }, { "actor": "Cuno", "dialogue": "\"Cuno don't give a shit about your shits.\"" }, { "actor": "Volition", "dialogue": "Nothing you can say would make you feel any better now..." } ], [ { "actor": "You", "dialogue": "\"Can you tell me where on the coast I should start looking?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Sure -- there are some shithouses there. A cinderblock town. The fisher-folk there refuse to unionise, so that's one place we haven't looked.\"" }, { "actor": "Titus Hardie", "dialogue": "\"I hear they have a shack where junkies sometimes crash. Time for you to step up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"I'll start there. One more question: what does Ruby look like?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Boyish. Hair's red, dyed. She looks like a lorryman.\"" }, { "actor": "You", "dialogue": "\"Can you tell me where on the coast I should start looking?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Sure -- there are some shithouses there. A cinderblock town. The fisher-folk there refuse to unionise, so that's one place we haven't looked.\"" }, { "actor": "Titus Hardie", "dialogue": "\"I hear they have a shack where junkies sometimes crash. Time for you to step up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"I'll start there. One more question: what does Ruby look like?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Boyish. Hair's red, dyed. She looks like a lorryman.\"" } ], [ { "actor": "Punch Clock/Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.momoffice_made_it_to_payphone_hub\"]) == false]" }, { "actor": "Punch Clock/Payphone", "dialogue": "An imposing combination of a punch-clock and a payphone is looking down at you from the wall. A note on the side says: \"Tokens unavailable due to strike. Use change.\"" }, { "actor": "You", "dialogue": "Insert 10 cents." }, { "actor": "Punch Clock/Payphone", "dialogue": "The machine swallows your coin and seems to be waiting for your next move." }, { "actor": "You", "dialogue": "Insert 10 cents." }, { "actor": "Punch Clock/Payphone", "dialogue": "The machine swallows your coin and seems to be waiting for your next move." }, { "actor": "You", "dialogue": "Let your muscle memory dial a random number." }, { "actor": "Punch Clock/Payphone", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_payphone_interfacing_wc\"]]" }, { "actor": "Interfacing", "dialogue": "Your fingers run over the dial pad. 005... that's the dialling code for Revachol -- 49-52... and a moment of hesitation before entering the final numbers: 993." }, { "actor": "Punch Clock/Payphone", "dialogue": "Calling..." }, { "actor": "Punch Clock/Payphone", "dialogue": "Calling..." } ], [ { "actor": "Andre", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"You mentioned some kind Ecclesiastes own the church. Who are these Ecclesiastes?\"" }, { "actor": "Andre", "dialogue": "\"Oh yeah, that's a Meteoran name for the Founding Party. Thought it'd be cool to use it.\"" }, { "actor": "Rhetoric", "dialogue": "If you don't know what the Founding Party is, there might be a way to mask it with minor demagoguery." }, { "actor": "You", "dialogue": "\"Before we go on, what do you mean by *Meteoran*?\"" }, { "actor": "Andre", "dialogue": "\"You know -- of Meteo. Concerning Meteo.\"" }, { "actor": "You", "dialogue": "\"Meteo?\"" }, { "actor": "Andre", "dialogue": "\"Meteo. A country. On Mundi?\" He looks at you, squinting his eyes to see if you're kidding. \"On the Mundi isola.\"" }, { "actor": "Encyclopedia", "dialogue": "One of the poorest of the first world nations today -- but once a great ancient civilization. Capital: Thylakos-by-Pisantic." }, { "actor": "You", "dialogue": "\"And what is the *Founding Party*?\"" }, { "actor": "Andre", "dialogue": "\"Come to think of it, I've never really looked them up, you know. I can't give you a precise definition, but they're a very powerful religious organization.\"" }, { "actor": "You", "dialogue": "(Nod.) \"Good. Now, let's talk about something else.\"" }, { "actor": "Andre", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"You mentioned some kind Ecclesiastes own the church. Who are these Ecclesiastes?\"" }, { "actor": "Andre", "dialogue": "\"Oh yeah, that's a Meteoran name for the Founding Party. Thought it'd be cool to use it.\"" }, { "actor": "Rhetoric", "dialogue": "If you don't know what the Founding Party is, there might be a way to mask it with minor demagoguery." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"gates.fritte_main_hub_reached\"]]" }, { "actor": "Frittte clerk", "dialogue": "\"Um, is this about the questions again? 'Cause I don't really know anything...\" She puts down the magazine." }, { "actor": "You", "dialogue": "\"I need to exchange this novelty cheque for cash.\" (Give her the novelty cheque and gain 25 re\u00e1l.)" }, { "actor": "Frittte clerk", "dialogue": "\"Uh, wow, I didn't know you worked for the Union, sir.\" She rolls up the giant novelty cheque -- looks like she's seen it before -- and slips it under the counter." }, { "actor": "Frittte clerk", "dialogue": "\"Anything else I can do for you?\"" }, { "actor": "Rhetoric", "dialogue": "No, you don't work for the Union, the Union works for you -- by supplying you with *cash*." }, { "actor": "Reaction Speed", "dialogue": "That was easy! Worryingly so..." }, { "actor": "Electrochemistry", "dialogue": "Blow the whole thing on speed and gin, right now. Speed -- AND GIN. Great combo. Ask some local dealers maybe..." }, { "actor": "You", "dialogue": "\"What kind of discounts can a man with net worth get in here?\"" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm...\" She looks up from her magazine, not really sure how to reply." }, { "actor": "Rhetoric", "dialogue": "That's teen-speak for 'no' -- *no discounts*." }, { "actor": "Composure", "dialogue": "She couldn't be more unbothered by your question if she tried." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: DayCount() == 1]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_intro_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kimintro_hub_reached\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, sweetie.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"You shouldn't keep your colleague waiting.\" She nods toward the man in the orange bomber jacket." } ], [ { "actor": "Encyclopedia", "dialogue": "The theme on that pinball machine is a standard *royalist* theme -- used on everything from pinball cabinets to full-flavour cigarettes." }, { "actor": "You", "dialogue": "What are its hallmarks?" }, { "actor": "Encyclopedia", "dialogue": "Clinging to a picture-book version of the past century, waiting for the King to come back and cast out all the profiteers and homo-sexuals. Basically, imagine a yellow plastic crown with a liquor brand emblazoned on it." }, { "actor": "You", "dialogue": "The idea of a king and a century gone is pretty fascinating." }, { "actor": "Encyclopedia", "dialogue": "The sentiment is called *antecentennial nostalgia* -- pining for a time before the turn of the century. It's common even now, after 50 years." } ], [ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "How do I turn on the headlights?" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Coupris Kineema", "dialogue": "Uhm... When Lieutenant Kitsuragi is here? It's his MC." }, { "actor": "Interfacing", "dialogue": "You need his key to turn on the engine if you want the foldable lights to pop up." }, { "actor": "You", "dialogue": "Look in the suspect transport enclosure." }, { "actor": "Coupris Kineema", "dialogue": "The cage at the back of the motor carriage looks rather uncomfortable. Four shiny hubcaps are stacked against the seat. Their silver edges sparkle in the dark." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I confiscated these four a little while back. We can take them to the pawnshop down by the Martinaise Canal.\"" }, { "actor": "You", "dialogue": "\"Thanks. I appreciate your help.\" (Take the spinners.)" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods as you take the spinners." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_intro_done\"]]" } ], [ { "actor": "You", "dialogue": "\"Here's the money for the spirits.\"" }, { "actor": "Rosemary", "dialogue": "He hands you the bottle. \"Jus' make sure to *enjoy* that one, friend!\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")]" }, { "actor": "Horrific Necktie", "dialogue": "*Bratan*, I am so proud. Now -- whatever you do, don't drink it. This deserves so much more than just regular *oral* consumption." }, { "actor": "Electrochemistry", "dialogue": "The tie is *SO* on the money there! Up the bum it goes!" }, { "actor": "You", "dialogue": "Okay, right. We're putting it in the bum!" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"TASK.enter_cavern_done\"]]" }, { "actor": "Horrific Necktie", "dialogue": "Who said anything about putting it up there? No, we're gonna put it in a *way* more special place. Soooo special. Now just step away from the old man and let's have a little word alone, just you and me." }, { "actor": "Inland Empire", "dialogue": "Soon. The time will come soon. Have patience, brave one." }, { "actor": "Half Light", "dialogue": "I'm getting a really dark vibe from this. This... won't be pretty." }, { "actor": "You", "dialogue": "\"I want a pack of smokes.\"" }, { "actor": "Rosemary", "dialogue": "\"My kinda guy,\" he mumbles, handing you a pack. \"Here you go, friend.\"" } ], [ { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: Variable[\"plaza.reneandgaston_greeting_done\"]]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: DayCount() >= 5]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gaston_altgreet_rene_dead\"] or Variable[\"plaza.gaston_altgreet_rene_uniform\"]) == false]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"jacket_carabineer\")) == false]" }, { "actor": "Gaston Martin", "dialogue": "\"Officer...\" The jolliness is gone from Gaston's face. \"Care to play a game with a lonely old man?\"" }, { "actor": "Gaston Martin", "dialogue": "\"Actually never mind... Wouldn't be the same...\"" }, { "actor": "You", "dialogue": "\"Hey, I said I wouldn't do it, but I found you a new *boule*.\" (Hold out the ball.)" }, { "actor": "Gaston Martin", "dialogue": "Gaston glumly stares at the shot put ball. Several seconds pass. Then he speaks: \"It's too late now, officer... you got back too late. Ren\u00e9 is gone.\"" }, { "actor": "Gaston Martin", "dialogue": "\"The prick survived all the bullets, swords and explosions just to die of a heart attack...\" He sighs deeply. \"Ironic, isn't it -- even his own bitter little heart couldn't stand him.\"" }, { "actor": "Gaston Martin", "dialogue": "\"Keep it, it's not even a real *boule*.\" He waves you away. \"Besides, it doesn't really matter now. I've never seen anyone else play p\u00e9tanque in Martinaise.\"" }, { "actor": "Inland Empire", "dialogue": "He will never play p\u00e9tanque again." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I believe they heard something,\" he says, glancing back at the twins. \"And given the poverty of this part of town, I don't know how they could have heard a radio.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't *know* how they heard it, but...\" He returns his gaze to you. \"I know the station they imitated. So they must have heard it somehow.\"" }, { "actor": "You", "dialogue": "\"What channel was it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Speedfreaks FM.\"" }, { "actor": "Reaction Speed", "dialogue": "Yes, of course! Earlier, when you turned the radio on in his Kineema!" }, { "actor": "Volition", "dialogue": "Don't." }, { "actor": "You", "dialogue": "Say nothing." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I can't explain how they heard it,\" the lieutenant continues unabated. \"I believe they heard something. And given the poverty of this part of town, I don't know how they could have heard a radio. However...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Weird as it is, this situation is not connected to the murder. This isn't our business.\"" }, { "actor": "You", "dialogue": "\"But it is related, Kim. The wind told me so.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant says nothing. An ocean breeze blows in strong. He raises his jacket collar against it." } ], [ { "actor": "Encyclopedia", "dialogue": "ICM? This feels familiar somehow..." }, { "actor": "You", "dialogue": "\"A white star.\" (Point to it.)" }, { "actor": "Cuno", "dialogue": "\"Shit looks upside down to Cuno.\" He leans to the side, tilting his head." }, { "actor": "Encyclopedia", "dialogue": "With its horns in the sky -- the symbol of the Commune." }, { "actor": "You", "dialogue": "\"Cuno, what is the *ICM*?\"" }, { "actor": "Cuno", "dialogue": "\"Is this a case for Detective Cuno?\" He cracks his knuckles, ready. \"Idiot Cat Moon. Inside Car Motors. Is Cuno Magic? He is -- case solved.\"" }, { "actor": "Encyclopedia", "dialogue": "Sounds an awful lot like..." } ], [ { "actor": "Real Estate Agent", "dialogue": "\"Satisfied? My name is Marielle Charpentier and I'm an agent with Martinaise Realty Associates. I am *not* breaking in, as I have every *right* to be here. The keys, see?\" She jingles a set of keys in her hand." }, { "actor": "Interfacing", "dialogue": "Boy there are a lot of different keys there. More than *twenty* at least..." }, { "actor": "Empathy", "dialogue": "Her voice is really cheerful despite her obviously *hating* you." }, { "actor": "Real Estate Agent", "dialogue": "\"Do you want to see my ID as well? You can't *legally* ask for it, but why not? Want to see my residence permit, too?\" She fumbles through her purse, fishing out a light paper-clad passport." }, { "actor": "You", "dialogue": "\"I don't need your ID, I just need to ask you some questions.\"" }, { "actor": "Real Estate Agent", "dialogue": "\"Very well, but please make it quick.\" She slips the passport back to her purse and checks her watch. \"I need to be back in La Delta in an hour.\"" }, { "actor": "You", "dialogue": "\"Who lived in the foreclosed apartment down the hallway?\"" }, { "actor": "Real Estate Agent", "dialogue": "\"Oh, that's another huge mess. The former tenant owes us three months of rent, *three*! We closed the apartment and planned on auctioning off the valuables, but...\"" }, { "actor": "Real Estate Agent", "dialogue": "\"And again, I have no idea how *stupid* mistakes like this can even happen, but Ron, when he came to close the door, didn't close the neighbouring door! And there's a hole in the wall!\"" }, { "actor": "Electrochemistry", "dialogue": "So preppy! She's probably on some low grade performance enhancers. Like Preptide or Pericanine." }, { "actor": "Real Estate Agent", "dialogue": "\"A hole in the wall, can you believe it?\" She spreads her hands. \"And then the tenant ran off with his stuff. He's gone, the *money's* gone, just like that!\" She snaps her fingers." }, { "actor": "Logic", "dialogue": "The sum must've been puny." }, { "actor": "Empathy", "dialogue": "Oh, it irks her. The *incompetence*." } ], [ { "actor": "Empathy", "dialogue": "He's avoiding your gaze. This is the time to say how sorry you are about how things went." }, { "actor": "You", "dialogue": "\"I'm sorry, I know I fucked up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's alright, don't worry about it.\" His eyes wander over the streets." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'll call the station when we're finished with the day and let them know the name of the deceased.\"" }, { "actor": "You", "dialogue": "\"That's it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's it. We should get back to our case. There's nothing more we can do here.\"" }, { "actor": "You", "dialogue": "\"That's it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's it. We should get back to our case. There's nothing more we can do here.\"" }, { "actor": "You", "dialogue": "\"That's it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's it. We should get back to our case. There's nothing more we can do here.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_took_away_body_day_2\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_out_whos_in_the_union_box\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like we can get to work at once. The Union muscle turned up.\" He points to the mess hall doors. \"They look rowdy. We should talk to them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"shoes_t500\") and Variable[\"whirling.kim_stolen_boots_greet_done\"] == false) == false]" }, { "actor": "You", "dialogue": "\"What do you mean 'rowdy'?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I mean ungovernable. Martinaise isn't exactly enthusiastic about the RCM being here. They prefer to be *policed* by the Union -- these men here...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_hardieboys_did_the_merco_in\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Men who drink beer for breakfast. I have no doubt these are the Hardie boys Evrart told us about, the ones who *keep the peace* around here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And the big one,\" he squints his eyes, studying the men in the mess hall, \"must be Hardie himself...\"" }, { "actor": "You", "dialogue": "\"There are so many of them. Maybe we should call in reinforcements?\"" } ], [ { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_greeting_done\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Tequila Sunset.\" He nods in appreciation." }, { "actor": "You", "dialogue": "\"Okay, here's your jacket. Fresh washed!\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"My jacket?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_gave_dirty_jacket\"]]" }, { "actor": "You", "dialogue": "\"Yeah, the one you had me clean the seagull shit off of.\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "A look of consternation crosses the man's face. He looks at you, then at his bottle, then back at you..." }, { "actor": "Idiot Doom Spiral", "dialogue": "\"What the fuck are you talking about, Tequila?\"" }, { "actor": "You", "dialogue": "\"What the fuck are *you* talking about?\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Rosemary, what the fuck is Tequila talking about?\"" }, { "actor": "Rosemary", "dialogue": "\"Aye, that's the jacket you stole two weeks ago. From the kid who was making it with his gal on the beach.\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"That's disgusting. I've never done anything like that in my life. You're both delusional.\" He scoffs. \"'FALN'? That's medium-concept stuff.\"" }, { "actor": "Logic", "dialogue": "It becomes abundantly clear to you how this man managed to lose his keys, business, friends and girlfriend." } ], [ { "actor": "Suggestion", "dialogue": "Hey, so we've been monitoring you internally, and now we know your *copotype*." }, { "actor": "You", "dialogue": "Okay. What am I?" }, { "actor": "Suggestion", "dialogue": "Guess." }, { "actor": "You", "dialogue": "I'm sorry you had to monitor me." }, { "actor": "Suggestion", "dialogue": "Okay, just for the length of this short demonstration, please say something that isn't *I'm sorry*. Guess. What is it?" }, { "actor": "You", "dialogue": "I was kinda hoping I'm the Apocalypse Cop." }, { "actor": "Suggestion", "dialogue": "That is only a ludicrous daydream. Guess again. You're the..." }, { "actor": "You", "dialogue": "I was kinda hoping I'm the Apocalypse Cop." }, { "actor": "Suggestion", "dialogue": "That is only a ludicrous daydream. Guess again. You're the..." }, { "actor": "You", "dialogue": "Sorry cop? I'm sorry, I'm not sure..." } ], [ { "actor": "Working Class Woman", "dialogue": "[Action/Check: Condition: Variable[\"plaza.working_meeting_done\"]]" }, { "actor": "Working Class Woman", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.working_pre_greeting_done\"]) == false]" }, { "actor": "Working Class Woman", "dialogue": "\"Hmm-hmm-hmm...\" She's still mumbling to herself, now reading another paperback." }, { "actor": "You", "dialogue": "\"A good one?\" (Point at the book.)" }, { "actor": "Working Class Woman", "dialogue": "\"Yes, hello.\" She nods, her attention fully focused on reading." }, { "actor": "You", "dialogue": "\"Who are you?\"" }, { "actor": "Working Class Woman", "dialogue": "\"Me?\" She looks up briefly. \"No one, I'm just a working class woman.\"" }, { "actor": "Empathy", "dialogue": "She doesn't really want to be disturbed that much..." }, { "actor": "Logic", "dialogue": "If she's such a *working class* woman, why isn't she working?" }, { "actor": "You", "dialogue": "\"Shouldn't a working class woman be working?\"" }, { "actor": "Working Class Woman", "dialogue": "\"Not all the time. Right now I'm browsing books.\" She pauses. \"Even a working class woman needs something to read.\"" }, { "actor": "You", "dialogue": "\"Good, good.\" (Nod.)" }, { "actor": "Working Class Woman", "dialogue": "\"It is.\"" } ], [ { "actor": "Little Lily", "dialogue": "\"Hello, mister!\" A young girl, barely four or five years old, sits on the sofa. She is looking at you with frank curiosity." }, { "actor": "Little Lily", "dialogue": "She clutches a small stuffed animal. Occasionally she twirls it around." }, { "actor": "You", "dialogue": "\"Are you Lilienne's daughter?\"" }, { "actor": "Little Lily", "dialogue": "\"Yesssss, I am! Little Lily!\" She gazes at you with her big eyes. \"You know my mom?\"" }, { "actor": "You", "dialogue": "\"Yes, we met earlier.\"" }, { "actor": "Little Lily", "dialogue": "\"That's nice! My mom is great,\" she nods. \"She's never angry or anything.\"" }, { "actor": "You", "dialogue": "\"Do you know anyone named Ruby?\"" }, { "actor": "Little Lily", "dialogue": "\"Ll... Luby... Rr... R-luuby.\" Suddenly the girl gets all serious and leans in, as if she's about to tell you a secret." }, { "actor": "Little Lily", "dialogue": "\"My mom tells me that I'm a big girl, but she doesn't know that I can't say *ll*. Or like, sometimes I can, but then... *ll*... *rr*... *llrr*...\"" } ], [ { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_greeting_done\"]]" }, { "actor": "Sleeping Dockworker", "dialogue": "The worker is in a deep slumber." }, { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_inland_about_oblivion\"]]" }, { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_felt_itch\"]]" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember the scent of your childhood?" }, { "actor": "You", "dialogue": "I remember nothing." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember your wife's hand on your face?" }, { "actor": "You", "dialogue": "TELL ME WHAT THIS IS!!! I'm not answering before you tell me who you are." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You know who I am. I am the bad day. The one where you ask her, and then later in the streets, wandering... It's the worst day of all time, Harry dear, and it's coming. She will hear about it on the phone." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Reality will turn into a grotesque nightmare. This'll be the last thing you did to her. Tell me -- do you remember the love of your life?" }, { "actor": "You", "dialogue": "TELL ME WHAT THIS IS!!! I'm not answering before you tell me who you are." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You know who I am. I am the bad day. The one where you ask her, and then later in the streets, wandering... It's the worst day of all time, Harry dear, and it's coming. She will hear about it on the phone." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Reality will turn into a grotesque nightmare. This'll be the last thing you did to her. Tell me -- do you remember the love of your life?" }, { "actor": "You", "dialogue": "I was left." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "That's right, funky-baby, and you just stood there. One hand on the bottle and the other on your dick -- watching her go. Let it all be dragged away from you." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Tell me, where are your friends? Human beings have friends, Harry-boy. Where the hell are yours?" }, { "actor": "You", "dialogue": "I can get it all back." } ], [ { "actor": "Interfacing", "dialogue": "As you hold your ledger's clip under the headlamp, an iridescent hologram appears: a street grid and the veins of a great river. A familiar sensation washes over you..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"There she is: Revachol West.\" There's a note of pride in the lieutenant's voice." }, { "actor": "Damaged Ledger", "dialogue": "Around the borders of the watermark are dozens, no, *hundreds* of micro-perforations." }, { "actor": "You", "dialogue": "\"Okay, let's go.\" [Put the ledger away.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Right. I'll go turn off the lights...\" He presses a remote control on the key." } ], [ { "actor": "You", "dialogue": "\"How did you become so rich?\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: (Variable[\"reputation.ask_for_money\"] >= 2) == false]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "The man chuckles. \"To be perfectly blunt, I inherited my fortune from my grandmother, who, herself, was an extremely high-net-worth individual back in Graad...\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"All I did was take her fortune and invest it prudently. Believe it or not, it takes more than a bit of skill not to blow a vast fortune on sailing boats, bad choices, and *unsupervised* state policy.\"" }, { "actor": "Electrochemistry", "dialogue": "And blow." }, { "actor": "Rhetoric", "dialogue": "Actually -- at the level this guy is, it takes several generations to do that, but all right." }, { "actor": "You", "dialogue": "\"Cool. But I want to ask you about something else.\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Go right ahead.\"" }, { "actor": "You", "dialogue": "\"You're a rich investor, right? Can I have some money?\"" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Mega Rich Light-Bending Guy", "dialogue": "\"Sure! Let me check my pockets.\"" } ], [ { "actor": "Deluxe Topping Pie", "dialogue": "The super fancy topping pie is waiting for you to dig in." }, { "actor": "Conceptualization", "dialogue": "You should eat it slowly, really savour the chef's concept." }, { "actor": "Authority", "dialogue": "Eating this pie will almost certainly make you less of a man. What were you thinking, agreeing to take a wheat-free, meat-free pie from that sleazy bastard?" }, { "actor": "You", "dialogue": "Throw the topping pie on the ground. You're not taking any bribes from questionable persons." }, { "actor": "Deluxe Topping Pie", "dialogue": "The pie lies sadly face-down on the ground, a waste of culinary creativity, some of its colourful toppings scattered around it." } ], [ { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acelegreeting_done\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.acele_church_altgreet_done\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"XP.dance_to_the_anodic_music\"]) == false]" }, { "actor": "Acele", "dialogue": "\"Welcome back.\" She nods to you in greeting." }, { "actor": "You", "dialogue": "The tape recorder lies on the ice like a discarded toy. Pick it up." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_felt_bad_for_her_recording\"]]" }, { "actor": "Empathy", "dialogue": "The device is still warm from her touch -- and heavy as a brick, from the batteries inside. The company logo \"Omicron\" adorns its yellow plastic cover. Inside, the tape is rolling -- the girl looks at the device in your hands." }, { "actor": "You", "dialogue": "Put the tape recorder down." }, { "actor": "Empathy", "dialogue": "Nothing to emote over. You put the device back on the ice." } ], [ { "actor": "Shelf of Biographies", "dialogue": "Shelves full of biographies of *famous people*, whoever they are." }, { "actor": "You", "dialogue": "\"Storekeep, anything of note in this shelf?\"" }, { "actor": "Plaisance", "dialogue": "\"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*.\"" }, { "actor": "You", "dialogue": "\"Who or what is an innocence?\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"I thought it was about which of these... innocences... is the coolest and greatest?\"" }, { "actor": "Plaisance", "dialogue": "\"Perhaps for a layman!\" She scoffs. \"Deep analysis is necessary to peel back the multi-layered meanings.\"" }, { "actor": "Conceptualization", "dialogue": "Do her words seem vague and abstract to you?" }, { "actor": "You", "dialogue": "\"So you recommend it?\"" }, { "actor": "Plaisance", "dialogue": "\"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.\"" }, { "actor": "Inland Empire", "dialogue": "You feel like you should get this one. Definitely. It's *important* somehow. There is something personal inside..." }, { "actor": "You", "dialogue": "\"Storekeep, anything of note in this shelf?\"" } ], [ { "actor": "You", "dialogue": "\"Agent... Is La Puta Madre some kind of travel agency?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, they love sending people to faraway places...\"" }, { "actor": "You", "dialogue": "\"Let's... talk about something else.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah? What?\"" }, { "actor": "You", "dialogue": "Destroy the machine." }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_red_check_pain\"]) == false]" }, { "actor": "Pain Threshold", "dialogue": "The violent white noise becomes even more overwhelming closer to the Compressor. Feels like your brain is swelling up in your skull." }, { "actor": "You", "dialogue": "Squirm in pain." }, { "actor": "Ruby, the Instigator", "dialogue": "\"I know it's bad -- try not to move.\"" }, { "actor": "Pale Latitude Compressor", "dialogue": "\"875263... 23621837... for that special someone...\"" }, { "actor": "You", "dialogue": "\"Kim! Kim! Make it stop!\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Look, I know this isn't very fun for you, so let's wrap this up. You have a tribunal to attend.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"tc.tribunal\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "Tribunal? What tribunal?" } ], [ { "actor": "You", "dialogue": "\"Seems like something police would do. What do you think of all this, Kim?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Honestly, I'm quite worried by what we've seen so far. The evidence seems to point to a rather extensive and well-organized operation.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_seen_radio\"] == true]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm especially intrigued by that radio transmitter -- particularly the sheer number of stations it can connect. Looks like this alleged drug trade casts a wide net.\"" }, { "actor": "Logic", "dialogue": "This means it's well funded. Technology like that... a major player must be financing it." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_seen_article\"] == true) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_seen_maps\"] == true]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Oh, and the maps we found. They reveal the *geographical* extent of the operation -- looks like they've used abandoned tunnels and access roads to stay hidden. This is useful info.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.confront_hardie_about_drug_trade\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_went_through_ruby_info\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And last but not least, it's *Ruby's cabin* we found. This is an undeniable connection to the Union.\"" } ], [ { "actor": "Un Pays Infernal", "dialogue": "This book is written by an angry humanitarian sciences doctor from the La Cherte University in Sur-La-Clef, a Dr. Benoit Mejean. He does not like Sur-La-Clef, La Cherte -- or in fact even the University he teaches in -- but what he likes even less is..." }, { "actor": "Rhetoric", "dialogue": "It's capitalism, isn't it?" }, { "actor": "Un Pays Infernal", "dialogue": "Capitalism." }, { "actor": "Un Pays Infernal", "dialogue": "Can't stand the shadow of it. This book promises to *really* get into everything that's wrong with capitalism -- to do so once and for all in an *exhaustive* and *final* manner." }, { "actor": "You", "dialogue": "Read it." }, { "actor": "Un Pays Infernal", "dialogue": "You start reading it, but it's hard to really understand anything. It's all some sort of garbled word-wankery. After a while you give up and put the book down." } ], [ { "actor": "Acele", "dialogue": "\"Believe me, dude, it's better we talk about something else.\"" }, { "actor": "You", "dialogue": "\"Yeah, can we talk for a minute?\"" }, { "actor": "Acele", "dialogue": "\"I was wondering when you would come around. What's up?\"" }, { "actor": "You", "dialogue": "\"I guess... there is something... that's been making my life hell.\"" }, { "actor": "Acele", "dialogue": "\"What is it?\" She listens intently." }, { "actor": "You", "dialogue": "\"I think it's... all these *foreign people* taking our jobs.\"" }, { "actor": "Acele", "dialogue": "\"Oh, really?\"" }, { "actor": "You", "dialogue": "\"Yeah, I can tell this was once a proud nation. Now all this internationalist bullshit has brought Revachol to its knees.\"" }, { "actor": "Acele", "dialogue": "\"Yeah, man,\" she nods. \"That's why you were crying over a hat, yelling about regaining your authority. National pride.\"" }, { "actor": "You", "dialogue": "\"No, that's probably not it, is it?\"" }, { "actor": "Acele", "dialogue": "\"No, it sounds like you've just got chick issues.\"" }, { "actor": "You", "dialogue": "\"You could be right, but I don't know for certain.\"" }, { "actor": "Acele", "dialogue": "\"Well... think about, anyway. Was there something else?\"" }, { "actor": "You", "dialogue": "\"Your associates tried to use me to set up a drug lab. I'm guessing you knew of this plan.\"" }, { "actor": "Acele", "dialogue": "\"I did and I'm sorry.\" She doesn't appear surprised. \"For what it's worth... which isn't much.\"" } ], [ { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kimnotes_entered_wo_kim\"]) == false]" }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kimnotes_entered_w_kim\"]) == false]" }, { "actor": "Half-Finished Paperwork", "dialogue": "These papers bear the stamp of the RCM. They appear to be fragments of the lieutenant's paperwork, half-finished. You make out notes on this -- and other recent cases." }, { "actor": "Cuno", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_kim_shot\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I had Garte open the door to your room.\" He closes the notes. \"You were running a low bacterial fever the first night.\"" }, { "actor": "You", "dialogue": "\"I'm such a burden. I should just fuck off...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not this again... you pull your weight, okay?\" He waves you off. \"Let's go.\"" } ], [ { "actor": "Reaction Speed", "dialogue": "Hey! Her Innocence Dolores Dei liked little figurines, right? Liked holding little men between her fingers, remember?" }, { "actor": "You", "dialogue": "What?" }, { "actor": "Reaction Speed", "dialogue": "You have the revolutionary soldier figurine. You should give it to her. Win her back!" }, { "actor": "You", "dialogue": "I should yes. This is a TASK of mine now." }, { "actor": "Reaction Speed", "dialogue": "So very, very, *very* nifty... nifty and mysterious. This is surely what the figurines are for!" } ], [ { "actor": "Volition", "dialogue": "Despair creeps into you, getting fat on your weakness. Whatever noble intentions you once had as a police officer -- it's eating them all up now." }, { "actor": "Inland Empire", "dialogue": "There's something else in there. There has to be. But -- it's like reaching your hand into muddy water, fishing around, and coming up with nothing..." }, { "actor": "Interfacing", "dialogue": "Yeah, I'm pretty sure you're shit out of luck *fishing around* right now. You're drowning." }, { "actor": "Conceptualization", "dialogue": "You're still coming up with sentences. That's a step up from total annihilation, right?" }, { "actor": "You", "dialogue": "\"I've wasted my life protecting humans. They don't deserve it.\"" }, { "actor": "Cuno", "dialogue": "\"That you are a loser, Cuno doesn't doubt, but why go around whining about it?\"" }, { "actor": "Volition", "dialogue": "Nothing you can say would make you feel any better now..." } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_saw_your_face\"]]" }, { "actor": "Perception (Sight)", "dialogue": "Uhm... are you sure? In the mirror it looked like you were pink, grey and more than a little reddish." }, { "actor": "You", "dialogue": "\"Can I borrow your gloves? I'm doing an autopsy.\"" }, { "actor": "The Gardener", "dialogue": "\"An autopsy? Wow. Sure, keep them.\" She hands you the rubber gloves. \"I have another pair.\"" }, { "actor": "Perception (Sight)", "dialogue": "She must be very diligent about the glove-use, because her hands are clean and delicate." }, { "actor": "You", "dialogue": "\"Do you still have your salts? I think I could use some.\"" }, { "actor": "The Gardener", "dialogue": "\"Sure -- I'm done with them.\" She takes a small capsule out of her breast pocket and hands it to you." }, { "actor": "The Gardener", "dialogue": "\"Go easy on that stuff. It gave me a terrible headache.\"" }, { "actor": "You", "dialogue": "\"The police need directions.\"" }, { "actor": "The Gardener", "dialogue": "\"Of course. Where to?\"" }, { "actor": "You", "dialogue": "\"Where am I?\"" }, { "actor": "The Gardener", "dialogue": "\"What do you mean?\"" } ], [ { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.tree_greeting_done\"]]" }, { "actor": "Hawthorn Tree", "dialogue": "The gnarled hawthorn tree on Rue de Saint-Ghislaine. A wintry breeze blows by, making the magnetic tape flutter." }, { "actor": "You", "dialogue": "\"Good hawthorn.\" (Pat the tree.)" }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.tree_kicked_first\"]]" }, { "actor": "Hawthorn Tree", "dialogue": "The hurt feelings of the tree are not alleviated by this sudden display of care and emotion, you manipulative bastard." }, { "actor": "Hawthorn Tree", "dialogue": "The younger stems and branches are adorned with sharp thorns that scratch your hand." }, { "actor": "Pain Threshold", "dialogue": "Oh, whatever. This barely registers as damage." }, { "actor": "Inland Empire", "dialogue": "It was a retaliation for your earlier assault... the trees... are they plotting something?" }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"canal.tree_blackc_inland_revolution\"]) == false]" }, { "actor": "You", "dialogue": "Disentangle the tape." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"canal.tree_whitec_interfacing_disentangle_tape\"]) == false]" } ], [ { "actor": "Joyce Messier", "dialogue": "\"Ah, yes -- back to the *low-down*.\"" }, { "actor": "You", "dialogue": "\"What is pale?\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_pale_kimturndown_one\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Script: SetVariableValue(\"pier.joyce_found_out_pale_without_kim\", true) --[[ Variable[ ]]]" }, { "actor": "Joyce Messier", "dialogue": "\"Are you sure you're sure? Your colleague seemed adamant...\"" }, { "actor": "You", "dialogue": "\"Yes -- what is the pale?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Okay.\" She concedes. \"The pale is the most dominant geological feature of the world, detective -- the separative tissue between the isolas. It is the interisolary mass.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.return_to_mhead_once_you_understand_reality\")--[[ Variable[ ]]) == false]" }, { "actor": "You", "dialogue": "\"Okay... what is the pale *like*?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Achromatic, odourless, featureless. The pale is the enemy of matter and life. It is not *like* any other -- or *any* thing in the world. It is the transition state of being into nothingness.\"" }, { "actor": "Logic", "dialogue": "The negation of being." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_pale_logic_negation\"]) == false]" } ], [ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_klaasje_said_one_thing\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm Kim Kitsuragi.\" The lieutenant steps in. \"I'm a detective from Precinct 57. I believe you have already met my colleague from Precinct 41.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasjeone_greeting_done\"] and IsKimHere()) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Not met *per se*, but I've seen him around, detective. Swooshing by. It has been quite a sight.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I am sure it has. In the time we've spent together, I must have covered 30 kilometres. He has a *track and field* approach to police work.\"" }, { "actor": "Inland Empire", "dialogue": "Isn't that odd? How *can* you run so much?" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_run_inland_how_can_you\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"And what brings this track-and-field god all the way up here?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"TASK.fridge_victims_body_done\"] or Variable[\"TASK.send_corpse_to_processing_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Miss, we are investigating the murder of the man down there.\" He looks down at the yard. \"The people who put him there have asked us to talk to you.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Ah, I see.\" She takes a pensive drag of her menthol cigarette." } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_saw_your_face\"]]" }, { "actor": "Perception (Sight)", "dialogue": "Uhm... are you sure? In the mirror it looked like you were pink, grey and more than a little reddish." }, { "actor": "You", "dialogue": "\"Can I borrow your gloves? I'm doing an autopsy.\"" }, { "actor": "The Gardener", "dialogue": "\"An autopsy? Wow. Sure, keep them.\" She hands you the rubber gloves. \"I have another pair.\"" }, { "actor": "Perception (Sight)", "dialogue": "She must be very diligent about the glove-use, because her hands are clean and delicate." }, { "actor": "You", "dialogue": "\"Evrart confirmed, he sent you to spy on us.\"" }, { "actor": "The Gardener", "dialogue": "\"Is that so?\" Her face remains expressionless as she shrugs. \"I don't know anything about that. Must be a misunderstanding.\"" }, { "actor": "Composure", "dialogue": "She's a pro. Nothing short of coming face to face with the fatman himself would make her admit it right now." }, { "actor": "You", "dialogue": "\"Evrart confirmed, he sent you to spy on us.\"" }, { "actor": "The Gardener", "dialogue": "\"Is that so?\" Her face remains expressionless as she shrugs. \"I don't know anything about that. Must be a misunderstanding.\"" }, { "actor": "Composure", "dialogue": "She's a pro. Nothing short of coming face to face with the fatman himself would make her admit it right now." } ], [ { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_black_wire_plugged_out\"]) == false]" }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_soona_with_her_project\")--[[ Variable[ ]]]" }, { "actor": "Ice Cream Maker", "dialogue": "This orange machine is buzzing like an old submarine. It has a hand-cranked ice cream churner on top and an electric freezer that appears to be frozen shut." }, { "actor": "You", "dialogue": "Crack open the lid." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.icecreammaker_whitecheck_open_the_fridge_2\"]) == false]" }, { "actor": "Physical Instrument", "dialogue": "Ice squeaks beneath your Kvalsund multitool, but your fingers slip away from the tool, the lid shut as tightly as before." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.breakerbox_greeting_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "Look, a black cable is running into the breaker box..." }, { "actor": "Logic", "dialogue": "Unplugging the ice cream maker will allow it to defrost." }, { "actor": "Ice Cream Maker", "dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]" }, { "actor": "Interfacing", "dialogue": "Maybe you could get better grip with some gloves..." } ], [ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"What can I put on him -- to get him to fess up?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He's a communard. The victim was a mercenary. We should get him talking politics again. You could even tell him we already *have* a motive.\"" }, { "actor": "You", "dialogue": "\"What am I missing? What haven't I done?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well, I can think of one thing. The gun.\" He smiles very politely. \"We should pick it up, and discuss it in front of him. Make a show of it.\"" } ], [ { "actor": "Pile of Eternite", "dialogue": "An inconspicuous pile of the roofing material, eternite." }, { "actor": "You", "dialogue": "Why am I looking at this pile of the roofing material?" }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_shack_white_perc_sight\"]]" }, { "actor": "Perception (Sight)", "dialogue": "Because there's a secret door hidden behind the panels of eternite. That's why they're *too* orderly." }, { "actor": "You", "dialogue": "Pull the panels aside." }, { "actor": "Perception (Sight)", "dialogue": "There it is! You see a shabby little door." }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.trant_main_hub_reached\"]) == false]" }, { "actor": "Trant Heidelstam", "dialogue": "\"... and, Mikael, notice the windows? Especially with how there are no windows on the south side? This was to deal with...\" A blond man stands next to his son, pointing to the weather-worn ruins. He sees you approaching and smiles..." }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Trant Heidelstam", "dialogue": "\"You, officer! Come to investigate the historic subtext of West Martinaise? I was just telling my son about this building. Not many people appreciate the historic significance here. Very rich in *hypertext*.\"" }, { "actor": "You", "dialogue": "\"Alright, you were talking about the building, go on.\" (Continue.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"*Very* important. Mikael, say hi to the officer.\" He rests his hand on the boy's shoulder. The child stays hidden behind the hem of his father's coat, clutching to his w\u00fcrm-themed colouring book." }, { "actor": "Trant Heidelstam", "dialogue": "\"Mikael's a little tired today. We spent all night trying to run Orbis on his radiocomputer. Have you heard of it? It's a programming language used in Graad. Quite tricky, but he wanted to play this Graad-made adventure programme. We've been getting *really* into w\u00fcrms lately...\"" }, { "actor": "Drama", "dialogue": "The man speaks in the artificial cadence of a professor -- or someone who's been on too many radio shows." }, { "actor": "Trant Heidelstam", "dialogue": "\"But I assume you're not here for giant w\u00fcrms when there are so many real things to see. Just as I was telling Mikael before -- this is where the Coalition landed in '08. We could be standing on what is the most interesting landmark in Revachol West.\" He points to the building again." }, { "actor": "Esprit de Corps", "dialogue": "This man is your half brother. You feel it. But *why*?" }, { "actor": "Encyclopedia", "dialogue": "Wow, get a load of this guy. He *really* enjoys his trivia. The Orbis programming language was named after its inventor, Viktor Orbis, a cybernetician from Graad. They run Vox in the Occidental countries..." }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.find_some_moralists\")--[[ Variable[ ]]]" }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_main_hub_reached\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_greeting_done\"]]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_said_did_not_knock_on_her_window\"]]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"You're back,\" the bird-like woman says, looking up from her table. \"Did you decide what kind of die you want?\"" }, { "actor": "You", "dialogue": "\"Why are you asking me about *dice*?\" (Move on.)" }, { "actor": "Novelty Dicemaker", "dialogue": "\"I'm a novelty dicemaker,\" she says. \"Tell me the name of your role-playing system and I'll make the die you need. That's why you're here, yes?\"" }, { "actor": "Physical Instrument", "dialogue": "As she speaks her bone-like fingers fiddle with a ring. Her bones light, but her hands strong." }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"tc.wirral\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.moodboard_read_slogans\"] and Variable[\"doomed.fortress_accident_kim_switch_done\"]) == false]" }, { "actor": "You", "dialogue": "\"Sure, I like role-playing games and I need some dice.