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[ { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: (Variable[\"ice.acelegreeting_done\"]) == false]" }, { "actor": "Acele", "dialogue": "\"Hey there.\" The girl with an electronic recording apparatus turns to you as you approach." }, { "actor": "Acele", "dialogue": "\"Thanks for helping us out. My associates and I are settling in here nicely. Even found some new associates.\" She turns back to her work, whistling softly..." }, { "actor": "Reaction Speed", "dialogue": "Why does that melody sound so familiar?" }, { "actor": "You", "dialogue": "\"What are you doing?\"" }, { "actor": "Acele", "dialogue": "\"Recording the audio coming through the wooden framework. I bet it's pretty cool. Creaks and stuff. Sounds like when you're underwater, you know?\"" }, { "actor": "You", "dialogue": "\"Gotcha. I have some questions for you.\"" }, { "actor": "Acele", "dialogue": "\"I'm listening.\" She puts the device down and props herself up a bit, waiting for you to speak." }, { "actor": "You", "dialogue": "\"Actually, that's it for now.\" [Leave.]" }, { "actor": "Acele", "dialogue": "[Action/Check: Condition: Variable[\"ice.acele_first_exit_done\"]]" } ]
[ { "actor": "Savoir Faire", "dialogue": "Hey, money-mouth. Eendracht. The impeccable hustler-provider of the seventh generation. It's showtime with Savvy!" }, { "actor": "You", "dialogue": "Do I know you?" }, { "actor": "Savoir Faire", "dialogue": "You will. I'm here to make your life better. They call me the Man-About-Town. Gilded Heart-Throb. Master of Money." }, { "actor": "You", "dialogue": "Money?!" }, { "actor": "Savoir Faire", "dialogue": "That's right! It's time to stop muttering about your 'economic self-interest' and actually do something about it. Yeah, I heard you back there. What the hell was that?!" }, { "actor": "You", "dialogue": "It's pathetic -- I know. Sorry you have to hang around with me. I'll do better." }, { "actor": "Savoir Faire", "dialogue": "No, don't you ever be sorry. You think the Salzneben Report's Top 500 has 'sorry' in their vocabulary? Think again. That's a loser's mindset." }, { "actor": "Authority", "dialogue": "Take heed of these wise words. *You're* in charge. 'Sorry' is a beggar's plea reserved for those beneath you." }, { "actor": "Savoir Faire", "dialogue": "Listen, if you really want to make it in the big leagues, you need to *re-conceptualize* your entire portfolio. Collecting tare and moaning about taxes is not going to cut it." }, { "actor": "Savoir Faire", "dialogue": "You need to become a MILLIONAIRE. Now, how do you become a MILLIONAIRE?" }, { "actor": "You", "dialogue": "I assume begging rich ladies on boats is not the correct answer." }, { "actor": "Savoir Faire", "dialogue": "It should be the other way around. Old mitred money showing up at your doorstep, begging for a slice of cake." }, { "actor": "You", "dialogue": "Mañana flicked me a coin." }, { "actor": "Savoir Faire", "dialogue": "*One* coin. The first of many. Imagine so many coins you're going to need to hire someone to help you manage all your wealth." } ]
[ { "actor": "Reaction Speed", "dialogue": "Is that an Insulindian phasmid? It looks like an Insulindian phasmid. Quick -- catch it before it scuttles away!" }, { "actor": "Inland Empire", "dialogue": "It's gotta be the phasmid this time. Look -- it moved!" }, { "actor": "You", "dialogue": "\"Stop right there!\"" }, { "actor": "Fishing Rod", "dialogue": "You shout at what you thought to be a phasmid, but turns out to be a fishing rod." }, { "actor": "Evrart Claire", "dialogue": "\"What are you trying to accomplish, Harry?\"" }, { "actor": "You", "dialogue": "\"Sorry, I thought the fishing rod was... something else.\"" }, { "actor": "Evrart Claire", "dialogue": "His great belly ripples with laughter. \"A skinny, shy young girl? Never mind.\"" } ]
[ { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "A police badge on which you see the photo of a man -- you. Some seaweed is stuck to the back." }, { "actor": "You", "dialogue": "\"Date of issue: 7th of November, '50...\"" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The badge was issued roughly four months ago." }, { "actor": "Logic", "dialogue": "A new document is given to you as part of a promotion. Or when you lose the old one." }, { "actor": "You", "dialogue": "Look at the photo." }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "The man keeps winking at you with his green-grey eyes. The photo is old, no doubt about that." }, { "actor": "Logic", "dialogue": "But the badge is new. You used an old photo for a new badge." }, { "actor": "Suggestion", "dialogue": "Good choice. A newer photo would look... different." }, { "actor": "You", "dialogue": "How old?" }, { "actor": "BADGE: LTN-2JFR DU BOIS", "dialogue": "Eight, maybe ten years. The guy in the picture is rather good looking. He's got a nice haircut and is distinctly lacking in massive sideburns." }, { "actor": "You", "dialogue": "And he's winking? Why?" } ]
[ { "actor": "Horseback Monument", "dialogue": "An apricot sceptre shines party-bright across the monument. Glitter balls dangle like severed heads below the eternal king of disco. It is unmistakably a vision of you in your prime -- a killer on the performance floor, icon for all." }, { "actor": "Horseback Monument", "dialogue": "Your eyes glide over the horse, over its patina green coat. Something about the mount's sad animal-eyes makes you pause..." }, { "actor": "You", "dialogue": "I've made it." }, { "actor": "Horseback Monument", "dialogue": "The thought rings hollow in your silent mind. It's even quieter on the roundabout, under the brilliant sun." }, { "actor": "Esprit de Corps", "dialogue": "Somewhere in a hospital bed the lieutenant turns onto his side, feverish and exhausted..." }, { "actor": "You", "dialogue": "She will come back." }, { "actor": "Horseback Monument", "dialogue": "One of the lights flickers and abandons a part of the bronze figure to the murk, if only for a second..." }, { "actor": "You", "dialogue": "It's fucking lonely at the top." } ]
[ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"canal.hjelmdall_mainhub_reached\"]) == false]" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "Wow! A very large red T-shirt with an impressive print stands out from the other garb." }, { "actor": "You", "dialogue": "Oh yeah?" }, { "actor": "Rack of Second-Hand Uniforms", "dialogue": "*Oh* yeah. The print depicts a muscled man striding toward you, a giant sword in each hand, encircled by burning embers. Behind him is a cluster of cabins engulfed in flames. Beneath him are the words: \"HJELMDALL BURNING.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"tc.hjelmdall\"]]" }, { "actor": "You", "dialogue": "\"What did you mean the Man from Hjelmdall was real?\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"I mean -- even if the Man from Hjelmdall didn't exist before the adventure novels, the stories have made it so that he has. It's simple really.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Okay...\" He sounds incredulous." }, { "actor": "Bird's Nest Roy", "dialogue": "\"You sound sceptical. It's not that complicated. All that's required is a more robust understanding of cause and effect.\"" }, { "actor": "Bird's Nest Roy", "dialogue": "\"Besides, I've been to Katla, though not quite as far north as the Hjelmdall, and watched the northern lights travel across the sky. Very unique energetic tides there.\"" }, { "actor": "Encyclopedia", "dialogue": "It's for the best, because Hjelmdall is *not* a real place. And thus he could not have gone there." }, { "actor": "Conceptualization", "dialogue": "His theory isn't exactly *incoherent*, but its logic does suggest some *unusual* neural activity. Interesting..." }, { "actor": "Inland Empire", "dialogue": "Very, *very* unique energies indeed. Geomagnetic ley lines, one might even say." } ]
[ { "actor": "Pile of Eternite", "dialogue": "A pane of eternite has been planted into the snow. Two poles are holding it up." }, { "actor": "Interfacing", "dialogue": "*Barely* holding it up. It could fall over any minute... a stronger gust of wind might be enough." }, { "actor": "You", "dialogue": "What is this?" }, { "actor": "Pile of Eternite", "dialogue": "Looks like a makeshift bridge, currently drawn up." }, { "actor": "You", "dialogue": "\"What is this?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\"" }, { "actor": "You", "dialogue": "[Leave it as is.]" } ]
[ { "actor": "Coupris Kineema", "dialogue": "In the cabin you see a set of steering levers, a radio on a hook, a pull-out toolbox and the soft glow of the fuel pre-heater gauge." }, { "actor": "You", "dialogue": "Run your fingers over one of the steering levers." }, { "actor": "Coupris Kineema", "dialogue": "The white suede feels luxurious under the touch and the metal clutch handle so very familiar in your palm..." }, { "actor": "Interfacing", "dialogue": "Your fingers waste no time closing around the handle. Clutch disengaged. Release the handle -- clutch drops -- right foot yearns for the familiar touch of the accelerator pedal. You have synced with the machine's mechanical circulation." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sync_circulation\"]]" }, { "actor": "You", "dialogue": "Do I know how to operate this machine?" }, { "actor": "Interfacing", "dialogue": "You feel an uninterrupted connection to the mechanics." }, { "actor": "You", "dialogue": "Release the clutch and squeeze it again." }, { "actor": "Interfacing", "dialogue": "Of course it's only in your head -- of course it is -- but it almost feels as if the clutch handle is gently squeezing back." }, { "actor": "You", "dialogue": "How are you, my friend?" }, { "actor": "Interfacing", "dialogue": "The smell of freshly treated leather, the lack of dirt and dust on the dashboard, and a neat little brush in the cup-holder all seem to be whispering:" }, { "actor": "Coupris Kineema", "dialogue": "I'm good, cherished and cared for, in the hands of a tending owner." } ]
[ { "actor": "You", "dialogue": "\"Do you think he did it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He nods. \"From nothing to this in a day...\" A crooked little smile. \"This is *good*, we just need a confession first, and then *maybe* a solid motive later.\"" }, { "actor": "You", "dialogue": "\"What am I missing? What haven't I done?\"" }, { "actor": "You", "dialogue": "\"Okay, let's do this.\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Remember,\" the lieutenant whispers. \"He wants to tell us -- but he doesn't want to *help* us. It needs to look like we already have everything.\"" }, { "actor": "Empathy", "dialogue": "There is palpable excitement in his tone. He likes him for this -- *a lot*. But there's something more too..." } ]
[ { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_refused_to_restock_trap\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_white_check_succeeded\"]) == false]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.report_to_cryptozoologists_1_done\"]]" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Hello! Lena and I were just discussing the design of the new trap.\"" }, { "actor": "You", "dialogue": "\"Did *you* know Gary was hiding the armour?\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "\"Hell no, I had no idea. And I'm still cross with him to be honest. It's not like him. He's got his quirks, but dishonesty -- or disloyalty -- are not one of them.\"" }, { "actor": "Morell, the Cryptozoologist", "dialogue": "[Action/Check: Condition: Variable[\"TASK.find_out_why_the_trap_was_empty\"] == false and Variable[\"TASK.confront_cuno_about_locusts\"] == false]" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Thanks,\" the man mutters in the distance. He doesn't dare say more." }, { "actor": "Empathy", "dialogue": "He's still glad his friend stood up for him." } ]
