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[ { "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-Saëns\"", "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-Saëns\"", "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-Saëns\"", "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-Saëns\"", "dialogue": "Telling you about the tiniest church in Saint-Saëns, surrounded by even tinier yard. You almost feel the seaside mist on your skin. It's *mega* sad." }, { "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-Saëns\"", "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": "Wirrâl", "dialogue": "Large letters on the front form a title: \"Wirrâl.\" 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": "Wirrâl", "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": "Wirrâl", "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 Wirrâl 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": "Wirrâl", "dialogue": "A reprint of a crude hand-drawn map. The top left corner reads: 'Lands of Wirrâl.' 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, bröther." }, { "actor": "You", "dialogue": "[Discard thought.]" }, { "actor": "Endurance", "dialogue": "No, no. When the blööd 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*, bröther." }, { "actor": "You", "dialogue": "Why am I getting this?" }, { "actor": "Endurance", "dialogue": "Because you've said the hard things, that others won't say. The gööd 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": "Ökay. 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": "Föminist? 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’s 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 reál.)" }, { "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. René 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 pétanque in Martinaise.\"" }, { "actor": "Inland Empire", "dialogue": "He will never play pétanque 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…\" 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 Mañana", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_the_tribunal_done\"]]" }, { "actor": "Call Me Mañana", "dialogue": "[Action/Check: Condition: (Variable[\"gates.manana_altgreet_posttribunal\"]) == false]" }, { "actor": "Call Me Mañana", "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 Mañana", "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 Mañana", "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 Mañana", "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 Mañana", "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 Königsteiner 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 Raphaël 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. \"Rèsurrection 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 Mañana?" }, { "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 *mulkkupää* 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, bröther?\"" }, { "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 João 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." } ]