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Very good,\" she says. \"My rate is 10 re\u00e1l per set, unless you want something really unusual...\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Take the speed. Take that glorious stuff. You have it now. You've got it! TAKE IT!" }, { "actor": "You", "dialogue": "No. Not right now, anyway. [Discard thought.]" }, { "actor": "Electrochemistry", "dialogue": "Come on. Come on! A little! Just a little bit! Whaddya say, huh?" }, { "actor": "You", "dialogue": "I said I discard the thought! [Discard thought.]" }, { "actor": "Electrochemistry", "dialogue": "Fuck you. You used to be cool. Why can't you just take the bottle and snort snort snort?" } ], [ { "actor": "You", "dialogue": "\"Guess what -- I've come upon something incriminating.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Incriminating... now that's a big boy word.\" He puts his beer can down." }, { "actor": "You", "dialogue": "\"You're involved. Somehow. I just don't have proof -- yet.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Well...\" He picks up his beer can. \"Maybe you should just fuck off then?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_spoke_to_the_corpse\"] or (Variable[\"whirling.hardie_postviscal_scan\"] and Variable[\"yard.sense_viscal_greeting_done\"]) or Variable[\"cargo.containeryard_finish_the_pile_of_belts_thought\"] or Variable[\"yard.hanged_rope_airlifting_carfo\"] or Variable[\"yard.hanged_rope_industrial_strength\"] or Variable[\"cargo.evrart_hardieboys_did_the_merco_in\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Don't worry,\" the lieutenant catches Titus's glance. \"We're *resourceful*. We'll find a good topic for us to discuss.\"" }, { "actor": "You", "dialogue": "\"So I've listened to the tape and I'm going to confront Klaasje with it.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Smart boy. You go do that.\"" }, { "actor": "You", "dialogue": "Take an aggressive step closer." }, { "actor": "Titus Hardie", "dialogue": "The room is silent. The leader does not flinch." } ], [ { "actor": "Composure", "dialogue": "There they both are -- two identical shoes, both *copiously* green and *indiscriminately* snake-skin. Reunited on your feet!" }, { "actor": "Conceptualization", "dialogue": "Like two baby crocodiles." }, { "actor": "You", "dialogue": "Wait, these do not look like normal cop shoes..." }, { "actor": "Composure", "dialogue": "It's pretty clear a *normal cop* is not what you are." }, { "actor": "Electrochemistry", "dialogue": "You may be what they call a *big dick cop*." }, { "actor": "You", "dialogue": "How do they fit?" }, { "actor": "Composure", "dialogue": "Good. They're balanced. Comfy. Feels like the only good thing about you right now, truth be told." } ], [ { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"whirling.vicquemare_main_hub_reached\"]]" }, { "actor": "Man with Sunglasses", "dialogue": "\"Again?! I can't believe this shit...\" He shakes his head, looking like he really is having trouble believing this *shit*." }, { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viquemare_logic_antipassive_he_is_famous\"] or Variable[\"whirling.vicquemare_disguise_asked\"] == true) == false]" }, { "actor": "Drama", "dialogue": "He might be wearing a disguise." }, { "actor": "You", "dialogue": "\"Are you famous or something?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Not as famous as you, superstar.\" He says without the slightest hint of irony." }, { "actor": "Rhetoric", "dialogue": "Yeah... it's still irony." }, { "actor": "You", "dialogue": "\"It's happening! My hard work is paying off! I'm becoming famous!\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Oh, yes you are! And you've worked really, *really* hard, haven't you?\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Jean, he's obviously suffering...\" The woman stops mid-sentence." }, { "actor": "Man with Sunglasses", "dialogue": "The man with sunglasses looks at her -- then back at you: \"Okay, superstar. Talk to me, what do you want? You want a pat on the back?\"" }, { "actor": "You", "dialogue": "\"Got some questions for you. I'm a cop.\"" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_archer_working_soona\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Good. Now, give me a hand with these amplifiers. Leave the cables. I don't feel like making two trips...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_turned_down_archer\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Script: SetVariableValue(\"character.committee_of_la_responsabilite\", true) --[[ Variable[ ]]]" }, { "actor": "Soona, the Programmer", "dialogue": "\"Well, this was an *interesting collaboration*.\"" }, { "actor": "You", "dialogue": "\"What do you think? Could I make it as a radio engineer?\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"jam.warship_interfacing_rc_success\"]) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "\"You decapitated our antenna. No, I do not think it's a good idea for you...\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"In any event, just leave that equipment here. I'll put it away later. If you'd like, you can take one of the extra headsets. I don't need so many spares.\"" }, { "actor": "Soona, the Programmer", "dialogue": "\"Now you'll excuse me. I have to get back to my own work.\"" } ], [ { "actor": "Kortenaer", "dialogue": "\"Yeah? Who did then?\"" }, { "actor": "Inland Empire", "dialogue": "You should implicate *yourself*. Throw yourself onto the embrasure, chest first!" }, { "actor": "You", "dialogue": "(Point to Titus) \"I think it was Titus.\"" }, { "actor": "Titus Hardie", "dialogue": "\"What?!\" The man looks around -- confused and betrayed. \"You scum... I didn't...\"" }, { "actor": "Kortenaer", "dialogue": "*\"All* of them did it.\" He puts his hand on the gun. \"All of them need to die.\"" }, { "actor": "Reaction Speed", "dialogue": "His fingers are twitching. That's a draw reflex. He's about to draw." }, { "actor": "You", "dialogue": "\"He gave up Ruby *and* Klaasje -- to save his own ass.\"" }, { "actor": "Kortenaer", "dialogue": "\"You think I'm fucking *stupid*, cop?\" There's a dangerous gleam in his eye. \"What if I just shot one of your pals here right now, huh?\"" }, { "actor": "Kortenaer", "dialogue": "\"How about the kipt?\" He points his gun at Elizabeth. \"They fucking all did it together...\"" }, { "actor": "Elizabeth", "dialogue": "\"Listen, please!\" She raises both hands. \"This cop and this drumhead court martial won't decide who...\"" }, { "actor": "Half Light", "dialogue": "He's gonna do it, he's gonna shoot her!" }, { "actor": "You", "dialogue": "Say nothing. Just stand there." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_you_think_this_is_funny\"] == true) == false]" }, { "actor": "Kortenaer", "dialogue": "He pulls the trigger. A plume of smoke erupts from the muzzle." }, { "actor": "The Gardener", "dialogue": "\"I'm okay... I'm okay...\" The woman staggers backward, crouches, then grabs her left side. Her white shirt soaks a blood red around her abdomen and she gasps for air." } ], [ { "actor": "Electrochemistry", "dialogue": "You can almost *see* the shape of a man and a woman, writhing inside -- bathed in drug sweat and dirty linens. Bottles lie around everywhere..." }, { "actor": "You", "dialogue": "What were those people doing -- in there?" }, { "actor": "Electrochemistry", "dialogue": "You lean closer to the peephole, instinctively. I bet they're doing something quite *unnatural* there. Sensationally unnatural." }, { "actor": "Electrochemistry", "dialogue": "If your mesolimbic reward pathway were to venture a guess: one of the bottles is probably being *put* somewhere it doesn't belong." }, { "actor": "Electrochemistry", "dialogue": "And were your glands to venture *another* guess -- they would add that *another* bottle is being put somewhere very close to that. The bottle is a bit smaller you see." }, { "actor": "Electrochemistry", "dialogue": "Also! You can literally put speed up your asshole, did you know? Enters the bloodstream right through the mucus membrane! So yeah, that's definitely *also* taking place." }, { "actor": "You", "dialogue": "What were those people doing -- in there?" }, { "actor": "Electrochemistry", "dialogue": "You lean closer to the peephole, instinctively. I bet they're doing something quite *unnatural* there. Sensationally unnatural." }, { "actor": "Electrochemistry", "dialogue": "If your mesolimbic reward pathway were to venture a guess: one of the bottles is probably being *put* somewhere it doesn't belong." }, { "actor": "Electrochemistry", "dialogue": "And were your glands to venture *another* guess -- they would add that *another* bottle is being put somewhere very close to that. The bottle is a bit smaller you see." }, { "actor": "Electrochemistry", "dialogue": "Also! You can literally put speed up your asshole, did you know? Enters the bloodstream right through the mucus membrane! So yeah, that's definitely *also* taking place." }, { "actor": "You", "dialogue": "What were those people doing -- in there?" }, { "actor": "Electrochemistry", "dialogue": "You lean closer to the peephole, instinctively. I bet they're doing something quite *unnatural* there. Sensationally unnatural." } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_greeting_done\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_introhub_reached\"]) == false]" }, { "actor": "Measurehead", "dialogue": "\"YOUR BODY BETRAYS YOUR DEGENERACY.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Yeah, Measurehead, his body totally betrays his degeneracy,\" the young woman at the giant's side agrees." }, { "actor": "Physical Instrument", "dialogue": "Your body does *not* betray your degeneracy, that's a lie. You're in great shape." }, { "actor": "Authority", "dialogue": "Don't say anything, size him up first." }, { "actor": "You", "dialogue": "Fight." }, { "actor": "Measurehead", "dialogue": "Measurehead stoically looks to the distance -- in silence." }, { "actor": "You", "dialogue": "\"Don't be such an asshole to your fellow dockworker.\" (Show him the stolen ID card.)" }, { "actor": "Measurehead", "dialogue": "The man looks at you, silent and unmoving. His eyes burrow into the remnants of your soul." }, { "actor": "Measurehead", "dialogue": "\"YOU ARE NOT SANTIAGO. SANTIAGO IS NOT YOU. EVEN THE PHRENICALLY IMPAIRED CAN SEE THIS.\"" } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: DayCount() == 3]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_altgreet_day_two_heart_hint\"]) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Offic... argh...\" He rubs his chest and spits. \"Goddamnit... pull yourself together, Ren\u00e9.\" He turns to you. \"What do you want?\"" }, { "actor": "Endurance", "dialogue": "This man seems to be experiencing a mild to medium level of congestive heart problems, either due to narrowing of the arteries or high blood pressure." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_endurance_heart_problems\"]) == false]" }, { "actor": "You", "dialogue": "\"Ren\u00e9, I wanted to ask, what *did* you actually get these medals for?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"For doing my duty in the heat of battle, for looking my mortality in the eye, when men like Gaston here hid in the bushes and shat themselves...\"" }, { "actor": "Gaston Martin", "dialogue": "\"He saved some *maudit* princeling who foolishly strolled into the front line in his gown of velvet and gold.\"" }, { "actor": "You", "dialogue": "\"Listen, Ren\u00e9, I might wanna hear that story later, but right now I have more important things to discuss.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Fine,\" he snaps at you, obviously annoyed for the interruption. \"What is it then?\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Well, hello. Someone seems to have found himself a bottle of *alcohol*. Here's where the *magic* happens." }, { "actor": "You", "dialogue": "[Discard thought.]" }, { "actor": "Electrochemistry", "dialogue": "Oh, no, you don't -- not this one. That's not *you*. You..." }, { "actor": "You", "dialogue": "Look at the bottle." }, { "actor": "Electrochemistry", "dialogue": "Light reflects off the green glass of the Commodore Red. The gods have been generous. Better pop it open before they change their minds..." }, { "actor": "Interfacing", "dialogue": "Wow, the gods of mass production have made this alcohol container *laughably* easy to open. A child could have done it." }, { "actor": "Volition", "dialogue": "I don't know about this..." }, { "actor": "You", "dialogue": "Should I though? I may have a teeny-weeny heart attack problem." }, { "actor": "Electrochemistry", "dialogue": "Oh, yes. The chest pain and the dizziness. You've *suffered* long enough -- now it's time to drink, to live." }, { "actor": "You", "dialogue": "Open the bottle." } ], [ { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: Variable[\"jam.paledriver_greeting_done\"]]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"motorway_south\")) == false]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"] or Variable[\"auto.is_snowing\"]]" }, { "actor": "Paledriver", "dialogue": "\"Lawman,\" she greets you. \"You caught me at an opportune moment. This awful weather keeps me awake. You can entertain me with your questions.\"" }, { "actor": "You", "dialogue": "\"Thank you for now.\" [Leave.]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.paledriver_exited_once\"]) == false]" }, { "actor": "Paledriver", "dialogue": "\"Yes -- go. Enough jamboree. I need to get back to Mesque...\" Her voice trails off." } ], [ { "actor": "Shivers", "dialogue": "Winter, slow to let go of Revachol, flecks some more wet snow from above..." }, { "actor": "You", "dialogue": "Look around you." }, { "actor": "Shivers", "dialogue": "The snow falls lazily, making the beach sand paler still, mixing with the rust-coloured sewage run-off." }, { "actor": "Shivers", "dialogue": "And to think -- it seemed as though it were already spring." }, { "actor": "You", "dialogue": "How does it feel?" }, { "actor": "Shivers", "dialogue": "Your teeth chatter as the snow melts on your exposed skin, running down your chest and your back in icy rivulets. To distract yourself, you look around..." } ], [ { "actor": "Feld \"Insular\" Console", "dialogue": "Green paint flakes off the monoblock aluminium cabinet. There are rows of switches on the front panel, a frequency band and even a keyboard..." }, { "actor": "You", "dialogue": "Run your fingers across the keyboard." }, { "actor": "Feld \"Insular\" Console", "dialogue": "The keys rattle like teeth. This keyboard hasn't been functional in decades." }, { "actor": "You", "dialogue": "What is this? (Run your fingers across the keyboard.)" }, { "actor": "Cuno", "dialogue": "\"Old hardware.\" He points to the wires running into the machine. \"From the big power-box upstairs. Circuit-bender shit. Military-grade.\"" }, { "actor": "You", "dialogue": "Push: 'Light (Interior)'." }, { "actor": "Feld \"Insular\" Console", "dialogue": "The old button is stuck." } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_main_hub_reached\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"doomed.dicemaker_greeting_done\"]]" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.dicemaker_said_did_not_knock_on_her_window\"]) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Oh, it's you again. Did you try knocking on my window before? Are you looking for a die?\"" }, { "actor": "You", "dialogue": "\"Hold on, what do you mean by *milieus*?\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"Yes, a milieu is like a call-in station. You need a two-way radio to access one. That's why I have these.\" She pats the headphones on the table." }, { "actor": "Novelty Dicemaker", "dialogue": "\"Mostly they just teach you to swear in different languages, but some of the stations can be quite interesting. I was so absorbed, I must have missed you knocking.\"" }, { "actor": "You", "dialogue": "\"Never mind, I'll be back later.\" [Leave.]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"As you wish. Till next time,\" she nods, turning back to her table." } ], [ { "actor": "Kras Mazov Portrait", "dialogue": "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." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.mazov\"]]" }, { "actor": "You", "dialogue": "\"Look, Kim! It's Comrade Mazov!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, I can see that. Looks like some communists were hiding out here. They left a long time ago.\"" }, { "actor": "Rhetoric", "dialogue": "The lieutenant does not seem to share your enthusiasm." }, { "actor": "You", "dialogue": "\"A long time ago? How long?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Half a century? This was probably part of the network of defence posts the communards built against the amphibious landing.\" He looks around." }, { "actor": "Kim Kitsuragi", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"Could it be connected to the Mazov bust we found in the student's room?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"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...\"" }, { "actor": "You", "dialogue": "\"A long time ago? How long?\"" } ], [ { "actor": "You", "dialogue": "\"I heard him and I'm on it. \"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, affirmative. Officer is in pursuit of his firearm.\" There's static." }, { "actor": "Mack Torson", "dialogue": "\"Oh god, I...\" The man is fighting back tears." }, { "actor": "Jules Pidieu", "dialogue": "\"Officer, do you need further assistance? Over.\"" }, { "actor": "You", "dialogue": "\"Listen, I've actually lost my gun, too.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, I know, I already wrote it in a report, but...\" He hesitates. \"It will stay on my desk for a few days. Over.\"" }, { "actor": "You", "dialogue": "\"I'm happy to report that I have found my badge, Jules.\"" }, { "actor": "Jules Pidieu", "dialogue": "\"10-4, sir, glad to hear that! I'll write down that there's no need to issue a new one to you then. Over.\"" }, { "actor": "Electrochemistry", "dialogue": "Feels good to get that off your chest, right? Celebration with beer?" }, { "actor": "You", "dialogue": "\"This might sound odd, but there's *personal details* I'd like to discuss.\"" }, { "actor": "Jules Pidieu", "dialogue": "[Action/Check: Condition: (DayCount() > 2) == false]" } ], [ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"tc.doomed_commercial_area\"]) == false]" }, { "actor": "You", "dialogue": "(Empty card.)" }, { "actor": "Electronic Doorbell", "dialogue": "This button looks new, but someone has removed the name card. Nothing happens when you try to ring it." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Slipstream SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_whitecheck_volition\"]) == false]" }, { "actor": "Volition", "dialogue": "No, hold on. The last thing you need in your life is more hysteric emotions. Forget it. Find something else to do." }, { "actor": "You", "dialogue": "\"Fortress Accident SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one's home at Fortress Accident." } ], [ { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"auto.inside_shack\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_secondgreeting_done\"]]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_steam_stopped\"]) == false]" }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_stopped_expression\"] and Variable[\"character.beard_shaven\"]]" }, { "actor": "Mirror", "dialogue": "A mirror hangs on the bathroom wall. In it -- your face, a regular, clean-shaven police officer." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.face_yourself_done\")--[[ Variable[ ]]) == false]" }, { "actor": "You", "dialogue": "Face yourself." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_endurance_rc\"]) == false]" } ], [ { "actor": "Primer Book", "dialogue": "You see a colourful primer. The title reads: \"A Primer for Small Kids.\"" }, { "actor": "You", "dialogue": "\"Madam, what's this book?\"" }, { "actor": "Plaisance", "dialogue": "\"A highly educational primer. It's exceptional for the young mind... and obviously, very popular.\"" }, { "actor": "You", "dialogue": "\"Oh wow, that's cool. I want to become smarter.\"" }, { "actor": "Plaisance", "dialogue": "\"You're a grown man, though. It's a bit too late for that... this is a book for small children.\"" }, { "actor": "You", "dialogue": "Steal the Primer." }, { "actor": "Primer Book", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.book_primer_wc_stealing\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "Slowly, you move your hand towards the small book. Before you even can reach it, you're interrupted:" }, { "actor": "Primer Book", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant coughs sharply, then whispers: \"Let's not. Defrauding small business owners is not our *thing*.\"" }, { "actor": "You", "dialogue": "\"I want to buy the map of Martinaise.\"" } ], [ { "actor": "The Hanged Man", "dialogue": "The body is reluctant to let go of the boots -- as though they were its last bit of dignity." }, { "actor": "Physical Instrument", "dialogue": "You're going to need to summon all your strength for this undertaking." }, { "actor": "Ice Bear Fridge", "dialogue": "Whatever you're planning to do, you need to do it before you catch pneumonia in the cold draft coming from deep inside the fridge." }, { "actor": "You", "dialogue": "Pull on the right boot." }, { "actor": "The Hanged Man", "dialogue": "It's not completely useless. You're able to reveal a little more of the putrid polymer sock beneath the boot." }, { "actor": "You", "dialogue": "Pull on the left boot." }, { "actor": "The Hanged Man", "dialogue": "It feels like the leg is going to come off along with the boot, but you are able to get the boot to move a centimetre or two." } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_hero_Story_rc\"]) == false]" }, { "actor": "Drama", "dialogue": "Unfortunately there doesn't seem to be anything worth mentioning among your achievements. You should resort to good old lying." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punched_cuno\"]]" }, { "actor": "Physical Instrument", "dialogue": "Unless you wanna tell him how you took Cuno down. The decisiveness you exhibited in that situation would surely impress a man fond of order and discipline." }, { "actor": "You", "dialogue": "\"Ren\u00e9...\" (Lower your voice.) \"I'm ex-army too. Special Forces. Black ops. Secret soldier.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Really?\" Suddenly it feels like he's entitled to question you. \"What was the unit?\"" }, { "actor": "Conceptualization", "dialogue": "Something with colours and headwear. Soldiers identify with those things." }, { "actor": "Authority", "dialogue": "Say it's *classified*. An old soldier should understand." }, { "actor": "You", "dialogue": "Mumble incoherently." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"That's what I thought.\" He nods. \"We'll get back to our game now if you don't mind.\"" }, { "actor": "Drama", "dialogue": "Odd, he didn't buy it." }, { "actor": "You", "dialogue": "\"I found you guys a new *boule*.\" (Hold out the ball.)" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_talked_about_lely\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_kim_not_present_for_lely\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Lely?\" The lieutenant takes out his notebook. \"That was his name?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"As I already told your partner, I didn't actually know his name. I just called him Lely -- it's short for Lelystad, where he came from.\"" }, { "actor": "You", "dialogue": "\"It was his *army name*.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Yes, he said his real name wasn't *his*. I tried to pry it out of him, but he never gave it up -- no matter how hard I tried.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Lelystad. That's a good start...\" The lieutenant writes it down in his notebook..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.perform_field_autopsy_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "...then starts tearing out a page, but stops mid-motion. \"It just occurred to me, colleague,\" he says, turning to you. \"We *still* haven't performed a field autopsy on the deceased.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The questions I have assume *some* kind of foreknowledge on our part. I suggest we go and perform it now and return once we've brought ourselves up to date.\"" }, { "actor": "You", "dialogue": "\"No, I want to ask the questions *now*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Miss,\" he says, turning back to the young woman. \"Excuse my colleague -- he has recently suffered brain damage. We will now go and do our duty cleaning up the deceased.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You won't have to look at that sight much longer, I promise. We will return soon.\" He turns to leave." }, { "actor": "Authority", "dialogue": "There is no talking him out of this -- and no, the incident has not had a good effect on his opinion of you either." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm not even sure the *one bullet* my chamber holds would even prick that hulk.\"" }, { "actor": "You", "dialogue": "\"But... I was fighting *bad*, unsavoury ideologies. I'm a hero.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here on some political quest, we're here to solve a crime. Don't make this situation any more volatile than it already is.\"" }, { "actor": "You", "dialogue": "\"How else are we gonna get through the gates?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There must be some other way. Let's go see the yard again -- it faces the other end of the harbour. We're done with Measurehead here.\"" }, { "actor": "You", "dialogue": "\"But *he's* the one trying to provoke *me*!\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And you're just going to *let* him manipulate you like that?\" He raises an eyebrow." }, { "actor": "You", "dialogue": "\"Okay, I was trying to assert my dominance over him.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not here on some political quest, we're here to solve a crime. Don't make this situation any more volatile than it already is.\"" } ], [ { "actor": "Joyce Messier", "dialogue": "\"Ah, yes -- back to the *low-down*.\"" }, { "actor": "You", "dialogue": "\"What is that?\" (Point to Cindy the SKULL.)" }, { "actor": "Joyce Messier", "dialogue": "\"The girl in the old-lady rags?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Looks like a sullen and rebellious member of a teen *infraculture*.\"" }, { "actor": "You", "dialogue": "\"Infra... culture?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Yes -- you and I belong to the supraculture. We're common, the herd. The music on the radio, the food in the chain restaurant -- those are all too *popular* for the girl in the old-lady rags.\"" }, { "actor": "Joyce Messier", "dialogue": "\"She prefers a fantasy world -- an *infraculture* with its own dress code and vernacular. It is an illusion, I'm afraid. There is no refuge from the supraculture.\"" }, { "actor": "You", "dialogue": "\"Okay, now explain the same thing -- but to a child.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Young people who dye their hair funny colours and wear old people's clothes are stupid and their little rebellion is self-defeating...\"" }, { "actor": "Joyce Messier", "dialogue": "She pauses to take a long, leisurely sip of tea. \"Alright, what next?\"" }, { "actor": "Conceptualization", "dialogue": "Suddenly you're not so sure *you're* part of the supraculture..." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_concept_infraculture\"]) == false]" }, { "actor": "You", "dialogue": "\"What is that?\" (Point to Cindy the SKULL.)" }, { "actor": "Joyce Messier", "dialogue": "\"The girl in the old-lady rags?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" } ], [ { "actor": "Visual Calculus", "dialogue": "Great news -- the boat is big enough for a grown man like you to fit underneath it in a supine position." }, { "actor": "You", "dialogue": "\"Great news, I found somewhere new to sleep.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh?\"" }, { "actor": "You", "dialogue": "\"I'm gonna live under a boat now.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Self pity is not what we need at this moment, officer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I understand the situation looks grim, but we must continue with our investigation.\"" }, { "actor": "Volition", "dialogue": "Think of it as a salvation." }, { "actor": "Logic", "dialogue": "You have a home, somewhere. All cops do. When this is done you can return." } ], [ { "actor": "Karaoke Stand", "dialogue": "The stage is all set up for your performance. Feels... silent. You can hear the pellets creak under your feet." }, { "actor": "Savoir Faire", "dialogue": "You feel a little dizzy. A little *unsteady*, suddenly." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"So, are you ready for your... *thing* now? Let me know when I should turn on the karaoke carousel.\"" }, { "actor": "You", "dialogue": "Look around the room first." }, { "actor": "Karaoke Stand", "dialogue": "There are *some* people out there, but mostly -- a post meridian slumber has fallen on the premise. Not super lively. It would be wiser to perform in the evening, no? But the choice is yours..." }, { "actor": "Half Light", "dialogue": "Yes. You can always do it in the evening. It will be less scary with a lot of people." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_main_hub_reached\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_prehub_reached\"]]" }, { "actor": "The Gardener", "dialogue": "\"You're back.\"" }, { "actor": "You", "dialogue": "\"You sound surprised.\"" }, { "actor": "The Gardener", "dialogue": "\"We don't see a lot of police around here, that's all.\"" }, { "actor": "Perception (Sight)", "dialogue": "The place looks the part. There's graffito everywhere and the traffic jam behind you is completely *unregulated*." }, { "actor": "You", "dialogue": "\"I have some questions for you.\"" }, { "actor": "The Gardener", "dialogue": "\"Of course. What can I help you with?\"" }, { "actor": "You", "dialogue": "\"Do you still have your salts? I think I could use some.\"" }, { "actor": "The Gardener", "dialogue": "\"Sure -- I'm done with them.\" She takes a small capsule out of her breast pocket and hands it to you." }, { "actor": "The Gardener", "dialogue": "\"Go easy on that stuff. It gave me a terrible headache.\"" }, { "actor": "You", "dialogue": "\"What is this *fuck the police* business?\"" } ], [ { "actor": "Half Light", "dialogue": "Do you feel that?" }, { "actor": "You", "dialogue": "Feel what?" }, { "actor": "Half Light", "dialogue": "That tingle on the back of your neck... like you're being *watched*." }, { "actor": "You", "dialogue": "I don't feel anything." }, { "actor": "Half Light", "dialogue": "*Don't* you, though?" }, { "actor": "You", "dialogue": "Nope, everything's normal here. [Discard thought.]" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.inspect_traps_2_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.restock_trap_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, dear. It's good to see a familiar face.\" The elderly woman smiles up at you hopefully." }, { "actor": "You", "dialogue": "\"Tell me more about this *rare insect* your husband is looking for.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, sweetie, it's *fascinating*...\" She catches herself. \"But I shouldn't bore you with entomological minutiae.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reaction Speed", "dialogue": "She was about to launch into an impassioned description, but stoppered herself. Why's that?" }, { "actor": "You", "dialogue": "\"No, I want to hear about the insect.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Well,\" she hesitates. \"It's a *phasmid* technically, but...\"" }, { "actor": "Encyclopedia", "dialogue": "Ah, yes, *phasmatodea* -- a diverse group of insects whose bodies resemble twigs, leaves, that sort of thing. \"Ghost insects,\" colloquially." }, { "actor": "Inland Empire", "dialogue": "Oh yeah. Here comes the *interesting*." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"... where other phasmids imitate sticks or leaves, this one's a living *reed*. It disguises itself among the reeds here on the Insulindian coast.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hence its name: The *Insulindian phasmid* -- perhaps you'll end up co-discovering it with us, officer?\" She looks you in the eye and nods thoughtfully." } ], [ { "actor": "Damaged Ledger", "dialogue": "The Ledger of (Oblivion Induced) Mental Health is just as shabby as the Damaged Ledger was: a bunch of sodden papers sags from the clipboard in your hand." }, { "actor": "You", "dialogue": "Browse the case files again." }, { "actor": "Damaged Ledger", "dialogue": "Arson. Petty theft. Spousal abuse -- handwritten logs on investigations dating back to January, \u00b451 -- stamped CASE FILES, COMMIT TO PAPER. These are the last couple of months of your life." }, { "actor": "You", "dialogue": "\"Is two cases a week a good case load, lieutenant?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Huh?\" He raises his nose from his notes. \"Two *complex* cases to undertake is a lot, yes. You *really* have to push yourself. I would not suggest it. Lest you start making mistakes.\"" }, { "actor": "You", "dialogue": "\"Two cases a week appears to have been my load, lieutenant. I'm not sure I completed them though.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Two?\" He raises both eyebrows. \"That's a lot. I didn't mean to say you're making mistakes, by the way. That was presumptuous of me.\"" }, { "actor": "You", "dialogue": "\"I burned out all right.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's okay.\" He nods, then turns back to his own case files. \"We all do, sooner or later.\"" }, { "actor": "Endurance", "dialogue": "Not you. You are an *eternal machine*." }, { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "How much is that -- two new cases a week?" }, { "actor": "Logic", "dialogue": "A lot? A little? You have no idea, this all depends." }, { "actor": "Inland Empire", "dialogue": "Does it? It feels like a *lot*. Or maybe even more than a lot. It feels like *too much*." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_refused_to_restock_trap\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Oh, hello, officer.\" He covers his mouth, struggling to suppress a coughing fit." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"There, there, dear.\" She gently touches her husband's arm. \"Don't talk too much. And have some more tea.\"" }, { "actor": "You", "dialogue": "\"What if I checked the traps for you?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"I didn't expect you to take such an interest in our work here, officer.\" He looks at you with obvious surprise." }, { "actor": "You", "dialogue": "\"We're looking for someone hiding on this very coast. Looking for *another* thing may lead us to her.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Why not?\" The lieutenant shrugs. \"At least it will give us the excuse to look into a *lot* of reeds.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"That it will.\" The man cracks an unwieldy smile. \"That it *absolutely* will. I hope you brought your good boots.\"" }, { "actor": "You", "dialogue": "\"I'm ready. Let's get to it.\" (Conclude.)" } ], [ { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_clothes_hub_reached\"]]" }, { "actor": "Siileng", "dialogue": "\"You keep coming back. That's good, officer! Keep browsing those clothes, keep saving that economy!\"" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_asked_pay_net_worth\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "If he really wants to save the economy he'd let you pay with net worth. Go over and ask him if you can" }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_rhetoric_why_eco_needs_saving\"]]" }, { "actor": "You", "dialogue": "Find something worth salvaging from that pile of rags." }, { "actor": "Pile of Clothes", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_concept_whitecheck_clothes\"]) == false]" }, { "actor": "Composure", "dialogue": "No good. All you can come up with are some treated wool pants. You can tell they're too tight around your thighs and too loose around the waist." }, { "actor": "You", "dialogue": "Discard the woolly pants." }, { "actor": "Siileng", "dialogue": "\"No luck?\" the street vendor says, visibly disappointed. \"Why not take another look, officer? Keep supporting the economy!\"" }, { "actor": "You", "dialogue": "[Leave for now.]" } ], [ { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_sunglasses_hub_reached\"]]" }, { "actor": "Siileng", "dialogue": "\"The shine on these sunglasses lasts a lifetime, officer! One hundred percent guaranteed!\"" }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_asked_pay_net_worth\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "Stylish shades, huh? They'd be even more stylish if you paid for them with net worth. Go over and ask him." }, { "actor": "You", "dialogue": "\"I'll take those ugly glasses.\"" }, { "actor": "Siileng", "dialogue": "\"A good starter pair, officer! And when you're ready to upgrade, come back and see me!\"" }, { "actor": "You", "dialogue": "Rummage through the box." }, { "actor": "Box of Sunglasses", "dialogue": "These are all boring. Boring third-rate ho-hum sunglasses made of cheap Seraise plastic. The kind of plastic that melts in the sun." }, { "actor": "Drama", "dialogue": "Those UV-stickers are almost certainly just there for show. If anything, these lenses probably direct more UV light *into* your pupils -- a UV magnifier." }, { "actor": "Siileng", "dialogue": "\"These are all first-rate sunglasses!\" the man declares. \"Premium design, superb material, *very cool* UV-resistant! These will definitely keep your eyes safe *and* cool while doing your dangerous police work.\"" }, { "actor": "You", "dialogue": "\"I'll take those cool deep blue glasses.\"" } ], [ { "actor": "You", "dialogue": "\"These men, they didn't do it!\"" }, { "actor": "Kortenaer", "dialogue": "\"Yeah? Who did then?\"" }, { "actor": "Inland Empire", "dialogue": "You should implicate *yourself*. Throw yourself onto the embrasure, chest first!" }, { "actor": "You", "dialogue": "\"Wait, I just need a little time to figure this out.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"auto.visited_church_inside\"] and Variable[\"TASK.open_gary_door_done\"]]" }, { "actor": "De Paule", "dialogue": "\"Time? You *had* time -- to fuck around in that church.\" She points over the water. \"To run errands for your Union chief. I saw you...\"" }, { "actor": "Kortenaer", "dialogue": "\"Time is up, loincloth,\" he says to you. \"Give me a name. NOW!\"" }, { "actor": "You", "dialogue": "\"Wait, I just need a little time to figure this out.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"auto.visited_church_inside\"] and Variable[\"TASK.open_gary_door_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"auto.visited_church_inside\"]) == false]" }, { "actor": "De Paule", "dialogue": "\"Time? You *had* time. To fuck around on the coast.\" She points over the water. \"Chasing some dumb drug trader. I saw you...\"" }, { "actor": "Kortenaer", "dialogue": "\"Time is up, loincloth,\" he says to you. \"Give me a name. NOW!\"" } ], [ { "actor": "You", "dialogue": "\"Some top-shelf shenanigans. I want to meet the driver and shake his hand.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What kind of car do you think it was?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.samaran_vis_calc_vehicle\"]]" }, { "actor": "You", "dialogue": "\"I believe it was a Linnea G22.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He seems impressed. \"That's quite likely, from what I can tell.\"" }, { "actor": "You", "dialogue": "\"Yeah, I have no idea. Who could it have been?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant shrugs. \"We're not traffic cops. Should we get back to the murder?\"" }, { "actor": "You", "dialogue": "\"On second thought, maybe this doesn't really warrant an investigation.\" [Leave.]" } ], [ { "actor": "Endurance", "dialogue": "You feel something in your chest. An unnatural pressure. It's spreading to your left arm, your jaw..." }, { "actor": "Savoir Faire", "dialogue": "Well, this feels familiar." }, { "actor": "Pain Threshold", "dialogue": "We've been here before. You've got this." }, { "actor": "Endurance", "dialogue": "Nope, sorry, you don't. Not this time." }, { "actor": "Half Light", "dialogue": "Fucking shit, I'm scared. What do I do? Who do I call?" }, { "actor": "Composure", "dialogue": "Don't go grabbing at your chest and screaming bloody murder. Keep your cool. Remember -- looking good always makes you feel better." }, { "actor": "You", "dialogue": "So I'm guessing this is bad." }, { "actor": "Endurance", "dialogue": "Very. *Very* bad. *This is the end* bad." }, { "actor": "Physical Instrument", "dialogue": "Get it together, boy. You've gotta hold on, no matter how bad..." } ], [ { "actor": "Logic", "dialogue": "Give up. You'll never find the answer. There's no other copy of \"Dick Mullen and the Mistaken Identity\" here." }, { "actor": "You", "dialogue": "But, why?" }, { "actor": "Logic", "dialogue": "Because that's how the world works. Some stories never get finished. You shouldn't expect there to be a tidy, satisfying ending." }, { "actor": "Inland Empire", "dialogue": "But... but... what if you never find out how *your* story ends?" }, { "actor": "You", "dialogue": "I guess that's it. Maybe it's better this way. [Finish thought.]" } ], [ { "actor": "Bird's Nest Roy", "dialogue": "His eyes move from you to the lights dancing on the walls." }, { "actor": "You", "dialogue": "\"I wanted to ask about my, uh... missing gun. Again.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Sure thing.\"" }, { "actor": "You", "dialogue": "\"Was the buyer a policeman too?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"She didn't seem like a policeman, although she kept referring to herself as a *Pig*. Which was odd. I found her interest in the gun a bit... obsessive. But I was just happy to get rid of it. And of her.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Truth be told, she was terrifying.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"She must be one of my adoring fans. Just wanted to feel closer to me, you know.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Sure, man.\"" }, { "actor": "Empathy", "dialogue": "He's doubtful, but doesn't see the point in contradicting a notion that is so dear to you." }, { "actor": "You", "dialogue": "\"Was the buyer a policeman too?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"She didn't seem like a policeman, although she kept referring to herself as a *Pig*. Which was odd. I found her interest in the gun a bit... obsessive. But I was just happy to get rid of it. And of her.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Truth be told, she was terrifying.\"" } ], [ { "actor": "Perception (Hearing)", "dialogue": "All around you, the hisses and chirps of locusts fill the musky air. The earthen floor of the shack has been shaped into mounds of mud dotted with little holes for windows." }, { "actor": "Conceptualization", "dialogue": "Like skyscrapers, spires of dirt and sand rising. Accommodations for their insectoid inhabitants?" }, { "actor": "Perception (Hearing)", "dialogue": "Sounds like you found the locusts, detective." }, { "actor": "You", "dialogue": "What is this?" }, { "actor": "Perception (Hearing)", "dialogue": "Heaps of leaves are rotting among the mud-cake towers. Dozens of little locusts feed on them, buzzing away with vicious joy. The kid in the yard has really outdone himself here." }, { "actor": "Inland Empire", "dialogue": "It's an ode to self expression." }, { "actor": "Conceptualization", "dialogue": "It's the work of a self-taught visionary." }, { "actor": "You", "dialogue": "I should go and ask him to stop then. [Finish thought.]" } ], [ { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"] and Variable[\"TASK.check_back_on_renovation_later\"]]" }, { "actor": "Horseback Monument", "dialogue": "The scaffolding around the old monument has been taken down. In its place are the spoils of your investment. Numerous rods and ropes still hold the original reassemblage in place." }, { "actor": "You", "dialogue": "Who is this?" }, { "actor": "Horseback Monument", "dialogue": "A silver plaque on the statue's pedestal reads: 'I am Filippe III, the Squanderer, the Greatest of the Filippian Kings of Revachol; Son of Filippe II, the Opulent; Father of Filippe IV, the Insane.'" }, { "actor": "Volition", "dialogue": "Not a good track record of mental health in that family." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"jam.horseback_monument_scaffolding\"]) == false]" }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.ultralib_monument_boring\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "As you look up, you notice something about the statue. There are some odd indentations on the king's chest piece..." }, { "actor": "You", "dialogue": "What indentations? What do I see?" }, { "actor": "Perception (Sight)", "dialogue": "Something with great kinetic energy seems to have impacted the cuirass... around where the 'heart' is. A bullet?" }, { "actor": "Visual Calculus", "dialogue": "Someone's shot him in the heart. Interesting." }, { "actor": "Horseback Monument", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"tc.doomed_commercial_area\"]) == false]" }, { "actor": "You", "dialogue": "\"Main hall, building B: WHIRLING-IN-RAGS.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Nothing happens after you ring the doorbell... They don't want to talk to you." }, { "actor": "Half Light", "dialogue": "You're going to just stand there and *take it* from a doorbell?" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_half_light_beat_it_up\"]]" }, { "actor": "You", "dialogue": "I should just leave the doorbell alone." }, { "actor": "Electronic Doorbell", "dialogue": "The doorbell agrees. The entire call box looks relieved." }, { "actor": "You", "dialogue": "\"Main Hall, Building A.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_heard_plaisance\"]) == false]" }, { "actor": "Electronic Doorbell", "dialogue": "An off-key melody starts playing after you ring the doorbell... Then a woman picks up the receiver..." } ], [ { "actor": "You", "dialogue": "\"I don't need your cooperation. I've got this.\" (Show him the Triangong 4-46.)" }, { "actor": "The Deserter", "dialogue": "\"Heh...\"" }, { "actor": "Encyclopedia", "dialogue": "You know peacetime laws in Moralintern-affiliated nations forbid it -- it's a rarity." }, { "actor": "You", "dialogue": "\"It's a rare weapon. I've got you with this one. No one else has these.\"" }, { "actor": "The Deserter", "dialogue": "\"Yes, it's a *real* gun, not like your little musketeer pistols. I've seen you prance around with those, jumping hoops for the liberals...\"" }, { "actor": "The Deserter", "dialogue": "\"You look like imbeciles. Why don't you ask them to give you *real* weapons?\" He chortles. \"Going against automatic rifles with these toy guns... of course you got those boys killed!\"" }, { "actor": "Half Light", "dialogue": "Damn, he saw you. He's watched it happen." }, { "actor": "Visual Calculus", "dialogue": "He would have a good view of the tribunal from here. It's not just empty boasting." }, { "actor": "Volition", "dialogue": "So he saw you... okay. So what. Don't let it divert you." } ], [ { "actor": "Cuno", "dialogue": "\"Okay, so, we've got the old fuck.\" The kid whispers, his eyes bugging out of his skull with excitement." }, { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Cuno", "dialogue": "A crooked little smile. \"Oh fuck, he's practically dyin' to big up how he did it. Just get him to cough it up. Cuno's got your back.\"" }, { "actor": "You", "dialogue": "\"I'm slapping myself to get ideas!