[ { "actor": "Perception (Smell)", "dialogue": "The smell... It's awful and familiar." }, { "actor": "You", "dialogue": "Isn't it just the rotting fish?" }, { "actor": "Perception (Smell)", "dialogue": "Don't be naive." }, { "actor": "You", "dialogue": "Oh no..." }, { "actor": "Perception (Smell)", "dialogue": "You've never smelled anything this bad before. It's pungent, but with a faintly cloying sweetness like cheap perfume on Death itself." }, { "actor": "Half Light", "dialogue": "Something cold wakes in the pit of your stomach: fear." }, { "actor": "Encyclopedia", "dialogue": "The signs of decaying meat. It announces itself from two dozen metres away. A warning, a *memento mori*." } ]
[ { "actor": "You", "dialogue": "\"The man hanged in the backyard -- did you do it?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.titus_big_dick_cop\"]]" }, { "actor": "Titus Hardie", "dialogue": "\"So you're not just here to swing your big dick -- you're here for the Pretty Boy? A real looker that one...\" He shakes his head. \"Stinks like *shit* too.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_dead_body_down_from_the_tree_done\"]]" }, { "actor": "Shanky", "dialogue": "\"They love him, boss. Spent all day digging around in there. Can't get enough of that Pretty Boy smell.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Rhetoric", "dialogue": "Evidence. Show them you have it. It doesn't have to be conclusive." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardies_rhet_show_them_some_evidence\"]) == false]" }, { "actor": "Reaction Speed", "dialogue": "Just keep talking. Put something on the table. Something incriminating." }, { "actor": "You", "dialogue": "\"I have spoken to the head of the Union.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Evrart?\"" }, { "actor": "You", "dialogue": "\"Yes -- him.\"" }, { "actor": "Titus Hardie", "dialogue": "\"And what did he tell you?\" His eyes narrow. \"That we killed him? That we took a cargo belt from the harbour, went out back, and used it to hang him?\"" }, { "actor": "Half Light", "dialogue": "The man gets a strange gleam in his eyes. His fists contract as if going through the pulling motion again, savouring it." }, { "actor": "Titus Hardie", "dialogue": "He looks you dead in the eye. \"Because we *did*. All of us together. I hope he told the story straight. I hope he told it well.\"" } ]
[ { "actor": "Empathy", "dialogue": "What's this? We're getting reports of *normal*, *reasonable*, *temperate* political opinions somewhere in Martinaise..." }, { "actor": "You", "dialogue": "That's me, Mr. Reasonable. Someone's got to keep it sane around here." }, { "actor": "Empathy", "dialogue": "The air suddenly feels calmer. More transparent in a strangely tender way. Perhaps it's the hangover, perhaps it's a temporary surge of serotonin, but something tells you..." }, { "actor": "Empathy", "dialogue": "It's time... to become a citizen of the *Kingdom of Conscience*." }, { "actor": "You", "dialogue": "No, I'm too fiery for this watercolour ideology. I'm trying to develop more *extreme* and *interesting* opinions... (Opt out.)" }, { "actor": "Empathy", "dialogue": "That's a pity. *Real democracy* was just around the corner for Revachol. All the leading citizens are waiting there -- without you." } ]
[ { "actor": "Rhetoric", "dialogue": "Rise and shine, comrade. It's time to get to work." }, { "actor": "You", "dialogue": "What's going on?" }, { "actor": "Rhetoric", "dialogue": "Despite all the thinking you've been doing, only 0.0001% of communism has been built. It's too great a task to undertake alone. You're going to have to *get organised*." }, { "actor": "Endurance", "dialogue": "Uh oh. Organisation hasn't exactly been your strong suit, historically speaking..." }, { "actor": "You", "dialogue": "I'm ready, let's get to it." }, { "actor": "Rhetoric", "dialogue": "You must seek out your revolutionary brothers and sisters. Find out how much communism they've built. Then, together, maybe you'll be able to build as much as 0.0002% of communism." }, { "actor": "Rhetoric", "dialogue": "But it won't be *easy*. Decades of persecution by Coalition authorities have driven the remaining communists of Martinaise *underground*." }, { "actor": "Inland Empire", "dialogue": "They live underground? These communists aren't men, they're *mole people*!" }, { "actor": "You", "dialogue": "I don't know if I want to go searching for mole people." }, { "actor": "Rhetoric", "dialogue": "They're not 'mole people', they're your comrades in the *eternal class struggle*. It's your task to find and join them." }, { "actor": "You", "dialogue": "How am I supposed to find them if they're hiding? (Proceed.)" }, { "actor": "Rhetoric", "dialogue": "Let your *nose* guide you, detective." } ]
[ { "actor": "Saint-Batiste Pharmaceutics", "dialogue": "A small cabinet on the wall is filled with various medicine bottles, nasal sprays and blister packs. They all bear the Saint-Batiste Pharmaceutics logo." }, { "actor": "You", "dialogue": "\"What do those products do?\"" }, { "actor": "Frittte clerk", "dialogue": "\"Uhm... I don't know, let's see... Nosaphed is a nasal spray. Drouamine is a really good painkiller. Magnesium is a dietary supplement. Hypnogamma is...\" She stops." }, { "actor": "Frittte clerk", "dialogue": "\"I don't really know what Hypnogamma is. I guess it makes you feel less shit? It's recommended to use after lots of partying, studying, or exercising.\"" }, { "actor": "You", "dialogue": "\"Thank you for explaining, miss.\"" }, { "actor": "Frittte clerk", "dialogue": "Her nose is already back in her magazine. \"Uh-huh.\"" }, { "actor": "You", "dialogue": "\"I want to buy some ammonia.\"" }, { "actor": "Frittte clerk", "dialogue": "\"M'kay.\" She hands you a small capsule. \"Don't, like... over-do it or something.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ]
[ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_punchhub_reached\"]]" }, { "actor": "Cuno", "dialogue": "\"Cuno's Cuno!\" The boy points to his chest with both thumbs. \"You already know that, slow-shit.\"" }, { "actor": "You", "dialogue": "\"Got it -- had another question.\"" }, { "actor": "Cuno", "dialogue": "\"Shoot that shit at Cuno, piggonaut.\"" }, { "actor": "You", "dialogue": "\"I know you took the locusts from the traps the cryptozoologists set up.\"" }, { "actor": "Cuno", "dialogue": "\"Yeah,\" he says slowly, meeting your gaze with sullen defiance. \"Cuno took the bugs. So what?\"" }, { "actor": "Inland Empire", "dialogue": "So it wasn't the phasmid... a wave of disappointment washes over you." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_locusts_said_doesnt_know\"]) == false]" }, { "actor": "You", "dialogue": "\"Why steal locusts? Couldn't you find some other pets?\"" }, { "actor": "Cuno", "dialogue": "\"They're not pets.\" Sounds like you've offended him. \"Don't you know what locusts *are*, when they come out of the fucking sky? Fuckin' *descend* and shit.\"" }, { "actor": "Cunoesse", "dialogue": "\"Stooooop!\" she wails from behind the fence, then covers her face with her hands." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_rage_city_heard\"]) == false]" }, { "actor": "Cuno", "dialogue": "\"You stop! It's like they're fucking *night*. Locust City, Night City. City of Rage...\"" } ]
[ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation_done\"]]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_doomed_hub_reached\"]]" }, { "actor": "Plaisance", "dialogue": "\"Hello again, esteemed officer,\" she keeps reciting like a robot. \"And welcome to Crime, Romance, and Biographies of Famous People.\"" }, { "actor": "You", "dialogue": "\"I had a few more questions about the curse...\"" }, { "actor": "Plaisance", "dialogue": "\"Okay, but please, only a few questions.\" She peers at the curtains. \"You wouldn't want to disturb the spirits...\"" }, { "actor": "You", "dialogue": "\"How does this curse manifest itself?\"" }, { "actor": "Plaisance", "dialogue": "\"The curse... is so much worse than you could imagine. It's a *disease*, eating at the very foundation.\" A shiver runs through the woman, as she looks around the dimly lit store." }, { "actor": "Plaisance", "dialogue": "\"It's the curse of *financial distress*.\" Her voice drops to a whisper. \"Of *ruin* -- and bankruptcy.\" She peers at the curtains again..." }, { "actor": "Inland Empire", "dialogue": "Didn't... didn't that curtain just *move*?!" }, { "actor": "You", "dialogue": "\"Ah! Annette mentioned that the previous tenants have experienced some financial troubles.\"" } ]
[ { "actor": "Cuno", "dialogue": "\"Yeah, the Kingdom of Cuno, the fuck do you want with it?\"" }, { "actor": "You", "dialogue": "\"The ladder, ever climb it?\" (Point to the ladder on the tree.)" }, { "actor": "Cuno", "dialogue": "\"Look at that fucking shit?\" he screeches. \"You tryin'a get Cuno killed?\"" }, { "actor": "You", "dialogue": "\"So you would say that the ladder is... unclimbable?\"" }, { "actor": "Cuno", "dialogue": "\"Fuck does Cuno know? Cuno's not a fucking acrobat!\"" }, { "actor": "Savoir Faire", "dialogue": "Cuno knows the ladder is unclimbable." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant takes a quick note in his notebook." }, { "actor": "Cunoesse", "dialogue": "\"It's a trap, Cuno! Don't climb it, Cuno!\"" }, { "actor": "You", "dialogue": "\"There was also a mug in the trash.\" (Show him the mug.)" }, { "actor": "Cuno", "dialogue": "\"The fuck? A *mug* in the trash? Is this about the fucking clothes again?\"" }, { "actor": "You", "dialogue": "\"Yes. Does this racist mug have anything to do with it?\"" }, { "actor": "Cuno", "dialogue": "\"Yeah, Cuno sees where this is going. Cuno's got that fast-brain,\" he whispers excitedly. \"You saying you pigs are after the mug fucker -- coz he's the clothes fucker...\"" }, { "actor": "Cunoesse", "dialogue": "\"Can't hear you, Cuno! Speak louder, Cuno!\"" } ]
[ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"coast.reeds_checked_counter\"] >=1) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.garrydoor_hub_reached\"]]" }, { "actor": "Door, Basement Apartment", "dialogue": "The door to the 'Weasel's' Den', guarded by the lionhead-knocker. Both have seen better days." }, { "actor": "You", "dialogue": "Press your ear against the door." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"]) == false]" }, { "actor": "Door, Basement Apartment", "dialogue": "The leather upholstery is worn and rough against your jaw. You don't hear any movement." }, { "actor": "Perception (Hearing)", "dialogue": "In fact, it's oddly silent in the yard around you. No birds chirp." }, { "actor": "You", "dialogue": "\"Lieutenant, what is your opinion of this task we're undertaking?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_kim_expresses_understanding_worknig_with_evrart_is_necessarry\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"As I already said,\" the lieutenant replies, adjusting his glasses. \"I understand this can't be avoided.\"" } ]
[ { "actor": "Measurehead", "dialogue": "\"SO... WOMEN, HUH?\" The Semenese supraman stretches on the couch like a giant tattooed cat." }, { "actor": "Composure", "dialogue": "His shoulders relax, tension is leaving him." }, { "actor": "Visual Calculus", "dialogue": "Strange, he seems different in here. Less 'monolithic' somehow." }, { "actor": "Inland Empire", "dialogue": "The room feels soporific in its silence, dust particles twirling around in the air..." }, { "actor": "You", "dialogue": "\"I don't really like women.\"" }, { "actor": "Measurehead", "dialogue": "\"AND? THAT'S WHAT YOU WANTED TO TALK ABOUT? THAT YOU DON'T LIKE WOMEN?\"" }, { "actor": "Measurehead", "dialogue": "\"WHAT IS THIS *REALLY* ABOUT?\"" }, { "actor": "You", "dialogue": "\"I *really* need to find a way to turn back time.\"" }, { "actor": "Measurehead", "dialogue": "\"WE ALREADY ESTABLISHED THAT. TELL ME, WHAT DRIVES YOU TO SEARCH FOR SUCH *FANTASTIC* MEASURES?\"" }, { "actor": "You", "dialogue": "\"It's about her.\" (Nod solemnly.) \"Revachol.\"" }, { "actor": "Measurehead", "dialogue": "\"THAT IS A LIE YOU ADMINISTER YOURSELF. LIKE HEART MEDICINE. GO WITHOUT IT ONE DAY AND YOUR HEART WILL STOP.\"" }, { "actor": "Measurehead", "dialogue": "\"MEN ONLY WANT TO REVERSE TIME FOR ONE REASON. THEY *SAY* IT'S ABOUT HONOUR, JUSTICE, REVENGE, REGRET, REDEMPTION, AND A PLETHORA OF FALSE REASONS, BUT FURTHER BACK -- DEEPER IN -- IT IS ALWAYS LOVE THAT DRIVES THEM.\"" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_its_About_love\"]) == false]" }, { "actor": "Measurehead", "dialogue": "[Action/Check: Condition: Variable[\"plaza.lorryman_fascha_rc_scss\"]]" } ]
[ { "actor": "Ancient Reptilian Brain", "dialogue": "Sleep is merciful this time, brother. Not too deep. Lit by the continuous sound of the sea outside." }, { "actor": "Limbic System", "dialogue": "And a little something in there... a sensation. The bow drawn across a string. Something small and crustacean-like." }, { "actor": "Ancient Reptilian Brain", "dialogue": "No. Relax, man. It's just the comfortable darkness. Interrupted by the pain in your body. A telegraph, far away." }, { "actor": "Pain Threshold", "dialogue": "Far enough not to hurt for a while." }, { "actor": "Volition", "dialogue": "And your mind healing too. Weaving itself back into shape." }, { "actor": "Logic", "dialogue": "You did it... you solved the case." }, { "actor": "Inland Empire", "dialogue": "Somehow you managed to dodge it all... The church, the window *and* the bad book in the store. On the shelf. You made it. Across the black sea unharmed..." }, { "actor": "You", "dialogue": "Turn to the other side." }, { "actor": "Limbic System", "dialogue": "You do so many times. Until dim light starts peeking into the hood you're under. The rough karakul. More and more each second. Time to face it again -- the world. Anew..." }, { "actor": "You", "dialogue": "[Open your eyes.]" } ]
[ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"No more questions.\"" }, { "actor": "Titus Hardie", "dialogue": "\"About fuckin' time.\"" }, { "actor": "You", "dialogue": "\"Okay, I talked to Klaasje. Now I need to talk to Ruby.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Why?\" He leans back and regards you with curiosity." }, { "actor": "You", "dialogue": "\"A civil war is brewing and the only way to prevent it is to solve the murder. That means talking to Ruby.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Sounds like you wanna push this steamin' pile of shit on *anyone* -- and now you've picked Ruby. Well, not on my watch you won't.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Ruby's one of us. We're not gonna throw her under your Moralintern steamroller, fuck that shit!\"" }, { "actor": "Shanky", "dialogue": "\"And fuck you too, moral-f*g!\" He throws a glance at Titus as the last syllable leaves his lips. The big guy sighs." }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ]
[ { "actor": "Church Doors", "dialogue": "Heavy wooden doors more than twice your height stand shut in front of you. The rectangular, sea-worn ornamentation appears in stark contrast to the padlock carelessly drilled into the wood." }, { "actor": "You", "dialogue": "Inspect the staple." }, { "actor": "Church Doors", "dialogue": "The padlock passes through a staple that's been hastily attached to the wood. Closer inspection reveals that one of the screws is not a screw at all, but a nail. The work has been done recently and is unprofessional, to say the least." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: CheckItem(\"key_church_door\")]" }, { "actor": "You", "dialogue": "Take a closer look at the padlock." }, { "actor": "Church Doors", "dialogue": "This cheap-looking padlock is sturdily built. It shackles together a hasp and a staple screwed into the wooden door. The lock is adorned with a yellow sticker." }, { "actor": "Interfacing", "dialogue": "It'll be easier to break the staple than the lock. Also -- that sticker is interesting, somehow..." }, { "actor": "You", "dialogue": "Apply some official force on the padlock." }, { "actor": "Church Doors", "dialogue": "[Action/Check: Condition: Variable[\"church.churchdoor_open_crowbar\"] == true]" }, { "actor": "Physical Instrument", "dialogue": "You jam the prybar between the lock and the staple and apply force -- your biceps bulge from the strain. The metal creaks and squeals..." }, { "actor": "Physical Instrument", "dialogue": "The pathetic old wood, rusty screws (and one nail) stand no chance against the forces of *leverage*. From deep within, a bellow rips..." } ]
[ { "actor": "Easy Leo", "dialogue": "\"Mr. Harry! Boy, old Leo sure was right about you! I knew you was a Union man at heart when I first saw you.\" He takes a quick breath. \"Right as I turned around and looked at you, I said to myself: 'Now that fellow is a union man right there. Through and through.' And I was right, yes I was, yes I was.\"" }, { "actor": "You", "dialogue": "\"I guess you just *know* people, Leo. It's like a special ability you got.\"" }, { "actor": "Easy Leo", "dialogue": "\"It's true, it's true.\" he nods. \"I've had an eye for helpful people for as long as I remember. I like helpful people, and I like helping helpful people, so what do you need, mister?\"" }, { "actor": "You", "dialogue": "\"What are you doing with the containers?\"" }, { "actor": "Easy Leo", "dialogue": "\"Oh I'm just making some covers for them containers here, yes I am, yes I am... So it's easier for the crane operators to spot them.\" He waves at the containers towering behind him." }, { "actor": "You", "dialogue": "\"Sure. Let me ask you about something else?\"" }, { "actor": "Easy Leo", "dialogue": "\"Sure, mister, about what?\"" }, { "actor": "You", "dialogue": "\"Leo, you seem to know everyone around here, I want to ask about someone.\"" }, { "actor": "Easy Leo", "dialogue": "\"Mr. Evrart doesn't really want me to talk to people about Union guys...\" He thinks for a moment. \"But who did you want to talk about?\"" } ]
[ { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"whirling.gardener_main_hub_reached\"]]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: Variable[\"TASK.arrest_klaasje_done\"]]" }, { "actor": "Titus Hardie", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.hardie_altgreet_klaasje_arrested\"]) == false]" }, { "actor": "Titus Hardie", "dialogue": "\"Just dragged her away, huh? Stone cold...\" He's still looking at the front door. \"Didn't think you had it in you...\"" }, { "actor": "You", "dialogue": "\"I didn't have what in me? To arrest her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, you ruthless son of a bitch.\" He nods approvingly. \"I certainly didn't have it in me -- I always let the pretty ones go. I'm soft like that.\"" }, { "actor": "Shanky", "dialogue": "\"Yeah, like when we let old Clancy's widow walk.\"" }, { "actor": "Eugene", "dialogue": "\"Or Denisse, the diner girl! The milk rack on that one...\" He says, almost elegiacally." }, { "actor": "Titus Hardie", "dialogue": "\"Can't say I wasn't sad to see her go -- our Klaasje there -- her face when your friend walked her out. Goddamn...\" He shakes his head." }, { "actor": "You", "dialogue": "\"One third of humanity will be *culled* -- and you're worried about a single lambe?!\"" }, { "actor": "Titus Hardie", "dialogue": "\"What?\" He doesn't understand." }, { "actor": "You", "dialogue": "\"Har-Mageddon is upon us. She's better off in the holding-pen once the Blood Rains come down.\"" }, { "actor": "Titus Hardie", "dialogue": "\"I ain't got time for this whack shit.\" He picks up a new beer can. \"I just hope she can game her way through the system and come out the other end.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Don't think I forgot how I specifically let you know how I felt about her arrest either.\" He says shaking his head. \"Now what do you want?\"" }, { "actor": "Empathy", "dialogue": "His tone is friendly now and the last words are actually accompanied with a little smile." } ]
[ { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_intro_done\"]]" }, { "actor": "Coupris Kineema", "dialogue": "Inside you see a set of steering levers, a radio-microphone, a pull-out toolbox, and the soft glow of the fuel pre-heater gauge." }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: IsTaskActive(\"TASK.help_kim_with_money_plan\") and IsKimHere()--[[ Variable[ ]]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I have something here we could sell. Look in the back, in the suspect transport enclosure.\"" }, { "actor": "Reaction Speed", "dialogue": "Transport enclosure? Regular people just call it *the cage*." }, { "actor": "You", "dialogue": "\"Kim, what are we looking at? What is this machine?\"" }, { "actor": "Alice", "dialogue": "[Action/Check: Condition: Variable[\"whirling.kineema_TH_check_success\"]]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, it's my patrol vehicle. You can use the toolbox and the radio if you'd like.\" He nods at the cabin." }, { "actor": "Inland Empire", "dialogue": "Motor carriage, motor carriage... Something bad with a motor carriage.... A dark lump rises in your throat." }, { "actor": "You", "dialogue": "\"Do all policemen in the RCM have such *cool* motor carriages?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"The Coupris MotorCorp does provide most of our patrol vehicles, yes.\"" }, { "actor": "Interfacing", "dialogue": "But this is different -- this is a sports model." } ]
[ { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_made_it_to_main_hub\"]]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_bought_rosemary_speed\"]]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"village.rosemary_bought_the_spirits\"]]" }, { "actor": "Rosemary", "dialogue": "\"The legend returns. You know the deal, legend-man. Smokes are smokey, pilsner... gets you drunk. You've already cleaned me out of spirits... and speed.\" He looks sad." }, { "actor": "You", "dialogue": "\"Here's the money for the spirits.\"" }, { "actor": "Rosemary", "dialogue": "He hands you the bottle. \"Jus' make sure to *enjoy* that one, friend!\"" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")) == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] == false or Variable[\"TASK.report_to_the_tribunal_done\"] == true) == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] == true and Variable[\"TASK.report_to_the_tribunal_done\"] == false]" }, { "actor": "Rosemary", "dialogue": "[Action/Check: Script: FinishTask(\"TASK.gain_the_spirits_done\")--[[ Variable[ ]]]" } ]
[ { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"XP.help_annette\"]]" }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.annette_altgreet_passives_shown\"]) == false]" }, { "actor": "Annette", "dialogue": "\"I'm sorry, sir, I can't talk right now. I'm very busy with my homework... I have so much homework now.\"" }, { "actor": "Empathy", "dialogue": "You just can't win." }, { "actor": "Logic", "dialogue": "Out of the rain and into the gutter." }, { "actor": "You", "dialogue": "\"Shouldn't you be at school or something?\"" }, { "actor": "Annette", "dialogue": "\"I do my studies at home at the moment. I have to help Mum keep this place running.\"" }, { "actor": "You", "dialogue": "\"Isn't going to school more important than... this?\"" }, { "actor": "Annette", "dialogue": "\"Mum says it's necessary to do both, because it builds character. Mum says a proper worker is dutiful -- that's how you get ahead in life, you succeed.\"" }, { "actor": "Composure", "dialogue": "There is stress and unease behind these words. She's reciting etiquette." }, { "actor": "Annette", "dialogue": "[Action/Check: Condition: Variable[\"TASK.doomed_investigation\"]]" } ]
[ { "actor": "Klaasje's Note", "dialogue": "\"I'm sorry I fucked everyone over.\n\nPS. I didn't kill him.\n\nPPS. Gift upstairs.\"" }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Cuno", "dialogue": "\"A trap, probably.\" He nods confidently. \"But don't sweat it. You got the Cuno spotting you. Let's go in.\"" }, { "actor": "Half Light", "dialogue": "Just don't walk into another radio trap, okay..." }, { "actor": "Volition", "dialogue": "Relax. Not everyone is out to trap you." }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I am not drawing my gun... yet. But I don't like 'gifts'.\"" } ]
[ { "actor": "La Fumée, Vol. 1 No. 4", "dialogue": "The face of King Frissel smiles at you. For some reason the smile now strikes you as more forced than it did before." }, { "actor": "You", "dialogue": "Let's see what they mean by 'Local Concerns'." }, { "actor": "La Fumée, Vol. 1 No. 4", "dialogue": "Unsurprisingly, much of this section is taken up with articles declaring unqualified support for the dockworkers' strike." }, { "actor": "La Fumée, Vol. 1 No. 4", "dialogue": "You skim the headlines: 'Paint the Harbour Red and White!', 'Martinaise Tames the Wild Pines', 'A City in Revolt', 'First We Take Martinaise, Then We Take La Delta!'." }, { "actor": "La Fumée, Vol. 1 No. 4", "dialogue": "Finally, there's a brief article by the writer 'G. Martin' accusing the owner of the Capeside Apartments of illegally attempting to evict certain communist tenants simply for not having paid their rent." }, { "actor": "Reaction Speed", "dialogue": "Ah, this must be Gaston's handiwork." }, { "actor": "You", "dialogue": "If it weren't for the Wild Pines all those moochers would be out of a job." }, { "actor": "La Fumée, Vol. 1 No. 4", "dialogue": "According to these editorials, private enterprise is simply a means of organising labour that would already happen regardless..." }, { "actor": "Savoir Faire", "dialogue": "Absolute nonsense. Whoever wrote this has clearly never built a successful business before." }, { "actor": "La Fumée, Vol. 1 No. 4", "dialogue": "It goes on to call the Wild Pines a 'nightmarish transnational leech, sucking the life from the labouring classes of Martinaise'." } ]
[ { "actor": "Half Light", "dialogue": "Tremble. THE TIME IS NOW. τὰ ὅλα." }, { "actor": "You", "dialogue": "This is because of the insane world-ending I've been saying isn't it? (Proceed.)" }, { "actor": "Half Light", "dialogue": "Yes. You spoke the words of the παλίντροπος, and the houses of Perikarnassis. Items, people, even WORDS will tumble, all will lose its meaning in the coming years. That is why you marked yourself." }, { "actor": "You", "dialogue": "I *do* think the world might end soon. (Opt in.)" }, { "actor": "Half Light", "dialogue": "The face of the woman fractures. There will be herd killing. We all become vapour." } ]
[ { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.jammystery_ladydriver_cabin_located_racist\"]) == false]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_greeting_done\"]]" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.truckman_told_him_to_fuck_off\"]]" }, { "actor": "Racist lorry driver", "dialogue": "\"Looking for something, runt? Come to tell me to fuck off again?\"" }, { "actor": "Racist lorry driver", "dialogue": "[Action/Check: Condition: Variable[\"jam.racist_authority_soles\"]]" }, { "actor": "You", "dialogue": "\"You're lorryman, right? What's your stance on drugs?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"Drugs? They're shit, man. I don't let anything pollute my body.\" He takes a long drag on his cigarette." }, { "actor": "You", "dialogue": "\"You smell of booze and cigarettes, what's different about narcotics?\"" }, { "actor": "Racist lorry driver", "dialogue": "\"You know where that shit comes from? Saramiriza, Safre, Iilmaraa. They take the money from our local junkies here and then use it to out-compete us in the manufacturing sector.\"" }, { "actor": "Racist lorry driver", "dialogue": "\"They know they can't beat us in a fair fight, so they have to get us to weaken ourselves somehow. It's racial sabotage. Racial *economic* sabotage.\"" }, { "actor": "Suggestion", "dialogue": "There's your in. Take his side in this particular fight." } ]
[ { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: Variable[\"tc.wards_plais\"]]" }, { "actor": "Warded Door", "dialogue": "A heavy door with a missing handle stands before you, covered in dozens (if not hundreds) of Semenese trinkets and charms. It appears to be locked." }, { "actor": "Warded Door", "dialogue": "[Action/Check: Condition: CheckItem(\"key_bookstore_backdoor\")]" }, { "actor": "You", "dialogue": "Knock on the door." }, { "actor": "Warded Door", "dialogue": "Only an echo... No one is there." }, { "actor": "Perception (Hearing)", "dialogue": "A hollowed out, dark echo..." }, { "actor": "You", "dialogue": "Maybe I *should* break it down? But not before I strategize..." }, { "actor": "Physical Instrument", "dialogue": "That's right, take in your surroundings. You need to have a solid ground and a proper posture if you want to succeed." }, { "actor": "You", "dialogue": "First -- check your posture." }, { "actor": "Physical Instrument", "dialogue": "Steady breathing, solid core -- you've got this. With one shoulder forward you're ready to smash into the door like a battering ram." } ]
[ { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.ladder_hub_reached\"]) == false]" }, { "actor": "Feld Ladder", "dialogue": "A rusty ladder leads to the rooftop. Some of the rungs are missing." }, { "actor": "Feld Ladder", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yeah, that doesn't look good at all.\"" }, { "actor": "You", "dialogue": "Assess the situation." }, { "actor": "Feld Ladder", "dialogue": "The distances between the remaining rungs are rather *wide*. You'd have to use the mounting brackets. However, they seem corroded and the peeling rust is razor-sharp." }, { "actor": "Feld Ladder", "dialogue": "In addition, the first rung is going to be *tough* to reach. It's, what, three metres above ground, and you're -- 180...?" }, { "actor": "You", "dialogue": "One-ninety. I'm a giant." }, { "actor": "Feld Ladder", "dialogue": "Okay. But, still -- the roof is collapsing and the wind gets pretty brutal up there. Dismounting from the ladder is going to be *hard*. Perhaps if you were to... *not* climb the ladder? Instead..." }, { "actor": "Savoir Faire", "dialogue": "What if you were to do something more *subtle*?" }, { "actor": "Conceptualization", "dialogue": "What if you were to *re-conceptualize* climbing the ladder?" }, { "actor": "Rhetoric", "dialogue": "Yes -- climbing it would be too *expensive*. The animations your body needs to make, interacting with the ladder, are beyond your capabilities at this moment in your career." }, { "actor": "Inland Empire", "dialogue": "ASTRAL PROJECTION! Be *open-minded* about this." }, { "actor": "Pain Threshold", "dialogue": "Yeah... Because falling from that height seems, well -- SPLAT! So don't do that. Just, you know..." } ]
[ { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"canal.tree_greeting_done\"]) == false]" }, { "actor": "Hawthorn Tree", "dialogue": "The hawthorn tree on Rue de Saint-Ghislaine. Bronze-coloured ribbons of magnetic tape are caught in its branches, fluttering in the breeze." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: (Variable[\"ice.egg_shivers_third\"]) == false]" }, { "actor": "You", "dialogue": "Disentangle the tape." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.tree_whitec_interfacing_disentangle_tape\"]]" }, { "actor": "Interfacing", "dialogue": "With slow and deliberate motions, pulling, bending and unravelling -- you manage to extricate the magnetic tape from the branches." }, { "actor": "Interfacing", "dialogue": "It curls up into a mess inside your pocket. If only you could find a way to re-spool it, so that you could hear what's on the tape..." }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: Variable[\"canal.roy_intro_done\"]]" }, { "actor": "Logic", "dialogue": "Maybe Roy from the pawnshop can help you with this?" }, { "actor": "Hawthorn Tree", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant looks at the mess in your hands. Only after you've successfully cleaned up the branches does the curiosity get him: \"What's the tape for?\" he asks." }, { "actor": "You", "dialogue": "\"It's for Egg Head. I promised to make his van Eyck's jam hit a bit harder. Maybe this tape can help.\"" } ]
[ { "actor": "Kim Kitsuragi", "dialogue": "You see the lieutenant's familiar shape in the orange jacket. It turns double -- then triple -- from the pain." }, { "actor": "Pain Threshold", "dialogue": "It's nothing. You're alive, that's what matters." }, { "actor": "You", "dialogue": "\"Kim....\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"*Sunrise, parabellum*,\" the lieutenant says. He's in the middle of a freshly cleaned room, with the fan above his head like a halo. His face is covered in bruises." }, { "actor": "You", "dialogue": "\"I'm ready.\" (Conclude.)" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Good.\" There's a pause. \"Where do you want to limp to?\"" }, { "actor": "You", "dialogue": "\"Let's just aimlessly wander until a clue presents itself.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Let's do that.\" He extinguishes the cigarette on the sole of his boot." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Another look at the window perhaps -- the one he was shot through? I don't know... I can't think of anything better.\"" } ]
[ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"tc.doomed_commercial_area\"]) == false]" }, { "actor": "You", "dialogue": "\"Slipstream SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.doorbell_whitecheck_volition\"]) == false]" }, { "actor": "Volition", "dialogue": "No, hold on. The last thing you need in your life is more hysteric emotions. Forget it. Find something else to do." }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but no one answers." }, { "actor": "Conceptualization", "dialogue": "What an ominous name for a hair salon... Doesn't bode well for anyone's hair." }, { "actor": "Half Light", "dialogue": "Just seeing the words \"Andro-Orlando\" gets your hackles up. It's very existence is a *threat* to your masculinity, to say nothing of your hair." }, { "actor": "You", "dialogue": "\"ARTEMITEP's Boxing for Young Athletes & Gym.\"" } ]
[ { "actor": "The Deserter", "dialogue": "\"Three weeks ago, when the rich hag came in on her galley. Her honour guard came in tow.\"" }, { "actor": "Rhetoric", "dialogue": "Joyce... he means Joyce." }, { "actor": "You", "dialogue": "\"And by that you mean the representative of the harbour company?\"" }, { "actor": "The Deserter", "dialogue": "\"Wrinkled up whore,\" he nods." }, { "actor": "You", "dialogue": "\"What is it with these *whores* and *pederasts*... aren't you a communist?\"" }, { "actor": "The Deserter", "dialogue": "\"Lax sexual morals are a bourgeois ploy,\" he gargles a spit ball. \"As to pederasty, the Party legalized it in '04. My Party, not your liberal masters.\" He spits it out on the dying coals." }, { "actor": "The Deserter", "dialogue": "\"So don't you sermonize me, you racist shithole.\" He adds. \"It's still bourgeois when the bourgeois does it. Fiddling with their sexual organs...\"" }, { "actor": "Electrochemistry", "dialogue": "Some strange glandular process takes place in him at the thought. Like yeast rising..." }, { "actor": "Half Light", "dialogue": "An anger too, in addition to loneliness." } ]
[ { "actor": "Jean Vicquemare", "dialogue": "Let's test. This is the last hub." }, { "actor": "You", "dialogue": "\"I'm ready.\" (End with Kim / Cuno.)" }, { "actor": "Judit Minot", "dialogue": "\"Good.\" She looks at you, then Vicquemare..." }, { "actor": "Jean Vicquemare", "dialogue": "\"Fuck it, let's go.\" The man points down the street. \"Trant left his motor carriage behind the gates. It's a 20 minute drive to Jamrock.\"" }, { "actor": "Shivers", "dialogue": "The great district hums in the slowly falling snow: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the white horizon..." } ]
[ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_klaasje_said_one_thing\"]) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm Kim Kitsuragi.\" The lieutenant steps in. \"I'm a detective from Precinct 57. I see you've already met my colleague.\"" }, { "actor": "Empathy", "dialogue": "This does not come as good news to him." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasjeone_greeting_done\"] and IsKimHere()) == false]" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Esprit de Corps", "dialogue": "Across the city, the lieutenant stops to consider a smoke break. He shrugs off the urge: maybe tonight. His absence is palpable. Too late now." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"TASK.fridge_victims_body_done\"] or Variable[\"TASK.send_corpse_to_processing_done\"]]" }, { "actor": "You", "dialogue": "\"Miss, I'm investigating, uh...\" (Gesture down to the yard.) \"The people who put him there said to talk to you.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Ah, I see.\" She takes a pensive drag of her menthol cigarette." }, { "actor": "Suggestion", "dialogue": "Be careful. Ask something else first. When you go *there*, use words like 'I hear you have been through something difficult.'" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"whirling.klaasje_suggestion_been_through_difficult\"]]" }, { "actor": "Physical Instrument", "dialogue": "No need to dilly-dally. She's tough." } ]
[ { "actor": "Electrochemistry", "dialogue": "That sugary black rum stain on the counter makes you teary-eyed with joy. It's almost touching how syrupy and sticky it is. How long have you been up already?" }, { "actor": "You", "dialogue": "Two hours?" }, { "actor": "Electrochemistry", "dialogue": "An hour would have been bad -- two hours is *mystical*. You have truly wiped out all trace of yourself if you haven't thought about rum and lemonade yet." }, { "actor": "You", "dialogue": "Maybe later." }, { "actor": "Electrochemistry", "dialogue": "\"Maybe later\"? What is this, casual Friday? What's with the lackadaisical lax-man attitude? You used to be *passionate* about getting your drink on. Show me you're still young. Show me you have the FIRE in you! Lick that stain off the counter RIGHT NOW." }, { "actor": "You", "dialogue": "I don't want to lick it." }, { "actor": "Electrochemistry", "dialogue": "What happened, man? You used to be *cool*. Go get your boring normal person drink then..." }, { "actor": "Electrochemistry", "dialogue": "Get your drink on and your act together." } ]
[ { "actor": "Damaged Ledger", "dialogue": "Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible." }, { "actor": "You", "dialogue": "There was mention of a... *naming convention* here?" }, { "actor": "Damaged Ledger", "dialogue": "Yes. It appears you employ a... shall we say *robust yet literary* system. Each investigation has its case number written on the margins. Yet, still more tellingly, most are accompanied by a *name*." }, { "actor": "Conceptualization", "dialogue": "A *title* one might say even. One that draws inspiration from snoop fiction and Vespertine cop show staples." }, { "actor": "You", "dialogue": "Oh my, and they're written in capital letters too..." }, { "actor": "Damaged Ledger", "dialogue": "Yes, all caps. One is called THE NEXT WORLD MURAL, another THE SQUARE BULLET HOLE MURDERS. Another yet: THE UNSOLVABLE CASE." }, { "actor": "You", "dialogue": "More?" }, { "actor": "Damaged Ledger", "dialogue": "Others appear more light-hearted: THE GUYS ON A COUCH IN AN UNEXPECTED LOCATION and THE MURDER AT THE HOOKAH PARLOUR, even the rare article-free COLLAPSING TENEMENT. Murder features prominently throughout." }, { "actor": "Half Light", "dialogue": "You like this grimy *murdering*, don't you?" }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: Variable[\"inventory.ledger_hl_teenage_murder\"]]" }, { "actor": "Electrochemistry", "dialogue": "Wish there was one in there about a drug den, you love those. Gets the *blood* pumping." }, { "actor": "Visual Calculus", "dialogue": "No, you don't. You're a human measuring instrument, almost entirely intellectual." }, { "actor": "Damaged Ledger", "dialogue": "It's going to take an effort to piece these case files together, but it can be done -- later, once you're done inspecting them up close." }, { "actor": "You", "dialogue": "That's *it*?" }, { "actor": "Damaged Ledger", "dialogue": "The notebook is *annual*, it says '51 on what remains of its cover -- a molten strap of cardboard. Everything prior to this must have belonged to a previous volume. In short: there was more." } ]
[ { "actor": "Visual Calculus", "dialogue": "Is there something here that would indicate a sniper used this place as a nest for taking the shot? Just some urban detritus, a bottle and a dilapidated old comms tower." }, { "actor": "Endurance", "dialogue": "The wind picks up. Fine sea foam lashes your face. It feels like needles. You can take it -- just raise your collar, detective." }, { "actor": "Perception", "dialogue": "In the distance you can hear the breakers roar." }, { "actor": "You", "dialogue": "Look over the water -- to the Whirling-in-Rags." }, { "actor": "Visual Calculus", "dialogue": "There, 1.2 kilometres over the cold water of the bay, through a thick snowstorm melting flake by flake in the waves you see the smallest rectangle, barely visible." }, { "actor": "Visual Calculus", "dialogue": "The light is off on the third floor of the Whirling-in-Rags. The young woman is gone, in Precinct 57. Safe, closed off. Her form no longer moves behind the glass there..." }, { "actor": "You", "dialogue": "Maybe the assailant climbed the comms tower, took the shot there?" } ]
[ { "actor": "Shivers", "dialogue": "A shift in temperature. The air chills around you. Dust settles on the stony floor." }, { "actor": "You", "dialogue": "Rub your sides for warmth." }, { "actor": "Shivers", "dialogue": "A former architect stands before a slice of window, a room plan in her hand. A cold wave has made the air in the building stand still and frozen, with temperatures falling down to -20°C." }, { "actor": "You", "dialogue": "Look around yourself..." }, { "actor": "Shivers", "dialogue": "It's clean and empty, with new tapestry embellishing the walls. A standard HB graphite pencil has fallen off a three-legged stool in the middle of the room." }, { "actor": "Conceptualization", "dialogue": "She had an eye for beauty." }, { "actor": "You", "dialogue": "Shiver. [Finish thought.]" } ]
[ { "actor": "Blue door", "dialogue": "You see a heavy steel door with a prominent dimple lock. It's painted blue." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.bluedoor_inland_blue\"]) == false]" }, { "actor": "Inland Empire", "dialogue": "You immediately feel *drawn* to the colour. Blue is for mystery." }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_kick_down_success\"] == true]" }, { "actor": "You", "dialogue": "\"This door is *connected* to the one upstairs. But how do we get through?\"" }, { "actor": "Blue door", "dialogue": "[Action/Check: Condition: CheckItem(\"key_workshop_spare\")]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Have you tried using the key?\" The lieutenant nods toward the lock. \"I suspect that will work.\"" }, { "actor": "You", "dialogue": "[Leave.]" } ]
[ { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_failure\"] or Variable[\"gates.mhead_fight_failed_mid_success\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.talk_merc_tattoo_done\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_greeting_done\"]) == false]" }, { "actor": "Scab Leader", "dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_mid_greet_exit\"]]" }, { "actor": "Scab Leader", "dialogue": "\"RIGHT TO WORK!!\" the man chants, then turns to you. \"Back again, eh? Here to show the militia's support for our cause?\"" }, { "actor": "You", "dialogue": "\"I don't *think* I've chosen any sides yet.\"" }, { "actor": "Scab Leader", "dialogue": "\"Might be time. Don't let the fat bastards tread on you. Cops tend to side with the higher-ups, but you're essentially still *workers*.\"" }, { "actor": "Scab Leader", "dialogue": "\"I don't trust cops, but... I can see you understand the --\" He raises his voice and chants: \"RIGHT TO WORK! RIGHT TO WORK!\"" }, { "actor": "You", "dialogue": "\"What kind of a cause are we talking about?\"" } ]