\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, Cuno can see that,\" the kid says seriously. \"So can fuckin' murderoonie here. You should stop -- it's weird as fuck.\"" }, { "actor": "You", "dialogue": "\"What can I put on him, to get him to confess?\"" }, { "actor": "Cuno", "dialogue": "\"He's into some ancient warrior shit. Hate shit. Pressure cook him. Push it on him, like -- motive shit. Pig style.\"" }, { "actor": "Logic", "dialogue": "Of course -- why didn't *you* think of it?! Motive shit. Pig style." } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "A man in his late twenties stands behind the counter, inspecting a stuffed seabird. As you approach, he gives you a sideways glance, then looks down again." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"reputation.superstar_cop\"] >=2]" }, { "actor": "Empathy", "dialogue": "That was disdain in his eyes. Even now he is purposefully ignoring you. Looks like he's not a fan." }, { "actor": "Empathy", "dialogue": "Everything is cool between you and this guy. He's a big fan. Make some small talk." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Gaston's Sandwich", "dialogue": "The ham-sandwich looks fresh and nutritious in you hand, begging to be eaten." }, { "actor": "Empathy", "dialogue": "A treat of this magnitude should not be enjoyed alone." }, { "actor": "You", "dialogue": "\"Step back everyone, it's gonna get messy.\" (Eat the sandwich.)" }, { "actor": "Gaston's Sandwich", "dialogue": "You jam your teeth into the sandwich and immediately feel a series of taste explosions go off in you mouth. It's like someone's carpet-bombing your tongue with ambrosia." }, { "actor": "Gaston's Sandwich", "dialogue": "This is what angels must taste like. Your saliva production increases tenfold. You can barely contain it all." }, { "actor": "You", "dialogue": "Take giant bites and swallow them half-chewed." }, { "actor": "Gaston's Sandwich", "dialogue": "The taste-assault in your mouth abates for a moment... wolfing it down is efficient, but lacking in appreciation." }, { "actor": "You", "dialogue": "Get into there and do some real damage!" }, { "actor": "Gaston's Sandwich", "dialogue": "You really ram into the sandwich, *deep*. The tomato slides off, mayo drips everywhere (including your moustache and clothes), bits of ham fall onto the ground..." }, { "actor": "Gaston's Sandwich", "dialogue": "You can barely feel the taste, but it seems decent enough. At least it gets your stomach nice and full. Good sandwich -- durable!" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kimintro_done\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Morning.\" He gives you a quick nod." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_took_away_body_day_2\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_out_whos_in_the_union_box\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like we can get to work at once. The Union muscle turned up.\" He points to the mess hall doors. \"They look rowdy. We should talk to them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckEquipped(\"shoes_t500\") and Variable[\"whirling.kim_stolen_boots_greet_done\"] == false) == false]" }, { "actor": "You", "dialogue": "\"Let's roll.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_out_whos_in_the_union_box\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"One more thing before we do...\" He glances at the booth again. \"We don't have to talk to them immediately. We can walk right past them, continue with our business.\"" } ], [ { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"The body -- what do you know about it?\"" }, { "actor": "Cuno", "dialogue": "\"Shitload, pig, what's your question?\"" }, { "actor": "Cunoesse", "dialogue": "\"Don't tell the pig shit, Cuno!\"" }, { "actor": "Reaction Speed", "dialogue": "This is where you *quickly* ask him questions. Real cop-questions. Like a cop." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_cop_questions\"]]" }, { "actor": "You", "dialogue": "\"Where's the rest of his armour?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno doesn't give a shit about the armour.\"" }, { "actor": "You", "dialogue": "\"How come?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's fuck-gimp's got one big thing wrong with him. He's a fucking mutant.\"" }, { "actor": "You", "dialogue": "\"A mutant?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.fridge_victims_body_done\"] or Variable[\"TASK.send_corpse_to_processing_done\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"Look at him!\" He points to the body. \"Fucking growth hormone shit. He's a giant. The armour's too big for *any man*.\"" } ], [ { "actor": "Map Wall", "dialogue": "Several maps have been attached to a bulletin board hidden inside the alcove. They're held up by small pins. The board has come loose from one corner." }, { "actor": "Map Wall", "dialogue": "The maps look old and faded. Your eye catches a map of Insulinde, a map of Revachol, and a map of Martinaise." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: Variable[\"TASK.buy_a_map_of_martinaise\"] and Variable[\"TASK.buy_a_map_of_martinaise_done\"] == false and CheckItem(\"map_of_martinaise\") == false]" }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reaction Speed", "dialogue": "Martinaise!" }, { "actor": "Visual Calculus", "dialogue": "This one *could* work for seeing where the shot came from." }, { "actor": "You", "dialogue": "\"I want to buy the map of Martinaise.\"" }, { "actor": "Plaisance", "dialogue": "\"Officer, discard the thought. For your brave efforts against those thugs you may have it for free.\"" }, { "actor": "You", "dialogue": "\"I want to buy the map of Martinaise.\"" }, { "actor": "Plaisance", "dialogue": "\"Officer, discard the thought. For your brave efforts against those thugs you may have it for free.\"" }, { "actor": "You", "dialogue": "\"I want to buy the map of Martinaise.\"" } ], [ { "actor": "Photo of Tattoos", "dialogue": "An intricate web of blue lines stretches across the torso of the hanged man, from the right shoulder to the solar plexus. Each time the lines intersect, a small white star is formed in their crossing. Hundreds of fading asterisks riddle his skin; their concentration is highest around his heart." }, { "actor": "Photo of Tattoos", "dialogue": "It still kind of looks like a map of the stars in the night sky, but... something's not right." }, { "actor": "You", "dialogue": "What's the meaning of this tattoo?" }, { "actor": "Photo of Tattoos", "dialogue": "For you to discover. You've gotten as far as you will without assistance." }, { "actor": "Suggestion", "dialogue": "Someone close to the victim might know." }, { "actor": "Encyclopedia", "dialogue": "Someone who knows about history could tell you." }, { "actor": "You", "dialogue": "What's the meaning of this tattoo?" }, { "actor": "Photo of Tattoos", "dialogue": "For you to discover. You've gotten as far as you will without assistance." }, { "actor": "Suggestion", "dialogue": "Someone close to the victim might know." }, { "actor": "Encyclopedia", "dialogue": "Someone who knows about history could tell you." }, { "actor": "You", "dialogue": "Who are you?" } ], [ { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: Variable[\"canal.water_lock_greeting_done\"]]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (IsEvening()) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (IsAfternoon()) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: IsMorning()]" }, { "actor": "Man on water lock", "dialogue": "\"Good morning to you, officer!\"" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (DayCount() > 2) == false]" }, { "actor": "You", "dialogue": "\"You said the coast is closed off? This may be why Lena's husband Morell the cryptozoologist hasn't returned.\"" }, { "actor": "Man on water lock", "dialogue": "\"Uhm... I haven't seen any *cryptologists* around here, but sure -- if they're on the other side, they're stuck. Like my friend Barry.\"" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should probably go tell Lena. Take a load off her mind.\"" } ], [ { "actor": "Ancient Reptilian Brain", "dialogue": "There is nothing." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Again." }, { "actor": "You", "dialogue": "Nothing?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Nothing, sad brother. No treachery. Just blackout." }, { "actor": "You", "dialogue": "Just lie there, passed out." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Well, *almost* nothing. There is the ground below you. That's still there. And the small light that's on -- fluttering -- somewhere in the Basal Ganglia." }, { "actor": "You", "dialogue": "Who's that?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "That's me, blue eyes. That's me." }, { "actor": "You", "dialogue": "And who was *that*?" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Who was what?" }, { "actor": "Limbic System", "dialogue": "He speaks of the *sickening* longing, the unwell emotion. Even in the darkness he's grasping for it, still trying to hold on to the great sorrows slipping in the water -- slimy." }, { "actor": "You", "dialogue": "No, I was *cool*. I'm cool." }, { "actor": "Ancient Reptilian Brain", "dialogue": "The cool when you're dead, brother." }, { "actor": "Limbic System", "dialogue": "Here in the Paleo-Mammalian Cortex we call it -- *the shadow*." }, { "actor": "Limbic System", "dialogue": "Because it's always there." }, { "actor": "Perception (Smell)", "dialogue": "Tell him! Tell him!" } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.return_lenas_pin\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.pay_lena_back\"]) == false]" }, { "actor": "You", "dialogue": "\"I just wanted to thank you again.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Of course, dear! I just wish I could have done more.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]" }, { "actor": "You", "dialogue": "\"I don't know if you've noticed, but I don't know where I am, or what I'm doing. Or *anything*.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Yes, officer, you look rather dazed... like a stunned fox. But surely things can't be *that* bad?\" Her eyes follow your movements with some concern." }, { "actor": "Suggestion", "dialogue": "She won't judge you, no matter what you say." }, { "actor": "You", "dialogue": "\"I hope you're right. I hope it's not too bad...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"You know where we *are*, right?\"" }, { "actor": "You", "dialogue": "\"We're dead. Haunting each other. We're ghosts.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Now, now.\" She tilts her head as she looks up at you with maternal solicitude." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"We are alive -- in a hostel called the Whirling-in-Rags. And the Whirling itself is in the city of Revachol.\"" } ], [ { "actor": "You", "dialogue": "\"About your pin...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I hope you were able to pawn that old trinket!\" She smiles up at you earnestly." }, { "actor": "You", "dialogue": "\"I bought it back. I know it means a lot to you. You should have it.\" (Give her the pin.)" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Aw, thank you, dear. I confess -- I am glad to see it again. Very honourable of you, officer.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "Even the lieutenant seems happy with this turn of events." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Now, what else, sweetie?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]" }, { "actor": "You", "dialogue": "\"On second thought, things *are* bad. I don't even know enough to know what I *don't* know about this world.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"You know where we *are*, right?\"" }, { "actor": "You", "dialogue": "\"I don't really know... some seedy hotel?\"" } ], [ { "actor": "Project Dread Board", "dialogue": "Your flashlight slides over an old green chalkboard covered in scribbles, sketches and schemes like some ancient cave mural." }, { "actor": "Project Dread Board", "dialogue": "Some of the writing has faded with age, but you can still make out sections here and there; photos and drawings have been pinned to the board." }, { "actor": "You", "dialogue": "Inspect the drawings." }, { "actor": "Project Dread Board", "dialogue": "These lithe, pointy-eared creatures appear to be different types of *welkins*. You make out autumnal *candle-welkins* casting wax-based magic..." }, { "actor": "Project Dread Board", "dialogue": "*Translucent welkins* with organs shining under their skin, and even aether welkins -- hailing from the vast emptiness of sidereal space." }, { "actor": "Inland Empire", "dialogue": "Who are all those creatures? Fantasies of a tortured, feverish mind?" }, { "actor": "Drama", "dialogue": "You should adopt one of those welkins as your *persona*. No longer a mere man -- but a welkin..." }, { "actor": "Project Dread Board", "dialogue": "One of the welkins -- towering among the rest -- appears to be different, however." }, { "actor": "You", "dialogue": "Examine the welkin -- this is important." }, { "actor": "Project Dread Board", "dialogue": "It's Vaarahamira, a *high welkin* -- his face white and scarred like cracked marble. This is clearly a welkin supremacist. The note says: 'All non-welkin races will be purged.'" }, { "actor": "Project Dread Board", "dialogue": "The huldur, the dweorg, the humans, and even headless men... all of them. Purged. Imagine a world filled *only* with welkin! Green welkin, dread welkin... and the high welkin to rule them all." } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (IsHourBetween(21, 2)) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.has_shack\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_altgreet_singing_reaction\"]]" }, { "actor": "Washerwoman", "dialogue": "\"The policeman.\" She squints at you. \"What can our village do for you?\"" }, { "actor": "You", "dialogue": "\"Actually, is that free room still available?\"" }, { "actor": "Washerwoman", "dialogue": "\"Change your mind, did you? I thought you might. Won't find a better deal than free.\"" }, { "actor": "Washerwoman", "dialogue": "\"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.\"" }, { "actor": "You", "dialogue": "\"Do you know anything about a lost jacket?\"" }, { "actor": "Washerwoman", "dialogue": "\"What do you want with a lost jacket?\"" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.light_paid_shares\"]]" }, { "actor": "Sawed-off Street Light", "dialogue": "It's the 700 re\u00e1l modified street light you traded for shares." }, { "actor": "You", "dialogue": "Look at the light in your life." }, { "actor": "Sawed-off Street Light", "dialogue": "The pole has been carefully cut, the wiring redone and attached to a standard indoor plug. The light buzzes faintly but persistently." }, { "actor": "Inland Empire", "dialogue": "She's going to *love* it." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.light_inland_she\"]) == false]" }, { "actor": "You", "dialogue": "Look at the light in your life." }, { "actor": "Sawed-off Street Light", "dialogue": "The pole has been carefully cut, the wiring redone and attached to a standard indoor plug. The light buzzes faintly but persistently." }, { "actor": "Inland Empire", "dialogue": "She's going to *love* it." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"canal.light_inland_she\"]]" }, { "actor": "You", "dialogue": "Who is?" }, { "actor": "Inland Empire", "dialogue": "Silence..." } ], [ { "actor": "Acele", "dialogue": "\"Believe me, dude, it's better we talk about something else.\"" }, { "actor": "You", "dialogue": "\"I'd like to know more about your associates.\"" }, { "actor": "Acele", "dialogue": "\"My 'associates'?\" She blows on her chilled fingers. \"I haven't got much to say about them.\"" }, { "actor": "You", "dialogue": "\"What do you mean? You must know *something* about them.\"" }, { "actor": "Acele", "dialogue": "\"Of course I do. I just don't tell people about my friends and who they are and so on. I don't provide information on them.\"" }, { "actor": "Rhetoric", "dialogue": "To the cops." }, { "actor": "You", "dialogue": "\"What about you? Tell me something about yourself.\"" }, { "actor": "Acele", "dialogue": "\"Me? I'm a silver bird.\"" }, { "actor": "Shivers", "dialogue": "High above and to the east, the cold winds blow over the feathers of an early songbird. She lands on the stone ledge of a tall building. Her beak a silvery grey." }, { "actor": "Encyclopedia", "dialogue": "A silver bird... feels strangely familiar. Was it an expression? And if yes, then for what? Then your mind slips and the thought is gone." }, { "actor": "You", "dialogue": "\"A-ha. Okay. Maybe I'll ask later about all this.\"" }, { "actor": "Acele", "dialogue": "\"Don't know what makes you think it'll be any different later, but...\"" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_heard_about_silver_bird\"]]" }, { "actor": "Reaction Speed", "dialogue": "Feels like you missed something here. What was that about a bird? Forget it. Maybe later." }, { "actor": "You", "dialogue": "\"I'd like to know more about your associates.\"" }, { "actor": "Acele", "dialogue": "\"My 'associates'?\" She blows on her chilled fingers. \"I haven't got much to say about them.\"" } ], [ { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tracks_viscal_wc_success_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "You see a set of tyre tracks in the brown slush that covers the plaza mosaic." }, { "actor": "You", "dialogue": "Why am I looking at this?" }, { "actor": "Perception (Sight)", "dialogue": "Cop habit. You look at everything." }, { "actor": "Logic", "dialogue": "This isn't case-related, you think." }, { "actor": "You", "dialogue": "What kind of vehicle drove through here?" }, { "actor": "Set of Tracks", "dialogue": "[Action/Check: Condition: DayCount() > 1]" }, { "actor": "Perception (Sight)", "dialogue": "Hard to say." }, { "actor": "You", "dialogue": "Why am I looking at this?" }, { "actor": "Perception (Sight)", "dialogue": "Cop habit. You look at everything." }, { "actor": "Logic", "dialogue": "This isn't case-related, you think." } ], [ { "actor": "You", "dialogue": "\"What was that about running you an errand and *illegal narcotics*, Cuno?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno gets it from his dad. Cuno and his dad are major suppliers!\" His eyes bulge; their veins reach out like tree branches. \"That's where Cuno gets his lightning on.\"" }, { "actor": "Cuno", "dialogue": "\"Problem is, Cuno and his dad had a little falling out. Now junkies clawing at Cuno's door. Streets going mad. Cuno's gotta throw his dirty popo-man at it.\"" }, { "actor": "You", "dialogue": "\"Mhmh, this is very interesting, but I'll have to get back to you.\"" }, { "actor": "Cuno", "dialogue": "\"Don't take for fucking ever, Cuno's got wheels turning everywhere.\"" }, { "actor": "You", "dialogue": "\"I got more speed. Let's do this again.\"" }, { "actor": "Cuno", "dialogue": "\"All right, now we talkin'. Same shit as before. You give Cuno Cuno's kilo -- Cuno gives you half a kilo back.\"" }, { "actor": "You", "dialogue": "\"Aren't you going ask how I got past your dad?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Cuno", "dialogue": "\"Word on the street is you sent your little friend in dressed as a *hooker*. Distraction-style. That's some sick shit.\" He nods approvingly to the lieutenant." }, { "actor": "Kim Kitsuragi", "dialogue": "Not a single muscle moves on the lieutenant's face." } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"plaza.rene_hero_Story_rc\"]]" }, { "actor": "Drama", "dialogue": "Go long, go deep, go unconventional!" }, { "actor": "You", "dialogue": "\"My story doesn't have gunfire, blood or spilled guts, but let me give you a *different* take on heroism.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Sure, officer.\" Already he looks sceptical. \"Let's hear your *take*.\"" }, { "actor": "You", "dialogue": "\"Imagine just flickering into existence from nothingness.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"I'm not following you.\"" }, { "actor": "Drama", "dialogue": "He'll get it. Don't worry, just continue -- he's *gonna* be impressed." }, { "actor": "You", "dialogue": "\"Imagine knowing nothing but the sweet oblivion only to wake into unbelievable pain...\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "The man stares at you, silently frowning." }, { "actor": "Perception (Sight)", "dialogue": "Doesn't look like he's imagining it." }, { "actor": "You", "dialogue": "\"Right when you are willing to do just about anything to make it stop, you open your eyelids...\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "The carabineer crosses his arms and spits in the crater." }, { "actor": "You", "dialogue": "\"... and realize you've pushed yourself too far. Past the point of no return.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"You're talking about getting black-out shitfaced drunk and going into delirium, right?\" he asks impatiently." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Pile of Eternite", "dialogue": "A pane of eternite has been planted into the snow. Two poles are holding it up." }, { "actor": "Interfacing", "dialogue": "*Barely* holding it up. It could fall over any minute... a stronger gust of wind might be enough." }, { "actor": "You", "dialogue": "\"What is this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\"" }, { "actor": "You", "dialogue": "\"What is this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\"" }, { "actor": "You", "dialogue": "\"What is this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\"" }, { "actor": "You", "dialogue": "[Leave it as is.]" } ], [ { "actor": "Cleaning Lady", "dialogue": "\"Give me a moment...\" The cleaning lady still seems to be having difficulty breathing." }, { "actor": "You", "dialogue": "\"I'm looking for Billie M\u00e9jean's apartment. Could you direct me?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"It's about Victor, isn't it?\" She narrows her pale grey eyes. \"It's always about Victor with her... You'll find the M\u00e9jeans in apartment #20 upstairs. It's one of the doors on the balcony.\"" }, { "actor": "You", "dialogue": "\"I have a few questions about those apartments...\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Ask away, policeman.\"" }, { "actor": "You", "dialogue": "\"What can you tell me about Cindy?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"The *artist*?\" She scoffs. \"Nothing I can do about her, I'm afraid. She ruins the walls faster than I can clean them. Still...\" She leans on her broom." }, { "actor": "Cleaning Lady", "dialogue": "\"She leaves an old lady to her business. More than I can say for others...\"" }, { "actor": "You", "dialogue": "\"Who lives in apartment #12? I heard snoring.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"The de Ruyters...\" She frowns. \"He's chained it and fallen into a stupor again.\"" } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Right.\" The old man stands tall and proud, looking at you inquisitively." }, { "actor": "You", "dialogue": "\"I managed to get my hands on Gaston's sandwich.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Yes,\" he says impatiently. \"I was standing right here. I saw it. Why are you telling me this?\"" }, { "actor": "Composure", "dialogue": "He seems agitated. Trying to control himself." }, { "actor": "You", "dialogue": "\"Let us -- true Revacholians -- symbolically share this meal. For Revachol!\" (Give half the sandwich to Ren\u00e9 and eat your half.)" }, { "actor": "Gaston Martin", "dialogue": "\"What? No!\" He gasps, looking like he's about to cry. \"Old angry Ren\u00e9 doesn't even have taste buds -- it would be a complete...\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"*Silence!*\" he snaps at Gaston, then turns to you: \"Since you put it that way, I *symbolically* accept your cordial gesture.\" He eats the sandwich-half in two well-measured bites and nods. \"For Revachol.\"" }, { "actor": "Visual Calculus", "dialogue": "Consuming food is mechanical process for him. He doesn't enjoy it, just goes through the motions and moves on." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_conze_renes_a_machine\"]) == false]" }, { "actor": "Gaston Martin", "dialogue": "The old man looks devastated as he observes you and Ren\u00e9 strengthen your manly bond over his culinary wonder." }, { "actor": "Empathy", "dialogue": "Cautious nature prevents him from voicing more objections, but he will always remember the cop who bullied him -- of that you can be sure." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Excellent job bullying that old man, officer,\" the lieutenant says with a frown. He looks impatient and not happy. \"He'll be sure to put in a good word for the RCM in the future.\"" }, { "actor": "Rhetoric", "dialogue": "He doesn't think it was an excellent job at all -- he's disappointed." } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_greeting_done\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_midgreet_leave\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Here we go. Nice and easy. No way out, little guys, not out of this jam...\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "There's a cylinder on the ground in which the man is arranging some netting. It looks like some kind of trap. He notices you." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Who's there? Oh, the police. Hello, officer.\"" }, { "actor": "Composure", "dialogue": "His self-conscious enthusiasm renders his movements ungainly. He looks like your understanding of a scientist." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_hello\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.locate_morell\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"MAYBE THE WATER LOCK IS FIXED!\"" } ], [ { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_inside_main_hub_reached\"] == true) == false]" }, { "actor": "Barred Door", "dialogue": "This is a small, heavy door. There is no lock in sight." }, { "actor": "You", "dialogue": "\"Where does this lead to?\"" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.steel_door_unlocked\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't know.\" He makes a note in his notebook." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.investigate_mysterious_door\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We should search downstairs, in the kitchen -- just in case. Maybe there's a door that leads up, that we don't know of.\"" }, { "actor": "You", "dialogue": "\"Do you think it's important?\"" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.investigate_mysterious_door\"] and Variable[\"TASK.investigate_mysterious_door_done\"] == false) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The further we get, the more this building seems to be tied to the case...\"" }, { "actor": "Shivers", "dialogue": "Below, the hostel-cafeteria creaks and groans under your added weight -- a skeleton of composite support beams and cantilevers." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_shivers_creeking\"]]" } ], [ { "actor": "You", "dialogue": "\"It's the netherworld. Beyond the veil.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, it's a gym,\" he disagrees. \"Though it looks like no one's been here in ages...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a ray of streetlight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"Let's go get the flashlight then.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods." } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_main_hub_reached\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_prehub_reached\"]]" }, { "actor": "The Gardener", "dialogue": "\"You're back.\"" }, { "actor": "You", "dialogue": "\"I have some questions for you.\"" }, { "actor": "The Gardener", "dialogue": "\"Of course. What can I help you with?\"" }, { "actor": "You", "dialogue": "\"Who are you exactly?\"" }, { "actor": "The Gardener", "dialogue": "\"Me? I'm just a gardener.\"" }, { "actor": "Composure", "dialogue": "She hides it well, but behind the sweat and dirt there is something... else. In her rigid posture." }, { "actor": "You", "dialogue": "\"Good to meet you, Just-A-Gardener. Another question then.\"" }, { "actor": "The Gardener", "dialogue": "\"I am pleased to meet you too, officer.\"" }, { "actor": "You", "dialogue": "\"The body is gone.\"" } ], [ { "actor": "Crane Control Panel", "dialogue": "A rusting control panel with several knobs. The words *Marche* and *Arr\u00eat* are -- very, very slightly -- even more faded with use." }, { "actor": "You", "dialogue": "Press *Marche*." }, { "actor": "Crane Control Panel", "dialogue": "With a loud grind the crane shifts overhead, moving a massive metal container through the air..." }, { "actor": "Crane Control Panel", "dialogue": "... and with a surprisingly quiet thunk, the crane places the container down." }, { "actor": "Inland Empire", "dialogue": "This crane was built with a purpose which has now been fulfilled -- to move *this* container." }, { "actor": "Interfacing", "dialogue": "The harbour sleeps as the strike rages in the distance. The crane can rest again, now that its purpose has been fulfilled." } ], [ { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (Variable[\"village.idiot_greeting_done\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (Variable[\"village.idiot_mid_greet_exit\"]) == false]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Hey, Tequila!\" A thirty-something man clad in a two-piece Lickra(TM) tracksuit puts down his pilsner and extends his hand in greeting." }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Good to see you! How's business? How's the whole *reality situation* treating you?\"" }, { "actor": "You", "dialogue": "Don't shake his hand." }, { "actor": "Idiot Doom Spiral", "dialogue": "\"So what's happening?\" He picks up his beer." }, { "actor": "You", "dialogue": "\"Not too hot. I'm on a 50-year losing streak.\"" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"That's harsh. I'm like three or maybe four years into mine. Wait no, make it five.\" He looks at his shit-stained Lickra(TM) with a grim expression." }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_greeting_sad\"]]" }, { "actor": "Idiot Doom Spiral", "dialogue": "\"Things aren't going super well for Idiot Doom Spiral either. Haven't found those keys yet; haven't won that great piece of ass back. No word from my business-buddies...\" He takes a sip from his beer." }, { "actor": "Suggestion", "dialogue": "This guy's your buddy-buddy. You feel it immediately: you belong to an organization. A fraternity. Of *drunks*." }, { "actor": "Conceptualization", "dialogue": "*Idiot Doom Spiral*, huh? This is bound to be a good, high-concept conversation. At last!" }, { "actor": "Idiot Doom Spiral", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.get_wealth_manager\")--[[ Variable[ ]]) == false]" } ], [ { "actor": "Rhetoric", "dialogue": "Rise and shine, comrade. It's time to get to work." }, { "actor": "You", "dialogue": "What's going on?" }, { "actor": "Rhetoric", "dialogue": "Despite all the thinking you've been doing, only\u00a00.0001% of communism has been built. It's too great a task to undertake alone. You're going to have to *get organised*." }, { "actor": "Endurance", "dialogue": "Have you engaged the shit compressor? This task won't permit any looseness on your part, mentally or physically..." }, { "actor": "You", "dialogue": "I'm ready, let's get to it." }, { "actor": "Rhetoric", "dialogue": "You must seek out your revolutionary brothers and sisters. Find out how much communism they've built. Then, together, maybe you'll be able to build as much as 0.0002% of communism." }, { "actor": "Rhetoric", "dialogue": "But it won't be *easy*. Decades of persecution by Coalition authorities have driven the remaining communists of Martinaise *underground*." }, { "actor": "Inland Empire", "dialogue": "They live underground? These communists aren't men, they're *mole people*!" }, { "actor": "You", "dialogue": "How am I supposed to find them if they're hiding? (Proceed.)" }, { "actor": "Rhetoric", "dialogue": "Let your *nose* guide you, detective." }, { "actor": "You", "dialogue": "My *nose*?" }, { "actor": "Rhetoric", "dialogue": "Yes, fortunately communists are known to have a very *distinct* smell." }, { "actor": "Perception (Smell)", "dialogue": "We really have no idea what they're talking about. There's no linkage between ideology and olfaction." } ], [ { "actor": "Shivers", "dialogue": "Listen to the wind -- but for *what*? Ruby whistling? The crackle of her bonfire? Some errant whisper, or a dog barking..." }, { "actor": "You", "dialogue": "What am I *doing* here?" }, { "actor": "Shivers", "dialogue": "*WHAT ARE YOU DOING HERE?* A terrible cold comes over you as you think the words. They echo in your skull, alien suddenly." }, { "actor": "Inland Empire", "dialogue": "As if said by someone else. Someone outside you. Around you. Not you." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at you shiver, worried suddenly. \"We should go. It gets cold if you stand in one place too long.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "You", "dialogue": "\"Did you leave any... flowers for Klaasje on the roof?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"No, gifts of flowers and candy aren't really my style.\"" }, { "actor": "You", "dialogue": "\"Not even wildflowers? May bell... for example?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She raises her eyebrows. \"Nope.\"" }, { "actor": "You", "dialogue": "\"Not even wildflowers? May bell... for example?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She raises her eyebrows. \"Nope.\"" }, { "actor": "You", "dialogue": "\"Not even wildflowers? May bell... for example?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She raises her eyebrows. \"Nope.\"" }, { "actor": "You", "dialogue": "\"But Klaasje was... mourning...\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"I never did understand why, when someone dies, a hothouse's worth of flowers has to die too.\"" } ], [ { "actor": "You", "dialogue": "Convince Titus he is being manipulated." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]" }, { "actor": "Rhetoric", "dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_drama_rc_success_they_lie\"]]" }, { "actor": "Composure", "dialogue": "But you know someone who *might*." }, { "actor": "You", "dialogue": "One of his boys will." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"XP.keep_your_eye_on_the_powerful_guy_minus1_rhet_wc_pressure_cooker\"]]" }, { "actor": "Composure", "dialogue": "Fat Angus. The powerful guy. Mr. All Muscle. The time has come -- put him in the pressure cooker." }, { "actor": "Rhetoric", "dialogue": "Just remember it's about more than Klaasje. It's about these men and Martinaise: their district, their *responsibility*." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_failed_the_rhet_wc_again\"]]" }, { "actor": "Suggestion", "dialogue": "Good. I like this. This guy is learning." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"XP.keep_your_eye_on_the_powerful_guy_minus1_rhet_wc_pressure_cooker\"]]" } ], [ { "actor": "Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_interfacing_white_succeeded\"]) == false]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: Variable[\"coast.payphone_made_fourth_prank_call\"]]" }, { "actor": "Payphone", "dialogue": "There's still some unused change in there -- the machine waits for a number to be dialled." }, { "actor": "You", "dialogue": "Put 10 cents in and dial a random number: 005-11-11-313." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "\"I'm tired...\" A man answers, fast this time. His voice is hoarse from cigarettes. You hear typing in the background." }, { "actor": "Perception (Hearing)", "dialogue": "Sounds like he hasn't talked to anyone in quite a while." }, { "actor": "You", "dialogue": "\"I'm tired too.\"" }, { "actor": "Payphone", "dialogue": "\"If I could go just one month without writing. No, two months... I could regenerate my brain. Fucking liberalism...\"" }, { "actor": "Payphone", "dialogue": "The man disappears with a sigh." }, { "actor": "Payphone", "dialogue": "You do not hear the customary disconnect tone, just silence in the handset -- the machine is still waiting for you to dial a number." }, { "actor": "Logic", "dialogue": "Seems like it did not have time to swallow the coin. This sometimes happens." }, { "actor": "Interfacing", "dialogue": "Lucky you. The call went too fast for the payphone to register. You can still make a new one without paying." } ], [ { "actor": "Inland Empire", "dialogue": "Stop. Just up ahead: danger." }, { "actor": "Inland Empire", "dialogue": "You are prepared. Don't put away your friend. Your weapon. It is glowing in your hand, ready to serve." }, { "actor": "Composure", "dialogue": "Raindrops slip down the oily fabric of the tail end of your necktie-turned-fuse." }, { "actor": "You", "dialogue": "I'm ready to do this." }, { "actor": "Inland Empire", "dialogue": "Good. Be ready to take damage." } ], [ { "actor": "You", "dialogue": "\"Show me the soles of your boots.\"" }, { "actor": "Paledriver", "dialogue": "\"Now what do you want with an old woman's boots, *xerife*?\"" }, { "actor": "You", "dialogue": "\"Nothing, I guess. Let's talk about something else.\"" }, { "actor": "Paledriver", "dialogue": "The woman sways her wrinkled shell back and forth, a strange grin across her face." }, { "actor": "You", "dialogue": "\"You seem like a woman who knows a thing or two about drugs.\"" }, { "actor": "Paledriver", "dialogue": "\"What do I need drugs for, lawman? What I see, what I *feel*, the Great Adversary... no drugs can compare.\"" }, { "actor": "You", "dialogue": "\"The... Adversary?\"" }, { "actor": "Paledriver", "dialogue": "\"Yes. There is a *protagonista*...\" She gestures to the intersection. \"And an *advers\u00e1rio*. I am on the side of the Adversary. There's no coming back from that haul.\"" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: Variable[\"tc.pale\"]]" }, { "actor": "Conceptualization", "dialogue": "The pale. Sounds like *the* drug to me." }, { "actor": "You", "dialogue": "\"Okay. Let me ask you something else, then.\"" }, { "actor": "Paledriver", "dialogue": "The woman sways her wrinkled shell back and forth, a strange grin across her face." } ], [ { "actor": "You", "dialogue": "\"Here's the money for the spirits.\"" }, { "actor": "Rosemary", "dialogue": "He hands you the bottle. \"Jus' make sure to *enjoy* that one, friend!\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")) == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] == false or Variable[\"TASK.report_to_the_tribunal_done\"] == true]" }, { "actor": "Physical Instrument", "dialogue": "Son, you will NOT kill yourself with this. Not today. So we're going to store this as a SELLABLE item. Go sell it at the pawnshop for a profit." }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_selling_instruction_got\"]) == false]" }, { "actor": "Logic", "dialogue": "If you drink this, then you will die. That's a fact. And that's why we're going to save you from yourself and store this as a SELLABLE item. Go sell it at the pawnshop for a profit." }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_selling_instruction_got\"]) == false]" }, { "actor": "Volition", "dialogue": "Harry... we're just going to store this one as a sellable item, okay? We're not going to let you kill yourself by drinking it. That's just not an option. Sell it at the pawnshop for profit." }, { "actor": "You", "dialogue": "\"I want a pack of smokes.\"" }, { "actor": "Rosemary", "dialogue": "\"My kinda guy,\" he mumbles, handing you a pack. \"Here you go, friend.\"" } ], [ { "actor": "You", "dialogue": "Look at the table of contents." }, { "actor": "Mainframe", "dialogue": "The first few pages give an overview of the capital and workforce, while the rest of it seems to be a production schedule." }, { "actor": "You", "dialogue": "Skim through the production schedule, whatever it is." }, { "actor": "Mainframe", "dialogue": "The production schedule depicts their glorious descent into bankruptcy." }, { "actor": "You", "dialogue": "Right, what happened?" }, { "actor": "Mainframe", "dialogue": "It was impossible not to fail. The project was too large and no amount of money could satiate the ever-expanding ambitions of the development team." }, { "actor": "Mainframe", "dialogue": "They tried to make a 4,000,000 re\u00e1l game with 400,000 in their bank account." }, { "actor": "Mainframe", "dialogue": "They thought they could bridge the gap with pure willpower and imagination." }, { "actor": "Mainframe", "dialogue": "They couldn't." }, { "actor": "You", "dialogue": "Oh, so they were done in by their own ambition." }, { "actor": "Mainframe", "dialogue": "No. Even then success remained within an ever-narrowing margin of possibility that, despite everything, never entirely disappeared..." }, { "actor": "Mainframe", "dialogue": "That is, until they discovered the Valley of the Heads." }, { "actor": "You", "dialogue": "That sounds bad." }, { "actor": "Mainframe", "dialogue": "No, it was good. Too good." }, { "actor": "Mainframe", "dialogue": "At the eleventh hour, the lead designer, Zsiemsk-born Sulis\u0142aw Zawisza, decided that what 'Wirr\u00e2l Untethered' needed was a secret mystical location at the extreme edge of the map..." }, { "actor": "Mainframe", "dialogue": "This place was to be the *Valley of the Heads* -- where the heads of all the *headless* constructs could be found. The player would have been able to choose a head for their headless party member, and each head would been voiced on-air by a professional actor." }, { "actor": "You", "dialogue": "How many heads were there?" }, { "actor": "Mainframe", "dialogue": "So many. At last count there were approximately 10,000 heads for 10,000 headless men, all of which could be endlessly recombined." }, { "actor": "You", "dialogue": "That's pretty bad. So that's what did them in?" } ], [ { "actor": "You", "dialogue": "Put 10 cents in and dial a random number: 005-99-77-313." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Still calling..." }, { "actor": "Payphone", "dialogue": "*Still* calling..." }, { "actor": "Payphone", "dialogue": "\"Stop calling me, man!\" Someone picks up. The voice on the other end is slightly hysterical." }, { "actor": "Payphone", "dialogue": "\"I'll get you your money, alright? I just need 'til tonight. Let me work.\"" }, { "actor": "You", "dialogue": "\"You seem to be in some sort of trouble. Maybe I can help you, I'm a police officer.\"" }, { "actor": "Payphone", "dialogue": "The phone gets hanged up fast as lightning, all you hear is a little shuffle of nylon as the hand moves on the other end." }, { "actor": "Payphone", "dialogue": "Disconnect tone." }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Payphone", "dialogue": "[Action/Check: Condition: Variable[\"coast.payphone_kim_said_stop\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Are we about *done* with this now?\" The lieutenant has taken a few steps back." } ], [ { "actor": "You", "dialogue": "\"That did not go...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Well*? No, it didn't.\"" }, { "actor": "You", "dialogue": "\"I'm sorry, I know I fucked up.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It's alright, don't worry about it.\" His eyes wander over the streets." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'll call the station when we're finished with the day and let them know the name of the deceased.\"" }, { "actor": "You", "dialogue": "\"What about Billie and her kids?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"There's not much we can do for them anymore, I'm afraid.\"" }, { "actor": "Volition", "dialogue": "They have to. It's not your place to live their lives." }, { "actor": "You", "dialogue": "\"That's it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's it. We should get back to our case. There's nothing more we can do here.\"" } ], [ { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.seen_furnace\"]) == false]" }, { "actor": "Central Furnace", "dialogue": "A thick layer of coal dust covers the furnace, colouring it pitch-black." }, { "actor": "Inland Empire", "dialogue": "Looks like this furnace has a face and it's a face of agony." }, { "actor": "You", "dialogue": "Kick it with your foot." }, { "actor": "Central Furnace", "dialogue": "A hollow ring echoes through the furnace. Your toe hurts." }, { "actor": "You", "dialogue": "Yell \"Hello!\" into the furnace." }, { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: Variable[\"doomed.furnace_phys_in_whitecheck\"]]" }, { "actor": "Physical Instrument", "dialogue": "Something *breaks loose* in you. A mighty bellow echoes throughout the chimney's depths. The chatter of tiny voices above suddenly cease. Then..." }, { "actor": "Central Furnace", "dialogue": "\"Hello?\" you hear a woman's voice answer." }, { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: Variable[\"tc.doomed_commercial_area\"] or Variable[\"plaza.annette_heard_of_doomed\"]]" }, { "actor": "Inland Empire", "dialogue": "You've awakened the entity!" }, { "actor": "Central Furnace", "dialogue": "[Action/Check: Condition: Variable[\"doomed.furnace_clicked_malicious_entity\"]]" } ], [ { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.serial_number_2\"]) == false]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.serial_number_1\"]) == false]" }, { "actor": "Alice", "dialogue": "\"Sure, officer. What's the number? And the make of the armour, if you know it?\"" }, { "actor": "You", "dialogue": "\"X54156745678222. The make and model of the armour is Fairweather T-500 / VE.\"" }, { "actor": "Alice", "dialogue": "\"Are you sure that's the right number? Doesn't sound like a serial.\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_69_joke\"]]" }, { "actor": "Authority", "dialogue": "There's a slightly weary, condescending note in her voice. She doesn't trust your professionalism following your rather tasteless come-ons." }, { "actor": "You", "dialogue": "\"You're right. I meant to say E50.100.1000. Sorry for the confusion.\"" }, { "actor": "Alice", "dialogue": "\"No problem, officer. Just glad we got it straightened out. I'll contact the ICP database immediately. Call back tomorrow. Hopefully they'll have dug up something useful to your investigation by then.\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: (Variable[\"tc.icp\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "The International Collaboration Police (ICP) is an interisolary law enforcement service, the crown jewel in the Moralintern diadem alongside EPIS and the Coalition Government." } ], [ { "actor": "Sunken Motor Carriage", "dialogue": "The motor carriage looks very sad sitting all alone in the ice." }, { "actor": "You", "dialogue": "A carriage in the sea? Where did this come from?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"My guess is it started its journey from the plaza, where it backed through the fence.\"" }, { "actor": "You", "dialogue": "\"Let's investigate, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I agree,\" the lieutenant replies, a curious look in his eyes. \"We should *definitely* investigate.\"" } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_greeting_done\"]]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"advanced_race_theory\")) == false]" }, { "actor": "Measurehead", "dialogue": "\"YOUR RACE DESCENT HAS ONLY *WORSENED* SINCE I LAST SAW YOU -- YOU HAVE REALLY LET YOURSELF GO.\"" }, { "actor": "You", "dialogue": "\"Why are you not with the Hardie boys?\"" }, { "actor": "Measurehead", "dialogue": "\"I AM NOT THE FIRST LINE OF DEFENCE -- I AM THE LAST.\" He looks toward the coast, defiantly. \"IN ADDITION, THESE SO-CALLED *HARDIE BOYS* ARE AN EFFEMINATE CLIQUE OF BODYBUILDERS. THEIR COMPANY IS SPIRITUALLY DEGRADING.\"" }, { "actor": "Drama", "dialogue": "You pick up on something artificial in his tone, like he's putting on an *act*. This is unlike him. He is usually more himself." }, { "actor": "You", "dialogue": "\"There's more to it. What have you got against them?\"" }, { "actor": "Measurehead", "dialogue": "\"FINE. THEY HAVE RECENTLY FALLEN UNDER THE INFLUENCE OF A POSSIBLY SEXUALLY PERVERTED FEMALE VAGRANT AND A NARCOTICS PEDDLER. IT'S SHAMEFUL.