[ { "actor": "You", "dialogue": "\"So you deliver things. What kinds of things?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, I don't know the contents, officer. Part of my job is discretion.\"" }, { "actor": "Composure", "dialogue": "He's trying too hard to seem untroubled by your question. The rigidity in his posture gives him away." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_courier_comp_lying\"]]" }, { "actor": "You", "dialogue": "\"Oh, I guess that's okay then.\" (Conclude.)" }, { "actor": "Gary, the Cryptofascist", "dialogue": "He smiles broadly." }, { "actor": "You", "dialogue": "\"What do you do, then? If not cryptozoology?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, this and that.\" He grins." }, { "actor": "You", "dialogue": "\"Sounds intriguing.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Sometimes.\"" }, { "actor": "Authority", "dialogue": "See? He's being evasive. Shake him up, show him who's boss." }, { "actor": "You", "dialogue": "Let it go." }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Okay, I work as a special courier.\" He smiles. \"You know, urgent deliveries, overnight deliveries, deliveries to out-of-the-way locations.\"" }, { "actor": "You", "dialogue": "\"So you deliver things. What kinds of things?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Oh, I don't know the contents, officer. Part of my job is discretion.\"" } ]
[ { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember the scent of your childhood?" }, { "actor": "You", "dialogue": "What *is* this?" }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "What it says on the can, Harry. Answer the question." }, { "actor": "You", "dialogue": "I was born in a hospital where people usually go to die." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You're not kidding anyone, Harry. You don't remember shit. Tell me..." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Do you remember your wife's hand on your face?" }, { "actor": "You", "dialogue": "I was left." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "That's right, funky-baby, and you just stood there. One hand on the bottle and the other on your dick -- watching her go. Let it all be dragged away from you." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Tell me, where are your friends? Human beings have friends, Harry-boy. Where the hell are yours?" }, { "actor": "You", "dialogue": "I don't want to come back." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "They were only cramping your *descent into the abyss*. Now they're gone. Three times gone and never coming back -- all of it. You failed. You failed me." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You failed Elysium." }, { "actor": "You", "dialogue": "What is Elysium?" }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "Everything. The pale and the isolas -- on the surface -- the outer magnetosphere... Burning, furious truth, eight thousand years of written history." }, { "actor": "Bloated Corpse of a Drunk", "dialogue": "You really dropped the ball, Harry. Four point six billion people -- and you failed every single one of them. You really *fucked up*." } ]
[ { "actor": "Evrart Claire", "dialogue": "\"Oh, that's very nice. I haven't gotten around to her yet -- I'm very, very busy, you see.\" He adjusts a button on his sleeve. \"I hope you're getting along.\"" }, { "actor": "Evrart Claire", "dialogue": "\"One thing I wanna make very clear, Harry, is that this is not some kind of Union *versus* Corporation situation. Everyone is just pals here.\"" }, { "actor": "You", "dialogue": "\"Just pals?\"" }, { "actor": "Evrart Claire", "dialogue": "\"We're all trying to do what's best for Martinaise.\" His smile widens. \"Don't feel like you can't cooperate with her, because you and I are such good friends and I helped you find your lost gun. I'm not a jealous guy.\"" }, { "actor": "Suggestion", "dialogue": "Whoa... that's so nice of him. Suspiciously nice." }, { "actor": "You", "dialogue": "\"I told Joyce that I met you.\"" } ]
[ { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (Variable[\"village.abigail_drunk_alt_greet\"]) == false]" }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: Variable[\"village.abigail_greeting_done\"]]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don't call Abigail.\" The drunk man looks at you with his sad, swollen eyes." }, { "actor": "You", "dialogue": "\"Have you seen any women around here lately?\"" }, { "actor": "Don't Call Abigail", "dialogue": "\"Abigail?\" His voice perks up, then trails into a string of random babbling. \"Abigail, where are you?\"" }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: Variable[\"village.abigail_drunk_counter\"] >= 5]" }, { "actor": "Don't Call Abigail", "dialogue": "\"Don'... don'...\" the man stammers, \"don't call...\" Slowly, his head nods off to the side and he passes out, tongue dangling from his mouth." }, { "actor": "Don't Call Abigail", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" } ]
[ { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "A sulphur-crested cockatoo sits on the cover, its beak slightly open. It looks as if the bird is calling out the book title: \"From A to Zrieek! A Guide To A Well-Behaved Cockatoo.\"" }, { "actor": "You", "dialogue": "Flip through the pages." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "Turns out that there are so many different cockatoo species, and they all have behavioural problems." }, { "actor": "Composure", "dialogue": "You don't have behavioural problems. That's garbage. You're cool." }, { "actor": "You", "dialogue": "Flip through the pages." }, { "actor": "From A to Zrieek! A Guide To a Well-Behaved Cockatoo", "dialogue": "Turns out that there are so many different cockatoo species, and they all have behavioural problems." }, { "actor": "Composure", "dialogue": "You don't have behavioural problems. That's garbage. You're cool." }, { "actor": "You", "dialogue": "[Leave.]" } ]
[ { "actor": "Crane Control Panel", "dialogue": "A rusting control panel with several knobs. Two buttons, marked *Marche* and *Arrêt*, are faded with use. It seems to control the large crane above -- a container is attached to its hook block." }, { "actor": "Encyclopedia", "dialogue": "*Marche* -- On. *Arrêt* -- Off." }, { "actor": "You", "dialogue": "Press *Arrêt*." }, { "actor": "Crane Control Panel", "dialogue": "The crane stands tall: proud, erect and *still*." }, { "actor": "You", "dialogue": "Press *Marche*." }, { "actor": "Crane Control Panel", "dialogue": "No screech of metal when you push the button this time. Only silence, as the crane remains in its state of dormancy." }, { "actor": "You", "dialogue": "[Leave.]" } ]
[ { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Medicine Cabinet", "dialogue": "[Action/Check: Condition: Variable[\"whirling.medicine_steal_hub_reached\"]]" }, { "actor": "Medicine Cabinet", "dialogue": "This medicine cabinet is stocked with drugs, plus an old toothbrush, and..." }, { "actor": "You", "dialogue": "\"There's quite the collection in here.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Anything of note?\" he asks in a lowered voice." }, { "actor": "You", "dialogue": "Look at the toothbrush." }, { "actor": "Medicine Cabinet", "dialogue": "It's been used. Quite a lot." }, { "actor": "Perception (Sight)", "dialogue": "But not for scrubbing blood off tiles -- or anything else interesting, it seems." }, { "actor": "Perception (Smell)", "dialogue": "It's clean of chemical odours too. Just some dried toothpaste on the handle." }, { "actor": "Empathy", "dialogue": "This toothbrush belongs to someone who doesn't give a damn about her teeth." }, { "actor": "You", "dialogue": "Look at the medications." } ]
[ { "actor": "You", "dialogue": "\"How so?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I'm pretty sure you can pick up some odds and ends to sell here.\" He nods toward a table of knick-knacks. \"The owner seems to have *eclectic* taste.\"" }, { "actor": "Authority", "dialogue": "Eclectic taste? This shop is full of *stolen* goods -- a blight on the community!" }, { "actor": "You", "dialogue": "\"Mhm. I plan to *enterprise* my way out of this jam. I have a vision.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Sure. Why not?\" It doesn't sound like he believes in the *vision*." } ]
[ { "actor": "Damaged Ledger", "dialogue": "The Ledger of (Oblivion Induced) Mental Health is just as shabby as the Damaged Ledger was: a bunch of sodden papers sags from the clipboard in your hand." }, { "actor": "You", "dialogue": "Look at the clipboard." }, { "actor": "Damaged Ledger", "dialogue": "It's made of dark blue plastic hard enough to beat someone to submission with. The edges are rounded, however. The U4-sized board feels thick and heavy in your hand. Light shimmers on its wet surface. On the back you see the embossed letters: RCM." }, { "actor": "You", "dialogue": "What did you say the colour was?" }, { "actor": "Damaged Ledger", "dialogue": "Blue." }, { "actor": "Inland Empire", "dialogue": "The blue heart. Don't look into it." }, { "actor": "You", "dialogue": "Shake the ledger." }, { "actor": "Damaged Ledger", "dialogue": "Something rattles inside, ever so lightly. Is there... a hidden compartment?" }, { "actor": "Perception (Hearing)", "dialogue": "And something small inside? Light? Made of paper or cardboard? Or dried flowers perhaps?" }, { "actor": "Logic", "dialogue": "Permeables. It's not hidden per se, the compartment is made for permeable materials that would get damaged if something happened to it." }, { "actor": "You", "dialogue": "Peek inside." }, { "actor": "Damaged Ledger", "dialogue": "The plastic shimmers like lapis lazuli, but it is not see-through. You cannot see to its centre..." }, { "actor": "Damaged Ledger", "dialogue": "[Action/Check: Condition: (Variable[\"plaza.annette_post_cards_explained\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "There's something there. A rectangular shape, like a card. Or a postcard..." }, { "actor": "Pain Threshold", "dialogue": "There's pain in there, if you want some. That much you know." } ]
[ { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: Variable[\"jam.abandoned_greeting_done\"]]" }, { "actor": "Abandoned Lorry", "dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days." }, { "actor": "You", "dialogue": "How am I going to get this open?" }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Abandoned Lorry", "dialogue": "With a key -- or a tool. Like, say, a prybar." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (CheckItem(\"prybar\") or CheckItem(\"kvalsund_multitool\")) == false]" }, { "actor": "Physical Instrument", "dialogue": "But you don't *have* a prybar. The lieutenant would, but he drove away with it in his toolbox." }, { "actor": "You", "dialogue": "Smash the window in with the prybar." }, { "actor": "Abandoned Lorry", "dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_whitecheck_physint_smash_window\"]) == false]" } ]
[ { "actor": "Logic", "dialogue": "So this is where they brought faulty pinball machines to fix them up -- a long time ago. Everything is covered with dust now..." }, { "actor": "You", "dialogue": "\"Doesn't look like that pinball machine will ever get fixed.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"At some point -- twenty years ago? Fifteen maybe. Before pinball went out of vogue.\"" }, { "actor": "You", "dialogue": "\"This used to be a... pinball workshop.\"" }, { "actor": "Logic", "dialogue": "Yes. Martinaise North 22 used to be a pinball arcade." }, { "actor": "Perception (Hearing)", "dialogue": "A creak, some dust falls off a shelf." } ]