\"" }, { "actor": "You", "dialogue": "\"Who do you mean?\"" }, { "actor": "Measurehead", "dialogue": "\"FIND OUT FOR YOURSELF, ENDOMORPHIC BLOB.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "It's colder outside than you were expecting. You see the lieutenant, standing there, a small cloud of white escaping from his mouth..." }, { "actor": "Kim Kitsuragi", "dialogue": "He turns to you, but says nothing." }, { "actor": "Empathy", "dialogue": "He's waiting to see what you do. For god's sake say you fucked up, please." }, { "actor": "You", "dialogue": "\"Hey, Kim.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Detective,\" he says, his voice level as a tabletop." }, { "actor": "Composure", "dialogue": "There won't be any preamble chit-chat this time. Get to the point." }, { "actor": "You", "dialogue": "\"I think I fucked up back there...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You *think*?\"" }, { "actor": "You", "dialogue": "\"What's your problem?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What's *my* problem?\" he says, his voice rising with indignation..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're a real piece of work, detective, you know that?\"" }, { "actor": "Esprit de Corps", "dialogue": "He is your half-brother and you're driving him away. For what?" }, { "actor": "You", "dialogue": "\"I don't see why you're getting all bent out of shape over a *word*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant sighs. \"Maybe it really *isn't* your fault. You might just be an irretrievable human catastrophe...\"" } ], [ { "actor": "You", "dialogue": "\"Someone tried to exorcise *the curse* using technology?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, that's not it. *I* think...\" The lieutenant takes a step back, steepling his hands." }, { "actor": "Interfacing", "dialogue": "Like he's ready to lay out a fine theory, crafted together like a puzzle box." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like one of those popular pen-and-paper role-playing games -- only these people were trying to *automate* it. Make it work on *radiocomputers*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And by 'these people' I mean people in Soona's radio game company -- Fortress Accident.\"" }, { "actor": "Esprit de Corps", "dialogue": "Utter madness, he thinks -- as a compliment." }, { "actor": "You", "dialogue": "\"Wow.\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Indeed. It's ambitious. And *untethered* from reality, but...\" The lieutenant tilts his head, thinking." }, { "actor": "You", "dialogue": "\"The world is cold and lonely. This would keep it company. Let's *finish* it.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "A half-smile breaks out on his face. \"It's too late for that, I'm afraid,\" he says, looking around the derelict room. The pipes howl and a rat crosses the floor." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay,\" he concludes. \"Let's keep moving.\"" } ], [ { "actor": "Un Pays Infernal", "dialogue": "This book is written by an angry humanitarian sciences doctor from the La Cherte University in Sur-La-Clef, a Dr. Benoit Mejean. He does not like Sur-La-Clef, La Cherte -- or in fact even the University he teaches in -- but what he likes even less is..." }, { "actor": "Rhetoric", "dialogue": "It's capitalism, isn't it?" }, { "actor": "Un Pays Infernal", "dialogue": "Capitalism." }, { "actor": "Un Pays Infernal", "dialogue": "Can't stand the shadow of it. This book promises to *really* get into everything that's wrong with capitalism -- to do so once and for all in an *exhaustive* and *final* manner." }, { "actor": "You", "dialogue": "Will this book turn me into a commie?" }, { "actor": "Un Pays Infernal", "dialogue": "Yes, it will make you a little more communist. Not a lot. It won't *unmake* whatever else you are but you will also become a tad bit more communist, yes." }, { "actor": "You", "dialogue": "Good. Here -- almost in the end, limping and bleeding -- is a good time to get into some communism." }, { "actor": "Un Pays Infernal", "dialogue": "Then you've found the right book. The more communist books you read the more communist your brain becomes. That's how communism works." }, { "actor": "You", "dialogue": "Will this book turn me into a commie?" }, { "actor": "Un Pays Infernal", "dialogue": "Yes, it will make you a little more communist. Not a lot. It won't *unmake* whatever else you are but you will also become a tad bit more communist, yes." }, { "actor": "You", "dialogue": "No it won't. I'm impervious to critical theory." } ], [ { "actor": "Logic", "dialogue": "Okay, so the speedfreaks want to start a club for dance music. That much checks out. Youths like music. You feel as though you might have liked music more when you were young too... but you digress." }, { "actor": "You", "dialogue": "Mmmhm. And then there's the narcomania." }, { "actor": "Logic", "dialogue": "The gist of it is: They want to turn the church into a club, but a suspicious element has overtaken the building. It's very important to understand what the *gist* of things is -- always consult the gist before making up your mind. This is going well." }, { "actor": "Logic", "dialogue": "Of course, not everything is 100% clear here but when is it ever? Congratulations, kids. Your story *sort of* checks out." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"church.soona_andre_logic_hint_confronted_him\"]]" }, { "actor": "Logic", "dialogue": "All in all, you really can't tell what that mean programmer grandma was talking about." }, { "actor": "You", "dialogue": "\"You mentioned some kind Ecclesiastes own the church. Who are these Ecclesiastes?\"" }, { "actor": "Andre", "dialogue": "\"Oh yeah, that's a Meteoran name for the Founding Party. Thought it'd be cool to use it.\"" }, { "actor": "Rhetoric", "dialogue": "If you don't know what the Founding Party is, there might be a way to mask it with minor demagoguery." }, { "actor": "You", "dialogue": "\"And what is the *Founding Party*?\"" }, { "actor": "Andre", "dialogue": "\"Come to think of it, I've never really looked them up, you know. I can't give you a precise definition, but they're a very powerful religious organization.\"" }, { "actor": "You", "dialogue": "(Nod.) \"Good. Now, let's talk about something else.\"" }, { "actor": "Andre", "dialogue": "\"Yes?\"" } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: IsHourBetween(21, 2)]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_greeting_done\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "The woman next to a bucket of clothes hums an odd melody. Her eyes are closed." }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_ency_southsamaran\"]]" }, { "actor": "Washerwoman", "dialogue": "\"Welcome to the fishing village.\" She opens her eyes. \"Please lean in closer. I have cataracts.\"" }, { "actor": "Reaction Speed", "dialogue": "Then how does she know you're here?" }, { "actor": "You", "dialogue": "\"Uh, what if I don't want to?\"" }, { "actor": "Washerwoman", "dialogue": "\"Tut, tut. Don't be shy now. It's going to be alright.\"" }, { "actor": "You", "dialogue": "\"If you can't see, then how did you know I was here?\"" }, { "actor": "Washerwoman", "dialogue": "\"I still have a golden ear. Come-come.\" She beckons you toward her." }, { "actor": "You", "dialogue": "\"Uh, what if I don't want to?\"" }, { "actor": "Washerwoman", "dialogue": "\"Tut, tut. Don't be shy now. It's going to be alright.\"" }, { "actor": "You", "dialogue": "\"If you can't see, then how did you know I was here?\"" }, { "actor": "Washerwoman", "dialogue": "\"I still have a golden ear. Come-come.\" She beckons you toward her." } ], [ { "actor": "You", "dialogue": "\"No idea, Kim... but my head hurts... my head hurts *bad*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You didn't *have* to ram the door down, you know...\" He looks around. \"No one's been here for ages.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a ray of streetlight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"What if there's a *reason* why no one's been here for ages...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, because it's *closed*...\"" } ], [ { "actor": "You", "dialogue": "\"Is it... here?\" (Look around.)" }, { "actor": "Joyce Messier", "dialogue": "\"No, detective, we're safe.\" She points to the sea. \"It begins there, 6,000 kilometres to the north, and even more to the south, east, and west. You are in the middle of the isola.\"" }, { "actor": "Inland Empire", "dialogue": "As your gaze instinctively turns north, a small black pit opens up in your stomach." }, { "actor": "You", "dialogue": "\"And... (point north) ...there?\"" }, { "actor": "Joyce Messier", "dialogue": "\"An uproar of matter, darling, *rising* into the pale. Rolling. Evaporating even, a great vision. The area of transition between the world and the pale is called *porch collapse*.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Imagine a grey coronal mist, cold vapour, marked by spores of an opportunistic microorganism -- a mould that's adapted to grow at the edge of the unrest. It's...\"" }, { "actor": "Joyce Messier", "dialogue": "She closes her eyes and breathes out heavily: \"... the most *disco* thing you will ever see.\"" }, { "actor": "Half Light", "dialogue": "You hear your pulse rise, the air feels caustic and cold suddenly." }, { "actor": "You", "dialogue": "\"What is *entroponetic*?\"" }, { "actor": "Joyce Messier", "dialogue": "\"*Entroponetics*,\" she corrects, \"is the scientific study of the pale. Or a recent iteration of it, by way of Graad. The study of the pale reaches back 6,000 years -- the Perikarnassians called it the Western Plain.\"" }, { "actor": "Rhetoric", "dialogue": "They had not travelled the entire circumference of the Perikarnassian super-isola. It was not merely in the West -- it was everywhere. Even then; surrounding them..." }, { "actor": "You", "dialogue": "\"Did they... cross it? The Western Plain?\"" }, { "actor": "Joyce Messier", "dialogue": "\"There *are* signs of pretermodern crossings. Successful navigation of the pale relies not just on technical know-how, but intensive psychological preparation. Some of these tactics have been known for thousands of years.\"" }, { "actor": "You", "dialogue": "\"What has entroponetics changed then?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Nothing. We remain powerless before the pale. The only real advance in pale transit is the speed with which an aerostatic craft can pierce it. Less exposure leads to less... *effects* later.\"" }, { "actor": "You", "dialogue": "\"Aerostatic craft?\"" } ], [ { "actor": "The Deserter", "dialogue": "\"What?!\" The old man's eyes fill with sudden, unexpected terror at the words: \"But you said I would be taken to the...\"" }, { "actor": "Empathy", "dialogue": "This terror is the sum of all the uncontrollable movements and mood swings he's been exhibiting." }, { "actor": "Shivers", "dialogue": "The wind picks up. The silence on the water is broken all around you, little shivers of waves appear. The lieutenant continues, like an incantation..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Your Wayfarer rights have been suspended. Information provided to the officers on the scene will be used against you by the prosecution. You will be given legal counsel within one week, and must face court in 44 days -- do you understand?\"" }, { "actor": "The Deserter", "dialogue": "\"...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Do you understand?\"" }, { "actor": "The Deserter", "dialogue": "\"But...\"" }, { "actor": "You", "dialogue": "\"Kim, he's afraid...\"" }, { "actor": "The Deserter", "dialogue": "\"No, I don't want to! I have to stay here.\" He looks at the reeds, eyes submerged in growing terror." }, { "actor": "Volition", "dialogue": "He is a brave man -- why is he unravelling?" }, { "actor": "Perception (Sight)", "dialogue": "He's sweating. Beads are forming on his forehead." } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_saw_your_face\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_first_greeting_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "What if I told you there's a *mirror* on your bathroom wall, upstairs? You *may* want to take a look." }, { "actor": "You", "dialogue": "\"The body is down.\"" }, { "actor": "The Gardener", "dialogue": "\"Down...?\" The gardener straightens her back. \"Do you mean the body is finally gone?\"" }, { "actor": "Rhetoric", "dialogue": "Absolutely gone." }, { "actor": "You", "dialogue": "\"It's gone from the *tree*.\"" }, { "actor": "The Gardener", "dialogue": "\"Oh... right.\" She scratches her cheek. \"But not from the yard. I understand.\"" }, { "actor": "The Gardener", "dialogue": "\"Can you tell me when you've taken him away then. Because I'm sort of waiting for *that*.\"" }, { "actor": "Conceptualization", "dialogue": "Yeah, keep her in the *loop*. It's strangely enjoyable to report back on the minute progress you've made. Even to strangers." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_conze_yes_keep_her_in_the_loop\"]) == false]" }, { "actor": "Authority", "dialogue": "No! Do *not* report back to this random civilian about anything." }, { "actor": "You", "dialogue": "\"Who are you exactly?\"" } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.meet_lilienne_for_a_date_done\"]) == false]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_greeting_done\"]) == false]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye, officer.\" A woman in a rain coat stands on the quay, considering an overturned boat. A sword in a scabbard hangs from her hip." }, { "actor": "Hand/Eye Coordination", "dialogue": "Factory balanced... bakelite and stainless steel." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Anything I can help you with?\"" }, { "actor": "You", "dialogue": "\"As always, I am... the Lawbringer.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You've graduated to *Lawbringer* now?\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Men with authority have their quirks. Comes with never being second-guessed about anything...\" She waves you off." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"So what brings you here, Lawbringer?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"I think I just need a break from our main case for a bit.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I certainly understand the impulse, but this is our job, detective. Our whole *raison d'\u00eatre*. At some point, we'll need to return to it.\"" }, { "actor": "You", "dialogue": "[Leave.]" }, { "actor": "Office Radio", "dialogue": "With its transceiver gone, the radio has ceased its peristent buzzing. It is as silent as a headstone." } ], [ { "actor": "Electrochemistry", "dialogue": "Well, hello. Someone seems to have found himself a bottle of *alcohol*. Here's where the *magic* happens." }, { "actor": "You", "dialogue": "Look at the bottle." }, { "actor": "Electrochemistry", "dialogue": "The light reflects off this bottle of sweet, sweet liquor -- a gift from above. The gods have been generous. Pop it open before they change their minds..." }, { "actor": "Interfacing", "dialogue": "Wow, the gods of mass production have made this alcohol container *laughably* easy to open. A child could have done it." }, { "actor": "Volition", "dialogue": "I don't know about this..." }, { "actor": "You", "dialogue": "Open the bottle." } ], [ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_greeting_done\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_tommy\"]]" }, { "actor": "Reaction Speed", "dialogue": "This is the one the man pointed to. His friend's lorry." }, { "actor": "You", "dialogue": "How am I going to get this open?" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "With a key -- or a tool. Like, say, a prybar." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: CheckItem(\"prybar\") or CheckItem(\"kvalsund_multitool\")]" }, { "actor": "Physical Instrument", "dialogue": "Good thing you have one!" } ], [ { "actor": "Drama", "dialogue": "Wow, so someone's been a little... *boring*?" }, { "actor": "You", "dialogue": "What?" }, { "actor": "Drama", "dialogue": "Yes, my *standard* liege. Someone's seen all sorts of wild ideas pop off and thought -- 'I'll take the *boring* one. The regular, please. The brown.'" }, { "actor": "You", "dialogue": "What is this? Picking on me for not being *crazy* enough? That's the LEAST of my concerns." }, { "actor": "Drama", "dialogue": "No need to be defensive. The regularity, the brownness, the *cut-and-dry* have their appeal -- a very *standard* appeal." }, { "actor": "You", "dialogue": "I like brown." }, { "actor": "Drama", "dialogue": "Of course you do. And maybe some black shoes or a pristine white shirt to go with that. It's official: My lord's *copotype* is Regular Cop. I'll let everyone know. I'll send out a telefax." }, { "actor": "You", "dialogue": "Wait, wait -- this will be my *copotype* now?" }, { "actor": "Drama", "dialogue": "Yes, the type of cop you are, sire. Think of it as a caste, a *class*, even. A nation of Regular Law Officials that you belong to. It comes, of course, with the *usual* benefits." }, { "actor": "You", "dialogue": "Why not. Send out the telefax then. I'm not ashamed. (Opt in.)" }, { "actor": "Drama", "dialogue": "Done and done. No actual *communiques* will be sent, of course. That would be too dramatic." } ], [ { "actor": "Acele", "dialogue": "\"It's supposed to become, like, a club. For *anodic dance music*. Like that new style of synthesizer stuff they play at The Paliseum.\"" }, { "actor": "Acele", "dialogue": "\"Except that... yeah.\" She looks at the old wooden church up on the poles. As a mean wind comes bellowing in, the six-story structure lets out a doleful shriek." }, { "actor": "Shivers", "dialogue": "The floorboards are twisting and the shooting beams are slowly cracking like bones. Far east of the golden Delta, beyond the industrial port, there is a black patch of unlit coast with the smallest creatures on the ice..." }, { "actor": "Shivers", "dialogue": "There will never be a club for anodic music here." }, { "actor": "Shivers", "dialogue": "Not in a million years." }, { "actor": "You", "dialogue": "\"So you want to turn the church into a club?\"" }, { "actor": "Acele", "dialogue": "\"I know.\" She nods towards the sloping mass of wood on the coast, then shivers. \"It's not my idea. Andre and the boys found the place. It was supposed to be deserted, but now they can't even take it...\"" }, { "actor": "Acele", "dialogue": "\"Hey... don't get me wrong. But you're a *cop*, right...\"" }, { "actor": "You", "dialogue": "\"Yes. Why do you ask?\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Look at that lucky boozer there, the heaviest drinker on the planet! Look at his liquor-abusing excuse of a face -- those swollen bug-eyes, that muttering mouth." }, { "actor": "Electrochemistry", "dialogue": "I wonder how many litres of sheer alcohol has he consumed today? I bet you'd like a sip of that. Give it a real taste of your manly mouth." }, { "actor": "You", "dialogue": "Wait... what is happening?" }, { "actor": "Electrochemistry", "dialogue": "That old rummy here brings back some good memories. Remember how great that piss in your pants used to feel? Warm and cosy, just the way you like it. Time to get yourself another drink and soak those pants for *good*!" }, { "actor": "You", "dialogue": "You betcha! I was born to drink. A new day, a new bottle!" }, { "actor": "Electrochemistry", "dialogue": "Yeah, wildo, time to get a drinking problem so massive that even stars collapse around it. Become an alcoholic!" } ], [ { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"church.andre_church_altgreet_done\"]]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"ice.andre_composure_done\"]) == false]" }, { "actor": "Andre", "dialogue": "\"Oh, hey, man! It's good to see you.\" He dances over to you in an inexplicably soft-core manner. It's embarrassing." }, { "actor": "You", "dialogue": "\"Now's not a great time to dance, is it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, detective. It is not.\" The lieutenant looks toward the church door. \"We really should get to the Whirling-in-Rags. Now.\"" }, { "actor": "You", "dialogue": "\"What's the deal with Egg Head? I want to talk to him.\"" }, { "actor": "Andre", "dialogue": "\"He's a quiet man, mostly communicates through music... and by being a master of ceremonies.\"" }, { "actor": "You", "dialogue": "\"Oh, that makes sense. Another question then.\"" }, { "actor": "Andre", "dialogue": "\"Yes?\"" } ], [ { "actor": "Acele", "dialogue": "\"I did and I'm sorry.\" She doesn't appear surprised. \"For what it's worth... which isn't much.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is why I didn't go into the tent.\" The lieutenant looks at the ocean, squinting his eyes. \"Typical delinquency.\"" }, { "actor": "Acele", "dialogue": "\"You don't get to choose your posse, they choose you. Mine are idiots, but they're mine. I tried to talk Andre out of it, I even tried not to lie to you...\"" }, { "actor": "Rhetoric", "dialogue": "Indeed. She merely tried to omit the truth instead." }, { "actor": "You", "dialogue": "\"I don't care, I'm *loco*. I just wanted you to know that I know about the plan.\"" }, { "actor": "Acele", "dialogue": "\"Okay, but I still regret it. I should have been able to control them. And I will in the future. I promise.\"" }, { "actor": "Acele", "dialogue": "\"May I ask, what did you tell them?\"" }, { "actor": "You", "dialogue": "\"Once I cracked their play I didn't really care. I'm not an arbiter. You're someone else's problem.\"" }, { "actor": "Acele", "dialogue": "\"We won't be anyone's problem. I'll get them under wraps, I promise.\"" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.soona_archer_working_soona\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Noid", "dialogue": "\"About time. You grab that amp. Forget the cables. Need to leave some evidence of our antenna to inspire future generations...\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_turned_down_archer\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Script: SetVariableValue(\"character.committee_of_la_responsabilite\", true) --[[ Variable[ ]]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.make_the_music_harder_core_done\"]) == false]" }, { "actor": "Noid", "dialogue": "\"Alright, cop-man. We've held up more than our share of this collaboration. I hope you *recognise* how much the hardcore underground came through for you.\"" }, { "actor": "Andre", "dialogue": "\"If you want to show your appreciation, we could still use your help. Egg is the one to talk to.\"" }, { "actor": "Egg Head", "dialogue": "\"HARD CORE! MUTUAL AID!\"" }, { "actor": "You", "dialogue": "\"I've got my own case to worry about, but if I have time, I'll be back.\"" }, { "actor": "Noid", "dialogue": "\"Sure, I've heard that before...\"" }, { "actor": "Noid", "dialogue": "\"I'll put this tech away later. Think there's an extra can set, in case you want to grab a *souvenir* or something. Don't think anyone will miss it.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.boombox_mainhub_reached\"]) == false]" }, { "actor": "Shelf of Boomboxes", "dialogue": "The boomboxes on the shelf look well-loved and well-travelled. Chipped, dented, they stare at you with the unblinking eyes of their tape reels." }, { "actor": "You", "dialogue": "Stand on the tips of your toes to see more..." }, { "actor": "Shelf of Boomboxes", "dialogue": "One especially catches your eye. Deep gold and amber plastic with a big old handle on top. A classic boombox that says: \"STEREO 8 approved.\"" }, { "actor": "Inland Empire", "dialogue": "This is you. Gold and orange. A sunset suite." }, { "actor": "Interfacing", "dialogue": "Just make sure it works before you buy it." }, { "actor": "You", "dialogue": "\"Thanks for the discount, man. Here's the money for the boombox.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"And here you are. Quality sound reproduction on the go. It'll play anything. Wherever. Turn *any* tape into a conversation of sounds and shapes.\"" } ], [ { "actor": "Joyce Messier", "dialogue": "\"Ah, yes -- back to the *low-down*.\"" }, { "actor": "You", "dialogue": "\"What was the RCM again?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Nothing more nor less than the de facto law enforcement body of post-revolutionary Revachol, detective.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes,\" the lieutenant steps in to make a gesture encompassing you both: \"*We* are the Revachol Citizens Militia.\"" }, { "actor": "Rhetoric", "dialogue": "He's being sarcastic." }, { "actor": "You", "dialogue": "\"You said *de facto*?\"" }, { "actor": "Joyce Messier", "dialogue": "\"Yes. That means: not de jure. The RCM acts in what is poetically called the *twilight of international law*; both at the behest of the Coalition Government -- and to its chagrin.\"" }, { "actor": "You", "dialogue": "\"What do you mean?\"" }, { "actor": "Joyce Messier", "dialogue": "\"The RCM's responsibilities are defined by the Emergency, Wayfarer, and Aliments Acts -- three pieces of legislation keeping the city in a -- let's be honest -- laissez-faire stasis to the benefit of foreign capital.\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"All three are good to know,\" the lieutenant looks up from his notes, \"when we're out *policing*.\"" }, { "actor": "You", "dialogue": "\"So I'm basically a lackey of capital?\"" }, { "actor": "Joyce Messier", "dialogue": "\"There's nothing *basic* about your role, detective. It's true that the RCM keeps everything the way our seemingly *permanent* provisional rulers like it...\" She leans in." }, { "actor": "Joyce Messier", "dialogue": "\"Yet on the other hand -- I know these people. I deal with them daily. Let me tell you, dear, they are not fans of you.\"" } ], [ { "actor": "Encyclopedia", "dialogue": "That isn't *just* a five-pointed star -- it's an inverted white pentagram cradled in a wreath of antlers. The iconography of communism, in other words." }, { "actor": "You", "dialogue": "Inspect the symbol closer." }, { "actor": "Encyclopedia", "dialogue": "The star-and-antlers was developed in the sixth decade of the last century and quickly adopted by Mazov and the communards during the Revolution..." }, { "actor": "Encyclopedia", "dialogue": "Even today, half a century after, the star-and-antlers retains the ability to evoke hope, disappointment, and fear in equal measure." }, { "actor": "You", "dialogue": "What does it evoke in me? [Finish thought.]" }, { "actor": "Encyclopedia", "dialogue": "You see noble aims but also mountains upon mountains of corpses. They should've taken a more *measured* approach. Also, you're really smart." }, { "actor": "Rhetoric", "dialogue": "The price of idealism unrestrained by humanism. Never again." } ], [ { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gaston_rhetoric_sandwich\"]) == false]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gaston_told_about_peoples_sandwich\"] and Variable[\"plaza.gaston_fascist_sandwhich\"] and (Variable[\"plaza.gaston_altgreet_rene_dead\"] or Variable[\"plaza.rene_know_dead\"])) == false]" }, { "actor": "Rhetoric", "dialogue": "A man so principled about his sandwich calls for a principled approach. Time to get political." }, { "actor": "You", "dialogue": "I'm not so sure about this..." }, { "actor": "Rhetoric", "dialogue": "Too late. Daddy's already fighting the bad fight. Make it stick." }, { "actor": "You", "dialogue": "\"Back to police-mode.\" (Smile and nod.) \"I have some questions, Gaston.\"" }, { "actor": "Gaston Martin", "dialogue": "\"Alright.\" The jolly man smiles. \"Let's hear them, officer.\"" }, { "actor": "You", "dialogue": "\"I want to go over few more things about Ren\u00e9, if that's okay?\"" }, { "actor": "Gaston Martin", "dialogue": "\"Yes?\" he looks up. \"What about, Ren\u00e9?\"" }, { "actor": "You", "dialogue": "\"I offer my sincere condolences.\" (Conclude.)" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]" }, { "actor": "You", "dialogue": "\"Let's bag him. Take him away.\" (Let the lieutenant take the body away without further examination.)" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"XP.discover_the_bullet\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_perc_failed_once\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"If you think so, officer.\" He nods. \"I am not going to object.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"doomed.fridge_corpse_in_fridge\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "He unrolls the plastic. \"I need a little help for carrying him to the holding pen of my Kineema. I'll take it from there.\"" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet\"] and Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet_done\"] == false]" }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_all_armour\"]) == false]" }, { "actor": "The Hanged Man", "dialogue": "There go those beautiful enamel boots. May they rest in Processing..." }, { "actor": "Interfacing", "dialogue": "Oh well -- in another lifetime." } ], [ { "actor": "Door, Room #1", "dialogue": "This is the door to your room." }, { "actor": "Door, Room #1", "dialogue": "[Action/Check: Condition: Variable[\"TASK.pay_for_the_damages_done\"]]" }, { "actor": "You", "dialogue": "\"Good night, lieutenant.\"" }, { "actor": "Door, Room #1", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_orientation\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Just a moment. We should talk about our progress on the investigation. Let's go out to the balcony.\"" }, { "actor": "You", "dialogue": "\"Alright, let's go.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The air outside is brisk, the lieutenant is silent for a moment. He listens to the traffic hum, then..." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_orientation\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Where shall we begin? We should talk about the investigation first and foremost, but I also remember you wanting to discuss the RCM?\" He lights a cigarette." }, { "actor": "You", "dialogue": "\"Thank you for this.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yeah, it's getting very cold now. Let's go.\" He puts out the stub of his cigarette and looks to the door." } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_saw_your_face\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_first_greeting_done\"]]" }, { "actor": "Perception (Sight)", "dialogue": "You *really* need to take a look at that mirror upstairs." }, { "actor": "You", "dialogue": "\"I've investigated the body. Shouldn't be long till we get it down.\"" }, { "actor": "The Gardener", "dialogue": "\"Oh. Okay.\" She doesn't quite know what to say. \"Thanks for keeping me in the know, sir.\"" }, { "actor": "You", "dialogue": "\"I have to run.\" [Leave.]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_first_ending_done\"]]" } ], [ { "actor": "Broken Window", "dialogue": "The window stands broken in its frame. Cold wind blows in." }, { "actor": "You", "dialogue": "Assess the damage." }, { "actor": "Broken Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viscal_window_viscal_success\"]) == false]" }, { "actor": "Visual Calculus", "dialogue": "What do you mean *assess the damage*? How would you do that? What are you even trying to do?" }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.noid_church_greeting_done\"]]" }, { "actor": "Noid", "dialogue": "\"Yo, man. What's on your mind?\" He drops a bolt into his toolbox." }, { "actor": "You", "dialogue": "\"Could you use your *sine-sense* to help me contact a Coalition warship?\"" }, { "actor": "Noid", "dialogue": "\"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...\"" }, { "actor": "Acele", "dialogue": "\"Come on, Noid. I think we owe him.\"" }, { "actor": "Andre", "dialogue": "\"Acele's right. He's one of us now.\"" }, { "actor": "Noid", "dialogue": "\"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?\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"auto.visited_landsend\"]) == false]" }, { "actor": "You", "dialogue": "\"Not really, no.\"" }, { "actor": "Egg Head", "dialogue": "\"MEGA-LOW FREQUENCY! Waves so long the ionosphere can't hold them!\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "The Deserter", "dialogue": "\"Petty-bourgeois law...\" He snorts and spits. \"This is all you care about, right? The only thing in the world for you types...\"" }, { "actor": "Perception (Sight)", "dialogue": "A drop of blood in the saliva..." }, { "actor": "Half Light", "dialogue": "Tear into him again. Pile it on him." }, { "actor": "Logic", "dialogue": "That's right. Pile it all on him now. Three should do it, maybe four..." }, { "actor": "You", "dialogue": "\"There were May bells behind the victim's window.\" (Show him the dried flower.)" }, { "actor": "The Deserter", "dialogue": "\"Damn May bells...\" He looks at the blossoming field behind you. \"The whole island is turning white with them...\"" }, { "actor": "Empathy", "dialogue": "He seems tender suddenly, nostalgic even. A strange mood swing." }, { "actor": "The Deserter", "dialogue": "\"So many this year too. The spring is coming, no... it's already here. Wash the filth away...\"" }, { "actor": "You", "dialogue": "\"A young woman called Klaasje -- ring any bells? Flowers like these were behind her window.\" (Continue.)" }, { "actor": "The Deserter", "dialogue": "\"*Klaasje*...\"" }, { "actor": "Suggestion", "dialogue": "He repeats the name with care. As if it were at risk of breaking." }, { "actor": "Logic", "dialogue": "He knows her -- but hadn't heard the name." }, { "actor": "You", "dialogue": "\"You know her, right? She had intimate relations with the victim. The mercenary.\"" } ], [ { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.sleeper_greeting_done\"]) == false]" }, { "actor": "Sleeping Dockworker", "dialogue": "A man is sleeping at the table, wearing mud-caked boots and rolled down overalls. The back of his shirt reads \"WILD PINES\", encircled by a logo with a tree." }, { "actor": "Physical Instrument", "dialogue": "He looks one with the table. It would take quite some effort to wake him up." }, { "actor": "Interfacing", "dialogue": "A colourful piece of plastic is dangling from his carabiner... hmm. Makes your fingers itch." }, { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_picked_magnesium\"]]" }, { "actor": "You", "dialogue": "\"Lieutenant, who is this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No idea. Looks like he works for Wild Pines, the logistics company who owns and operates the harbour.\"" }, { "actor": "You", "dialogue": "\"But why is he sleeping during the day?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Possibly because there's a strike going on in the harbour. There's not much to do -- aside from drinking and sleeping.\"" }, { "actor": "You", "dialogue": "Steal the dockworker's ID." }, { "actor": "Sleeping Dockworker", "dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_redcheck_stealing_stuff\"]]" }, { "actor": "Interfacing", "dialogue": "Your fingers find their way into the shackle, flicking open its spring-loaded gate. The metal loop holds the plastic ID, and a leather-bound pocketbook..." } ], [ { "actor": "Stone", "dialogue": "A stone like any other, lying in a whorl of sleet and mud. Maybe there's something under it?" }, { "actor": "You", "dialogue": "Turn it over." }, { "actor": "Stone", "dialogue": "There's a key beneath it, rusty from the dirt." }, { "actor": "Logic", "dialogue": "Looks like it could belong to the building's front door." }, { "actor": "You", "dialogue": "Put the stone back. [Leave.]" } ], [ { "actor": "Saint-Batiste Pharmaceutics", "dialogue": "A small cabinet on the wall is filled with various medicine bottles, nasal sprays and blister packs. They all bear the Saint-Batiste Pharmaceutics logo." }, { "actor": "Encyclopedia", "dialogue": "Their logo is the bloodless rose -- pure white, untouched by harm." }, { "actor": "Frittte clerk", "dialogue": "\"Uhm, just ask me if you need anything from Saint-Batiste. We don't stock prescription meds, but we do have nosaphed, drouamine, magnesium and hypnogamma.\"" }, { "actor": "You", "dialogue": "\"I'll take some Hypnogamma.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Mkay, here. I hope Saint-Batiste makes you feel better or something.\"" }, { "actor": "You", "dialogue": "\"I'll take some Hypnogamma.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Mkay, here. I hope Saint-Batiste makes you feel better or something.\"" }, { "actor": "You", "dialogue": "\"What do those products do?\"" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm... I don't know, let's see... Nosaphed is a nasal spray. Drouamine is a really good painkiller. Magnesium is a dietary supplement. Hypnogamma is...\" She stops." } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_main_hub_reached\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_prehub_reached\"]]" }, { "actor": "The Gardener", "dialogue": "\"You're back.\"" }, { "actor": "You", "dialogue": "\"I have some questions for you.\"" }, { "actor": "The Gardener", "dialogue": "\"Of course. What can I help you with?\"" }, { "actor": "You", "dialogue": "\"Tell me, what exactly have you been doing in your greenhouse -- in *March*?\"" }, { "actor": "The Gardener", "dialogue": "\"Well uh...\" She points to her wheelbarrow, surprised at the question. \"This might be the last snow we get. At least I hope so...\"" }, { "actor": "The Gardener", "dialogue": "\"Snow has nutrients in it -- helps everything green up in the spring. At least that's what my grandma always told me.\" She smiles shyly." }, { "actor": "Drama", "dialogue": "Yes, think about the cute grandma, not the weird snow." }, { "actor": "You", "dialogue": "\"The grandma is a bit too much.\"" }, { "actor": "The Gardener", "dialogue": "\"A bit much? What are you talking about? That's what my grandma told me, okay?\"" }, { "actor": "Drama", "dialogue": "She feels interrogated now. It's hard to say if she's lying." } ], [ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_main_hub_reached\"]]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_snowing\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"]]" }, { "actor": "The Gardener", "dialogue": "\"It's raining again...\" The young woman resting by the wheelbarrow sighs." }, { "actor": "The Gardener", "dialogue": "\"It was clear just an hour ago...\"" }, { "actor": "You", "dialogue": "\"I've investigated the body. Shouldn't be long till we get it down.\"" }, { "actor": "The Gardener", "dialogue": "\"Oh. Okay.\" She doesn't quite know what to say. \"Thanks for keeping me in the know, sir.\"" }, { "actor": "You", "dialogue": "\"What is this *fuck the police* business?\"" }, { "actor": "The Gardener", "dialogue": "\"Excuse me?\" She doesn't understand." }, { "actor": "Empathy", "dialogue": "She's uncomfortable. Maybe you should drop this line of questioning." }, { "actor": "You", "dialogue": "\"Never mind.\"" }, { "actor": "The Gardener", "dialogue": "She shifts in her seat awkwardly." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities, you call me Evrart, I call you Harry!\"" }, { "actor": "You", "dialogue": "\"Fine by me.\"" }, { "actor": "Evrart Claire", "dialogue": "\"So Harry, what can I help you with today?\"" }, { "actor": "You", "dialogue": "\"A few more questions about the harbour.\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm always happy to educate and entertain you, my friend.\" He takes a sip from his coffee. \"So, what's on your mind?\"" }, { "actor": "You", "dialogue": "\"How many of you guys are there in the Union?\"" }, { "actor": "Evrart Claire", "dialogue": "\"2,372,\" he replies like a whip. \"Plus yours truly, of course.\"" }, { "actor": "Logic", "dialogue": "2,373 is a sizeable contingent for a labour organization in Revachol." }, { "actor": "Authority", "dialogue": "And they're all well motivated. At least the ones you've seen." }, { "actor": "You", "dialogue": "\"How are you going to fund your new independent harbour?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, you mean what sort of *goods* are gonna be flowing through? How am I gonna replace all the contacts we'll lose once the poo-poo hits the fan? The clients who'll ditch us? Harry, we've thought of everything.\"" } ], [ { "actor": "Joyce Messier", "dialogue": "\"This... *reality*?\" She pulls her hood closer around her neck." }, { "actor": "Drama", "dialogue": "Yes, reality is your side-case." }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_drama_realityinvestigation\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "The aim is to gain a deeper understanding." }, { "actor": "You", "dialogue": "\"I got so drunk I forgot literally everything.\"" }, { "actor": "Joyce Messier", "dialogue": "*\"What?\"* She chortles, nearly spilling her tea." }, { "actor": "You", "dialogue": "\"I went on a three-day bender and now need you to explain the world to me.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Such an acute encephalopathy... just doesn't seem possible.\" She puts her beverage down and stares at you. \"Surely you're joking...\"" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Composure", "dialogue": "She's trying to see whether you're bluffing -- it's easy not to fidget. You're *not*." }, { "actor": "Empathy", "dialogue": "This person is not easily disoriented, but you've done it." }, { "actor": "Joyce Messier", "dialogue": "\"No. You're not joking at all, are you?\" She sighs. \"Well, ask away, officer -- I'll help however I can.\"" }, { "actor": "Encyclopedia", "dialogue": "All right. We're in. I know these *all* look good, but begin with the first, okay." } ], [ { "actor": "Project Dread Board", "dialogue": "Your flashlight slides over an old green chalkboard covered in scribbles, sketches and schemes like some ancient cave mural." }, { "actor": "Project Dread Board", "dialogue": "Some of the writing has faded with age, but you can still make out sections here and there; photos and drawings have been pinned to the board." }, { "actor": "You", "dialogue": "Inspect the photos." }, { "actor": "Project Dread Board", "dialogue": "The photo collage depicts barren, icy landscapes wrapped in perpetual night. You see permafrost and glacial landforms, dead trees groaning under the snow." }, { "actor": "Project Dread Board", "dialogue": "Entire oceans have been frozen from shore to shore. There are pictures of settlements on dried up riverbeds, abandoned in a storm. Animal corpses in the dark, carcasses and bones." }, { "actor": "Encyclopedia", "dialogue": "You see primitive oil rigs built into glaciers -- by *boreal dweorg* -- yurts under the snow, great mammoth-like beasts of burden..." }, { "actor": "Electrochemistry", "dialogue": "Albeit dark and cold, this vision also feels cosy in its own way. Like eggnog, or morphine! A much needed respite from our own world." }, { "actor": "Project Dread Board", "dialogue": "A pinned postcard reads: 'The heat death scenario -- a desperate fight for geothermal energy engulfs the world as Wirr\u00e2l becomes untethered from its sun, drifting through the Universe.'" }, { "actor": "You", "dialogue": "Inspect the notes." }, { "actor": "Project Dread Board", "dialogue": "The handwriting is only partly legible, but you can still make out three slogans: 'Call in, tune out!', 'WIRR\u00c2L UNTETHERED', and 'Heat death of the Universe'..." }, { "actor": "Perception (Sight)", "dialogue": "The full text reads: 'Heat death of the Universe is the new black'. Another note says: 'The biggest advancement in role-playing systems since the Thirties'." }, { "actor": "Shivers", "dialogue": "Outside, a cold wind wraps the building in its bosom. Snowflakes in the wind. An old woman passes what the locals call the Doomed Commercial Area. She tries hard not to look at the bookstore windows. It's *unwise*." } ], [ { "actor": "Pile of Eternite", "dialogue": "An inconspicuous pile of the roofing material, eternite." }, { "actor": "You", "dialogue": "Why am I looking at this pile of the roofing material?" }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_shack_white_perc_sight\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "Because it's nice and orderly. Well laid pallet. Easy on the eyes." }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: Variable[\"yard.shack_strange_feeling\"]]" }, { "actor": "Perception (Sight)", "dialogue": "It reveals no secrets at this time." }, { "actor": "You", "dialogue": "What is this?" }, { "actor": "Pile of Eternite", "dialogue": "It's nothing. Someone just left some roofing material slanted against an old shack." }, { "actor": "Pile of Eternite", "dialogue": "[Action/Check: Condition: Variable[\"yard.shack_ency_eternite_dump\"]]" }, { "actor": "You", "dialogue": "Why am I looking at this pile of the roofing material?" } ], [ { "actor": "Bust of Kras Mazov", "dialogue": "A plaster cast bust depicts a middle-aged man with impressive sideburns. The name on the plinth reads 'Kras Mazov'." }, { "actor": "Encyclopedia", "dialogue": "Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on 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)." }, { "actor": "You", "dialogue": "\"Father Mazov, the hero of the working class!\" (Salute the statue.)" }, { "actor": "Bust of Kras Mazov", "dialogue": "A warm feeling fills you as you look into Mazov's marble eyes. The hallway behind the door is empty; no one else heard your courageous salute." }, { "actor": "You", "dialogue": "Who is Kras Mazov?" }, { "actor": "Bust of Kras Mazov", "dialogue": "Situated between a poster of a white star and a photo of revolutionaries posing with their guns... This can't be a coincidence. There can be only one explanation." }, { "actor": "Bust of Kras Mazov", "dialogue": "Kras Mazov is a *communard*." }, { "actor": "Encyclopedia", "dialogue": "Yes, Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on 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)." } ], [ { "actor": "Authority", "dialogue": "You made the right call there. It feels good. Pure." }, { "actor": "You", "dialogue": "About what?" }, { "actor": "Authority", "dialogue": "I'm talking about your zero tolerance policy toward *the mania of Narco*! You're in the *right* there. Powerful stance. Would you like to take it up a notch? Would you like to become an anti-narcomania zealot?" }, { "actor": "You", "dialogue": "Okay, but don't I have to stop, like, taking pyrholidon first?" }, { "actor": "Authority", "dialogue": "That's *not* a problem. At all. The more drugs you do, the more zealous you can be in combating them. Drugs give you the *vigour* to fight drugs." }, { "actor": "Rhetoric", "dialogue": "And not only that!" }, { "actor": "You", "dialogue": "You're right. I can't think of any objections." }, { "actor": "Authority", "dialogue": "Of course not. You've always been anti-narco militant material. You kept *her* off a *dark* course with that interjection! Are you ready to *save lives*?" }, { "actor": "You", "dialogue": "\"I'm ready to start saving lives.\" (Opt in.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's good to hear.\" The lieutenant acknowledges your strange mumbling. He does not have any narcotics visibly on him as he says it. Good." } ], [ { "actor": "You", "dialogue": "\"These men, they didn't do it!\"" }, { "actor": "Kortenaer", "dialogue": "\"Yeah? Who did then?\"" }, { "actor": "Inland Empire", "dialogue": "You should implicate *yourself*. Throw yourself onto the embrasure, chest first!" }, { "actor": "You", "dialogue": "\"Wait, I just need a little time to figure this out.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"auto.visited_church_inside\"] and Variable[\"TASK.open_gary_door_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"auto.visited_church_inside\"]]" }, { "actor": "De Paule", "dialogue": "\"Time? You *had* time -- to fuck around in that church!\" She points over the water. \"Chase some dumb drug trader. I saw you...\"" }, { "actor": "Kortenaer", "dialogue": "\"Time is up, loincloth,\" he says to you. \"Give me a name. NOW!\"" }, { "actor": "You", "dialogue": "\"It was someone *else* -- someone who's not here now.\"" }, { "actor": "Kortenaer", "dialogue": "\"How fucking *convenient*...\" He gives you a drunken stare -- then puts his hand on the gun." }, { "actor": "Reaction Speed", "dialogue": "His fingers are twitching. That's a draw reflex. He's about to draw." }, { "actor": "You", "dialogue": "\"Actually, they *are* here.