[ { "actor": "You", "dialogue": "\"I wanna talk about the hanging again.\"" }, { "actor": "Titus Hardie", "dialogue": "\"Again? Someone ask the guy for an autograph -- you cops are his biggest fans.\"" }, { "actor": "Shanky", "dialogue": "A burst of laughter in the room; the little guy is the loudest. \"Good one, Titus!\" he fawns." }, { "actor": "You", "dialogue": "\"Why don't I just arrest you?\" (Step closer to Titus.)" }, { "actor": "Titus Hardie", "dialogue": "\"Yeah, lawman.\" He takes a step closer as well, fixing his ball cap. \"Why *don't* you?\"" }, { "actor": "Conceptualization", "dialogue": "It's almost an anthropological sight: watching him try to assert dominance over you." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardies_authority_strength_in_numbers\"]]" }, { "actor": "Authority", "dialogue": "Weren't you warned to *not* go down this path?! And yet you *still* go and do it..." }, { "actor": "Volition", "dialogue": "Just because you *can* doesn't mean you *have to* say everything that comes to mind. Back out before the situation escalates." }, { "actor": "Shanky", "dialogue": "\"Not in the *arresting mood*?\" His mean little eyes come alive with hatred." }, { "actor": "Half Light", "dialogue": "A fearful readiness, like an electrical charge, raises hairs in the room." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Reaction Speed", "dialogue": "The little rat-faced man reaches into his sleeve... there's a *knife* in there! Some of the others reach for their belts." }, { "actor": "You", "dialogue": "Wait, why are they reaching for their belts?" } ]
[ { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"church.ravers_inside_church\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: (Variable[\"ice.noid_pregreeting_done\"]) == false]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.andre_greeting_done\"]]" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.noid_pre_pre_greeting_done\"]]" }, { "actor": "Noid", "dialogue": "\"So you had a talk with Andre, and now you want to discuss things with Noid?\" He's stooped over his toolbox as usual, shuffling bolts around angrily." }, { "actor": "Noid", "dialogue": "\"That's fine, man. But I've gotta warn you -- our sines are still off. It will take some time for me to get my psi on.\"" }, { "actor": "Noid", "dialogue": "[Action/Check: Condition: Variable[\"ice.noid_empathy_tinkerer_said\"]]" }, { "actor": "You", "dialogue": "\"What about now? Are the sines all right now?\"" }, { "actor": "Noid", "dialogue": "\"Na... huh. Still strongly out of sync. Stage gamma dis-alignment.\"" }, { "actor": "You", "dialogue": "\"What?\"" }, { "actor": "Noid", "dialogue": "\"You heard me.\" He examines the small metal bolt in his hand." } ]
[ { "actor": "Composure", "dialogue": "You holding it together there, Meltdown Cop?" }, { "actor": "You", "dialogue": "I'm not. I'm really not." }, { "actor": "Composure", "dialogue": "Do you need to have a cry?" }, { "actor": "You", "dialogue": "So what if I do?" }, { "actor": "Composure", "dialogue": "It's fine. Being a cop is tough. You can't be expected to keep it together *all the time*. Or, in your case, *much of the time*." }, { "actor": "You", "dialogue": "Let's just cut straight to the waterworks." }, { "actor": "Empathy", "dialogue": "Not just yet! Sure, it feels good to wallow in self-pity... But think of all the other people out there who are suffering -- people whom you could be helping right now." }, { "actor": "Composure", "dialogue": "As you will. Let the tears flow." }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant politely averts his eyes as two rivulets form on your cheeks." }, { "actor": "Composure", "dialogue": "Doesn't that feel better, Meltdown Cop?" }, { "actor": "You", "dialogue": "But haven't I just embarrassed myself?" }, { "actor": "Composure", "dialogue": "What? No, of course not. Probably no one even *noticed* your little *episode* just now..." }, { "actor": "Composure", "dialogue": "Now wipe the snot from your sideburns. It's time to get back to work." } ]
[ { "actor": "Composure", "dialogue": "You holding it together there, Meltdown Cop?" }, { "actor": "You", "dialogue": "What? (Sniffle.) Of course I am." }, { "actor": "Composure", "dialogue": "Do you need to have a cry?" }, { "actor": "You", "dialogue": "So what if I do?" }, { "actor": "Composure", "dialogue": "It's fine. Being a cop is tough. You can't be expected to keep it together *all the time*. Or, in your case, *much of the time*." }, { "actor": "You", "dialogue": "But why am I like this?" }, { "actor": "Composure", "dialogue": "Maybe it's your weak spine?" }, { "actor": "You", "dialogue": "No, my spine is tough as rebar." }, { "actor": "Physical Instrument", "dialogue": "Your spine is pretty flimsy. It's like those foam swords that children play with." }, { "actor": "Composure", "dialogue": "The sooner you accept what you are, the better." }, { "actor": "You", "dialogue": "Let's just cut straight to the waterworks." }, { "actor": "Empathy", "dialogue": "Not just yet! Sure, it feels good to wallow in self-pity... But think of all the other people out there who are suffering -- people whom you could be helping right now." }, { "actor": "You", "dialogue": "(Try to collect yourself.) Right, other people." }, { "actor": "Composure", "dialogue": "Fine, don't cry, keep all those toxins in." }, { "actor": "You", "dialogue": "Wait, toxins? I don't want any toxins in my body... (Let the tears flow after all.)" } ]
[ { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"TASK.solve_the_strike_deadlock_done\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_altgreet_joyce_is_gone\"]) == false]" }, { "actor": "Evrart Claire", "dialogue": "\"So, the ship has sailed... did you see it? I know you did.\" He leans toward you. \"Tell me, what did it look like as it grew smaller and smaller? When that mainsail dropped behind the horizon...\"" }, { "actor": "Perception (Sight)", "dialogue": "There's a mean little light in his eyes." }, { "actor": "Evrart Claire", "dialogue": "\"... did it look like a germ? Did it look like a piece of *bacteria*?\"" }, { "actor": "Composure", "dialogue": "His tone is totally different now. The jolly man of the people is gone and so is the smile." }, { "actor": "Half Light", "dialogue": "His jaw is clenched and his quadruple-chin is quivering with hatred. This is *decades* of hatred speaking right now." }, { "actor": "Inland Empire", "dialogue": "You get a sinking feeling..." }, { "actor": "Logic", "dialogue": "Oh my god, you've been played!" }, { "actor": "You", "dialogue": "\"No, it looked like a boat sailing away from the coast. No need to be overly dramatic.\"" }, { "actor": "You", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"You wanted us to relay all this information to her...\" the lieutenant cuts in." }, { "actor": "Evrart Claire", "dialogue": "\"That this is a takeover, that I want a war?\" He nods, forcefully. \"God, I hope you also told her about the drug trade... They absolutely hate getting their hands dirty with that.\"" } ]
[ { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"I found the victim's clothes in the trash container out back.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"How... strange. *I* certainly didn't put them there.\"" }, { "actor": "You", "dialogue": "\"Thanks. Let's talk about something else.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Yes?\"" }, { "actor": "You", "dialogue": "\"By the way, I'm going to sing karaoke here.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "\"Absolutely out of the question.\"" }, { "actor": "Volition", "dialogue": "You wait and see, cafeteria manager!" }, { "actor": "Inland Empire", "dialogue": "Absolutely *in* the question! First we find a *sad* banger, then we sing this place to SHIT." }, { "actor": "Drama", "dialogue": "Your body is ready, sire." }, { "actor": "You", "dialogue": "\"I've seen something here at the Whirling, Garte. A thing I need to talk about.\"" }, { "actor": "Garte, the Cafeteria Manager", "dialogue": "He rolls his eyes. \"What *thing*?\"" } ]
[ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The young woman raises a cigarette to her lips." }, { "actor": "Perception (Sight)", "dialogue": "Her eyes are brown and her face is speckled with birthmarks. She can't be more than 28." }, { "actor": "Conceptualization", "dialogue": "A silver jumpsuit falls off her like scale armour, sparkling. This is the sparkle of too many nights out on the city." }, { "actor": "You", "dialogue": "\"Ah yes, *officer*... about that.\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Yes, sir?\"" }, { "actor": "You", "dialogue": "\"How did you know I'm with the police?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Unless you've been feeding us a set of well rehearsed lies, you've been here for three days. On *official police business* no less.\"" }, { "actor": "You", "dialogue": "\"And what business is that?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"I couldn't say. In truth... so far, mostly drinking.\"" }, { "actor": "Logic", "dialogue": "You have no doubt about the drinking, but do you strike yourself as a tight-lipped drunk? She must have heard *something*." }, { "actor": "You", "dialogue": "Try *The Expression* on her -- let her know you want her. Physically." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_tried_the_expression\"]) == false]" }, { "actor": "Suggestion", "dialogue": "The words have already left your mouth..." }, { "actor": "You", "dialogue": "\"I want to have fuck with you.\"" } ]
[ { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"pier.joyce_village_intro_done\"]]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (IsNight()) == false]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"] and IsDayFrom(2)]" }, { "actor": "Joyce Messier", "dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_special_greeting_done_rain\"]) == false]" }, { "actor": "Joyce Messier", "dialogue": "\"You're back. Good.\" She looks at the ripples on the water's surface. \"What can I help you with -- not an umbrella, I hope. I don't need one myself, you see...\" She pats her wet raincoat." }, { "actor": "Shivers", "dialogue": "All around you, rain keeps falling down. On the wooden boards she's standing on, and on the water around you..." }, { "actor": "You", "dialogue": "\"No need. Tell me something.\"" }, { "actor": "Joyce Messier", "dialogue": "\"Of course.\"" }, { "actor": "You", "dialogue": "\"Do you know something about these tattoos?\" (Show her the photo.)" }, { "actor": "Joyce Messier", "dialogue": "\"That's the man who was killed...\" She almost takes the photo -- but then stops. \"I'm afraid this is a discussion for once we've cleared the lynching question.\"" }, { "actor": "You", "dialogue": "\"Fine, let's return to it later.\"" } ]