\" (Point to the enemy) \"It was one of you.\"" }, { "actor": "Kortenaer", "dialogue": "\"One of *us*? You saying we...\" There's a dangerous gleam in his eye. \"What if I just shot one of your pals here right now, huh?\"" }, { "actor": "Kortenaer", "dialogue": "\"How about the kipt?\" He points his gun at Elizabeth. \"Go ahead, tell me we fucking killed our own colonel one more time...\"" } ], [ { "actor": "You", "dialogue": "\"Hey, Sylvie, it's the police again.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, great.\" She doesn't sound thrilled. \"What else do you need, detective?\"" }, { "actor": "You", "dialogue": "\"Have you seen my badge?\"" }, { "actor": "Sylvie", "dialogue": "\"Yes, I know who you are. You're a police officer... *the law*.\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_made_sylvie_cry_like_a_boss\"]]" }, { "actor": "Authority", "dialogue": "Yeah, I think she got it. Good job!" }, { "actor": "You", "dialogue": "\"Wait, how did you first learn I'm a police officer?\"" }, { "actor": "Sylvie", "dialogue": "\"You told me back in the Whirling... you told *everybody*. And showed us your badge... I don't need to hear about it anymore.\"" }, { "actor": "You", "dialogue": "\"My badge is missing. Have you seen it anywhere?\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_badge_lie\"] == true and IsKimHere()) == false]" }, { "actor": "Sylvie", "dialogue": "\"Oh... no, I haven't, sorry.\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (CheckItem(\"jacket_rcm\")) == false]" }, { "actor": "Composure", "dialogue": "Real policemen have uniforms too, by the way. Where's yours?" } ], [ { "actor": "Project Dread Board", "dialogue": "This old green chalkboard is covered in scribbles, sketches and schemes like some ancient cave mural." }, { "actor": "Project Dread Board", "dialogue": "Some of the writing has faded with age, but you can still make out sections here and there; photos and drawings have been pinned to the board." }, { "actor": "You", "dialogue": "Inspect the drawings." }, { "actor": "Project Dread Board", "dialogue": "These lithe, pointy-eared creatures appear to be different types of *welkins*. You make out autumnal *candle-welkins* casting wax-based magic..." }, { "actor": "Project Dread Board", "dialogue": "*Translucent welkins* with organs shining under their skin, and even aether welkins -- hailing from the vast emptiness of sidereal space." }, { "actor": "Conceptualization", "dialogue": "This looks like an *enormous improvement* on the classic Wirr\u00e2l setting. Much more *advanced*. Light years ahead." }, { "actor": "Conceptualization", "dialogue": "If they put this much effort into making welkin cooler, imagine what they did with the dweorg and the humans?" }, { "actor": "Drama", "dialogue": "You should adopt one of those welkins as your *persona*. No longer a mere man -- but a welkin..." }, { "actor": "Project Dread Board", "dialogue": "One of the welkins -- towering among the rest -- appears to be different, however." }, { "actor": "You", "dialogue": "Examine the welkin -- this is important." }, { "actor": "Project Dread Board", "dialogue": "It's Vaarahamira, a *high welkin* -- his face white and scarred like cracked marble. This is clearly a welkin supremacist. The note says: 'All non-welkin races will be purged.'" } ], [ { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_fight_success\"]]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_altgreet_mhead_punched\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "\"Went native on the chief, huh?\" He nods in approval. \"Those ballerina antics were reckless. Should have just punched him in the throat again.\"" }, { "actor": "Physical Instrument", "dialogue": "Wrong. You did the right thing with Measurehead. The ballerina antics won you the fight." }, { "actor": "Scab Leader", "dialogue": "He pauses, then abruptly changes the subject: \"Let's talk about our right to work.\"" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_greeting_done\"]]" }, { "actor": "You", "dialogue": "\"I think you may be able to help me decipher some tattoos.\" (Take out the picture.)" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (CheckItem(\"instant_photo_tattoos\")) == false]" }, { "actor": "Scab Leader", "dialogue": "\"Don't think so,\" he grunts." }, { "actor": "Inland Empire", "dialogue": "Suddenly this feels like a really, *really* bad idea." }, { "actor": "You", "dialogue": "\"Of course. Yes. Forget about it. Let's discuss something else.\" (Cancel task.)" } ], [ { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Climb the monument.)" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] == true or Variable[\"auto.is_snowing\"] == true) == false]" }, { "actor": "Horseback Antenna", "dialogue": "The cold metal chills your bare hands. Some part of your brain tells you something is missing..." }, { "actor": "Hand/Eye Coordination", "dialogue": "Chalk powder. Absorbs moisture and keeps your grip firm." }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: Variable[\"jam.warship_physint_chalk\"]]" }, { "actor": "Horseback Antenna", "dialogue": "... and before you know it, you're safely perched atop the monument." }, { "actor": "You", "dialogue": "\"That was pretty bad. I hope nobody saw it.\"" }, { "actor": "Soona, the Programmer", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, you're a natural gymnast, detective. Now would you like to do what you got up there to do?\"" } ], [ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (IsNight()) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_main_greeting_done\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Welcome to the roof.\" The young woman has a cigarette in one hand and a cup of coffee in the other." }, { "actor": "Perception (Sight)", "dialogue": "Her hair is still slick from the shower." }, { "actor": "Electrochemistry", "dialogue": "Below her silvery jumpsuit -- an athletic young body. Built long and lean..." }, { "actor": "Physical Instrument", "dialogue": "...then toned over several years of self-defence training. You can sense it in the sharp pointing of her elbows." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I'm sorry for the mess down there. The cleaning lady hasn't come by in *days*. I'm beginning to wonder if she ever will...\"" }, { "actor": "You", "dialogue": "\"Nice view you've got here.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_dead_body_down_from_the_tree_done\"]]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.send_corpse_to_processing_done\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.fridge_victims_body_done\"]) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Nice? I don't know about that, officer...\" She looks north, toward the yard." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"I have big news, Kim.\" (Tell Kim about how you no longer obsess over your sexuality.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"I have managed to stop obsessing about my sexuality.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Great. Imagine all the time you'll have for work now -- matter of fact, we should get back to it right now.\"" }, { "actor": "You", "dialogue": "Nod." }, { "actor": "Kim Kitsuragi", "dialogue": "He turns his attention elsewhere." }, { "actor": "You", "dialogue": "\"Just one thing though...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What?\"" }, { "actor": "You", "dialogue": "\"Nothing, let's go.\" [Leave.]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.alaineugene_bad_greet\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.alaineugene_gud_greet\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_i_didnt_do_nothing_those_guys_did\"] or Variable[\"plaza.tribunal_theory_hardie\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_did_nothing\"]]" }, { "actor": "Alain", "dialogue": "Seeing you approach, the bruised man clenches his fists." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsCunoInParty()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_spiritbomb_succeeded\"] or Variable[\"plaza.tribunal_shot_kortenaer_success\"]]" }, { "actor": "Eugene", "dialogue": "\"Oh, it's you... Didn't think we'd see you walking any time soon.\" He looks to the man sitting behind him. \"Alain, look, it's the killer cop.\"" }, { "actor": "Alain", "dialogue": "\"Uh... what?\" He looks up, his eyes full of confusion, as if he'd just woken from a deep sleep." }, { "actor": "Electrochemistry", "dialogue": "He's very, *very* drunk." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I believe they heard something,\" he says, glancing back at the twins. \"And given the poverty of this part of town, I don't know how they could have heard a radio.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I don't *know* how they heard it, but...\" He returns his gaze to you. \"I know the station they imitated. So they must have heard it somehow.\"" }, { "actor": "You", "dialogue": "\"What channel was it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Speedfreaks FM.\"" }, { "actor": "Volition", "dialogue": "Don't." }, { "actor": "You", "dialogue": "\"Wasn't your radio tuned into Speedfreaks FM?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You must be mistaken,\" the lieutenant says in a calm, measured tone. \"Anyway.\"" }, { "actor": "Logic", "dialogue": "A calculated response. To say *why the hell did you snoop on my radio?* would be reasonable -- but it would confirm he likes the station. Instead, he dismisses it. He must be embarrassed by his affection for Speedfreaks FM." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I can't explain how they heard it,\" he says, ignoring your comment. \"I believe they heard something. And given the poverty of this part of town, I don't know how they could have heard a radio. However...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Weird as it is, this situation is not connected to the murder. This isn't our business.\"" } ], [ { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.trant_main_hub_reached\"]]" }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: (IsMorning()) == false]" }, { "actor": "Trant Heidelstam", "dialogue": "[Action/Check: Condition: (IsEvening()) == false]" }, { "actor": "Trant Heidelstam", "dialogue": "\"Hello again!\" He nods to you, smiling." }, { "actor": "You", "dialogue": "\"I want to hear about the Feld building again...\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Sure, what's on your mind?\"" }, { "actor": "You", "dialogue": "\"What did the revolutionaries do with those advanced tape computers?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"They used them for military communications,\" he says, while his son looks up, idly chewing on the corner of his w\u00fcrm-themed colouring book. \"But also to write and send out press releases. The most notorious example being Le D\u00e9cret de Mars.\"" }, { "actor": "You", "dialogue": "\"What was that?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"What's the March decree? I mean the radio transmission sent out to news agencies and world governments by the newly-created Commune of Revachol on the 7th of March in the year '02.\"" }, { "actor": "Encyclopedia", "dialogue": "A short-lived legislative foundation for a short-lived utopia." }, { "actor": "Trant Heidelstam", "dialogue": "\"It's a beautiful piece of text, actually. A singer-songwriter I know -- Charette -- called it a love poem to Revachol on her political concept album 'Bons baisers d'Insulinde'. You should read it. Every local library in Revachol stocks a copy of the decree.\"" } ], [ { "actor": "You", "dialogue": "\"Titus says he's got a tape where the deceased discusses committing rape. Tell me about it.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"You haven't listened to it?\" She blows a column of smoke in the air. \"You sure you don't want to hear it before questioning me?\"" }, { "actor": "You", "dialogue": "\"I have no time for tapes. There's a murderer on the loose!\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Of course, officer. No time to lose.\" She taps her cigarette as she nods. \"I'm guessing he tried to give you the Doorgunner Megamix, yeah?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"They've got him saying he'd like to rape and kill. Do Revachol *Soldier of the Apocalypse*-style. It really upset the boys.\" Ash falls from her cigarette as she shrugs. \"I never said he was a good man -- only that he wasn't bad to me.\"" }, { "actor": "You", "dialogue": "\"You like this kind of stuff?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"We're all scraping up any happiness we can find, officer. Going around with our little scouring sticks -- you, your first love, Mr. Soldier of the Apocalypse here...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Did he tell you he had actually *done* any of those things? Here in Martinaise, I mean.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"No. We were too busy laying waste to our own nervous systems to direct any of the *fury* outward. He seemed...\" She pauses. \"He seemed happy, I guess. At ease. As much as a man like him could be.\"" }, { "actor": "Suggestion", "dialogue": "There is a small measure of pride in her about this. That she could comfort and quell the rage in such a being." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"That's about it, I think. It's not a very long tape.\" She takes another drag of her cigarette." }, { "actor": "You", "dialogue": "\"Can you say any more about what's on the tape?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"The tape? Hm...\" She searches her memory. Slowly, she starts smiling a strange smile." }, { "actor": "Electrochemistry", "dialogue": "A memory surfaces in her damaged neocortex -- it's not entirely unpleasant." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I think he said *whore* a lot... He said this wasn't Revachol. He said it was a fucking village with village elephants and that he was gonna do us all *Co Hoi-style*.\"" }, { "actor": "Encyclopedia", "dialogue": "Co Hoi, a village that was the site of infamous war crimes in the South Safre conflict, the ongoing proxy war between Graad and Safre. It has been hot for 12 years, with atrocities piling up daily. Mostly committed by Graad." } ], [ { "actor": "Inland Empire", "dialogue": "Stop. Just up ahead: danger." }, { "actor": "Hand/Eye Coordination", "dialogue": "You are prepared. Don't put away your friend. Your weapon." }, { "actor": "Interfacing", "dialogue": "Snowflakes speck the barrels of your Villiers 9mm pistol." }, { "actor": "Hand/Eye Coordination", "dialogue": "For God's sake -- find some bullets before you go any further. An unloaded gun won't do you any good!" }, { "actor": "You", "dialogue": "I'll feel prepared as soon as I switch out my real police gun." } ], [ { "actor": "You", "dialogue": "Face yourself." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_endurance_rc\"]) == false]" }, { "actor": "Endurance", "dialogue": "What was *that*? Did you just *flinch* before your own reflection?" }, { "actor": "You", "dialogue": "It was just a reflex!" }, { "actor": "Endurance", "dialogue": "The problem is obvious: You simply can't hack it. You're a failure. It's all *too much* for you." }, { "actor": "You", "dialogue": "But I was trying so hard! I was making progress!" }, { "actor": "Endurance", "dialogue": "It wasn't enough. You simply don't have what it *takes*..." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_stopped_expression\"]]" }, { "actor": "Endurance", "dialogue": "Look at yourself: You go about with this mopey look on your face like a dog who's been beaten with an old stick." }, { "actor": "Electrochemistry", "dialogue": "Hey! It took a minor neurological *miracle* to get your face to this point!" }, { "actor": "Endurance", "dialogue": "You've let your guard down. Now the combined armies of Pain and Shit are streaming through your gates, pillaging your stores, carrying off your w\u00f6men..." }, { "actor": "You", "dialogue": "No, not the stores..." }, { "actor": "Endurance", "dialogue": "Oh yes, they're all *wiped out*. Your bushels of grain, your salted meats, your hogsheads brimming with bitter ale. All gone. Your fields have been put to the torch, your great-hall is a ravaged husk. You are bereft." }, { "actor": "Endurance", "dialogue": "And that doesn't even *begin* to cover what's happened to your w\u00f6men..." }, { "actor": "You", "dialogue": "Goddamnit..." }, { "actor": "Endurance", "dialogue": "Oh yes, they're all gone. Carried off by foreign invaders because you failed to uphold your most ancient and noble v\u00f6ws. The worst part is they might even *prefer* it this way..." } ], [ { "actor": "Insulindian Phasmid", "dialogue": "[Action/Check: Condition: Variable[\"seafort.phasmid_main_hub_reached\"]]" }, { "actor": "Insulindian Phasmid", "dialogue": "Hissing and clicking, the arthropod extends its mandible-like antennae to greet you again. You're right below it, looking up at the colossal chitin of its white limbs. Its small eyes look at nothing in particular." }, { "actor": "You", "dialogue": "Tell me -- what are you doing?" }, { "actor": "Insulindian Phasmid", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.phasmid_wc_what_are_ya_doin\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "Nothing. Its simple eyes give off no flicker of light, no one is home. The twitches of its limbs are insect-like, unknowable, perhaps without substance even." }, { "actor": "You", "dialogue": "I want there to be more." }, { "actor": "Insulindian Phasmid", "dialogue": "Mute, the insect foams from its mouthparts, tilting the plates of its fused together head. From left to right, without reason." }, { "actor": "Insulindian Phasmid", "dialogue": "[Action/Check: Condition: (Variable[\"seafort.phasmid_wc_failure_counter\"] >= 1) == false]" }, { "actor": "Encyclopedia", "dialogue": "In its marrow -- a combination of complex biomolecules. Hormones, amino acids, lipids." }, { "actor": "Pain Threshold", "dialogue": "What more is there in any of us? You think, as the sight of the insect fades and pain shoots up your right foot and into your abdomen, darkening your view... when it returns the insect twitches, feeling the blood on you..." }, { "actor": "Insulindian Phasmid", "dialogue": "[Action/Check: Condition: Variable[\"seafort.sense_hearing_pain_flash\"]]" }, { "actor": "Pain Threshold", "dialogue": "The sight of the insect pulses with pain, as a streak of fire tries to shoot up your leg. You swallow it. Unmoved. Not now. There's blood dripping... warm. The creature must feel it too, it twitches." } ], [ { "actor": "Easy Leo", "dialogue": "\"Oh hey, mister! I knew you'd be back to talk with old Leo here, yes I did, yes I did. It's like Lady Leriche said when she opened a bath house in the basement of my apartment building: *They can only get so far before they're aching to get back*. And lot of folks really did keep coming back...\"" }, { "actor": "You", "dialogue": "\"I had some questions for you, if that's not too much trouble?\"" }, { "actor": "Easy Leo", "dialogue": "\"No trouble at all, mister. No trouble at all. It's like that old saying goes -- *wisdom withers if not shared* -- and old Leo is always up for sharing.\"" }, { "actor": "You", "dialogue": "\"Where is everyone? The harbour is empty.\"" }, { "actor": "Easy Leo", "dialogue": "\"Oh, most of the guys are down at the gates, keeping the scabs from coming in...\" He leans in with a confidential look..." }, { "actor": "Easy Leo", "dialogue": "\"We're on a *strike* -- the whole union is! You don't have to work when you're on strike. Ha -- we haven't worked for two months now.\"" } ], [ { "actor": "Acele", "dialogue": "\"This?\" She breathes on her freezing fingers. \"It's a portable recording device. It's for field recording. Low quality, but still.\"" }, { "actor": "You", "dialogue": "\"And the wires?\"" }, { "actor": "Acele", "dialogue": "\"Actually just one wire, I picked on it till the braiding came loose. The wire leads to a contact microphone.\"" }, { "actor": "You", "dialogue": "\"What's a 'contact microphone'?\"" }, { "actor": "Acele", "dialogue": "\"A contact mic records sounds from inside things. Like this ice.\"" }, { "actor": "Encyclopedia", "dialogue": "Your mangled brain would like you to know there is a boxer called Contact Mike." }, { "actor": "You", "dialogue": "Yeah? Any news on my own name?" }, { "actor": "Encyclopedia", "dialogue": "Nope." }, { "actor": "Encyclopedia", "dialogue": "You're welcome." }, { "actor": "You", "dialogue": "\"How does that thing work?\"" }, { "actor": "Acele", "dialogue": "\"The mic? I don't exactly know. Somehow it doesn't pick up vibrations from the air. The box said it only picks up *structure-borne sound*. If you like technobabble.\"" } ], [ { "actor": "Suggestion", "dialogue": "There's really no point in manipulating anyone. You're chummy. Just go on and ask!" }, { "actor": "You", "dialogue": "\"Hey, Lena, I'd really like to hear about some of those juicy *cryptids* you've studied. Could you tell me about a couple?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, I'd be delighted!\"" }, { "actor": "You", "dialogue": "\"What's the biggest cryptid?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I thought we'd agreed on just one cryptid, sweetie.\"" }, { "actor": "You", "dialogue": "\"But, but... this is so much more *interesting* than my real job.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Your work must get quite frustrating. Well, okay, just one or two more...\" She smiles mischievously." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"The biggest cryptid is of course -- the Giant of Koko Nur. It's huge.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"The Giant lives in the most arid parts of the vast Koko Nur desert, in South Samara, casting a strange light across the barren wastes.\"" } ], [ { "actor": "Door, Apartment #20", "dialogue": "A weathered brown door. The number reads '20'." }, { "actor": "Perception (Smell)", "dialogue": "Something smells good -- soupe \u00e0 l'oignon?" }, { "actor": "Inland Empire", "dialogue": "This is the door, you already know it's the right door. This is going to be *so hard*." }, { "actor": "Volition", "dialogue": "Get yourself together. It's just police work." }, { "actor": "Horrific Necktie", "dialogue": "Don't knock, just leave. You don't need this. You don't need to *sad it up*." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: IsHourBetween(21, 2)]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: Variable[\"village.ww_greeting_done\"]]" }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_altgreet_nighttime\"]) == false]" }, { "actor": "Washerwoman", "dialogue": "The old woman still sits in her chair, continuing with her chores. As she does so, she quietly hums to herself." }, { "actor": "Perception (Hearing)", "dialogue": "The buzz of electric lights blends together with the slow rumble of ocean waves at night." }, { "actor": "Washerwoman", "dialogue": "[Action/Check: Condition: (Variable[\"village.ww_ency_blackcheck_ask_about_song\"]) == false]" }, { "actor": "Encyclopedia", "dialogue": "There's a gap where the name of that song should be. You should ask her about it, right now!" }, { "actor": "You", "dialogue": "Don't bother her. [Leave.]" }, { "actor": "Washerwoman", "dialogue": "She keeps humming, nodding her head back and forth to her unknown melody." } ], [ { "actor": "You", "dialogue": "\"I've done the ballistics.\" (Point to the tower.) \"The shot came from this island.\"" }, { "actor": "The Deserter", "dialogue": "\"I saw you poking around there, looking for evidence. You're damn diligent when it comes to dead *fasces*.\" A jitter passes him: \"Did you like the view?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You had direct visibility. There are embrasures in the concrete, *specifically* meant for a topfaller to use. And you had a long range rifle in your possession.\" The lieutenant softens his voice:" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You've been here a long time, Mr. Dros -- too long. You clearly need medical aid...\"" }, { "actor": "The Deserter", "dialogue": "\"I'm ready to die,\" the man interrupts him, then coughs: \"I've done my part.\"" }, { "actor": "Rhetoric", "dialogue": "He's practically admitting to it: dead *fasces* -- for *fascist* -- done his *part*." }, { "actor": "Visual Calculus", "dialogue": "He's practically admitting to it. Just one thing -- the rifle does not have a scope." }, { "actor": "You", "dialogue": "\"You said *fasces*? You're admitting you killed him?\"" }, { "actor": "The Deserter", "dialogue": "\"You're sad for your fascha brother aren't you? One twig got broken, now the others are sad...\" He waves his hand. There's a twitch -- then one more one in his right eye..." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.return_lenas_pin\"]]" }, { "actor": "You", "dialogue": "\"I got 3.20 for it. Here's the money.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, that's very thoughtful of you. Are you sure you don't need the money? Okay, then. Thank you.\"" }, { "actor": "Empathy", "dialogue": "She really would have rather had the pin back, but she doesn't want to make you feel bad." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]" }, { "actor": "You", "dialogue": "\"Are you okay? I am very sorry I crashed into you earlier. I don't know what got into me.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Oh, I'm perfectly alright! I'm more worried about you. What was that?\"" }, { "actor": "You", "dialogue": "\"It was like my body had a will of its own. I was running, my torso turned, my hands made this lewd gesture... I'm sorry you had to witness it.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Don't beat yourself up over it too much, dear. People do strange things when the old fight-or-flight kicks in. I'm just glad you weren't injured.\"" }, { "actor": "You", "dialogue": "\"On second thought, things *are* bad. I don't even know enough to know what I *don't* know about this world.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"You know where we *are*, right?\"" }, { "actor": "You", "dialogue": "\"We're dead. Haunting each other. We're ghosts.\"" } ], [ { "actor": "Knick-knacks Stand", "dialogue": "You see rows of toy soldiers guarding the rest of the trinkets displayed on the table: some on horseback, others in rags, others yet in bright blue uniforms. All are stern and unyielding in their duty." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_inland_buy_done\"]]" }, { "actor": "You", "dialogue": "Win 'her' back?" }, { "actor": "Inland Empire", "dialogue": "Yes! Buy something nice! A figurine." }, { "actor": "Volition", "dialogue": "This sounds... off. You shouldn't trust this guy." }, { "actor": "You", "dialogue": "Step away from the table. [Leave.]" } ], [ { "actor": "Map Wall", "dialogue": "Several maps have been attached to a bulletin board hidden inside the alcove. They're held up by small pins. The board has come loose from one corner." }, { "actor": "Map Wall", "dialogue": "The maps look old and faded. Your eye catches a map of Insulinde, a map of Revachol, and a map of Martinaise." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.buy_a_map_of_martinaise\"] and Variable[\"TASK.buy_a_map_of_martinaise_done\"] == false and CheckItem(\"map_of_martinaise\") == false) == false]" }, { "actor": "You", "dialogue": "\"I want to buy the map of Martinaise.\"" }, { "actor": "Plaisance", "dialogue": "She nods. \"Always good to be informed of your surroundings.\"" }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: (Variable[\"tc.turn_off_tutorial_node\"] or Variable[\"character.interactable_tutorial_seen\"]) == false]" }, { "actor": "Tutorial Agent", "dialogue": "You've acquired an interactable item. Investigate this item further by going to the INTERACT tab in your INVENTORY." }, { "actor": "You", "dialogue": "Steal it instead." }, { "actor": "Map Wall", "dialogue": "[Action/Check: Condition: Variable[\"doomed.mapwall_whitec_steal_it\"]]" }, { "actor": "Interfacing", "dialogue": "You peek at the storekeep, waiting for her to be distracted. When she's not looking, you deftly rip the map off the bulletin board and pocket it." }, { "actor": "Interfacing", "dialogue": "You're now the proud owner of a map of Martinaise, which, to be honest, did not even cost that much." } ], [ { "actor": "Call Me Ma\u00f1ana", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "[Action/Check: Condition: Variable[\"gates.manana_altgreet_posttribunal\"]]" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "[Action/Check: Condition: Variable[\"gates.manana_greeting_done\"]]" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "[Action/Check: Condition: (Variable[\"gates.manana_boiadeiro\"] == true) == false]" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"Ol\u00e1, wandering man.\" He looks at you with soft and hazy eyes. \"How can I help you?\"" }, { "actor": "You", "dialogue": "\"I'm looking for assistance with a *dead body* situation.\"" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"Body still hangin' in the tree?\" He rubs his chin as if pondering his core beliefs. \"Aye, that's a rough pickle... can't help you with that, sorry.\"" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"I'm not really an admirer of dead bodies. Might be someone else from the Union can render assistance...\" He shrugs." }, { "actor": "Physical Instrument", "dialogue": "What's the matter with this wimp? Is he obstructing *justice*?!" }, { "actor": "You", "dialogue": "\"Stop being a wimp, you need to help me out right *now*!\"" }, { "actor": "Call Me Ma\u00f1ana", "dialogue": "\"No need to get aggressive.\" He takes a swig from his flask. \"I'm really not the one to ask.\"" }, { "actor": "You", "dialogue": "\"Why not? I need to get through the gate to the harbour. You need to let me in!\"" } ], [ { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (Variable[\"jam.tommy_told_him_ruby_dead\"]) == false]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: Variable[\"jam.tommy_tribunal_alt_greet\"]]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: Variable[\"jam.tommy_good_poetry_success\"]]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"]]" }, { "actor": "Tommy Le Homme", "dialogue": "\"Stuck in the rain in a traffic jam, man. What's on your mind?\"" }, { "actor": "You", "dialogue": "\"I met the lady driver, on my investigation -- she's called Ruby.\"" }, { "actor": "Tommy Le Homme", "dialogue": "\"Okay...\" He seems a little apprehensive." }, { "actor": "Drama", "dialogue": "Is it... *wise* to share information about the case like this, sire?" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_killed_herself\"]) == false]" }, { "actor": "Tommy Le Homme", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Punch Clock/Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.momoffice_made_it_to_payphone_hub\"]) == false]" }, { "actor": "Punch Clock/Payphone", "dialogue": "An imposing combination of a punch-clock and a payphone is looking down at you from the wall. A note on the side says: \"Tokens unavailable due to strike. Use change.\"" }, { "actor": "You", "dialogue": "Insert 10 cents." }, { "actor": "Punch Clock/Payphone", "dialogue": "The machine swallows your coin and seems to be waiting for your next move." }, { "actor": "You", "dialogue": "Let your muscle memory dial a random number." }, { "actor": "Punch Clock/Payphone", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.momsoffice_payphone_interfacing_wc\"]) == false]" }, { "actor": "Interfacing", "dialogue": "It's unclear whether you actually have muscle memory. Right now your finger is just drawing vaguely occult patterns in the air." }, { "actor": "You", "dialogue": "Useful patterns?" }, { "actor": "Interfacing", "dialogue": "Undoubtedly, no." }, { "actor": "You", "dialogue": "I might try this again later." }, { "actor": "Interfacing", "dialogue": "Sure, why not. Muscle memory is a tricky thing." }, { "actor": "Punch Clock/Payphone", "dialogue": "[Action/Check: Condition: Variable[\"cargo.failed_payphone_once\"]]" } ], [ { "actor": "Shelf of Biographies", "dialogue": "Shelves full of biographies of *famous people*, whoever they are." }, { "actor": "You", "dialogue": "\"I'm interested in that 'Greatest Innocence' book.\"" }, { "actor": "Plaisance", "dialogue": "\"A true cultural touchstone.\" She nods. \"Enjoy the read.\"" }, { "actor": "Tutorial Agent", "dialogue": "You've acquired an interactable item. Investigate this item further by going to the INTERACT tab in your INVENTORY." }, { "actor": "You", "dialogue": "Look through the display of books." }, { "actor": "Shelf of Biographies", "dialogue": "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!" }, { "actor": "Shelf of Biographies", "dialogue": "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." }, { "actor": "You", "dialogue": "What's it about?" }, { "actor": "Shelf of Biographies", "dialogue": "\"High Speed Love\" chronicles the romance between two of the finest TipTop Tourn\u00e9e racers in history. One of them is the madcap driver Jacob Irw. His blond mane graces the cover." }, { "actor": "Shelf of Biographies", "dialogue": "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!" }, { "actor": "Shelf of Biographies", "dialogue": "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..." } ], [ { "actor": "Reeds", "dialogue": "Morell's trap stands empty, just like the boathouses around it. The wind ruffles your sweaty hair." }, { "actor": "You", "dialogue": "Release the locusts into the empty trap." }, { "actor": "Trap: Boathouses", "dialogue": "The locusts, dazed from being transported, slowly begin to acclimate to their new surroundings." }, { "actor": "Composure", "dialogue": "They're not really going to get the chance to get comfortable here." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good. Now that's done. When do you think we will return to our impending apocalypse of a murder investigation?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He stops you. \"Don't answer that. It was a rhetorical question.\"" }, { "actor": "Authority", "dialogue": "He doesn't want to, but if there is one more cryptozoological run-around, he *must* force the investigation back on track. This better be it..." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Fortress Accident SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one's home at Fortress Accident." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.radiocomputer_fortress_accident_why_failed_clicked\"]) == false]" }, { "actor": "You", "dialogue": "\"ARTEMITEP's Boxing for Young Athletes & Gym.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.doorbell_punched_the_doorbell\"]]" }, { "actor": "Electronic Doorbell", "dialogue": "Congratulations, you've destroyed Artemitep's Boxing Club's doorbell. It's not working anymore." }, { "actor": "You", "dialogue": "\"Emma's Fashion Atelier.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You wait for a minute or two, but all you get from the call box is silence -- no one answers the call." } ], [ { "actor": "Cuno's Dad", "dialogue": "The ageing alcoholic is still there, breathing... The air in the room is stale." }, { "actor": "You", "dialogue": "\"Maybe we should help him somehow?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What is there to do? We could turn him on his side, so he doesn't choke on his own vomit. But he's already on his side...\"" }, { "actor": "You", "dialogue": "\"Excellent form.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We could take him to Remedie or Saint Batiste, but he doesn't have money for medical services. The Almshouse would turn him down...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"They don't do charity for people who're trying to kill themselves. Besides, he'll be dead in a few...\" The lieutenant stops, listening to him." }, { "actor": "Rhetoric", "dialogue": "... years? Months? Weeks?" }, { "actor": "Cuno's Dad", "dialogue": "The pile of blankets grunts miserably." }, { "actor": "You", "dialogue": "(Whisper.) \"I took your amphetamine, old man.\"" }, { "actor": "Cuno's Dad", "dialogue": "Silence... Only heat emanates from the sleeping body." }, { "actor": "Electrochemistry", "dialogue": "He wouldn't be too thrilled to learn you stole his stash. It was the last thing keeping him functional." } ], [ { "actor": "Suggestion", "dialogue": "Well, now you've done it. Let's see if you can talk your way out of this one." }, { "actor": "You", "dialogue": "\"I was just trying to convey that I understood his grievances and wasn't judging him for having them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant narrows his gaze. \"So you *don't* find his views... say, *unbefitting of a police officer*?\"" }, { "actor": "Rhetoric", "dialogue": "Okay... feels like this is going to be a *discussion* now." }, { "actor": "You", "dialogue": "\"Maybe he's got a point.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And what point would that be?\"" }, { "actor": "You", "dialogue": "\"Well, *actually*...\"" }, { "actor": "Rhetoric", "dialogue": "Wait a second. Are you sure you want to go there? Even if you succeed, you're going to fail." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Stop right there. I know what you're going to say. Don't. Also -- these attitudes are quite common in Martinaise. So I expect this to happen again. And again.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I've had this conversation enough times in my life. From now on, I'm going to stay out of it. How you choose to respond is your business.\" He concludes: \"Now -- let's get back to the task at hand.\"" } ], [ { "actor": "You", "dialogue": "\"I think you may be able to help me decipher some tattoos.\" (Take out the picture.)" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (CheckItem(\"instant_photo_tattoos\")) == false]" }, { "actor": "Scab Leader", "dialogue": "\"Don't think so,\" he grunts." }, { "actor": "Inland Empire", "dialogue": "Suddenly this feels like a really, *really* bad idea." }, { "actor": "You", "dialogue": "\"It was on your colonel.\" (Give him the photo.)" }, { "actor": "Scab Leader", "dialogue": "Wordless, he takes the photo and looks at it. Grey eyes dart back and forth on the glossy surface -- his face is unmoving." }, { "actor": "Composure", "dialogue": "Hard as a stone. But beneath it..." }, { "actor": "Empathy", "dialogue": "You see dead flesh -- in colourful rivers of Polychrome -- melting skin and hair." }, { "actor": "Scab Leader", "dialogue": "After a while, he cranes his head side-to-side and sighs: \"Fucking loincloths really did him in.\"" }, { "actor": "You", "dialogue": "\"Can you tell me what the tattoo means?\"" }, { "actor": "Scab Leader", "dialogue": "\"What it *means*....\" He points to one tiny star in the web of lines, away from the man's heart, almost on his stomach." }, { "actor": "Visual Calculus", "dialogue": "In what must have been Semenine." }, { "actor": "Scab Leader", "dialogue": "\"I can tell you what this one means. Only one.\" He squints at it. It's so small. \"You wanna hear what happened here?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" }, { "actor": "Scab Leader", "dialogue": "\"Our colonel is *deep* in the bush here. Deep in the fucking bush, in Banaital, '41... Monsoon season. He's on a reconnaissance mission.\"" }, { "actor": "Encyclopedia", "dialogue": "Banaital is one of the inhabited islands of the Semenese archipelago, near the pale. Covered in jungle. It was the anchor point for the Semenese nationalists -- in the proxy war held on the islanders' territory." }, { "actor": "Scab Leader", "dialogue": "\"He's spent a month behind enemy lines scouting kipt villages. Nothing but fucking bugs and snakes for fun. Men are getting restless... there's talk of switching *employers*...\" He licks his lips, as if drunk suddenly." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"So, the death notification...\" the lieutenant says as soon as you've left the apartment." }, { "actor": "Empathy", "dialogue": "He's avoiding your gaze. This is the time to say how sorry you are about how things went." }, { "actor": "You", "dialogue": "\"That did not go...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Well*? No, it didn't.\"" }, { "actor": "You", "dialogue": "\"There's nothing to discuss, let's move on.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well, I'll call the station when we're done with the day and inform them about the identity of the deceased.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But yes, that's on me. Let's get on with the murder investigation.\"" } ], [ { "actor": "Dolores Dei", "dialogue": "Dolores Dei -- the innocence of humanism, internationalism, and the welfare state -- turns around to face you. She has an airship bag in her hand. She seems to be in a hurry." }, { "actor": "Suggestion", "dialogue": "Okay, don't say you need to 'talk' right away. Melt the ice first -- this way you're *already* talking." }, { "actor": "Encyclopedia", "dialogue": "Off to advise the queen of Shest, most likely. This is the holy suzerain of Mundi and Insulinde -- *definitely* not your wife -- you need to talk to her! Think of the historical knowledge you could glean!" }, { "actor": "Endurance", "dialogue": "You may not be able to take this. Not this time. Not anymore." }, { "actor": "You", "dialogue": "\"Go. Good bye.\" [Leave.]" }, { "actor": "Dolores Dei", "dialogue": "...is what you want to say. But you don't. Hammers clang in the distance. Children laugh..." }, { "actor": "You", "dialogue": "God damn it, everything was fine already..." }, { "actor": "Dolores Dei", "dialogue": "The light from the video rental casts shadows on the ground. She turns her face and it's illuminated by it. Red and cyan..." }, { "actor": "Volition", "dialogue": "I can't help you. I am totally useless. Everything I've said is lies. I want the exact same bad things you want. To stand here, like a pillar of salt, saying..." }, { "actor": "You", "dialogue": "\"Where are you going?\"" }, { "actor": "Dolores Dei", "dialogue": "\"I'm going to Mirova. To live there -- in Graad. It's one million kilometres away, Harry. Might as well be another lifetime.\"" } ], [ { "actor": "Shivers", "dialogue": "A shift in temperature. The air chills around you. Dust settles on the stony floor." }, { "actor": "You", "dialogue": "Rub your sides for warmth." }, { "actor": "Shivers", "dialogue": "A former architect stands before a slice of window, a room plan in her hand. A cold wave has made the air in the building stand still and frozen, with temperatures falling down to -20\u00b0C." }, { "actor": "You", "dialogue": "The plan..." }, { "actor": "Shivers", "dialogue": "... faint pencil lines on paper depict the same place, but a missing eastern wall connects the room with the neighbouring apartment. Ideas for arranging the furniture have been jotted down." }, { "actor": "You", "dialogue": "Her face..." }, { "actor": "Shivers", "dialogue": "...is red from the cold. She's breathing on her fingers clasping the plan. Traces of sadness are visible in her expression." }, { "actor": "You", "dialogue": "Her face..." }, { "actor": "Shivers", "dialogue": "...is red from the cold. She's breathing on her fingers clasping the plan. Traces of sadness are visible in her expression." }, { "actor": "You", "dialogue": "Look around yourself..." }, { "actor": "Shivers", "dialogue": "It's clean and empty, with new tapestry embellishing the walls. A standard HB graphite pencil has fallen off a three-legged stool in the middle of the room." } ], [ { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.vicquemare_main_hub_reached\"]) == false]" }, { "actor": "Man with Sunglasses", "dialogue": "\"You look like shit.\" Your ruffled face reflects in the man's sunglasses." }, { "actor": "Man with Sunglasses", "dialogue": "\"And I don't mean that as a metaphor.\"" }, { "actor": "Conceptualization", "dialogue": "You can't leave it like that -- spin it on its head. ENGAGE CAPS LOCK." }, { "actor": "Physical Instrument", "dialogue": "No, you don't -- you look like a young god." }, { "actor": "You", "dialogue": "\"I know, it's intentional.\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"Like undercover?\" The woman in the RCM uniform interjects." }, { "actor": "Man with Sunglasses", "dialogue": "\"Well, as far as disguises go, this is one of the best I've seen... I mean, I could swear you're an actual bum!\"" }, { "actor": "Horse-Faced Woman", "dialogue": "\"C'mon, Jean...\" The woman next to him sighs. \"It looks like it's been a rough week on him.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"It's not just this week.\" He scans you from head to toe. \"What do you want?\"" }, { "actor": "Visual Calculus", "dialogue": "There's something about this guy that *matches* with a face in your head. A similar, but different face." }, { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"whirling.viquemare_viscal_familiar\"]]" }, { "actor": "Logic", "dialogue": "The suit, the sunglasses, the haircut... he's *famous*. That's how you know his face." }, { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.viquemare_logic_antipassive_he_is_famous\"] or Variable[\"whirling.vicquemare_disguise_asked\"] == true) == false]" } ], [ { "actor": "Pain Threshold", "dialogue": "The spread pattern of these bullet holes makes your chest ache. Your breath grows heavier." }, { "actor": "Visual Calculus", "dialogue": "More old bullet holes, at least half a century. A different era altogether." }, { "actor": "You", "dialogue": "\"Kim, look... more bullet holes. Someone has been shot here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant inspects the wall, then nods. \"Another set of old bullet holes from the Revolution.\"" }, { "actor": "You", "dialogue": "\"Man, how many people got shot during that Revolution?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Plenty.\"" }, { "actor": "Shivers", "dialogue": "The streets ran red with blood. Dust swirled above the ruins. The pressure change from artillery fire ripped people apart in the top floors of the building above you..." } ], [ { "actor": "Acele", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"What do you think of the crab-man?\"" }, { "actor": "Acele", "dialogue": "\"Oh, the crab-man.\" She shudders. \"Still gives me the creeps, the way he moves... But he doesn't actually come down that much, just climbs around the rafters.\"" }, { "actor": "Acele", "dialogue": "\"I just try to stay away from the crab-man, but he talks to Noid. They seem to have some 'thing' going on.\"" }, { "actor": "You", "dialogue": "\"Thanks. About the others...\"" }, { "actor": "Acele", "dialogue": "\"Who do you want to know about?\"" }, { "actor": "You", "dialogue": "\"What's the deal with Egg Head?\"" }, { "actor": "Acele", "dialogue": "\"What do you mean?\"" }, { "actor": "You", "dialogue": "\"What does he think he's doing when he yells all that stuff?\"" }, { "actor": "Acele", "dialogue": "\"Oh, that... he's the party boy.\"" }, { "actor": "You", "dialogue": "\"What's a party boy?\"" }, { "actor": "Acele", "dialogue": "\"Anodic music doesn't really do vocals in the traditional sense. Vocals are thought of as *rock*. That's to say they're a bit *backward*. No offence if you like rock music, though. Rock music is cool by me.\"" }, { "actor": "Conceptualization", "dialogue": "Ptew ptew! Sweeesh! Your credentials as the resident Futureman of Revachol are being questioned. Show her you're hip with the times, gramps!" } ], [ { "actor": "Shimmering Wall of Vices", "dialogue": "A colourful display of cigarettes and alcohol bottles lines the shop wall, inviting you closer." }, { "actor": "Perception (Sight)", "dialogue": "The bottles wink at you in the light. The smokes too glitter in their wrapping. It's like looking into a kind of heaven. Your knees are weak..." }, { "actor": "Electrochemistry", "dialogue": "There, in that dark green glass, a world of ruby, all in vain! The great flowing river of warmth: Wine-alcohol. Beer-alcohol. Love-alcohol." }, { "actor": "You", "dialogue": "\"This is *not* a good place for a recovering addict.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Um... Guess not, no.\" She looks at the wall of goods behind her, then adjusts her hat." }, { "actor": "Electrochemistry", "dialogue": "Good thing you're an *unrecovering* alcoholic then!" }, { "actor": "Frittte clerk", "dialogue": "\"I'm obliged to inform you that both alcohol and cigarettes damage your health. But I guess you already know that.\"" }, { "actor": "Volition", "dialogue": "Don't ask, don't look, don't do *anything* here. Just go away. Get back to work." }, { "actor": "You", "dialogue": "\"Give me Potent Pilsner beer.\"" }, { "actor": "Frittte clerk", "dialogue": "\"Here you go, mister.\"" } ], [ { "actor": "A Folded Library Card", "dialogue": "The library card is folded into two and still slightly wet to the touch. The front side reads: \"Central Jamrock Public Library Card. Issued to Billie M\u00e9jean, expires July '53.\"" }, { "actor": "Logic", "dialogue": "Billie is a unisex name. Could be the deceased *or* his family member?" }, { "actor": "You", "dialogue": "Look at the backside." }, { "actor": "A Folded Library Card", "dialogue": "\"If lost, please return the card to the library. Dial 005-02-55-211 or visit us at Meroe Street 78, Jamrock. Business hours: 09.00 to 18.00.\"" }, { "actor": "You", "dialogue": "[Put it away.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good, we've examined the library card -- that should be enough for our colleagues. Now we can call the station from my Kineema and hand over the case.\"" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"About my bill for tonight...\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"auto.daychange_whirling_paid\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Got the 20 re\u00e1l?\"" }, { "actor": "You", "dialogue": "\"So, uh... you sure you can't swing me a free bed?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "His eyes flash with fury. \"You want a free place to sleep? Fine.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_physinst_bent_staples\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: CheckItem(\"key_trash_container\")]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_container_open\"] == true) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"You already have the key to your new room. I gave it to you earlier -- to unlock the trash container, remember?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_took_away_body_day_2\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_out_whos_in_the_union_box\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Looks like we can get to work at once. The Union muscle turned up.\" He points to the mess hall doors. \"They look rowdy. We should talk to them.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: CheckEquipped(\"shoes_t500\") and Variable[\"whirling.kim_stolen_boots_greet_done\"] == false]" }, { "actor": "Composure", "dialogue": "He won't even *acknowledge* the stolen boots you're wearing. For him, they don't exist. You'll have to bring it up yourself, later -- *if* you dare." }, { "actor": "You", "dialogue": "\"Are these the men Garte told us about yesterday?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I completely forgot.\" He looks at his notes. \"Sorry, I had a rough night's sleep. It's them, by the looks of it -- loud and nasty, just like the manager said.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"One loose thread less to worry about -- and one big problem to replace it.\" He crosses something out." }, { "actor": "You", "dialogue": "\"Are these the men Garte told us about yesterday?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I completely forgot.\" He looks at his notes. \"Sorry, I had a rough night's sleep. It's them, by the looks of it -- loud and nasty, just like the manager said.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"One loose thread less to worry about -- and one big problem to replace it.\" He crosses something out." } ], [ { "actor": "Perception (Smell)", "dialogue": "What is that awful smell?" }, { "actor": "You", "dialogue": "Isn't it just the rotting fish?" }, { "actor": "Perception (Smell)", "dialogue": "No, it's much worse than that." }, { "actor": "You", "dialogue": "Oh no..." }, { "actor": "Perception (Smell)", "dialogue": "You've never smelled anything this bad before. It's pungent, but with a faintly cloying sweetness like cheap perfume on Death itself." }, { "actor": "Half Light", "dialogue": "Something cold wakes in the pit of your stomach: fear." }, { "actor": "Encyclopedia", "dialogue": "The signs of decaying meat. It announces itself from two dozen metres away. A warning, a *memento mori*." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"That's just it! This isn't like him at all. He always plans his expeditions so carefully...\"" }, { "actor": "Shivers", "dialogue": "A cold breeze hisses through dense thickets of reeds.... Something sweet in it, somnolent. A damp chill goes down your spine. When you look around, you're still in the Whirling-in-Rags." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\u201cBut you have more important things to worry about.\u201d She glances out the window toward the bay." }, { "actor": "Conceptualization", "dialogue": "More important than a missing *expedition?* I don't know... expeditions often lead to something interesting." }, { "actor": "You", "dialogue": "\"I ran into your husband on the coast.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Goodness! How is he? Did he say why he hasn't returned yet?\" The old woman clasps her hands together over her blanket." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_greeting_done\"]) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"coast.morell_kim_there_no_task_greet\"] and IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He's fine, ma'am. He couldn't get back earlier because the water lock on the canal was broken. He should be back soon.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"I hope so! He's going to catch a cold, staying out there for so long...\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"But I am so relieved to hear that he's okay. Thank you for putting an old woman's heart at ease, if even a little.\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]" }, { "actor": "Empathy", "dialogue": "You haven't, however. There are dangers out there, our ageing bodies fail... her heart won't rest until Morell is safely back with her." }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"tc.cryptozoology\"] and Variable[\"whirling.lena_white_check_cryptids\"] == false]" } ], [ { "actor": "Mail Collection Box", "dialogue": "The dented yellow mailbox greets you with it's graffito and bullet holes in the front." }, { "actor": "You", "dialogue": "Drop the white envelope into the mailbox." }, { "actor": "Mail Collection Box", "dialogue": "You drop the white envelope in the darkness. It lands with a soft thud on what sounds like a couple of letters." }, { "actor": "Perception (Hearing)", "dialogue": "About a week's worth of mail has collected in there. They'll empty this very soon." }, { "actor": "Logic", "dialogue": "Probably did the right thing. You can't trust that slug Evrart -- you *know* he's going to play you somehow." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright, let's go back to Evrart.\" The lieutenant turns towards the industrial harbour. \"If we don't mention anything to him, he won't know before it's too late.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"Lieutenant, I have a confession to make. *I* am the murderer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant appears unfazed. \"And what has led you to this conclusion?\"" }, { "actor": "You", "dialogue": "\"I just feel this sense of doom, like an awful thing has happened.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That is a common side effect of overindulgence. It will pass.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_body_mercenary\"] or Variable[\"whirling.garte_body_mercenary\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.apprehend_reckless_driver_done\"]) == false]" }, { "actor": "You", "dialogue": "\"So you're saying I didn't kill him?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I find that highly unlikely. It's not unusual for detectives to feel complicit in the crime until the perpetrator is apprehended. Especially when the investigation is dragging. So let's get back to it, shall we?\"" }, { "actor": "You", "dialogue": "\"Tell me about the case.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What do you want to know?\"" } ], [ { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_success_read\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.replaced_viscal_read_before_tribunal\"] and Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_drew_red_thread\"]]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.replaced_viscal_returned\"]) == false]" }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: (CheckItem(\"map_of_martinaise\")) == false]" }, { "actor": "Visual Calculus", "dialogue": "You see the same two neon lit shapes -- a man and a woman. Only now a red thread bisects the room, pointing from the antenna outside, to the cupboard on the wall." }, { "actor": "Clear Window", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is ballistics. She's left a trajectory for us...\" The lieutenant tests the thread with his finger. Drawn taut, it rebounds instantly." }, { "actor": "Visual Calculus", "dialogue": "A ray of backward motion explodes from the man's mouth: through the window, to the roof outside, widening into a radius -- A prime." } ], [ { "actor": "Savoir Faire", "dialogue": "Psst, hear that?" }, { "actor": "You", "dialogue": "Everything gets so quiet when it snows." }, { "actor": "Savoir Faire", "dialogue": "No, not the snow -- the ominous hum of a *preposterously affluent individual*... It seems to be coming from above us." }, { "actor": "Perception (Hearing)", "dialogue": "You hear dock water quietly lapping against seaweed-slimed concrete, but definitely no ominous hums." }, { "actor": "You", "dialogue": "I don't see anyone. Are you sure?" }, { "actor": "Savoir Faire", "dialogue": "Yes, I'm sure. *Someone* here has assets stacked away in OFCs. Look up." }, { "actor": "Encyclopedia", "dialogue": "OFCs or Offshore Financial Centres -- that's another word for tax havens. EPIS has adopted the OFFNET approach into their frameworks for addressing OFCs, but it's still a problem." }, { "actor": "You", "dialogue": "Wait, OFCs?" }, { "actor": "Savoir Faire", "dialogue": "Tax havens, OFCs, Sinks, Conduits, *heavens*... Get with the terms, hustler-boy. Now look up!" }, { "actor": "You", "dialogue": "(Look up.)" }, { "actor": "Savoir Faire", "dialogue": "See that massive container there, held up by that humongous crane? That's it! We need to get that box of treasures down. Try using that control panel over there." }, { "actor": "Logic", "dialogue": "Hold up a minute... why should a preposterously affluent individual be hiding themselves in a container?" }, { "actor": "You", "dialogue": "No problemo, boss-man. On my way to lower that crane... [Leave.]" }, { "actor": "Savoir Faire", "dialogue": "Great *work* ethic, friend. No one should be scared to get their hands dirty on the road to brilliant *success*." } ], [ { "actor": "Blue door", "dialogue": "You see a heavy steel door with a prominent dimple lock. It's painted blue." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.bluedoor_inland_blue\"]]" }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_kick_down_success\"] == true) == false]" }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_greeting_done\"]]" }, { "actor": "Visual Calculus", "dialogue": "It could be connected to the barred door upstairs." }, { "actor": "You", "dialogue": "\"I wonder where this door leads.\"" }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_not_unimportant\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So do I.\" The lieutenant touches the lock. \"It's locked -- and sturdy. The paint job looks old. From *before* the cafeteria.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"We're not getting past it without a key. We should ask the bartender...\" He corrects himself. \"The cafeteria manager.\"" }, { "actor": "You", "dialogue": "Touch the door." }, { "actor": "Blue door", "dialogue": "The cobalt blue surface feels rough to touch. The stainless steel door is flush with its frame on every side." } ], [ { "actor": "Lilienne's Twin", "dialogue": "The scruffy-haired little boy kicks a stone while the other watches him do it." }, { "actor": "You", "dialogue": "\"You must be Lilienne's twins.\"" }, { "actor": "Lilienne's Twin", "dialogue": "This one doesn't say anything, kicking the concrete with his worn-out sneaker." }, { "actor": "Lilienne's Other Twin", "dialogue": "\"Lily's our mom,\" explains the other one, tongue still lolling out of his mouth." }, { "actor": "You", "dialogue": "\"Bye.\" [Leave.]" } ], [ { "actor": "Pain Threshold", "dialogue": "The spread pattern of these bullet holes makes your chest ache. Your breath grows heavier." }, { "actor": "Visual Calculus", "dialogue": "Another set of awfully old bullet holes." }, { "actor": "You", "dialogue": "\"What's with all these bullet holes? I've seen a lot of them around.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at the wall. \"Remnants from the Revolution. These are over half a century old.\"" }, { "actor": "You", "dialogue": "\"Is there something we should do about these?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No, we're not constructors and renovators. And these bullet holes do not warrant an investigation.\"" }, { "actor": "You", "dialogue": "\"Okay. But what can you tell me about the Revolution?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not much. I don't have a *fresh perspective* on it. Should we go?\"" } ], [ { "actor": "Writing Desk", "dialogue": "A phone book lies open on the table, covering a stack of utility bills. Right next to it, in plain sight, sits a small bottle of amphetamine, conveniently equipped with a straw." }, { "actor": "Savoir Faire", "dialogue": "You could slip the bottle right into your pocket -- the lieutenant wouldn't even notice..." }, { "actor": "You", "dialogue": "Take the speed from the table." }, { "actor": "Writing Desk", "dialogue": "You pocket the bottle as if it were the most natural thing in the world." }, { "actor": "Electrochemistry", "dialogue": "Don't wait, celebrate! Blast that shit right here! Take inventory of it once this boring table shit is done!" }, { "actor": "Half Light", "dialogue": "Blast it before you face the beast, de Ruyter. You're going to need the encouragement." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Morell, the Cryptozoologist", "dialogue": "He eyes you sceptically. \"All right -- what cryptids, precisely? I usually discuss these things with *specialists*, so I don't know what...\"" }, { "actor": "Rhetoric", "dialogue": "*...we would have to discuss?* he wants to say, but decides against it since you've offered to help." }, { "actor": "Suggestion", "dialogue": "You need to ask him about specific cryptids -- cryptids you've heard about from Lena, or his friend Gary. He won't *just* talk." }, { "actor": "You", "dialogue": "\"Which cryptid did you *almost* catch? You said before, that you almost caught one.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"They're not people, really -- some argue that they're not even animals, as they seem to have evolved directly from trees.\" He says it in a self-explanatory, every day manner." }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"They're very, very thin, almost flat, in fact, and can camouflage themselves easily, wrapping themselves around trees and blending in with the tree bark. In that way, they're not too dissimilar from the phasmid we are looking for here.\"" }, { "actor": "You", "dialogue": "\"How did you almost catch a willow person?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Gary and I painted an entire grove's worth of trees in slow-drying paint. It was a bright lavender colour. I was hoping one of the willow people would get paint on it and not be able to camouflage itself.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"After waiting in hiding for hours, I saw a figure slip from one of the trees, a lavender shadow dashing through the grove...\"" }, { "actor": "You", "dialogue": "\"And then?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"I chased it with a net -- not very elegant, but you can't be elegant in the field -- and, well, it was faster than me!\"" } ], [ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"Who called the shots that night?\"" }, { "actor": "Elizabeth", "dialogue": "\"Are you deaf? There will be no singling anyone out. You can't arrest *a* Hardie boy without arresting *all* Hardie boys.\"" }, { "actor": "Elizabeth", "dialogue": "\"Do you think you could do that? Do you think you could arrest them all?\" A shadow of a smirk passes her lips, as she tilts her head." }, { "actor": "Rhetoric", "dialogue": "A trick question. Don't let her lead the conversation." }, { "actor": "Authority", "dialogue": "Titus. Keep addressing him. He *wants* everyone to know he's in charge." }, { "actor": "You", "dialogue": "(Address Titus.) \"No, but seriously -- who calls the shots around here?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Who do you fucking think does?\" He sounds more amused than angry." }, { "actor": "Authority", "dialogue": "He's so sure it's him -- but it's not that simple. There's someone above him (or beside him?) sharing the leadership. Hard to say who..." }, { "actor": "You", "dialogue": "(Point at the harbour.) \"Evrart Claire runs the Union. You answer to him, right?\"" }, { "actor": "Titus Hardie", "dialogue": "\"You keep him the fuck out of this.\" He leans toward you. \"We have *autonomy*. It's all on us. Evrart runs the Union -- *I* run the Hardie boys.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.big_dick_missing\"]]" }, { "actor": "Authority", "dialogue": "You stepped on some big toes there. Tried to take out a satellite. That's not how it's going to go. They'd rather rot in jail than implicate Mr. Claire in this mess." }, { "actor": "Logic", "dialogue": "When the shit starts spinning it will *not* land on Mr. Claire -- that's the deal here. The fixer will ignore the notion completely, focusing on Titus' culpability." } ], [ { "actor": "Cleaning Lady", "dialogue": "\"Give me a moment...\" The cleaning lady still seems to be having difficulty breathing." }, { "actor": "You", "dialogue": "\"Do you know anything about a *secret meeting* that's happening tonight?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"What?\" She frowns. \"No. Nobody tells me anything.\"" }, { "actor": "Logic", "dialogue": "Would she understand if they did?" }, { "actor": "You", "dialogue": "\"How about any unusual activity taking place after hours? Say after 22.00?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"If it ain't my business I keep my nose out of it...\" She shakes her head and mutters to herself." }, { "actor": "Cleaning Lady", "dialogue": "\"Think we'd all be better off if people kept their noses to themselves.\"" }, { "actor": "You", "dialogue": "\"I'm looking for Billie M\u00e9jean's apartment. Could you direct me?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"It's about Victor, isn't it?\" She narrows her pale grey eyes. \"It's always about Victor with her... You'll find the M\u00e9jeans in apartment #20 upstairs. It's one of the doors on the balcony.\"" }, { "actor": "You", "dialogue": "\"I have a few questions about those apartments...\"" }, { "actor": "Cleaning Lady", "dialogue": "\"Ask away, policeman.\"" } ], [ { "actor": "You", "dialogue": "\"Looks old. What's it still doing here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"After...\" He thinks. \"Forty four years? That's not nearly enough time to hide what happened here, officer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"One of these barrels was still leaking fuel, as you saw. The city is full of things like this. Old bullets, guns, fuel...\"" }, { "actor": "You", "dialogue": "\"Looks old. What's it still doing here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"After...\" He thinks. \"Forty four years? That's not nearly enough time to hide what happened here, officer.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"One of these barrels was still leaking fuel, as you saw. The city is full of things like this. Old bullets, guns, fuel...\"" }, { "actor": "You", "dialogue": "[Finish thought.]" } ], [ { "actor": "Interfacing", "dialogue": "As you hold your ledger's clip under the headlamp, a shimmering iridescent pattern appears. One you've definitely seen before..." }, { "actor": "Kim Kitsuragi", "dialogue": "\"There she is: Revachol West.\" There's a note of pride in the lieutenant's voice." }, { "actor": "Damaged Ledger", "dialogue": "Around the borders of the watermark are dozens, no, *hundreds* of micro-perforations." }, { "actor": "You", "dialogue": "\"Okay, let's go.\" [Put the ledger away.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Right. I'll go turn off the lights...\" He presses a remote control on the key." } ], [ { "actor": "Acele", "dialogue": "\"Oh, that... you're not gonna believe me. There's no point in me telling you.\"" }, { "actor": "Rhetoric", "dialogue": "She's less prone to blurting out 'crab-man!' than the others." }, { "actor": "You", "dialogue": "\"You're right. Let me ask you about something else.\"" }, { "actor": "Acele", "dialogue": "\"Go ahead.\"" }, { "actor": "You", "dialogue": "\"Have you seen a suspicious woman around here? A woman who looked like she might be on the run?\"" }, { "actor": "Acele", "dialogue": "\"No.\"" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Just no?\"" }, { "actor": "Acele", "dialogue": "\"It's pretty desolate here, I only hear the dogs bark at night and see the shadows move down the coast.\"" }, { "actor": "Shivers", "dialogue": "Long shadows, short shadows. Quiet shadows of local children, loud shadows drunks and also a shadow made of sticks... you breathe on your hands for warmth." }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.ask_about_ruby_in_village\"] and Variable[\"TASK.locate_ruby_on_the_coast_done\"] == false) == false]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acele_heard_about_plan_for_church\"] or Variable[\"ice.andre_greeting_done\"] or Variable[\"ice.andre_volition_exit_used\"]) == false]" } ], [ { "actor": "The Deserter", "dialogue": "\"A tragicomedy...\" He shakes to life. \"Druggies, prostitutes and rentiers.\"" }, { "actor": "Composure", "dialogue": "A strange little engine seems to fire up in him again. It straightens his back." }, { "actor": "Half Light", "dialogue": "Detest pushes the cobwebs out of his eyes, pushes the melancholy aside. He relishes it." }, { "actor": "You", "dialogue": "\"More specifically?\"" }, { "actor": "The Deserter", "dialogue": "\"Specifically, the whole city is a charnel house, stripped clean and draped in neon. But Martinaise...\" he shakes his head in grave disgust, \"Martinaise is the worst.\"" }, { "actor": "You", "dialogue": "\"How come?\"" }, { "actor": "The Deserter", "dialogue": "\"Because of the *racists*. Everyone is a racist in Martinaise, it's their favourite thing to do in the whole world -- listening to race-themed radio shows. In the ruins, in their lorries.\" He points inland." }, { "actor": "The Deserter", "dialogue": "\"Pumped full of steroids and Radio Revachol '92. Race this, race that... It's all sanctioned by that social democratic Union and the farce of a social democrat who runs it...\"" }, { "actor": "You", "dialogue": "\"Mr. Claire?\"" }, { "actor": "The Deserter", "dialogue": "\"Yes, the fly larva in his container. He let some nihilistic advertising yuppies erect a statue of Filippe III -- a syphilitic murderer -- on the town square. To spit on the working class.\"" }, { "actor": "You", "dialogue": "Let him finish, do not interrupt." }, { "actor": "The Deserter", "dialogue": "\"Not since the serfs of ancient Perikarnassis has History produced a more *inert* social class than the Martinaise proletariat. The rest of Revachol at least *pretends* to rebuild, these people still live in ruins...\"" }, { "actor": "The Deserter", "dialogue": "\"In tents, like animals...\" He points to the church. \"Like those boom-boom-morons on the ice. A pity they didn't drown in that tent of theirs.\" He keeps shaking his head with sorrow for the sight he missed." }, { "actor": "You", "dialogue": "Nod." }, { "actor": "The Deserter", "dialogue": "\"The worst of them is the blood-drenched *soucriant* on her yacht, licking her lips. The old whore's gone now, her gun toting porcelain men are dead -- so, actually, no...\"" }, { "actor": "The Deserter", "dialogue": "\"The *worst* is that old cock parading around in his uniform, throwing balls all day. It's not enough that the racists and liberals are dancing on our graves! The old loyalist ghouls still parade the ruins too.\"" } ], [ { "actor": "You", "dialogue": "\"Okay, I gotta ask. Where exactly are you from?\"" }, { "actor": "Scab Leader", "dialogue": "\"What's it to you?\" Deep-set suspicion drips from every syllable." }, { "actor": "You", "dialogue": "\"Curiosity. Going to figure out this strike mess.\"" }, { "actor": "Scab Leader", "dialogue": "\"Big mess. Caused by Union greed.\" He shoots you a wary, distrustful look. \"But I only fight for the rights of people.\"" }, { "actor": "Drama", "dialogue": "Every once in a while, it is like you can see glimpses of another guy under the guise of this *fighter for jobs*. He seems a more brutal, cunning and suspicious person. Just a hunch. Or... you just might be paranoid!" }, { "actor": "You", "dialogue": "\"Already got that. I'm interested in *your* background.\"" }, { "actor": "Scab Leader", "dialogue": "\"We're all workers. Right? Workers stick together. Came from the Eminent Domain, in Jamrock. Background's in odd-jobs -- heavy lifting, cargo hauling, bouncer work. I know the drill.\"" }, { "actor": "Shivers", "dialogue": "A monstrous shadow, high above the firetraps of the Domain -- the 8/81 motorway running over this district of Jamrock. Concrete pillars rise up from the midst of the dilapidated wooden houses. On the horizon, barely visible, the hazy machinery of the harbour..." }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_shivers_fires\"]]" }, { "actor": "You", "dialogue": "Don't. No need. Focus on something else." }, { "actor": "Scab Leader", "dialogue": "\"So anyway, cop. That's where I'm from. It would be *stupid* to doubt that.\"" }, { "actor": "You", "dialogue": "\"You're not from The Domain.\"" }, { "actor": "Scab Leader", "dialogue": "\"Yeah?\" The man grunts. \"What makes you say that?\"" }, { "actor": "You", "dialogue": "\"I don't know what makes me say that.\"" }, { "actor": "Scab Leader", "dialogue": "The beefy man snorts and spits on the ground. \"Yeah. I don't know either.\" He turns his attention back to the harbour gates." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities, you call me Evrart, I call you Harry!\"" }, { "actor": "You", "dialogue": "\"Fine by me.\"" }, { "actor": "Evrart Claire", "dialogue": "\"So Harry, what can I help you with today?\"" }, { "actor": "You", "dialogue": "\"You called me 'Mr. Du Bois.' Why?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities. You call me Evrart, I call you Harry!\"" }, { "actor": "Inland Empire", "dialogue": "That's what the hanged corpse called you -- Harry." }, { "actor": "You", "dialogue": "\"Is that my name?\"" }, { "actor": "Evrart Claire", "dialogue": "\"My god so it's true! I didn't want to believe it, but you *are* a fantastic science-fiction amnesiac cop, aren't you?\" He shrugs with an amazed expression. \"What are the odds of that?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I think the odds of that...\" He looks at you. \"Are very low.\"" }, { "actor": "Rhetoric", "dialogue": "It might be a good idea to hide your *confusion*... I mean, see what his game is first." }, { "actor": "You", "dialogue": "\"My memory is fine -- I'm just testing you.\"" } ], [ { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gaston_rhetoric_sandwich\"]) == false]" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.gaston_told_about_peoples_sandwich\"] and Variable[\"plaza.gaston_fascist_sandwhich\"] and (Variable[\"plaza.gaston_altgreet_rene_dead\"] or Variable[\"plaza.rene_know_dead\"])) == false]" }, { "actor": "Rhetoric", "dialogue": "A man so principled about his sandwich calls for a principled approach. Time to get political." }, { "actor": "You", "dialogue": "I'm not so sure about this..." }, { "actor": "Rhetoric", "dialogue": "Too late. Daddy's already fighting the bad fight. Make it stick." }, { "actor": "You", "dialogue": "\"This city's going to shit. Sooner or later some foreign anarchist is gonna *steal* your sandwich. That's a fact.\"" }, { "actor": "Gaston Martin", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Gaston Martin", "dialogue": "\"Eh... I don't think that's gonna happen.\" He chuckles. \"Why would you even...?\"" }, { "actor": "You", "dialogue": "\"Cause that's how foreigners *are*, Gaston. They won't stop 'till you have nothing left.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"He won't care.\" The old veteran glances at his partner. \"As long as there's food in his fat belly, he'll lick any boot that's kicking it to him...\"" }, { "actor": "Rhetoric", "dialogue": "Good, Ren\u00e9's on board too -- time to take back the streets. Right-wing populism, here we come!" }, { "actor": "You", "dialogue": "\"Revachol is calling -- she needs us. Not tomorrow, not *soon*, but right now. Let's take our home back.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"*Now* you are talking sense, son.\" His eyes light up. \"All three of us, working as a group -- we can make a difference.\"" }, { "actor": "Suggestion", "dialogue": "Whatever you're selling there -- he's buying it. In bulk." } ], [ { "actor": "You", "dialogue": "\"I think this may be the Artemitep's Boxing Club For Young Athletes.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I think you're right,\" he says. \"Though it looks like no one's been here in ages...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... Good thing we have a flashlight on us.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a faint beam of daylight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"Let's go get the flashlight then.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods." } ], [ { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.doomed_investigation\"] and Variable[\"TASK.doomed_investigation_done\"] == false) == false]" }, { "actor": "Novelty Dicemaker", "dialogue": "\"We're inside the chimney of an old central furnace. It's strange, I know.\" She looks at the ruddy bricks that make up the walls -- even though they've been repainted there are still signs of coal-black soot here and there." }, { "actor": "Novelty Dicemaker", "dialogue": "\"But when I arrived here, all the other rooms were taken, so I had to build myself a makeshift home. Besides, I don't really have to pay any rent here, so that's a plus.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_the_witch\"]]" }, { "actor": "Inland Empire", "dialogue": "Plaisance was right... There's an entity living in the chimney! You should ask her about the curse." }, { "actor": "Authority", "dialogue": "Does it mean she's *unlawfully* occupying a part of the house? Shameful!" }, { "actor": "Novelty Dicemaker", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Creative.\" The lieutenant looks around the spacious room, its ceiling fading into shadows above." }, { "actor": "Reaction Speed", "dialogue": "When she arrived here, there was no room anywhere else... She must've known the other businesses." }, { "actor": "You", "dialogue": "\"Do you know what happened to other tenants? Everyone else is gone.\"" }, { "actor": "Novelty Dicemaker", "dialogue": "\"More or less.\" She adjusts the yellow scarf that covers her hair. \"Are you interested in anyone specific?\"" }, { "actor": "Logic", "dialogue": "Oh, quite a lot of them spring to mind." }, { "actor": "Shivers", "dialogue": "Rats scuttle in the dark rooms, under the abandoned blow driers and dusty mannequins, cobwebs cover rotors and radiocomputers alike... so much failure." }, { "actor": "You", "dialogue": "\"There was a terrifying taxidermied bear in the cellar.\"" } ], [ { "actor": "Working Class Corpse", "dialogue": "A man lies on the boardwalk, his limbs bent and neck turned at an unnatural angle. Right next to him is an empty bottle of spirits. In his cramped hand: a chewing gum wrapper." }, { "actor": "You", "dialogue": "Study the man himself." }, { "actor": "Working Class Corpse", "dialogue": "The man has fallen through a crack in the boardwalk and hit his head against the metal bench. Coagulated blood covers his black hair. One of his feet is still dangling through the hole." }, { "actor": "Electrochemistry", "dialogue": "You have to be quite inebriated to fall that bad. Well over a litre of pure ethanol. Three bottles of wine or one and a half of spirits?" }, { "actor": "Logic", "dialogue": "A bad fall. It might have been dark outside? This place is a mine field in the dark." }, { "actor": "Savoir Faire", "dialogue": "When damp these boards are really slippery, even a sober man could loose their balance here." }, { "actor": "You", "dialogue": "Examine his face." }, { "actor": "Working Class Corpse", "dialogue": "His expression is dull like the sea behind him, drops of water shining on his moustache. His eyes, empty and wide, look frightening in their frozen gaze." }, { "actor": "Visual Calculus", "dialogue": "Height: 170-175 cm, curly hair, stout build. Age: approximately 50-60 years." }, { "actor": "Empathy", "dialogue": "He was confused when he died. Confused and alone, most likely. Overcome with the awful surprise of it all." }, { "actor": "Inland Empire", "dialogue": "He was *just* about to head home. The first step back home proved to be his last." } ], [ { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_inside_main_hub_reached\"] == true]" }, { "actor": "Barred Door", "dialogue": "This is the door to the pinball workshop that you left barred on the inside." }, { "actor": "You", "dialogue": "Push." }, { "actor": "Barred Door", "dialogue": "It's barred from the inside. You hear the bar rattle in the brackets." }, { "actor": "Perception (Hearing)", "dialogue": "Sounds like it's heavy too. Very sturdy." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_hearing_heavy\"]]" }, { "actor": "Logic", "dialogue": "Must be something valuable inside to go through the trouble of protecting it -- the door is very sturdy indeed." }, { "actor": "You", "dialogue": "Kick the door in." }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_physinst_kick_in_success\"]) == false]" }, { "actor": "Barred Door", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"] or Variable[\"TASK.enter_cavern_done\"] or IsHourBetween(7,22) == false]" }, { "actor": "Physical Instrument", "dialogue": "You kick it -- gung ho style, *entering the premises* style -- but the door fails to respect the force. All you hear is the bar rattling inside, laughing at you." } ], [ { "actor": "You", "dialogue": "(Nod.) \"What now?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'll call the station tomorrow and let them know the name of the deceased.\"" }, { "actor": "You", "dialogue": "\"That's it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's it. We should get back to our case now that our duty here is done.\"" }, { "actor": "You", "dialogue": "\"That's it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"That's it. We should get back to our case now that our duty here is done.\"" }, { "actor": "You", "dialogue": "\"Right, this is closed then.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"Let's go.\"" } ], [ { "actor": "Knick-knacks Stand", "dialogue": "You see rows of toy soldiers guarding the rest of the trinkets displayed on the table: some on horseback, others in rags, others yet in bright blue uniforms. All are stern and unyielding in their duty." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_inland_buy_done\"]]" }, { "actor": "You", "dialogue": "Dig up a truly *cool* figurine in the box under the table." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: Variable[\"canal.toy_white_check\"]]" }, { "actor": "Interfacing", "dialogue": "Why, what's this? A headless man riding a horse? A headless man wearing futuristic track suit trousers that say FALN!" }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: Variable[\"village.idiot_gave_second_alcohol\"]]" }, { "actor": "You", "dialogue": "\"The Headless FALN Rider!\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Indeed.\" He immediately knows what you're talking about. \"I think I even have his cap somewhere down here...\" He looks for it. \"A tiny miniature FALN cap to go with it. Yours for 50 cents.\"" }, { "actor": "Rhetoric", "dialogue": "He doesn't elaborate on what that means -- it's unlikely that he will." }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Interfacing", "dialogue": "Cool rider, right? I knew we'd find something worthwhile here! Buy it!" } ], [ { "actor": "Shivers", "dialogue": "Signage is put up and taken down, shop windows boarded up and reopened once more. What remains constant -- voyeurism, always unhelpful. And, at times, quite fully helpless." }, { "actor": "You", "dialogue": "It's not my fault this pinball operation failed." }, { "actor": "Shivers", "dialogue": "No, but how does it make you feel, to dig through its trash?" }, { "actor": "You", "dialogue": "Like a survivor." }, { "actor": "Shivers", "dialogue": "But of what conflict or catastrophe?" }, { "actor": "You", "dialogue": "[Ignore thought.]" } ], [ { "actor": "You", "dialogue": "\"Are there any *invisible* cryptids?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course. All fairy tales have someone or something invisible in them.\"" }, { "actor": "You", "dialogue": "\"Shush, Kim, she's gonna tell me about the invisible cryptid. What is it?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"It's the *Col Do Ma Ma Daqua*,\" the woman corrects her glasses. \"Its name means 'thin whisper of sound'. And that's *precisely* what it is -- self-replicating sound waves, invisible and intangible! The Col Do Ma Ma is very afraid of us, which makes it incredibly difficult to track...\"" }, { "actor": "Encyclopedia", "dialogue": "\"Col Do Ma Ma Daqua\" can also be translated as \"a whisper light and low.\"" }, { "actor": "You", "dialogue": "\"What does it, um, sound like?\"" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Like nothing. It's such a high-pitched sound that us humans can't hear it -- nor can other animals. It could be ringing right outside your window -- and you wouldn't even know it! It could be anywhere -- everywhere, even...\"" }, { "actor": "You", "dialogue": "\"But how can an animal be a sound?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"I think I just need a break from our main case for a bit.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I certainly understand the impulse, but this is our job, detective. Our whole *raison d'\u00eatre*. At some point, we'll need to return to it.\"" }, { "actor": "You", "dialogue": "\"Do you think we'll actually be able to reach the Coalition with this?\"" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"reputation.kim\"] > 1]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"reputation.kim\"] > 5]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You've surprised me more than once during the course of our investigation, but I have to say it still seems like a *remote* scenario.\" He shrugs." }, { "actor": "You", "dialogue": "\"Do you think we'll actually be able to reach the Coalition with this?\"" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"reputation.kim\"] > 1]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"reputation.kim\"] > 5) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"To be perfectly frank, I have my reservations about this whole antenna scheme. But who knows? We may yet be surprised.\"" } ], [ { "actor": "Inland Empire", "dialogue": "You stop mid-step and put your hand on the garish necktie." }, { "actor": "Horrific Necktie", "dialogue": "That bottle, *bratan*! Just look at that bottle!" }, { "actor": "You", "dialogue": "Where? Bottle? What?" }, { "actor": "Rosemary", "dialogue": "In this drunk's hand -- on the pipe there. Glowing blue, a mysterious, otherworldly blue. Filled to the brim with holy mysteries!" }, { "actor": "Electrochemistry", "dialogue": "It's hard to know what exactly your vivid interior is speaking of here, but I'm guessing it's got a lot of alcohol in it." }, { "actor": "You", "dialogue": "I really don't care about any bottle. I don't want to look at it." }, { "actor": "Horrific Necktie", "dialogue": "You *should* care. I'm getting a *very* special vibe from that bottle. Please go talk to him. I need to look at it closer..." } ], [ { "actor": "Oranjese Passport", "dialogue": "This passport, issued by the Sovereign Republic of Oranje -- is issued to a black haired woman called Katarzine Alasije." }, { "actor": "Logic", "dialogue": "Klaasje's hidden documents. That she said would be in a buoy on the coast." }, { "actor": "You", "dialogue": "\"It says -- Katarzine Alasije.\"" }, { "actor": "Cuno", "dialogue": "\"Okay. So what? Loop Cuno in on this.\"" }, { "actor": "Logic", "dialogue": "Katarzine Alasije was supposed to be her *real* name. Where *Klaasje* comes from, remember? God dammit!" } ], [ { "actor": "Acele", "dialogue": "\"Okay.\"" }, { "actor": "You", "dialogue": "\"What's the deal with Egg Head?\"" }, { "actor": "Acele", "dialogue": "\"What do you mean?\"" }, { "actor": "You", "dialogue": "\"Tell me about the others.\"" }, { "actor": "Acele", "dialogue": "\"Who do you want to know about?\"" }, { "actor": "You", "dialogue": "\"What do you think of the crab-man?\"" }, { "actor": "Acele", "dialogue": "\"Oh, the crab-man.\" She shudders. \"Still gives me the creeps, the way he moves... But he doesn't actually come down that much, just climbs around the rafters.\"" }, { "actor": "Acele", "dialogue": "\"I just try to stay away from the crab-man, but he talks to Noid. They seem to have some 'thing' going on.\"" }, { "actor": "You", "dialogue": "\"What does he do up there?\"" }, { "actor": "Acele", "dialogue": "\"Who knows?\" She shrugs. \"He doesn't really answer our questions, see. Not that it's easy to ask them. What are we supposed to do, yell up at the tower?\"" }, { "actor": "You", "dialogue": "\"What does he do up there?\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.cabinet_main_hub_reached\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.momsoffice_volition_wc_passed\"]]" }, { "actor": "File Cabinet", "dialogue": "The file cabinet stands steady as ever. Sliding out a drawer presents you the folders you already went through. On top of them is the handwritten note." }, { "actor": "You", "dialogue": "Close the drawer. [Leave.]" }, { "actor": "File Cabinet", "dialogue": "The drawer slides shut smoothly." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.light_paid_shares\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.light_money\"]) == false]" }, { "actor": "Sawed-off Street Light", "dialogue": "A typical Martinaise street light sits among assorted floor and table lamps." }, { "actor": "Encyclopedia", "dialogue": "Street lights like this one were part of a renovation effort a few decades back. Sadly, the effort was abandoned before it was completed -- and so these lights still illuminate crumbling streets." }, { "actor": "You", "dialogue": "\"How much for the street light?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Seven hundred re\u00e1l. A bargain, I dare say.\"" }, { "actor": "Half Light", "dialogue": "A bargain?! No, it's not! He's trying to sweet-talk you into buying trash!" }, { "actor": "You", "dialogue": "\"Even taking into account the risk of obtaining the light, that seems a bit steep....\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"There's also the matter of rewiring. But the most important transformation is the light's placement among ordinary *indoor* fixtures, which has adjusted its morphological field. The light became suitable for use inside the home just a few days ago.\"" }, { "actor": "You", "dialogue": "\"How much for the street light?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Seven hundred re\u00e1l. A bargain, I dare say.\"" }, { "actor": "Half Light", "dialogue": "A bargain?! No, it's not! He's trying to sweet-talk you into buying trash!" }, { "actor": "You", "dialogue": "\"Even taking into account the risk of obtaining the light, that seems a bit steep....\"" } ], [ { "actor": "Easy Leo", "dialogue": "\"Mr. Harry! Boy, old Leo sure was right about you! I knew you was a Union man at heart when I first saw you.\" He takes a quick breath. \"Right as I turned around and looked at you, I said to myself: 'Now that fellow is a union man right there. Through and through.' And I was right, yes I was, yes I was.\"" }, { "actor": "You", "dialogue": "\"Sure, sure, Leo... go easy now and answer some questions please.\"" }, { "actor": "Easy Leo", "dialogue": "\"Sure thing, mister. I'm always ready to help out a helpful person such as yourself. Folks have got to help each other out, right?\"" }, { "actor": "You", "dialogue": "\"Where is everyone? The harbour is empty.\"" }, { "actor": "Easy Leo", "dialogue": "\"Oh, most of the guys are down at the gates, keeping the scabs from coming in...\" He leans in with a confidential look..." }, { "actor": "Easy Leo", "dialogue": "\"We're on a *strike* -- the whole union is! You don't have to work when you're on strike. Ha -- we haven't worked for two months now.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"So *no one* is working?\"" }, { "actor": "Easy Leo", "dialogue": "\"Not everyone is down there of course,\" he chuckles, \"Mr. Evrart is in his office, where he always is, and Jean-Luc is guarding the gate...\" He pauses to think." }, { "actor": "Easy Leo", "dialogue": "\"...but Titus and his boys got into some drunken trouble and Evrart sent them on a nice vacation. For a week or so...\" He stops -- but seems eager to tell you more." }, { "actor": "You", "dialogue": "\"What trouble did Titus and his friends get into?\"" } ], [ { "actor": "Coffee Table", "dialogue": "A large table with two huge vacuum-insulated thermal coffee dispensers. Someone has forgotten a small plastic card next to the stacks of cups." }, { "actor": "Inland Empire", "dialogue": "Peer into a discarded coffee cup!" }, { "actor": "You", "dialogue": "Look into one of the old coffee cups." }, { "actor": "Coffee Table", "dialogue": "You see nothing exceptional. It's a dirty cup, smudged brown, with old ground coffee stuck to the bottom... slowly getting mouldy." }, { "actor": "You", "dialogue": "Huh, okay. Thanks, this certainly wasn't a waste of time." }, { "actor": "Coffee Table", "dialogue": "You throw the cup back into the trash bin." }, { "actor": "You", "dialogue": "Look into one of the old coffee cups." }, { "actor": "Coffee Table", "dialogue": "You see nothing exceptional. It's a dirty cup, smudged brown, with old ground coffee stuck to the bottom... slowly getting mouldy." }, { "actor": "You", "dialogue": "Huh, okay. Thanks, this certainly wasn't a waste of time." }, { "actor": "Coffee Table", "dialogue": "You throw the cup back into the trash bin." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"auto.inside_shack\"]]" }, { "actor": "Bed", "dialogue": "The bed is comforting, if a bit run down. Still, you've earned a rest." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: Variable[\"whirling.bed_tutorial_shown\"]]" }, { "actor": "You", "dialogue": "Go to sleep." }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"auto.inside_shack\"]) == false]" }, { "actor": "Bed", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Bed", "dialogue": "The passage of time has not made the sheets any less coarse. The bed sags beneath your weight as you close your eyes and drift off into an uneasy sleep..." }, { "actor": "Bed", "dialogue": "..." } ], [ { "actor": "You", "dialogue": "\"Did you shoot Lely?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ruby_didnt_do_it_arguments\"]) == false]" }, { "actor": "Ruby, the Instigator", "dialogue": "\"No, I didn't do it. I only helped stage the lynching. Though I doubt that makes much of a difference to *you*.\"" }, { "actor": "Authority", "dialogue": "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?" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Who ratted me out, by the way? Was it Titus? No,\" she hesitates, \"he wouldn't have broken first...\"" }, { "actor": "You", "dialogue": "\"It was your girlfriend. She cracked.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "She smiles bitterly. \"Nah, she didn't crack. She's a survivor. If she told you anything, it was to save herself...\"" }, { "actor": "Ruby, the Instigator", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.arrest_klaasje_done\"]) == false]" }, { "actor": "Ruby, the Instigator", "dialogue": "\"But she couldn't have known I was on the coast. How did you find me?\"" }, { "actor": "You", "dialogue": "\"Your... own boys told us you were on the coast.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"*My* boys?\"" }, { "actor": "You", "dialogue": "\"Okay, call them the Hardie boys, then.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "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...\"" }, { "actor": "Volition", "dialogue": "A dull despair is creeping into her voice." }, { "actor": "Ruby, the Instigator", "dialogue": "\"...how the fuck do the rest of you get by?\"" } ], [ { "actor": "You", "dialogue": "\"Are those specks stars too?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No. That's the *uninhabited archipelago*.\"" }, { "actor": "Encyclopedia", "dialogue": "A Dolorian-era symbol of Insulinde. Known as The Face In The Sea." }, { "actor": "You", "dialogue": "\"Kim, what is the *ICM*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Insulindian Citizens Militia. It's the official name of the communards' army. The Black and White Army of the Revolution.\"" }, { "actor": "Encyclopedia", "dialogue": "Sounds an awful lot like..." }, { "actor": "You", "dialogue": "\"Kim, what is the *ICM*?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Insulindian Citizens Militia. It's the official name of the communards' army. The Black and White Army of the Revolution.\"" }, { "actor": "Encyclopedia", "dialogue": "Sounds an awful lot like..." } ], [ { "actor": "Wirr\u00e2l", "dialogue": "Large letters on the front form a title: \"Wirr\u00e2l.\" The colourful box is illustrated with bucolic vistas. The cover art also features odd-looking humanoids, some short, some taller, some with pointy ears, others with ephemeral wings." }, { "actor": "You", "dialogue": "Examine the box." }, { "actor": "Wirr\u00e2l", "dialogue": "Text underneath the title, in smaller typeface, reads: \"Third Edition, Mega-Setting Supplements Module.\" The side panel adds: \"A sword and sorcery adventure board game. With new maps and miniatures.\"" }, { "actor": "You", "dialogue": "Look at the back." }, { "actor": "Wirr\u00e2l", "dialogue": "A blurb on the back reads: \"Tired of the tedium and toil of modern life? Escape to Wirr\u00e2l! Leave behind isolas and nations with their petty squabbles. Discard electricity, magnets, and boring technological widgets...\"" }, { "actor": "Wirr\u00e2l", "dialogue": "\"Succumb to a world of high-Pasternal fantastique, unleash your imagination and create an adventure of endless possibilities. Discover the terrible secret threatening Wirr\u00e2l -- can your band of adventurers save the world?\"" }, { "actor": "You", "dialogue": "Definitely not, it sounds too dangerous." }, { "actor": "Wirr\u00e2l", "dialogue": "It's not dangerous, it's fun, structured fun! All you have to do is read an intricate rulebook, study an assortment of maps, unfold the illustrated gameboard, and start rolling dice." }, { "actor": "Wirr\u00e2l", "dialogue": "In no time you could be romping through grasslands with low-level characters, hunted by iyskel riders... or battling unspeakable monsters in endless dungeons fraught with danger and despair, conjuring up forceful maegics to aid your quest." }, { "actor": "Drama", "dialogue": "Don't forget heated arguments escalating to physical confrontation with your friends." }, { "actor": "You", "dialogue": "Put the box away." } ], [ { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "A sulphur-crested cockatoo sits on the cover, its beak slightly open. It looks as if the bird is calling out the book title: \"From A to Zrieek! A Guide To A Well-Behaved Cockatoo.\"" }, { "actor": "You", "dialogue": "Steal the guide to cockatoos." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "[Action/Check: Condition: Variable[\"doomed.book_cockatoo_wc_stealing\"]]" }, { "actor": "Interfacing", "dialogue": "You wait for the storekeeper to be distracted. When she's not looking, you haul the tome of cockatoos into your pocket." }, { "actor": "Interfacing", "dialogue": "It's quite a challenge, but eventually the guide to cockatoos is yours. Splendid effort!" }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "[Action/Check: Condition: Variable[\"tc.turn_off_tutorial_node\"] or Variable[\"character.interactable_tutorial_seen\"]]" } ], [ { "actor": "You", "dialogue": "\"I asked her where we are, what city is this, maybe even *what year*. Something like that.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He shrugs. \"That's clearly your interrogation technique. Anything else?\"" }, { "actor": "You", "dialogue": "\"I tried to hit on her...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Understood.\" He's stone-faced." }, { "actor": "You", "dialogue": "\"Better not to add anything to that.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Mhm,\" he nods. \"What else did you do?\"" }, { "actor": "You", "dialogue": "\"That's it.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"We'll be all right, officer. This is nothing.\"" }, { "actor": "Esprit de Corps", "dialogue": "You feel fortified by his assurance. It's going to be all right." }, { "actor": "Rhetoric", "dialogue": "Is it, though? 'Nothing'? You're still in for a bumpy ride here, try not to mess it up." } ], [ { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (Variable[\"tc.wards_plais\"]) == false]" }, { "actor": "Warded Door", "dialogue": "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." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: (CheckItem(\"key_bookstore_backdoor\")) == false]" }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: Variable[\"doomed.bookstore_backdoor_greeting_done\"]]" }, { "actor": "You", "dialogue": "Knock on the door." }, { "actor": "Warded Door", "dialogue": "Only an echo... No one is there." }, { "actor": "Perception (Hearing)", "dialogue": "A hollowed out, dark echo..." }, { "actor": "You", "dialogue": "Knock on the door." }, { "actor": "Warded Door", "dialogue": "Only an echo... No one is there." }, { "actor": "Perception (Hearing)", "dialogue": "A hollowed out, dark echo..." } ], [ { "actor": "Cleaning Lady", "dialogue": "\"Give me a moment...\" The cleaning lady still seems to be having difficulty breathing." }, { "actor": "You", "dialogue": "\"I am looking for the parents of a kid named Cuno.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"De Ruyters are at the end of this hallway, right next to the communal bathroom.\"" }, { "actor": "You", "dialogue": "\"Who are you?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"I'm no one, just an old woman who cleans these hallways.\"" }, { "actor": "You", "dialogue": "\"Do you live here?\"" }, { "actor": "Cleaning Lady", "dialogue": "\"If you can call it living...\" She spits on the floor, before wiping it off with a broom. \"I have a little room upstairs, right next to the coal room.\"" }, { "actor": "Cleaning Lady", "dialogue": "\"It's barely bigger than a closet, but I don't complain, no...\" She juts out her chin, eyes shining. \"I have my bed and my aching bones to keep me company and that's all I need from this world.\"" }, { "actor": "Shivers", "dialogue": "And all she gets, too. The coastal wind beats down hard on the coal room door, outside. Splashes of waves make the balcony slippery..." }, { "actor": "Rhetoric", "dialogue": "She hasn't spoken to anyone for a while. Even her sentences feel rusty." }, { "actor": "You", "dialogue": "\"Do you know anything about a *secret meeting* that's happening tonight?\"" } ], [ { "actor": "Endurance", "dialogue": "It's clear you like the hard stuff, br\u00f6ther." }, { "actor": "You", "dialogue": "What is my lower intestine going on about?" }, { "actor": "Endurance", "dialogue": "Lower intestine? The term is METABOLIC AND CIRCULATORY SYSTEM." }, { "actor": "You", "dialogue": "Okay, but... what's *the hard stuff*?" }, { "actor": "Endurance", "dialogue": "*Fascism*, br\u00f6ther." }, { "actor": "You", "dialogue": "*Fascism* sounds so bad, though. What if we called it something else? Like, uh, *traditionalism*?" }, { "actor": "Endurance", "dialogue": "\u00d6kay. Yes. Let's call it that. Good thinking." }, { "actor": "Rhetoric", "dialogue": "That sounds much better. Traditionalism. You like the sound of that." }, { "actor": "You", "dialogue": "What *is* fascism, though?" }, { "actor": "Endurance", "dialogue": "Many things, but it's m\u00f6stly about trusting your gut. Who does your gut tell you is the source of Revachol's problems?" }, { "actor": "You", "dialogue": "Foreigners?" }, { "actor": "Endurance", "dialogue": "Yes, them, but also..." }, { "actor": "Endurance", "dialogue": "...w\u00f6men." }, { "actor": "You", "dialogue": "W\u00f6men?" }, { "actor": "Endurance", "dialogue": "W\u00f6-Men. Men of W\u00f6. You don't like them. They're insane. Their idiocy needs to be scrubbed off this world with rubbing alcohol. W\u00f6men need to go back to the fucking kitchen." } ], [ { "actor": "Hjelmdallermann: the Man from Hjelmdall", "dialogue": "The Man from Hjelmdall stares out at you from the cover, his face fixed in grim resolve." }, { "actor": "You", "dialogue": "Look at the back cover." }, { "actor": "Hjelmdallermann: the Man from Hjelmdall", "dialogue": "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 Wr\u00f4thg\u00e4r, and some of their most fearsome foes yet. For the Northlands! For HJELMDALL!\"" }, { "actor": "Perception (Sight)", "dialogue": "Below, in smaller font, you see the parenthetical: \"(Adapted from: 'Man from Hjelmdall and the Necromancer's Treasure,' 'Man from Hjelmdall: Lord of Wr\u00f4thg\u00e4r,' and 'Man from Hjelmdall: The Curse of Nachtherrer.')\"" }, { "actor": "You", "dialogue": "[Put the book away.]" } ], [ { "actor": "You", "dialogue": "Face yourself." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_endurance_rc\"]]" }, { "actor": "Endurance", "dialogue": "It's time you knew the truth, br\u00f6ther." }, { "actor": "You", "dialogue": "I am ready." }, { "actor": "Endurance", "dialogue": "Love... time... Revachol..." }, { "actor": "Endurance", "dialogue": "It's all shit." }, { "actor": "You", "dialogue": "All of it?" }, { "actor": "Endurance", "dialogue": "*All* of it." }, { "actor": "You", "dialogue": "Even love?" }, { "actor": "Endurance", "dialogue": "Especially love, br\u00f6ther. Face it, no one's willing to make the sacrifices that are necessary, not in this day and age." }, { "actor": "Endurance", "dialogue": "Look deep inside yourself. You know it's true, because it *hurts*." }, { "actor": "You", "dialogue": "I may as well give up then..." }, { "actor": "Endurance", "dialogue": "Who said anything about giving up?" }, { "actor": "Endurance", "dialogue": "It takes a true kingsman to summon the *will* to face reality in all its darkness. To stare straight into the abyss and do *what must be done*." }, { "actor": "You", "dialogue": "I will bear any burthen." }, { "actor": "Mirror", "dialogue": "[Action/Check: Condition: Variable[\"coast.payphone_called_her\"]]" } ], [ { "actor": "You", "dialogue": "\"Did you ever use artillery fire against the *communards*?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Sadly, no. It was the foreigners who brought them to their knees. We fought valiantly -- too valiantly. So valiantly we got licked,\" he adds, squeezing a *boule* in his fist." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Should've fought dirty. Like they did with their suicide sex cult propaganda and *mad anarchist women* strapped to shrapnel bombs. We didn't though. And we lacked *calibre*. God bless him, but the suzerain's cannons simply weren't big enough.\u201c" }, { "actor": "Logic", "dialogue": "It was probably a bit more complicated than that." }, { "actor": "You", "dialogue": "(Look around) \"I understand. I'd bomb this place too.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"This place is the damn Beachhead, son,\" he says, pointing to the bay. \"They didn't do it because they didn't *like* it. They had to soften the commies up first.\"" }, { "actor": "You", "dialogue": "\"The Beachhead?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Yes,\" he nods, inspecting you with some disdain. \"The military-coordinated amphibious landing to take back Revachol.\"" }, { "actor": "Suggestion", "dialogue": "He finds your lack of historic knowledge troubling. A sign of mental deterioration in the proceeding generations." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Martinaise was used as one of the three footholds in Revachol during Operation Death Blow in '08. The other two are off in Stella Maris and the Delta.\" He points to the northeast." }, { "actor": "You", "dialogue": "Nod thoughtfully and turn to look northeast." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"This here is blood ground, where Coalition boots first made landfall and cleaned those rabid dogs out. Most likely,\" he says, looking down at the soil, \"we're playing p\u00e9tanque on their mangled corpses.\"" }, { "actor": "Gaston Martin", "dialogue": "\"Blood ground...\" The other one shakes his head. \"You got old Ren\u00e9 going there. Like he isn't angry enough already...\"" }, { "actor": "You", "dialogue": "\"Hold on -- the Coalition?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Mhmh,\" he grunts. \"Don't get me wrong, officer. I hate those foreign dogs. But the enemy of my enemy and all that. They're the lesser evil.\"" }, { "actor": "You", "dialogue": "\"Is that why everything is so bombed out?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Damn right, son. They laid the fire of hell on this city before they stormed it. And it worked, too.\" There is a strange gleam in his eyes." } ], [ { "actor": "Knick-knacks Stand", "dialogue": "Toy soldiers stand guard over bowls filled with bracelets, rings, and used cigarette lighters." }, { "actor": "You", "dialogue": "Inspect the blue uniforms." }, { "actor": "Knick-knacks Stand", "dialogue": "They're not all blue. These figurines also wear gold coats and caps, complimented by orange trousers. They are variously posed, wielding swords and rifles with bayonets." }, { "actor": "You", "dialogue": "\"Wait, this looks like Ren\u00e9, the old guy who was playing petanque.\"" }, { "actor": "Knick-knacks Stand", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"This is what the loyalists looked like, yes.\" He inspects the figurine. \"At first. Then they wised up and got camouflage.\"" }, { "actor": "You", "dialogue": "(Point at the blue figurines.) \"What exactly are these?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Which ones?\" The man peers from his glass box. \"Ah! Royalist soldiers from the time of the Revolution. The uniforms are painted a bit too brightly, I suppose.\"" }, { "actor": "You", "dialogue": "Win 'her' back?" }, { "actor": "Inland Empire", "dialogue": "Yes! Buy something nice! A figurine." }, { "actor": "Volition", "dialogue": "This sounds... off. You shouldn't trust this guy." }, { "actor": "You", "dialogue": "Win 'her' back?" }, { "actor": "Inland Empire", "dialogue": "Yes! Buy something nice! A figurine." }, { "actor": "Volition", "dialogue": "This sounds... off. You shouldn't trust this guy." } ], [ { "actor": "Cuno", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You're up quick... How was your sleep?\"" }, { "actor": "You", "dialogue": "(Swallow the blood and conclude.) \"Let's comb the entire island, centimetre by centimetre. That's the next step in the *task chain*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay,\" he replies simply." }, { "actor": "Empathy", "dialogue": "He's still worried. You must have really thrashed and squealed in your sleep." } ], [ { "actor": "Alice", "dialogue": "\"It will take just a moment, officer...\"" }, { "actor": "Alice", "dialogue": "Her voices fades out into the familiar radio static." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"TASK.call_station_lazareth_done\"]]" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_gottlieb_call_counter\"] >= 2]" }, { "actor": "Nix Gottlieb", "dialogue": "\"Gottlieb. What is it now?\" There's not the slightest hint of wanting to know the answer in that familiar raspy voice." }, { "actor": "You", "dialogue": "\"Doc, someone broke my heart.\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"Look, pal -- getting *pumped and dumped* is not a disease. People live through it all the time. You should be happy for her.\"" }, { "actor": "You", "dialogue": "\"Wait... pumped and dumped?\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"That's what the guys say, officer. That some chick pumped you -- and then dumped you. Threw you away like an empty juice carton.\"" }, { "actor": "Pain Threshold", "dialogue": "Don't take it personally. There just wasn't any *juice* left in your carton, pal." }, { "actor": "You", "dialogue": "\"Do you know who this person was, have I told you...\"" }, { "actor": "Nix Gottlieb", "dialogue": "\"You must have me confused for a close personal friend... I am not. I am a medical professional -- with a constant *idiot* emergency on my hands.\"" }, { "actor": "Esprit de Corps", "dialogue": "One needs tending to right now, he thinks, looking around the room. God, these apes..." }, { "actor": "Perception (Hearing)", "dialogue": "You hear someone whine in the background. \"My eye, doc... my eye...\"" } ], [ { "actor": "Savoir Faire", "dialogue": "One day, you may be able to scale this tower. But it won't be today. Neither your sinews nor your spirit could handle this ascent." }, { "actor": "You", "dialogue": "I'm a man in his prime. I should be able to do anything. This isn't fair." }, { "actor": "Savoir Faire", "dialogue": "You might be that numerically, but you've really done a number on yourself too." }, { "actor": "Savoir Faire", "dialogue": "When your mind is clear of the neurotoxins you've been injecting it with for years, and your body regains some nimbleness and swiftness, you might achieve such a feat." }, { "actor": "Physical Instrument", "dialogue": "You're not doing *that* bad. But, yeah, there's some distance to go." }, { "actor": "Physical Instrument", "dialogue": "Yeah, you were getting a tad too ambitious there." }, { "actor": "Physical Instrument", "dialogue": "Seriously what were you even thinking? You haven't been putting the work in to pull off a stunt like climbing to great heights like a cat." }, { "actor": "Conceptualization", "dialogue": "But, can't deny it -- your mind's pretty clear, all things considered. In fact, it's too clear for you to be buying into this climbing vision quest." }, { "actor": "You", "dialogue": "I don't care about the physical stuff -- I'm in it for the spiritual experience." }, { "actor": "Physical Instrument", "dialogue": "Some people will find that attitude admirable... but it's not going to help you scale these beams." }, { "actor": "Tiago", "dialogue": "\"Hey, man. I see it in you -- you are prepared to surrender yourself to the fire of revelation. But you're still a bit shaky spiritually.\" He looks you over. \"You're also just, physically, shaking.\"" }, { "actor": "Tiago", "dialogue": "\"Keep the flame in your soul alive, though. One day you'll make it up here, if you put in the work.\"" } ], [ { "actor": "Frequency Fireplace", "dialogue": "This old fireplace is covered in lines drawn in blue and red marker, the mesh spreading over the stone like blood vessels on alabaster skin. It looks ghostly and strangely ancient." }, { "actor": "Inland Empire", "dialogue": "A diagram for summoning some time-forgotten being? The symbols seem very esoteric." }, { "actor": "Conceptualization", "dialogue": "The whole thing resembles Kedran mosaic tiles. Very Pisantic." }, { "actor": "You", "dialogue": "What am I looking at?" }, { "actor": "Frequency Fireplace", "dialogue": "Radio frequencies, it seems. UKV123.6, UKV123.7, UKV123.9... some written notes too. Sparse and cryptic." }, { "actor": "You", "dialogue": "Radio frequencies for what?" }, { "actor": "Frequency Fireplace", "dialogue": "Unclear. It looks like a cardiovascular system, split into veins and capillaries. Very advanced." }, { "actor": "You", "dialogue": "Of course... (Narrow your eyes.) The anatomy of *the curse*." }, { "actor": "Frequency Fireplace", "dialogue": "Perhaps... The web is comprised of radio stations. All lead back to one red heart, titled: The Game Master Frequency. A note says: 'This one can listen in on any station it wants?!'" }, { "actor": "Half Light", "dialogue": "Looks like a surveillance programme..." }, { "actor": "Interfacing", "dialogue": "They must have had *massive* airwidth. These things don't come cheap." }, { "actor": "You", "dialogue": "If it's a game, then who's playing?" }, { "actor": "Frequency Fireplace", "dialogue": "Whoever decides to call in to a call-in station, it looks like." }, { "actor": "Perception (Sight)", "dialogue": "A list of names under the stations suggests people across *six isolas* would be playing: Mundi, Insulinde, Katla, Graad, Samara, and even Iilmaraa." }, { "actor": "Empathy", "dialogue": "All of this gone, left unrealized." }, { "actor": "Logic", "dialogue": "There's no way a little basement studio working *here* could pull anything like this off." } ], [ { "actor": "Volition", "dialogue": "Despair creeps into you, getting fat on your weakness. Whatever noble intentions you once had as a police officer -- it's eating them all up now." }, { "actor": "Inland Empire", "dialogue": "There's something else in there. There has to be. But -- it's like reaching your hand into muddy water, fishing around, and coming up with nothing..." }, { "actor": "Interfacing", "dialogue": "Yeah, I'm pretty sure you're shit out of luck *fishing around* right now. You're drowning." }, { "actor": "Conceptualization", "dialogue": "You're still coming up with sentences. That's a step up from total annihilation, right?" }, { "actor": "You", "dialogue": "\"I'm seriously running out of shits to give, Kim. Fuck you.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Fuck me? I understand this is by no means an easy investigation, but...\"" }, { "actor": "Volition", "dialogue": "Nothing you can say would make you feel any better now..." } ], [ { "actor": "You", "dialogue": "Establish authority in their eyes." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_wc_to_get_klaasje\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_failed_wc_once\"]) == false]" }, { "actor": "Authority", "dialogue": "Establish authority, yes! AUTHORITY! Feverish thoughts race through your mind." }, { "actor": "You", "dialogue": "\"If Kim was here, he would know what to say.\"" }, { "actor": "Titus Hardie", "dialogue": "\"So you wanna go get him or you wanna pester Old Titus here with more of your questions?\"" }, { "actor": "You", "dialogue": "\"Guess what: I've come upon something incriminating.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Incriminating... now that's a big boy word.\" He puts his beer can down." }, { "actor": "You", "dialogue": "\"Why was there a *Vermillion* belt around his neck?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Vermillion? Like we use in the harbour?\"" }, { "actor": "You", "dialogue": "\"Yes.\"" } ], [ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"*How* did you kill him?\"" }, { "actor": "Titus Hardie", "dialogue": "\"We hanged him up by his neck until he got real still. Wasn't that obvious, copper?\"" }, { "actor": "Shanky", "dialogue": "\"Didn't they teach you *anything* at the cop school, idiot?\"" }, { "actor": "Authority", "dialogue": "You're pretty sure you've had at least two years of *cop school* and many more of active service." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_authority_two_years_of_cop_school\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.hanged_result_hands_not_tied\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.perform_field_autopsy_done\"]) == false]" }, { "actor": "Logic", "dialogue": "This is where an autopsy would come in handy -- you have to work with what you know." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_logic_autopsy_reference\"]) == false]" } ], [ { "actor": "Sunken Motor Carriage", "dialogue": "The motor carriage looks very sad sitting all alone in the ice." }, { "actor": "Visual Calculus", "dialogue": "Remember the tyre tracks in Martinaise? This is where they were leading." }, { "actor": "You", "dialogue": "\"This is where the tracks on the plaza were leading to.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It appears to be so.\" The lieutenant has a peculiar look in his eyes as he inspects the wreckage." }, { "actor": "You", "dialogue": "\"We don't have time for traffic hooliganism right now.\" [Leave.]" } ], [ { "actor": "You", "dialogue": "\"You said 'Revakhol'?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"I like to pronounce it the *hard* way. The old way. The Vespertine way.\" He nods solemnly." }, { "actor": "Logic", "dialogue": "The *stupid* way?" }, { "actor": "Suggestion", "dialogue": "He winks at you, trying to relay some hidden message. Inviting you to mispronounce it too perhaps? It's odd." }, { "actor": "Conceptualization", "dialogue": "It's a secret rite. A very fringe-nationalist handshake, probably." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsTHCPresent(\"revacholian_nationhood\")) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.ask_traditionalists_how_to_turn_back_time\")--[[ Variable[ ]]]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.fascha_q_initiation_found_gary\"]) == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.fascha_dq_gary_endurance_conmfirms\"] == true) == false]" }, { "actor": "Endurance", "dialogue": "But still... he's definitely one of us. Longs for the Old Days - the *Old Ways*. He's likely to know how to turn back time. Ask him!" }, { "actor": "You", "dialogue": "\"Is this your mug?\" (Hold up the Yellow Man Mug.)" } ], [ { "actor": "Electrochemistry", "dialogue": "Well, hello. Someone seems to have found himself a bottle of *alcohol*. Here's where the *magic* happens." }, { "actor": "You", "dialogue": "Look at the bottle." }, { "actor": "Electrochemistry", "dialogue": "Light reflects off the green glass of the Commodore Red. The gods have been generous. Better pop it open before they change their minds..." }, { "actor": "Interfacing", "dialogue": "Wow, the gods of mass production have made this alcohol container *laughably* easy to open. A child could have done it." }, { "actor": "Volition", "dialogue": "I don't know about this..." }, { "actor": "You", "dialogue": "No. No. I'm not doing it. [Ignore thought.]" }, { "actor": "Electrochemistry", "dialogue": "Fine. We're not worried... you'll crawl back to this bottle soon enough. We'll give you another chance. Booze *always* gives you *another* chance." }, { "actor": "Suggestion", "dialogue": "Yes, it's *merciful* that way. It's your friend. Come back to it, we're all rooting for you to." }, { "actor": "Volition", "dialogue": "Not *all* of us..." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"Big surprise.\" The lieutenant grins mirthlessly. \"Anyway -- one down, three to go.\"" }, { "actor": "You", "dialogue": "\"No need to grin. I'm not *expecting* to find anything. I'm helping some citizens and getting some fresh air.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I meant no offence, just...\" The lieutenant doesn't know how to finish the sentence. He looks at you, putting the trap back on the ground." }, { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Land's End", "dialogue": "The reeds sway in the coastal breeze. They seem to be waiting for something." }, { "actor": "Shivers", "dialogue": "The wind picks up here, near the cape's end, surrounding the narrow strip of land from three cardinal directions. It's cold for this time of year." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation_done\"]]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_doomed_hub_reached\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_angered\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_altgreet_fiddle\"]) == false]" }, { "actor": "Plaisance", "dialogue": "\"Hello again, esteemed officer. And welcome to Crime, Romance, and Biographies of Famous People.\"" }, { "actor": "You", "dialogue": "\"I had a few more questions about the curse...\"" }, { "actor": "Plaisance", "dialogue": "\"Okay, but please, only a few questions.\" She peers at the curtains. \"You wouldn't want to disturb the spirits...\"" }, { "actor": "You", "dialogue": "\"Would you like me to take the case? I could investigate, see if the curse is real.\" (Conclude.)" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"Garte, I found a new bird for the Whirling.\" (Give him the ruffed grouse.)" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"What is this thing?\" The man takes the stuffed bird." }, { "actor": "You", "dialogue": "\"I wanted to apologize for breaking the great skua -- by bringing you this ruffed grouse.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Okay...\" He inspects the bird, somewhat suspiciously -- then mellows. \"Okay. Well. This is actually a nice bird. A competent piece of taxidermy.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"I can fix it to the plaque and have a... new bird in the establishment I guess?\" He hesitates. \"So, I don't know... thank you? I'm gonna go with *thank you*.\"" }, { "actor": "Empathy", "dialogue": "People just don't know how to accept gifts, especially taxidermy. He likes it. He likes the bird. It solves his broken bird problem." }, { "actor": "Endurance", "dialogue": "This was mostly about the fucking *cardio*. Massive cardio here. You'll live 'til 90! *Or* you'll get a heart attack from running." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Where did everyone go?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Oh, you know...\" he looks around at the empty place. \"People don't tend to stick around after shoot-outs. Turns out they're not good for business.\"" }, { "actor": "You", "dialogue": "\"What happened to the man with the sunglasses?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"I don't remember *everyone* who comes here.\" He shakes his head. \"And -- many people wear sunglasses inside lately. Must be a fad.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He did everything he could,\" the lieutenant interrupts him. \"*We* did everything we could. The company hired unvetted mercenaries. Lieutenant Du Bois got between them and the locals.\"" }, { "actor": "Esprit de Corps", "dialogue": "Here comes the cavalry." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_rc_dodge_ruud_shot\"] == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_shoulder_wound_avoided_cuirass\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"He did so at considerable risk to his own life. He was shot, and survived only because of his armour. We stopped an execution, not a negotiation. The loss of life was minimal compared to what it could have been.\"" }, { "actor": "You", "dialogue": "\"I'm just sorry.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsTHCPresent(\"sorry_cop\")]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Stop being sorry for five minutes,\" he says in a lowered voice." }, { "actor": "Jean Vicquemare", "dialogue": "\"Thank you for the input, Lieutenant Kitsuragi. I didn't mean to suggest you didn't handle the situation...\" He brushes a stray strand of hair out of his eye and coughs." }, { "actor": "Authority", "dialogue": "He thinks of apologizing but decides against it." }, { "actor": "Jean Vicquemare", "dialogue": "\"You've spent the week with him -- on this case. What is your take?\"" } ], [ { "actor": "The Pigs", "dialogue": "\"CONFINED QUARTERS, ASSAILANT COMING AT ME! SPLIT-SECOND DECISION, FIRE AT WILL!\"" }, { "actor": "Half Light", "dialogue": "OH MY GOD!!!!" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Pain Threshold", "dialogue": "CONDITION BLACK, ALL SYSTEMS CRITICAL!" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.pigs_rc_fil_paintresh_conditionblack\"]]" }, { "actor": "Hand/Eye Coordination", "dialogue": "No... no-no-no-no. THEY'RE REALLY NOT. The gun wasn't even loaded. No shots fired. You're fine." }, { "actor": "The Pigs", "dialogue": "\"Wh... what is this?\" The old woman looks at the treacherous weapon. \"This isn't police issue. Police weapons have bullets. This isn't real!\"" }, { "actor": "The Pigs", "dialogue": "The gun lands on the wooden planks and tears run down her scratched cheeks. \"Police guns always have bullets... What is this? Why did you sell me this?\"" }, { "actor": "Empathy", "dialogue": "She looks devastated." }, { "actor": "Interfacing", "dialogue": "Grab the gun! Right now! This might be your *ONLY* chance." }, { "actor": "You", "dialogue": "\"I'm done with this gun.\" (Leave it behind forever.)" }, { "actor": "The Pigs", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "The Pigs", "dialogue": "\"Why would they cheat me like this?! I don't have *ANYONE*!\" She slams her heavy boot in the ground. The impact travelling through the planks, sends your gun through the crack, into the black nothingness below." }, { "actor": "Interfacing", "dialogue": "That gun was the single greatest thing you had. This is an enormous loss." } ], [ { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrartdocument_forged_two_signature\"]) == false]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: (CheckItem(\"white_envelope_signed_wrong\")) == false]" }, { "actor": "White Envelope", "dialogue": "[Action/Check: Condition: CheckItem(\"white_envelope_lilienne_and_idiot_doom\")]" }, { "actor": "White Envelope", "dialogue": "You take the legal documents out of the envelope: a 12-40 month construction period and the zoning plan in the addendum. It's signed by Lilienne Carter and 'Idiot Doom Spiral'." }, { "actor": "You", "dialogue": "\"Kim, what do you think of this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm no property lawyer, but it looks fine,\" the lieutenant replies, flipping through the documents. \"I like the print size. They're not selling or leasing anything. It's not a perfect solution, but...\" He shrugs." }, { "actor": "Rhetoric", "dialogue": "...how else are you going to build something? It's always inconvenient to build things, and citizens inevitably have disagreements over such construction projects, but there's no other way." }, { "actor": "You", "dialogue": "Put the documents back in the envelope. [Leave.]" } ], [ { "actor": "You", "dialogue": "\"Surprise, Titus! I've connected you to the local drug trade.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Like hell you have.\" He leans back, unruffled. \"There is no 'local drug trade'. This place is as clean as a rifle. Go back to Jamrock and ask the local junkies how clean *your* streets are in Precinct '41-Kilos'.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Forget it. I knew you'd never own up to it.\" (Back off.)" }, { "actor": "Titus Hardie", "dialogue": "\"Own up to what?\" he shrugs. \"Why don't you limp out of here, little detective, and keep your nose off my intersection.\"" }, { "actor": "You", "dialogue": "Convince Titus he is being manipulated." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]" }, { "actor": "Rhetoric", "dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_drama_rc_success_they_lie\"]]" }, { "actor": "Composure", "dialogue": "But you know someone who *might*." }, { "actor": "You", "dialogue": "\"That's it then. Case closed.\" (Look around.) \"We're going home, Kim.\"" } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: DayCount() == 3]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_altgreet_day_two_heart_hint\"]) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"Offic... argh...\" He rubs his chest and spits. \"Goddamnit... pull yourself together, Ren\u00e9.\" He turns to you. \"What do you want?\"" }, { "actor": "Endurance", "dialogue": "This man seems to be experiencing a mild to medium level of congestive heart problems, either due to narrowing of the arteries or high blood pressure." }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_endurance_heart_problems\"]) == false]" }, { "actor": "You", "dialogue": "\"Do *May bells* mean anything to you, Ren\u00e9?\" (Show him the flower.)" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "He glances at it and frowns. \"I prefer the old name -- Insulindian Lily. Girls brought them to young cadets when they entered service. Wearing them on your cap was supposed to bring good luck.\"" }, { "actor": "You", "dialogue": "\"Did they bring you good luck?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"You know what...\" He falls silent and the emerging smile withdraws. \"No. They brought me misery, false hope, and disappointment. The *revolutionaries* sullied them.\"" }, { "actor": "Suggestion", "dialogue": "You stirred up some bad memories there." }, { "actor": "Gaston Martin", "dialogue": "\"But it wasn't the revolutionaries that *sullied* the idea for you, was it?\" He looks at the old soldier almost gently. \"She gave them to me too and your jealous little heart just couldn't accept it.\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"plaza.rene_jeanne_marie_mentioned\"]]" } ], [ { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"ice.noid_pregreeting_done\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.andre_greeting_done\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"ice.noid_pre_pre_greeting_done\"]) == false]" }, { "actor": "Noid", "dialogue": "\"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." }, { "actor": "Noid", "dialogue": "\"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." }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"ice.noid_empathy_tinkerer_said\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.find_technical_expertise\")--[[ Variable[ ]]) == false]" }, { "actor": "You", "dialogue": "\"What about now? Are the sines all right now?\"" }, { "actor": "Noid", "dialogue": "\"Na... huh. Still strongly out of sync. Stage gamma dis-alignment.\"" }, { "actor": "You", "dialogue": "\"What?\"" } ], [ { "actor": "You", "dialogue": "Look under the boxes of carton." }, { "actor": "Trash Container", "dialogue": "You see: milk, an egg-rest with one broken egg in it, some pasta wrapper... Picking up the soggy packages somehow feels familiar." }, { "actor": "Interfacing", "dialogue": "You've done this before. The movements are recorded in your elbows, the methodology in your fingers... you're used to this." }, { "actor": "Trash Container", "dialogue": "[Action/Check: Condition: (Variable[\"yard.trash_interfacing_has_done_dumpsters_before\"]) == false]" }, { "actor": "Trash Container", "dialogue": "A box falls into pieces in your hands: Batiste *Soleil* cereal. There are plastic pasta packages below, and *Turbo* noodles. Nothing of note, however." }, { "actor": "You", "dialogue": "Dig in Hobocop-style -- for extra content." }, { "actor": "Trash Container", "dialogue": "Wow, an Armistice calibre 50 nock cannon, half wrapped in paper tissues! So shiny..." }, { "actor": "You", "dialogue": "Where?! I can't see it." }, { "actor": "Trash Container", "dialogue": "Never mind, look at that fat string of Archipelagoan pearls snaking amidst the banana peels!" }, { "actor": "Trash Container", "dialogue": "And is that a Cordon Electrics pre amp with Elektra f2 tubes? It is! That catches quite a price, we're talking 12,000 easy. Unless you're into hi-fi yourself?" }, { "actor": "You", "dialogue": "I am into hi-fi!" }, { "actor": "Trash Container", "dialogue": "That's too bad, because none of those things are actually in there. There's just food waste and crisp wrappings." }, { "actor": "You", "dialogue": "I knew it. (Withdraw from the dumpster's cavernous depths.)" } ], [ { "actor": "A Brief Look at Infra-Materialism", "dialogue": "The cover of this pocket-sized volume features a swirl of orange, yellow, and green. The title, \"A Brief Look at Infra-Materialism,\" is set in an authoritative yet approachable serif font." }, { "actor": "Conceptualization", "dialogue": "What an interesting colour palette. It's vibrant, yet somehow leaves you ever so slightly nauseated." }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "On the inside jacket flap, you find a brief summary: \"What is infra-materialism? A highly theoretical branch of Mazovian communism? A collection of mystical ramblings by a discredited revolutionary? Or possibly both?\"" }, { "actor": "A Brief Look at Infra-Materialism", "dialogue": "\"This Brief Look(TM) introduces readers to one of this century's most fascinating and misunderstood theories in a concise, jargon-free manner.\"" }, { "actor": "You", "dialogue": "Let's return to it later. [Leave.]" } ], [ { "actor": "Elevator", "dialogue": "The elevator stands open, inviting you to step inside." }, { "actor": "Logic", "dialogue": "This elevator must have been used to transport pinball machines to and from the upstairs workshop." }, { "actor": "You", "dialogue": "\"This elevator must have been needed to transport the pinball machines up and down.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Seems so, although it's pretty... quaint for a freight elevator.\" He taps on the guttering light bulb -- it's golden in the dark." }, { "actor": "You", "dialogue": "Could this have been for moving pinball machines up and down?" }, { "actor": "Elevator", "dialogue": "Looks like one would fit in there, yes. Although it's also surprisingly human -- in the golden light of that ancient bulb." }, { "actor": "You", "dialogue": "\"I wonder what this elevator was used for.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Seems like a small freight elevator for transporting machinery. For that -- it's pretty quaint.\" He taps the on the guttering light bulb -- it's golden in the dark." } ], [ { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: (DayCount() == 1) == false]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "[Action/Check: Condition: Variable[\"TASK.inspect_traps_2_done\"]]" }, { "actor": "Lena, the Cryptozoologist's wife", "dialogue": "\"Hello, sweetie. How are you?\" She sounds tired." }, { "actor": "Perception (Sight)", "dialogue": "Dark circles around her eyes. She's absolutely exhausted." }, { "actor": "Empathy", "dialogue": "She asked about you because she's afraid to hear about the traps. But that's what she really wants news of." }, { "actor": "You", "dialogue": "Maybe you could convince her to tell you about some *cool* cryptids?" }, { "actor": "Suggestion", "dialogue": "There's really no point in manipulating anyone. You're chummy. Just go on and ask!" }, { "actor": "You", "dialogue": "\"Hey, Lena, I'd really like to hear about some of those juicy *cryptids* you've studied. Could you tell me about a couple?\"" } ], [ { "actor": "Ruby's Journal", "dialogue": "The thick journal bound in brown leather is full of candour and diagrams." }, { "actor": "You", "dialogue": "Study the handwriting." }, { "actor": "Ruby's Journal", "dialogue": "The large cursive of someone who writes quickly and confidently." }, { "actor": "Interfacing", "dialogue": "Perhaps too confidently -- many phrases and even paragraphs have been crossed out, with tiny corrections scrawled above and in the margins." }, { "actor": "You", "dialogue": "Flip through the pages." }, { "actor": "Ruby's Journal", "dialogue": "It's a mix of logistical notes, diagrams, and personal reflections, all dated." }, { "actor": "You", "dialogue": "Anything about... La Puta Madre?" }, { "actor": "Ruby's Journal", "dialogue": "That name isn't mentioned as far as you can tell." }, { "actor": "Logic", "dialogue": "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." } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_fight_success\"]]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_is_back_up_after_lights_out\"]]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_altgreet_postfight\"]) == false]" }, { "actor": "Measurehead", "dialogue": "\"DO NOT PRESUME THIS HAS DRASTICALLY ALTERED OUR RACE DYNAMIC.\"" }, { "actor": "You", "dialogue": "\"I knocked you out like a god of martial arts.\"" }, { "actor": "Measurehead", "dialogue": "\"TRUE. I SAID NOTHING ABOUT OUR PERSONAL DYNAMIC -- THAT HAS ALTERED.\" He adds: \"A LITTLE.\"" }, { "actor": "Authority", "dialogue": "He means *very* little." }, { "actor": "You", "dialogue": "\"I think I know what the Race Enigma is.\"" }, { "actor": "Measurehead", "dialogue": "\"AND?\"" }, { "actor": "You", "dialogue": "\"Paradoxically, you plan to supersede the Occidenals with their own race theory.\"" }, { "actor": "Measurehead", "dialogue": "\"LOOK, BABE, THE MINION OF LAW IS ALSO A RACIST. BUT HIS RACISM IS BASIC AND ROTE. HE THINKS HE HAS SOLVED THE GREAT RACE *ENIGMA* BY DESCRIBING A ROTE MECHANISM OF SCIENTIFIC COMPETITION.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"So un-advanced...\" The woman looks half-bored." } ], [ { "actor": "You", "dialogue": "\"It's just a failed business. The only question is -- what the hell were they making?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, that *is* the question...\" The lieutenant takes a step back, steepling his hands." }, { "actor": "Interfacing", "dialogue": "Like he's ready to lay out a fine theory, crafted together like a puzzle box." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like one of those popular pen-and-paper role-playing games -- only these people were trying to *automate* it. Make it work on *radiocomputers*.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"And by 'these people' I mean people in Soona's radio game company -- Fortress Accident.\"" }, { "actor": "Esprit de Corps", "dialogue": "Utter madness, he thinks -- as a compliment." }, { "actor": "You", "dialogue": "\"What do you think happened to the company?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No idea... They stopped filling out the schedule on the chalkboard.\"" }, { "actor": "You", "dialogue": "\"And this was a role-playing game?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Indeed. Those *welkins* are a dead giveaway.\" He points to the chalkboard. \"Role-playing people love that stuff. The world looks like a modified version of the Wirr\u00e2l boardgame... with heat death thrown in.\"" }, { "actor": "Conceptualization", "dialogue": "Super cool! Someone should give them millions of re\u00e1l *immediately*. This game is too good to be left unfinished." } ], [ { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"whirling.vicquemare_main_hub_reached\"]]" }, { "actor": "Man with Sunglasses", "dialogue": "\"Again?! I can't believe this shit...\" He shakes his head, looking like he really is having trouble believing this *shit*." }, { "actor": "Man with Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"whirling.viquemare_logic_antipassive_he_is_famous\"] or Variable[\"whirling.vicquemare_disguise_asked\"] == true]" }, { "actor": "You", "dialogue": "\"Are you famous or something?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Not as famous as you, superstar.\" He says without the slightest hint of irony." }, { "actor": "Rhetoric", "dialogue": "Yeah... it's still irony." }, { "actor": "You", "dialogue": "\"I knew it, Kim! I knew I was a superstar.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I fear...\" The lieutenant lowers his voice. \"I fear you're misinterpreting this situation.\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Talk to me, superstar. What do you want?\"" }, { "actor": "You", "dialogue": "\"Are you famous or something?\"" }, { "actor": "Man with Sunglasses", "dialogue": "\"Not as famous as you, superstar.\" He says without the slightest hint of irony." }, { "actor": "Rhetoric", "dialogue": "Yeah... it's still irony." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\"" }, { "actor": "You", "dialogue": "\"I think I just need a break from our main case for a bit.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I certainly understand the impulse, but this is our job, detective. Our whole *raison d'\u00eatre*. At some point, we'll need to return to it.\"" }, { "actor": "You", "dialogue": "\"Do you think we'll actually be able to reach the Coalition with this?\"" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"reputation.kim\"] > 1]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"reputation.kim\"] > 5) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"To be perfectly frank, I have my reservations about this whole antenna scheme. But who knows? We may yet be surprised.\"" }, { "actor": "You", "dialogue": "Examine the transceiver." }, { "actor": "Abandoned Lorry", "dialogue": "It's about the size of a small paving stone, and nearly as heavy. Now that you're looking at it more closely, you realise the various dials and meters make it look vaguely like a face. A distinctive triangular logo forms the nose." }, { "actor": "Interfacing", "dialogue": "That's the marque of Esterhaz Elektronika, one of the major manufacturers of advanced radio equipment." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_interfacing_esterhaz\"]]" } ], [ { "actor": "Shivers", "dialogue": "The Delta Logistics Company truck stands here waiting, reflecting white light from the courtyard behind it." }, { "actor": "Shivers", "dialogue": "You knew it would be here, blocking the gate." }, { "actor": "You", "dialogue": "Are there people in there?" }, { "actor": "Shivers", "dialogue": "Yes, people hard at work at their desks. They can barely tell if it's day or night anymore because the lights in the building are so uniform and bright. Who knows when they'll come out?" }, { "actor": "You", "dialogue": "Are they really so pressed for time to finish whatever they're doing? Sounds potentially dangerous..." }, { "actor": "Shivers", "dialogue": "Could be. They certainly want to stir the pot. Remake reality in some new image." }, { "actor": "You", "dialogue": "Can't I get into the courtyard somehow?" }, { "actor": "Shivers", "dialogue": "Not yet." }, { "actor": "You", "dialogue": "Can't I get into the courtyard somehow?" } ], [ { "actor": "Sunken Motor Carriage", "dialogue": "The motor carriage looks very sad sitting all alone in the ice." }, { "actor": "Visual Calculus", "dialogue": "That *rebel* who jumped the canal and broke the waterlock! This is their doing." }, { "actor": "You", "dialogue": "This is where the rebel who jumped the canal ended up. Not so daring anymore!" }, { "actor": "Kim Kitsuragi", "dialogue": "\"No...\" The lieutenant looks at the carriage and then at you. \"Not so daring at all.\"" }, { "actor": "You", "dialogue": "\"We don't have time for traffic hooliganism right now.\" [Leave.]" } ], [ { "actor": "Logic", "dialogue": "This seems to be some kind of workshop. For fixing up pinball machines -- a long time ago. Everything is covered with dust now..." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks around the dusty, crowded room, inspecting the tools on the shelf." }, { "actor": "You", "dialogue": "\"Looks like they gave up on fixing the pinball machines at some point.\"" }, { "actor": "Logic", "dialogue": "Yes. Pinball hasn't enjoyed a heyday for fifteen or twenty years." }, { "actor": "You", "dialogue": "\"This used to be a... pinball workshop.\"" }, { "actor": "Logic", "dialogue": "Yes. Martinaise North 22 used to be a pinball arcade." }, { "actor": "Perception (Hearing)", "dialogue": "A creak, some dust falls off a shelf." } ], [ { "actor": "Evrart Claire", "dialogue": "\"Of course, let us dispatch with the formalities, you call me Evrart, I call you Harry!\"" }, { "actor": "You", "dialogue": "\"Fine by me.\"" }, { "actor": "Evrart Claire", "dialogue": "\"So Harry, what can I help you with today?\"" }, { "actor": "You", "dialogue": "\"I'm ready for my gun now.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Harry, I've got to be honest with you.\" He turns solemn. \"Your gun was found two days ago. Withholding this information weighed heavily on me. But it had to be done.\"" }, { "actor": "You", "dialogue": "\"You bastard!\"" }, { "actor": "Evrart Claire", "dialogue": "\"Your gun is with an old woman,\" he says, absolutely unperturbed by your outburst. \"I hear she's a character, so watch out.\"" }, { "actor": "Logic", "dialogue": "This must be the woman who bought the gun from Roy, the one he described as \"terrifying.\"" }, { "actor": "You", "dialogue": "\"So the gun's still with the woman who bought it from Roy...\"" }, { "actor": "Evrart Claire", "dialogue": "\"Yes, the same one -- I see you've done your research. The pawnshop made the gun easy to track...\" He smiles and shakes his head in wonderment. \"Crazy stuff, Harry. Selling your gun like that! Wild. Anyway...\"" }, { "actor": "Suggestion", "dialogue": "Union boys are gonna help you *fix* it, he winks at you. Don't worry Harry." }, { "actor": "Evrart Claire", "dialogue": "\"...the neighbours of this old woman contacted my men, because they trust me and the D\u00e9bardeurs Union. Apparently she was waving it around at the entrance to her building.\"" } ], [ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.tent_covered\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.ruby_killed_herself\"]]" }, { "actor": "Instigator's Tent", "dialogue": "The plain red tent rests stoically in the corner. Ruby's dead body is wrapped in her sleeping bag." }, { "actor": "You", "dialogue": "Sift through the books and magazines." }, { "actor": "Instigator's Tent", "dialogue": "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." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "Sift through the magazines." }, { "actor": "Instigator's Tent", "dialogue": "'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!" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "\"A notebook.\" (Take it.)" } ], [ { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.flaubert_greeting_done\"]) == false]" }, { "actor": "Fuck the World", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.flaubert_leave_midgreet\"]) == false]" }, { "actor": "Pissf****t", "dialogue": "\"That's one brutal motor carriage,\" says the young man with 'PISSF****T' written on his back." }, { "actor": "Fuck the World", "dialogue": "\"If I were a real SKULL now, I'd jack it, paint it in palm tree livery, then bottom-light it neon-style!\" His companion wears a simple yet elegant slogan: 'FUCK THE WORLD'." }, { "actor": "Pissf****t", "dialogue": "\"A snazzy shit-ripped SKULL-mobile like this would make a fine trophy. We could, like, hang fucking shrunken heads from the side mirrors! Cops' heads... Scary tribal shit.\"" }, { "actor": "Fuck the World", "dialogue": "\"Yeah, tribal shit...\" he agrees. \"A cop-carriage like this would have proper SKULL value...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Ahem.\" He steps in. \"While I appreciate the interest you take in my *brutal motor carriage*, I have to stop you right there. The RCM takes threats directed at its property seriously.\"" }, { "actor": "Pissf****t", "dialogue": "\"I, uhm, it's just theoretical work, copper. No basis in reality.\" He turns to his companion: \"Man, if we were certified SKULLS right now...\"" }, { "actor": "Conceptualization", "dialogue": "SKULLS -- now there's a strong organizational title." }, { "actor": "Authority", "dialogue": "Was it a good idea on the lieutenant's part to get into this? Don't even answer that, just leave. You can always come back later -- on your own terms." }, { "actor": "You", "dialogue": "\"Who are you?\"" }, { "actor": "Fuck the World", "dialogue": "\"I can tell you who we're not, cop. We're *not* snitches, f****ts, or SKULLS.\"" }, { "actor": "Pissf****t", "dialogue": "\"Which is not to say that the SKULLS are bitches and f****ts. On the contrary...\"" }, { "actor": "Fuck the World", "dialogue": "\"The part of this presentation you wanna take home with you, cop-man, is: We're not part of the SKULLS. Yet.\"" }, { "actor": "Rhetoric", "dialogue": "Okay then -- let's indulge in some intellectual exchange. These young men seem eager to share their beliefs." }, { "actor": "Authority", "dialogue": "These *skull* people are more than an authority. They're deities." } ], [ { "actor": "You", "dialogue": "\"I think we're finished with this line of questioning.\" (Hand the lieutenant back his notes.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Alright.\" The lieutenant puts the slip back in his notes and observes the young woman for a moment." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "Coolly, gracefully, she pours herself more coffee." }, { "actor": "You", "dialogue": "\"Can you tell me more about the victim? General information, I mean.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_talked_about_lely\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, miss. I hope you don't mind.\" The lieutenant hands you his notes." }, { "actor": "You", "dialogue": "\"Something miraculous is coming. He told me.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant blinks -- his expression does not change." }, { "actor": "Esprit de Corps", "dialogue": "All right. Let's see where this is going." } ], [ { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: (Variable[\"canal.water_lock_greeting_done\"]) == false]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: Variable[\"canal.water_lock_left_mid_intro\"]]" }, { "actor": "Man on water lock", "dialogue": "\"Welcome back, officer.\"" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: DayCount() > 2]" }, { "actor": "Man on water lock", "dialogue": "[Action/Check: Condition: Variable[\"TASK.close_water_lock_done\"] or Variable[\"canal.water_lock_alt_cant_chat\"]]" }, { "actor": "Man on water lock", "dialogue": "\"High time I got moving up the coast. But please, officer, after you.\"" }, { "actor": "You", "dialogue": "\"Alrighty then.\" [Leave.]" }, { "actor": "Man on water lock", "dialogue": "\"Cheers!\" He salutes you with a half-eaten piece of salami." } ], [ { "actor": "Esprit de Corps", "dialogue": "... is what you plan to say. Before you can get past 'you're under', the kid interrupts you:" }, { "actor": "Cuno", "dialogue": "\"You sure?\" He whispers. \"You sure we got it all?\"" }, { "actor": "You", "dialogue": "(Turn to the suspect.) \"One more thing, Mr. Dros...\"" }, { "actor": "The Deserter", "dialogue": "The old man looks at his rifle in your hands -- a little startled for some reason..." }, { "actor": "Empathy", "dialogue": "You've startled him... maybe it was the silence? He quickly gathers himself. Still -- what could he be afraid of?" } ], [ { "actor": "Microgrid Generator", "dialogue": "An old cylindrical generator is nested above the ammo lift, with makeshift electrical wiring running out of its side and across the floor. The cables disappear into the wall to your right." }, { "actor": "Cuno", "dialogue": "Cuno puts his hand on the generator. \"This shit's cold.\"" }, { "actor": "Inland Empire", "dialogue": "N-n-n-no. This isn't right..." }, { "actor": "You", "dialogue": "Ignore it." }, { "actor": "Microgrid Generator", "dialogue": "You brush away the thought and turn back to the generator." }, { "actor": "You", "dialogue": "Pour fuel into the tank." } ], [ { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_greeting_done\"]]" }, { "actor": "Damaged Ledger", "dialogue": "It's the ledger you found in the trash: a cabbage of papers hanging from the board, barely held together by the clip -- and made complete by the faint smell of urinal cleaner." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: (Variable[\"inventory.ledger_toilet_paper_seen\"]) == false]" }, { "actor": "You", "dialogue": "Look at the clipboard." }, { "actor": "Damaged Ledger", "dialogue": "It's made of dark blue plastic hard enough to beat someone to submission with. The edges are rounded, however. The U4-sized board feels thick and heavy in your hand. Light shimmers on its wet surface. On the back you see the embossed letters: RCM." }, { "actor": "You", "dialogue": "Back to the rest of this mess." }, { "actor": "Damaged Ledger", "dialogue": "U4-sized pages hang from the clip screwed to the top of the board." }, { "actor": "You", "dialogue": "Read a case file." }, { "actor": "Logic", "dialogue": "It takes about half an hour to piece one together, using the system you've devised. Which one do you want?" } ], [ { "actor": "Deluxe Topping Pie", "dialogue": "The super fancy topping pie is waiting for you to dig in." }, { "actor": "Conceptualization", "dialogue": "You should eat it slowly, really savour the chef's concept." }, { "actor": "Authority", "dialogue": "Eating this pie will almost certainly make you less of a man. What were you thinking, agreeing to take a wheat-free, meat-free pie from that sleazy bastard?" }, { "actor": "You", "dialogue": "I'm hungover and *famished*! Who cares what's on it? Devour that topping pie!" }, { "actor": "Deluxe Topping Pie", "dialogue": "You can barely taste what you're eating as you shove the slices in your mouth, but you can tell: it's doing your body good. Soon it's all gone -- just some wheat-free flour left on your hands." } ], [ { "actor": "Endurance", "dialogue": "It's clear you like the hard stuff, br\u00f6ther." }, { "actor": "You", "dialogue": "[Discard thought.]" }, { "actor": "Endurance", "dialogue": "No, no. When the bl\u00f6\u00f6d and the flesh call, there is no discarding them. Speak true, do you like *the hard stuff*?" }, { "actor": "You", "dialogue": "What is *the hard stuff*?" }, { "actor": "Endurance", "dialogue": "*Fascism*, br\u00f6ther." }, { "actor": "You", "dialogue": "Am I having some kind of stomach seizure?" }, { "actor": "Endurance", "dialogue": "Stomach truth. You're having a stomach *truth*." }, { "actor": "You", "dialogue": "Am I having some kind of stomach seizure?" }, { "actor": "Endurance", "dialogue": "Stomach truth. You're having a stomach *truth*." }, { "actor": "You", "dialogue": "Why am I getting this?" }, { "actor": "Endurance", "dialogue": "Because you've said the hard things, that others won't say. The g\u00f6\u00f6d things. You've said them many times." } ], [ { "actor": "Inland Empire", "dialogue": "Is that the phasmid? It looks like the phasmid, leaning against the wall..." }, { "actor": "Reaction Speed", "dialogue": "Wait, what if this is the fishing rod situation all over again?" }, { "actor": "You", "dialogue": "You're not going to be fooled again. You're going to stand here calmly and observe this non-phasmid until you see what it really is..." }, { "actor": "Inland Empire", "dialogue": "Fine. It's not a phasmid. It's not even organic. Just a fire iron resting by the fire place. But... where's your sense of wonder, man?" }, { "actor": "You", "dialogue": "Forget about the phasmid... err, fire iron. [Leave.]" } ], [ { "actor": "Safety Curtains", "dialogue": "As before, an iron safety curtain curves before your eyes. It covers half the room -- blocking the way into a colossal industrial chimney." }, { "actor": "You", "dialogue": "\"Hello? I yelled, but it didn't work...\"" }, { "actor": "Safety Curtains", "dialogue": "Again your voice becomes a raspy croak, mid-sentence. It's silent in the abandoned office building -- no one answers you." }, { "actor": "Empathy", "dialogue": "A sudden bout of self pity comes over you." }, { "actor": "Drama", "dialogue": "Sire, may we suggest something? Think of the yelling-into-the-furnace as a *grand performance*. Use your chest voice, not your head voice. Sing from the diaphragm." }, { "actor": "Physical Instrument", "dialogue": "You took your shot and still missed. Well, you did your best, champ. Shame it wasn't good enough." }, { "actor": "You", "dialogue": "[Leave.]" } ], [ { "actor": "Lilienne, the Net Picker", "dialogue": "The woman gazes steadily at the waves. A sudden gust picks up her dark hair and lets it fall again, tussled, wild. She brushes a few stray locks from her eyes, and only then spots you approaching." }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye, so here you are. It's late and it's raining. The water is...\" She puts her hands out and lets the rain fall on her palms. \"Cold. Ice cold.\"" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Know that you're not the first guy to bring a girl to Land's End. This is what locals call a *make-out spot*. That is not going to happen here today -- I just want to make that clear, dimples.\" She turns to face the sea once more." }, { "actor": "Empathy", "dialogue": "Her thoughts are still elsewhere -- with distances across the water, and with the water itself." }, { "actor": "Encyclopedia", "dialogue": "Across the rusty water -- that's La Delta, the financial district. In the mist-covered distance, towers rise as a rebuke to the poverty of this coast." }, { "actor": "You", "dialogue": "\"Maybe this was a mistake. Everything feels uncomfortable. I should leave.\" [Leave.]" }, { "actor": "Lilienne, the Net Picker", "dialogue": "\"Aye.\" She nods. \"I better head home to the kids.\"" } ], [ { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.karaoke_drama_redcheck\"] and Variable[\"whirling.garte_greet_post_karaoke_done\"] == false]" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Ah, 'Smallest Church in Saint-Sa\u00ebns,' right?\" The cafeteria manager is waiting for you to acknowledge that he recognized the song." }, { "actor": "You", "dialogue": "\"Yeah. The Church is actually my *love*. Things are really *bad* with it.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Cool.\" He really does sound like he thinks it's a little *cool*. \"Now, what can I do for you?\"" }, { "actor": "You", "dialogue": "\"I need a drink. Can you pour me one?\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Do I have a shaker in my hand? Is this...\" He points to his empty hand. \"Is this a shaker?\"" }, { "actor": "Empathy", "dialogue": "He sounds irritated." }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "[Action/Check: Condition: Variable[\"whirling.garte_empathy_irritated_shaker\"]]" }, { "actor": "Visual Calculus", "dialogue": "... and it's not a shaker. It's nothing. He's holding nothing." }, { "actor": "You", "dialogue": "\"No. There's nothing there.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Am I wearing a little bow tie? Am I wearing a bow tie and doing this?\" He shakes the imaginary shaker, furiously." } ], [ { "actor": "Little Lily", "dialogue": "\"Hello, mister!\" A young girl, barely four or five years old, sits on the sofa. She is looking at you with frank curiosity." }, { "actor": "Little Lily", "dialogue": "She clutches a small stuffed animal. Occasionally she twirls it around." }, { "actor": "You", "dialogue": "\"I'm talking to the children to learn from them. Has anything strange happened here lately?\"" }, { "actor": "Little Lily", "dialogue": "\"Uhhhhh...\" She sits her doll on her lap. Its ragged limbs reach out toward you, as if longing for a cuddle. \"Like what?\"" }, { "actor": "You", "dialogue": "\"Anything that will help me dismantle Capitalism, so that you can inherit Communism, O' Girl Child Revolution?\"" }, { "actor": "Little Lily", "dialogue": "\"Cap-capi-capeel...\" She struggles to pronounce the words. She shakes her head. \"No.\"" }, { "actor": "You", "dialogue": "\"Poor Girl Child Revolution. What have the bourgeois done to you?\"" }, { "actor": "Little Lily", "dialogue": "She turns the stuffed lamb to face her. \"What does that mean, Lamby?\" The doll offers no reply. Stuffing hangs out its rear." }, { "actor": "You", "dialogue": "\"Never mind. Have you just seen or heard anything weird lately?\"" }, { "actor": "Little Lily", "dialogue": "\"Yes!\" She lights with recognition. \"The twins got in trouble for saying *bad words*.\"" } ], [ { "actor": "Barred Door", "dialogue": "The door is small but heavy-looking. It's barred from the inside." }, { "actor": "You", "dialogue": "\"So what's on the other side?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Unless we've veered off into a folded M dimension, I'm expecting to step out on the roof.\"" }, { "actor": "Conceptualization", "dialogue": "Folded M dimension. A reference to the popular science fiction series *In System*. Look who's in a good mood suddenly (and reads science fiction)." }, { "actor": "Inland Empire", "dialogue": "Yes. It *is* quite likely that we will re-emerge on the M-Plain. Brace for psychokinetic impact. (Or the roof.)" }, { "actor": "You", "dialogue": "Lightly punch the door once more. Just in case." }, { "actor": "Barred Door", "dialogue": "The door shudders a bit, as though it were laughing at you." }, { "actor": "You", "dialogue": "Lightly punch the door once more. Just in case." }, { "actor": "Barred Door", "dialogue": "The door shudders a bit, as though it were laughing at you." } ], [ { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_main_hub_reached\"]]" }, { "actor": "Feld Mural", "dialogue": "The once-bright mural towers above you, saying \"FELD ELECTRICAL R&D.\"" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.mural_look_in\"] and IsKimHere() == false]" }, { "actor": "Esprit de Corps", "dialogue": "Somewhere in Martinaise, Lieutenant Kitsuragi is consulting his notebook... A sudden draught turns a page between his hands. You're going to need him if you want to listen to the wind." }, { "actor": "You", "dialogue": "Pull on your knowledge to understand what caused the twins to hear radio in their heads." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.mural_encycloedia_pass_check\"]]" }, { "actor": "Encyclopedia", "dialogue": "You know a lot about radio. Enough to know: You have no idea how or why those boys heard Speedfreaks FM in their heads." }, { "actor": "Encyclopedia", "dialogue": "Knowledge like that isn't just obscure; it's unknowable. Dangerous theoretical facts like that are probably protected under the Coalition Government's Articles of Dominion, Title XIV, Article 7c. While an expert might be able to suss it out on their own, a layman like you has no hope." }, { "actor": "Encyclopedia", "dialogue": "You don't know how it happened. But the stores of your knowledge are vast and there *is* something crucial in them." }, { "actor": "You", "dialogue": "What's that?" }, { "actor": "Encyclopedia", "dialogue": "You know where Ruby *isn't.*" }, { "actor": "Encyclopedia", "dialogue": "She isn't in the fishing village. She's not with her bullet under the floorboards in the shack. So where could she be?" } ], [ { "actor": "The Deserter", "dialogue": "He suddenly jerks to life: \"You know who he was -- a Coalition trained murderer, armoured and armed. He wasn't human, the blunt end of a hammer, *dripping with blood*...\"" }, { "actor": "You", "dialogue": "\"He was a rapist. I'm not saying he didn't deserve it.\"" }, { "actor": "The Deserter", "dialogue": "\"...beating us to the ground. Moaning with joy...\" He breathes in with strange animation: \"You hounds get so thorough when a company-trained killer dies. I haven't seen you on this coast for *forty years*. You know... maybe I should have killed one sooner?\"" }, { "actor": "The Deserter", "dialogue": "\"Got your attention...\" He looks you dead in the eye, pupils shaking. \"*Now* you stop beating druggies and prostitutes in your basement. *Now* you come to investigate. Not when they die by the hundreds...\" He breathes through flared nostrils..." }, { "actor": "Rhetoric", "dialogue": "This is it. Shot him, shot him, say shot him not killed him..." }, { "actor": "You", "dialogue": "\"On second thought -- about something else...\"" }, { "actor": "The Deserter", "dialogue": "\"Figured.\" He sighs and holds his lower abdomen. A flash of pain there... it angers him." }, { "actor": "You", "dialogue": "\"Those words: 'the future teaches you...'\"" }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"village.skiff_said_boombox_to_kim\"]]" }, { "actor": "The Deserter", "dialogue": "\"*Real music, real proletkult*.\" He nods. \"That's La Revacholi\u00e8re, not your rock-and-roll misanthropy. *Chanson de soldat* of the black-and-whites.\"" }, { "actor": "Encyclopedia", "dialogue": "Marching song..." }, { "actor": "The Deserter", "dialogue": "[Action/Check: Condition: Variable[\"seafort.deserter_ency_marching_song\"]]" }, { "actor": "Authority", "dialogue": "Forget about that for a moment. You need to address that remark first." } ], [ { "actor": "Kim Kitsuragi", "dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist." }, { "actor": "You", "dialogue": "\"Tell me about the case.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What do you want to know?\"" }, { "actor": "You", "dialogue": "\"Actually, I have all I need for now.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good.\" The lieutenant nods." }, { "actor": "You", "dialogue": "\"Tell me about the case again.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"What do you want to know?\"" }, { "actor": "You", "dialogue": "\"What did your preliminary information say about it? Before you came here?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You mean like a brief? Do you want me to brief you?\"" }, { "actor": "You", "dialogue": "\"*Brief*, yes. That sounds good.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Three days ago, the RCM Emergencies Desk received a report about a security guard who was found hanged in Martinaise. An anonymous caller said there was a dead body behind the Whirling-in-Rags hostel-cafeteria. The cadaver had been there for four days -- no one had come to investigate...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"During that time, the victim had been stripped of his belongings. The caller did not identify him, but used the word *lynching*. There is an ongoing labour dispute between the local dockworkers and the logistics company Wild Pines. I was told we should approach the death as part of this dispute.\"" } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_greeting_done\"]]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: IsTHCPresent(\"advanced_race_theory\")]" }, { "actor": "Measurehead", "dialogue": "\"THE UNPROMISING *RACE PUPIL* RETURNS.\"" }, { "actor": "You", "dialogue": "Subscribe to his advanced race theory." }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_whitec_conc_race_theory\"]]" }, { "actor": "Conceptualization", "dialogue": "Ask what kind of races are there first. Classification is core to this stuff." }, { "actor": "You", "dialogue": "I don't want to do that. (Opt out.)" }, { "actor": "Conceptualization", "dialogue": "Yes. Better not to expand your mind in this direction. You may find out too much about the *mystery*, fly too close to the race sun." }, { "actor": "You", "dialogue": "\"Don't be such an asshole to your fellow dockworker.\" (Show him the stolen ID card.)" } ], [ { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "How much is that -- two new cases a week?" }, { "actor": "Logic", "dialogue": "A lot? A little? You have no idea, this all depends." }, { "actor": "Inland Empire", "dialogue": "Does it? It feels like a *lot*. Or maybe even more than a lot. It feels like *too much*." }, { "actor": "You", "dialogue": "There was mention of a... *naming convention* here?" }, { "actor": "Damaged Ledger", "dialogue": "Yes. It appears you employ a... shall we say *robust yet literary* system. Each investigation has its case number written on the margins. Yet, still more tellingly, most are accompanied by a *name*." }, { "actor": "Conceptualization", "dialogue": "A *title* one might say even. One that draws inspiration from snoop fiction and Vespertine cop show staples." }, { "actor": "You", "dialogue": "I don't wanna... (Back to the case files.)" }, { "actor": "Damaged Ledger", "dialogue": "Arson. Petty theft. Spousal abuse -- handwritten logs on investigations dating back to January, \u00b451 -- stamped CASE FILES, COMMIT TO PAPER. These are the last couple of months of your life." }, { "actor": "You", "dialogue": "(Count the pages.) I have to open an official case. Is there room?" }, { "actor": "Damaged Ledger", "dialogue": "There is -- for precisely *one* more. Fifteen pages near the end remain untouched by the damage. The chequered grid forms a structure of passages, breaking the case into sub-tasks to accomplish." }, { "actor": "Logic", "dialogue": "Once all the tasks are accomplished, the case is complete." }, { "actor": "You", "dialogue": "COMMIT TO PAPER." } ], [ { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_took_rcm_cap\"] and Variable[\"boardwalk.thepigs_took_narcotics\"] and Variable[\"boardwalk.thepigs_altgreet_items_done\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.thepigs_greeting_done\"]) == false]" }, { "actor": "The Pigs", "dialogue": "\"Put your hands where I can see them,\" the ageing woman under a mountain of police paraphernalia mumbles to herself, then notices you and reaches for the megaphone..." }, { "actor": "The Pigs", "dialogue": "\"Show me your hands. This is the Pigs. Show me your hands *RIGHT NOW*,\" she screams in the megaphone. \"SHOW ME YOUR HANDS RIGHT NOW!\"" }, { "actor": "The Pigs", "dialogue": "Scavenged battery-powered police lights protrude from her back. The flickering light-show reveals a gun in her shaking hand." }, { "actor": "Interfacing", "dialogue": "Her hand is trembling from some sort of neurodegenerative disease." }, { "actor": "You", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Madam! Please drop the firearm immediately!\"" }, { "actor": "Half Light", "dialogue": "You shouldn't be here. Something's very wrong with her. She's completely out of control." }, { "actor": "You", "dialogue": "\"If you want the prybar you're gonna have to... pry it from me.\"" }, { "actor": "The Pigs", "dialogue": "\"Failure to comply. Suspect is displaying aggression! OFFICER UNDER DURESS! OFFICER UNDER DURESS!\"" }, { "actor": "Reaction Speed", "dialogue": "Her eyes bulge with terror. Veins protrude on her forehead." }, { "actor": "The Pigs", "dialogue": "\"I *am* the police! Don't move! DON'T MOVE! Hands on your head! SUSPECT IS ARMED AND DANGEROUS!\"" }, { "actor": "You", "dialogue": "\"I'm not moving.\"" } ], [ { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (DayCount() == 3) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_refused_boule\"]) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_petanquista_new_boule_done\"]]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"plaza.reneandgaston_greeting_done\"]]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_formed_a_militia\"]) == false]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_snowing\"]]" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"The purity of snow always reminds me of the purity of a man's soul....\" He looks at the falling snow. \"If he's got principles.\"" }, { "actor": "You", "dialogue": "\"Ren\u00e9, I wanted to ask, what *did* you actually get these medals for?\"" }, { "actor": "Ren\u00e9 Arnoux", "dialogue": "\"For doing my duty in the heat of battle, for looking my mortality in the eye, when men like Gaston here hid in the bushes and shat themselves...\"" } ], [ { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: (Variable[\"coast.exec_viscal_succeeded\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "A scattering of bullet holes is spread across the cracked wall, reaching from one corner to the other." }, { "actor": "You", "dialogue": "Why this many bullet holes?" }, { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: Variable[\"coast.exec_whitec_viscal_bullets\"]]" }, { "actor": "Visual Calculus", "dialogue": "A row of ghostly shades stand facing the wall. There are many of them, a dozen at least, their heads lowered and eyes blindfolded. It's quiet. No sound, no movement." }, { "actor": "Visual Calculus", "dialogue": "Ten metres away -- other shades are lined up in an orderly manner, automatic rifles primed. A gust of wind blows by -- the coats of the firing squad flap slowly in the breeze. A single person stands on the side." }, { "actor": "Scattering of Bullet Holes", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"]]" }, { "actor": "Visual Calculus", "dialogue": "Droplets of rain fall on the wooden planks, the surrounding sand dunes. The clouds block out any rays of light..." }, { "actor": "Visual Calculus", "dialogue": "A long time has passed since the moment of this fusillading. Rain and brine have since washed all the blood away. Not a trace remains." }, { "actor": "You", "dialogue": "What *is* this..." }, { "actor": "Visual Calculus", "dialogue": "The abundance of bullet holes leads to two options: either an inordinate amount of executions were performed here, or they did not use a *conscience round* -- where only one soldier has the loaded rifle. Looks like this was a mass execution with everyone fully armed." }, { "actor": "You", "dialogue": "\"Kim, who was who in this execution?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "At first the lieutenant doesn't say a word... he just stares at the wall. \"I don't know,\" he says finally. \"I don't know who died here, lined up beside that horrible wall. It could have been any of the parties involved in the Revolution.\"" } ], [ { "actor": "Evrart Claire", "dialogue": "\"What?\" The big man looks at you surprised." }, { "actor": "You", "dialogue": "\"The brew! The shady, shady brew.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Oh, how could I forget your little side-project! Well done, Harry. Well done! Don't even tell me what it was. But good job! I love it when workers take the initiative like this.\"" }, { "actor": "Electrochemistry", "dialogue": "So do I. That's one tasty brew, you should drink some right now if you can!" }, { "actor": "You", "dialogue": "\"I opened the door you asked me. Can we discuss the murder now?\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm very glad to hear that, Harry,\" he says with a smile. \"One question: you didn't actually happen to stumble in and see what's inside the apartment, did you?\"" }, { "actor": "Drama", "dialogue": "He's trying to figure out if you're lying." }, { "actor": "Suggestion", "dialogue": "There is no way to sway this man in any direction. He is un-suggestable and un-swayable. Just tell the truth." }, { "actor": "You", "dialogue": "\"I did go inside. He had the glorious flag of *Revachol the Suzerain* on his wall.\"" }, { "actor": "Evrart Claire", "dialogue": "\"The *weasel* is no true patriot, Harry.\" He shakes his head. \"He prays every night for the downfall of the Union -- and spits upon the name of the king.\"" }, { "actor": "Drama", "dialogue": "He *was* testing you. And you succeeded." }, { "actor": "Evrart Claire", "dialogue": "\"Now let's get down to brass tacks. It's time for men like me and you to figure out who's killed who and why.\" He pretends to roll up his sleeves. \"Real police work is gonna start happening now. I promise you, Harry, this is gonna be good.\"" } ], [ { "actor": "Electrochemistry", "dialogue": "Now that you've acquired some stimulants, it's time for a little pick-me-up. Time to *detect*." }, { "actor": "You", "dialogue": "What... but right *here*? Now?" }, { "actor": "Electrochemistry", "dialogue": "See, that's your problem -- a lack of confidence. Speed can help you with that. It can help you with EVERYTHING." }, { "actor": "You", "dialogue": "This is gonna be really bad for my health, isn't it?" }, { "actor": "Electrochemistry", "dialogue": "It's not ideal, no... But you need the zeal. Let's face it, you're never going to finish this case without cheating." }, { "actor": "You", "dialogue": "Will it make me into a Supercop?" }, { "actor": "Electrochemistry", "dialogue": "It will make you into *more* than that -- a Megacop! This is your modus operandi. This is how you've done it for *years*. Let's go!" }, { "actor": "You", "dialogue": "Okay, my body is ready. Let's do this. (Try some speed.)" } ], [ { "actor": "Steban, the Student Communist", "dialogue": "\"Go ahead.\" The young man gives you a half-smile. His companion sniffs." }, { "actor": "You", "dialogue": "\"Do I *know* you two from somewhere?\"" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"inventory.fumee_logic_anagrams\"] or Variable[\"inventory.fumee_rhetoric_names\"]) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "\"I don't think so.\" The young man gives you a curious look. \"Unless you've been hanging around the Cultural Studies faculty at the \u00c9cole Normale de Revachol...\"" }, { "actor": "Echo Maker", "dialogue": "\"Perhaps he subscribes to 'La Fum\u00e9e'.\"" }, { "actor": "Empathy", "dialogue": "That's sarcasm. He does not expect you to subscribe to radical communist periodicals." }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"inventory.fumee_concept_term_paper\"]) == false]" }, { "actor": "You", "dialogue": "(Show them 'La Fum\u00e9e'.) \"Wait, *you* guys wrote for *this*?\"" }, { "actor": "Steban, the Student Communist", "dialogue": "\"*You've* read our article?\" For the first time since you've met the young man, words seem to desert him..." }, { "actor": "Echo Maker", "dialogue": "\"That I did not expect.\" His companion is blushing now, a sheepish grin on his face." }, { "actor": "Savoir Faire", "dialogue": "The energy in the room has shifted ever so slightly in your favour. They're afraid they've somehow *embarrassed* themselves in front of you." }, { "actor": "Steban, the Student Communist", "dialogue": "\"Well, don't keep us on tenterhooks! What did you think of the essay?\"" }, { "actor": "Empathy", "dialogue": "The delicate egos on these boys! Even though you're just some cop they're desperate for your approval." } ], [ { "actor": "Electrochemistry", "dialogue": "Good going, buddy." }, { "actor": "You", "dialogue": "Is that how it's going to be now when I close my eyes?" }, { "actor": "Electrochemistry", "dialogue": "Yes. Wait till you see the one with the chick in it, it's gonna be a good one. You feel even worse this morning than you did last night." }, { "actor": "You", "dialogue": "What chick?" }, { "actor": "Electrochemistry", "dialogue": "You don't know? Some broad that messed you up. It'll come to you. It always does." }, { "actor": "You", "dialogue": "What the hell is going on with me?" }, { "actor": "Electrochemistry", "dialogue": "You mean why are you so tired? Too tired and *down* to even think? It *is* worrying, isn't it. You can't be a detective like this -- detectives need to be able to think." }, { "actor": "You", "dialogue": "Why is this happening?" }, { "actor": "Electrochemistry", "dialogue": "It's just that your heart has finally pumped all the *speed* out of your system, buster. Time to get some more." }, { "actor": "Volition", "dialogue": "Don't do that. Stay strong. The hangover will wear off. You don't need to keep doing this to yourself." }, { "actor": "You", "dialogue": "Wait. What *is*... speed?" }, { "actor": "Electrochemistry", "dialogue": "Speed is a potent central nervous system stimulant. It kept you propped up all day yesterday despite your debilitating hangover. How else did you think you even got up from this floor?" } ], [ { "actor": "You", "dialogue": "\"I think this may be the Artemitep's Boxing Club For Young Athletes.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I think you're right,\" he says. \"Though it looks like no one's been here in ages...\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\"" }, { "actor": "Perception (Sight)", "dialogue": "Some specks of dust shimmer in a faint beam of daylight falling from the window. Other than that, the room is dark." }, { "actor": "Inland Empire", "dialogue": "An eerie feeling rises in your chest..." }, { "actor": "You", "dialogue": "\"Let's go get the flashlight then.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant nods." } ], [ { "actor": "Real Estate Agent", "dialogue": "\"What now?\" She crosses her arms impatiently." }, { "actor": "You", "dialogue": "\"Isn't it a bit late to be working?\"" }, { "actor": "Real Estate Agent", "dialogue": "\"It *is*.\" She breathes in and out to the count of three -- it looks like some special stress release technique -- before she continues..." }, { "actor": "Real Estate Agent", "dialogue": "\"Everyone says that real estate agents don't *do* anything, but here I am, in the middle of the night, cleaning up someone's 'crash pad'.\"" }, { "actor": "Real Estate Agent", "dialogue": "\"So, the sooner we get this over with, the better.\" She means you -- time for the next question." }, { "actor": "Endurance", "dialogue": "Come to think of it, she *does* look incredibly tired." }, { "actor": "You", "dialogue": "\"What are you doing here?\"" }, { "actor": "Real Estate Agent", "dialogue": "She sighs and looks around. \"I need to get it ready for the next lease, but as you can see, the previous tenant completely trashed the place.\"" }, { "actor": "You", "dialogue": "\"Sounds like they knew how to have a good time.\"" }, { "actor": "Real Estate Agent", "dialogue": "\"It was some kind of a moribund old man, who used to be a business owner. You'd think they'd make rent...\" She stops, hesitating." }, { "actor": "Composure", "dialogue": "A sudden serious look crosses her face. This story didn't have a happy ending." }, { "actor": "Real Estate Agent", "dialogue": "\"But -- that was months ago. Anyway. Was there anything you wanted, or is that it? I'm in a hurry.\"" } ], [ { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "You", "dialogue": "I don't care what it is." }, { "actor": "Electronic Doorbell", "dialogue": "Twelve name cards on the call box read:" }, { "actor": "You", "dialogue": "\"Fortress Accident SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one's home at Fortress Accident." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"doomed.radiocomputer_fortress_accident_why_failed_clicked\"]]" }, { "actor": "Shivers", "dialogue": "They have failed." }, { "actor": "You", "dialogue": "\"Slipstream SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You hear static from the intercom speaker. It sounds as if someone has picked up the receiver, but isn't saying anything." }, { "actor": "Perception (Hearing)", "dialogue": "You can almost hear them breathe." }, { "actor": "You", "dialogue": "\"Hello? Is anyone there?\"" }, { "actor": "Tricentennial Electrics", "dialogue": "\"Yes, hello, this is Tricentennial Electrics.\" This is a woman's voice, crackling and fragile through the static." }, { "actor": "Tricentennial Electrics", "dialogue": "\"Have you come to place an order?\"" } ], [ { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: Variable[\"ice.andre_volition_exit_used\"]]" }, { "actor": "Andre", "dialogue": "\"I knew it! The man is back for those sweet, sweet questions!\" The young man smiles at you. \"What will it be?\"" }, { "actor": "You", "dialogue": "\"About the church door...\"" }, { "actor": "Andre", "dialogue": "\"Mhm?\"" }, { "actor": "You", "dialogue": "\"Right. Other questions.\" (Conclude.)" }, { "actor": "Andre", "dialogue": "\"Sure, man. Tell us what you wanna know, let's do it!\"" }, { "actor": "You", "dialogue": "No words. Just dance." }, { "actor": "Andre", "dialogue": "[Action/Check: Condition: (Variable[\"ice.andre_composure_initiated_dance\"]) == false]" } ], [ { "actor": "You", "dialogue": "Deal damage..." }, { "actor": "Cuno", "dialogue": "1 dmg to endurance" }, { "actor": "You", "dialogue": "More Damage!" }, { "actor": "You", "dialogue": "Deal damage..." }, { "actor": "Kim Kitsuragi", "dialogue": "1 dmg to volition" }, { "actor": "You", "dialogue": "More Damage!" }, { "actor": "You", "dialogue": "Deal damage..." }, { "actor": "Cuno", "dialogue": "1 dmg to endurance" }, { "actor": "You", "dialogue": "More Damage!" }, { "actor": "You", "dialogue": "Deal damage..." }, { "actor": "Cuno", "dialogue": "1 dmg to endurance" }, { "actor": "Smoker on the Balcony", "dialogue": "[Leave] I'm done." } ], [ { "actor": "Door, Apartment #28", "dialogue": "This door is made of metal and appears to be reinforced. Someone here really values their security." }, { "actor": "Reaction Speed", "dialogue": "Number twenty eight... This is where the cleaning lady said the smoker on the balcony lives." }, { "actor": "Smoker on the Balcony", "dialogue": "\"Yes?\" A handsome young man hums with a cigarette in his hand. \"Are you looking for me, gendarme?\"" }, { "actor": "You", "dialogue": "Knock." }, { "actor": "Door, Apartment #28", "dialogue": "No one answers." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's go. There's nothing to do here for us anymore.\"" }, { "actor": "You", "dialogue": "Knock." } ], [ { "actor": "Alice", "dialogue": "\"One moment...\" You can hear her shuffling through some papers." }, { "actor": "Alice", "dialogue": "\"Can you please describe the body -- age, sex, cause of death?\"" }, { "actor": "You", "dialogue": "\"An unidentified middle-aged man. Looks like he slipped, fell through a hole in the boardwalk and hit his head against the metal bench.\"" }, { "actor": "Alice", "dialogue": "\"Any signs of violence?\"" }, { "actor": "You", "dialogue": "\"There might be a *sequence killer* on the loose.\"" }, { "actor": "Alice", "dialogue": "\"A sequence killer.\" You can hear her stop typing. \"Are you suggesting that this might be connected to the case you're working on?\"" }, { "actor": "You", "dialogue": "\"Actually, scratch that -- there is no sequence killer, I just made it up.\"" }, { "actor": "Alice", "dialogue": "\"You just made it up?\" Silence. \"I see.\"" }, { "actor": "Alice", "dialogue": "\"What about his belongings? Did you examine his clothes?\" She goes on as if nothing happened." }, { "actor": "You", "dialogue": "\"He was wearing boots, trousers and an old leather jacket with a bright blue lining. I found a library card from his pockets.\"" }, { "actor": "Alice", "dialogue": "\"Any information on the library card?\"" } ], [ { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"gates.measurhead_disable_kim_react_to_turnbacktime_if_seen_once\"] == false) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"tc.pale\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.joyce_fascha_dq_endurance_too_late_reality_now_must_get_from_headmeasure\"]]" }, { "actor": "Measurehead", "dialogue": "\"THAT SURPRISES NO ONE. AND YET YOU *STILL* FEEL ENTITLED TO RETURN TO THE PAST?\" The giant locks eyes with you. His face is serious..." }, { "actor": "Measurehead", "dialogue": "\"YOU DON'T HAVE IT IN YOU. BE GRATEFUL FOR THAT.\"" }, { "actor": "You", "dialogue": "\"Wait, what exactly am I lacking?\"" }, { "actor": "Measurehead", "dialogue": "\"YOUR NEED TO STEER EVERY CONVERSATION TOWARDS YOUR OWN PERSONA IS A SIGN OF LOW SELF-ESTEEM.\"" }, { "actor": "Measurehead's Babe", "dialogue": "\"Stop boring Measurehead. He talks about *big* things and you only talk about yourself!\"" }, { "actor": "You", "dialogue": "\"So it *is* possible to go back?\"" }, { "actor": "Measurehead", "dialogue": "\"ANYTHING IS POSSIBLE. JUST NOT FOR YOU.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.what_is_race_enigma_done\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_fight_success\"]]" }, { "actor": "You", "dialogue": "\"Can't you just give me a straight answer for once?\"" } ], [ { "actor": "Shivers", "dialogue": "Winter, slow to let go of Revachol, flecks some more wet snow from above..." }, { "actor": "You", "dialogue": "Look around you." }, { "actor": "Shivers", "dialogue": "The snow falls lazily, making the beach sand paler still, mixing with the rust-coloured sewage run-off." }, { "actor": "Shivers", "dialogue": "It has been a cold year. All things waiting for spring will have to wait a bit longer." }, { "actor": "You", "dialogue": "What am I doing?" }, { "actor": "Shivers", "dialogue": "Looking up at the sky, melted snow dripping from your hair..." }, { "actor": "You", "dialogue": "What do I see?" }, { "actor": "Shivers", "dialogue": "The sky is full of great battleships. White clouds collide with one another, and the world is drenched with their debris." }, { "actor": "You", "dialogue": "How does it feel?" }, { "actor": "Shivers", "dialogue": "You're warm in your hat and your coat. Like a well-equipped explorer, you comfortably survey the white landscape." } ], [ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: IsNight()]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_special_greeting_done_night\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] and IsDayFrom(2)) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She takes a sip from her silvery thermal cup. \"What can I help you with?\"" }, { "actor": "You", "dialogue": "\"Thank you. That's all for now.\" [Leave.]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_exited_once\"]]" } ] ] }