[ { "actor": "Savoir Faire", "dialogue": "Wow, you work *hard*." }, { "actor": "You", "dialogue": "(Discard thought.)" }, { "actor": "Savoir Faire", "dialogue": "I know you're in a hurry, sir -- off to work really hard, as always -- I just need *one* moment of your time to discuss how hard you hustle." }, { "actor": "Savoir Faire", "dialogue": "Oh, yes. You hustle. You're a provider. It's tough out there, but you keep it real and provide..." }, { "actor": "You", "dialogue": "I guess I do, yeah." }, { "actor": "Savoir Faire", "dialogue": "Oh yeah! Like a horse. A work horse. For hard work." }, { "actor": "You", "dialogue": "What hard work do I do exactly?" }, { "actor": "Savoir Faire", "dialogue": "Look at yourself, you're a human pedometer! You must have walked 200,000 steps down cracked asphalt, mosaic, sand, and linoleum after you re-emerged." }, { "actor": "Savoir Faire", "dialogue": "That is the sign of a hustler who never gives up. The world is harsh and people are evil -- you didn't make it that way. And you won't let it break you. You *ride*." }, { "actor": "You", "dialogue": "Yeah, I ride. A little." }, { "actor": "Savoir Faire", "dialogue": "A little? You *make* money. You got gills, baby, got those black papers with the faces of the innocences on them. You bring in the Franconegros and the Solas." }, { "actor": "Savoir Faire", "dialogue": "It ain't easy, but you *do* it. Day in and day out. You didn't make the rules but you won't lose! You're a cop and a sprinter and a money printer." }, { "actor": "You", "dialogue": "Yeah, and Evrart gave me that fiver.\"" }, { "actor": "Savoir Faire", "dialogue": "He did, yes he did. And you took it. Took it and put in in your pocket. Ka-ching, baby doll. Officer Hustle riding shotgun." }, { "actor": "You", "dialogue": "Oh, and then there's pawning stuff off to that suspicious Roy guy." } ]
[ { "actor": "Cuno", "dialogue": "\"Been waitin' for you to fucking man up.\" He nods at the building behind him. \"In there is Cuno's violent dad. On steroids. Cuno's dad does steroids *and* speed. If you can take him, you can have half the speed.\"" }, { "actor": "You", "dialogue": "\"Who is your dad, Cuno?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's dad is a fucking monster,\" he says proudly. \"He's the most violent man in Revachol. He doesn't give a shit about a single thing. He drinks too.\"" }, { "actor": "Endurance", "dialogue": "Are you sure you can take the most violent man in Revachol? In your condition?" }, { "actor": "Physical Instrument", "dialogue": "Looks like we're looking at a close-quarters fight in some run-down drug den. Bongs falling, hookers screaming. You should use the environment against him." }, { "actor": "Reaction Speed", "dialogue": "You can't afford to take a hit from this guy. I mean, anabolic steroids... *and* speed. You're best off dodging blows, wearing him out until he has a heart attack." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (CheckItem(\"gun_villiers\") or CheckItem(\"gun_ruby\")) == false]" }, { "actor": "Hand/Eye Coordination", "dialogue": "You know how you'd be best off here? With a gun. I'd be the star of the show if you only had a working gun." }, { "actor": "Rhetoric", "dialogue": "Don't expect to talk this one down. There are some situations your mouth can't get you out of." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_speed_dad_rhetoric\"]) == false]" }, { "actor": "You", "dialogue": "\"Who is your dad, Cuno?\"" }, { "actor": "Cuno", "dialogue": "\"Cuno's dad is a fucking monster,\" he says proudly. \"He's the most violent man in Revachol. He doesn't give a shit about a single thing. He drinks too.\"" }, { "actor": "Endurance", "dialogue": "Are you sure you can take the most violent man in Revachol? In your condition?" }, { "actor": "Physical Instrument", "dialogue": "Looks like we're looking at a close-quarters fight in some run-down drug den. Bongs falling, hookers screaming. You should use the environment against him." } ]
[ { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: IsCunoInParty()]" }, { "actor": "Cuno", "dialogue": "\"Yo -- Imma stop you right there, fuck-face. It's Cuno-time.\"" }, { "actor": "Esprit de Corps", "dialogue": "That's it. The cavalry has arrived." }, { "actor": "You", "dialogue": "\"I did everything I could. The company had hired unvetted...\"" }, { "actor": "Cuno", "dialogue": "\"No.\" He stops you. \"You've explained enough, pig. Cuno takes care of this shit now.\"" }, { "actor": "Reaction Speed", "dialogue": "There is *no* challenging the fury the kid is about to unleash." }, { "actor": "Cuno", "dialogue": "\"First of all, yo -- those guys were all f****ts. The guys in the armour? F****ts. The Union guys? F****ts. So yeah --\" He stares Vicquemare in the eye. \"Suck Cuno's dick. You don't *know* me.\"" }, { "actor": "Cuno", "dialogue": "\"You don't *know* what happened here. You don't know this shit. Automatic fucking weapons. Urban battleground shit. Battle lines drawn in *blood*. Blood Meridian. You don't *know* this shit.\"" }, { "actor": "Cuno", "dialogue": "\"Now -- Cuno wasn't there. Right -- you getting this? Cuno was breaking it up with Cuno's main bitch C. Parting-of-the-ways shit. But when Cuno got there -- pig had fucking *cleaned up*. Blood and ruin.\"" }, { "actor": "Cuno", "dialogue": "\"Smoked all those dinky fuckers. Saved this shit -- Martinaise shit. I see he's mournin' and shit.... His main pig got semi-wasted. Sent to the boo-boo-mobile -- Cuno steps up. Cuno fucking FILLS those shoes. Big boy shoes -- Detective Cuno.\"" }, { "actor": "Cuno", "dialogue": "He comes to a sudden, abrupt stop." }, { "actor": "Jean Vicquemare", "dialogue": "\"Are you done?\"" }, { "actor": "Cuno", "dialogue": "\"Yo, Cuno feels like you weren't really *listening* to Cuno.\" He drills his left temple with his index finger. \"You were hearin' -- but you weren't listenin'. F***y f*g and the armour boys came to Martinaise to fuck shit up.\"" } ]
[ { "actor": "Klaasje's Note", "dialogue": "\"I'm sorry I fucked everyone over.\n\nPS. I didn't kill him.\n\nPPS. Gift upstairs.\"" }, { "actor": "You", "dialogue": "Seems she left in a hurry." }, { "actor": "Cuno", "dialogue": "\"Yeah-yeah.\" He looks around. \"Fugitive on the run shit. Cuno's seen this shit before.\"" }, { "actor": "Interfacing", "dialogue": "You look at her rough, jagged handwriting on the note. She was in a rush, but not panicked. Deliberate. Focused." }, { "actor": "You", "dialogue": "What could this *gift* be?" }, { "actor": "Kim Kitsuragi", "dialogue": "\"I am not drawing my gun... yet. But I don't like 'gifts'.\"" }, { "actor": "Hand/Eye Coordination", "dialogue": "He says he's not, but his hand moves instinctively toward his holster as he studies the note." } ]
[ { "actor": "You", "dialogue": "\"Are you a cryptozoologist too?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"No-no... I help Morell with research sometimes and I've learned some things along the way. But I don't usually go in for picnics like this on my own.\"" }, { "actor": "Conceptualization", "dialogue": "After all this time with Morell, he must have an opinion on cryptids -- this could lead to a good one." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: Variable[\"coast.gary_conceptualization_cryptid_tell_me\"]]" }, { "actor": "You", "dialogue": "\"Fascinating. Let's talk about something else.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Yes, officer?\"" }, { "actor": "You", "dialogue": "\"So how about that topping pie?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"I thought you'd forgotten! I happen to have one on me right now.\" He smiles broadly as he walks behind the bar and takes a large, flat box out of a black bag. \"It should still be warm.\"" }, { "actor": "You", "dialogue": "\"What's on it?\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Meatless bacon, avocado, glazed figs, basil, and tiny chunks of pineapple, seasoned with lime zest, freshly ground pepper -- and just a pinch of paprika for the officer!\"" }, { "actor": "You", "dialogue": "\"That sounds too fancy for an officer of the law.\"" }, { "actor": "Gary, the Cryptofascist", "dialogue": "\"Revachol's protectors ought to enjoy Revachol's best topping pie!\" He smiles broadly." }, { "actor": "Gary, the Cryptofascist", "dialogue": "[Action/Check: Condition: (IsKimHere() and Variable[\"plaza.gaston_got_the_sandwich\"]) == false]" } ]
[ { "actor": "You", "dialogue": "\"Did you leave any... flowers for Klaasje on the roof?\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"No, gifts of flowers and candy aren't really my style.\"" }, { "actor": "You", "dialogue": "\"Okay, so you... didn't leave May bells...\" (Conclude.)" }, { "actor": "Ruby, the Instigator", "dialogue": "\"No, I did not.\"" }, { "actor": "You", "dialogue": "\"You're running... drugs for the Union. I've been through your lorry.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"So, heart-of-gold Tommy fucked me over too...\" She shakes her head, slowly. \"Never trust a musician.\"" }, { "actor": "Empathy", "dialogue": "That really comes as a blow to her." }, { "actor": "Drama", "dialogue": "Maybe twist the knife? Just in case. Make her more desperate." }, { "actor": "You", "dialogue": "\"Yeah, I made him talk.\"" }, { "actor": "Ruby, the Instigator", "dialogue": "\"Yeah, that figures.\" She shrugs. \"What now? You're going to arrest me for drug trafficking?\"" }, { "actor": "Composure", "dialogue": "She's more upset than she lets on." }, { "actor": "You", "dialogue": "\"This means you're... already a known killer. Because *drugs* kill people!\"" } ]
[ { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_main_hub_reached\"]]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_snowing\"]) == false]" }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"]) == false]" }, { "actor": "The Gardener", "dialogue": "\"Hello again, officer. How are things?\"" }, { "actor": "You", "dialogue": "\"Who are you exactly?\"" }, { "actor": "The Gardener", "dialogue": "\"Me? I'm just a gardener.\"" }, { "actor": "Composure", "dialogue": "She hides it well, but behind the sweat and dirt there is something... else. In her rigid posture." }, { "actor": "You", "dialogue": "\"There's more to you than that.\"" }, { "actor": "The Gardener", "dialogue": "\"Is there?\"" }, { "actor": "Composure", "dialogue": "The quickness of the reply certainly does not prove you wrong." }, { "actor": "You", "dialogue": "\"Yes. What are you doing here?\"" }, { "actor": "The Gardener", "dialogue": "\"I'm working.\"" }, { "actor": "You", "dialogue": "\"Working on what?\"" } ]
[ { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_perception_white_oval_wound\"]]" }, { "actor": "Perception", "dialogue": "Your arm reaches out and your eyes close, as if by their own volition. It's dark all around. You feel cold, slippery flesh -- first with your fingertips, then under the palm of your hand." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Esprit de Corps", "dialogue": "Suddenly, you recall: Two officers must be present for a field autopsy. You take your hand from the dead man's face and open your eyes. You will still need to come back with the lieutenant." }, { "actor": "The Hanged Man", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]" }, { "actor": "You", "dialogue": "Try to remove the dead man's boots again." }, { "actor": "Kim Kitsuragi", "dialogue": "\"I thought we decided to leave it to Processing.\" The lieutenant shakes his head. \"Let's not turn this into some kind of circus.\"" }, { "actor": "Interfacing", "dialogue": "Damn it, this is turning into some sort of mega-puzzle." }, { "actor": "Logic", "dialogue": "Okay, so you can *sneak* out of your room maybe, after he's gone asleep..." } ]
[ { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_bough_samaran_speakers\"]]" }, { "actor": "A Pedestal of Speakers", "dialogue": "Only the speakers remain, dusty and forgotten..." }, { "actor": "You", "dialogue": "\"Okay, now let me buy the speakers.\"" }, { "actor": "Siileng", "dialogue": "\"The junk is yours, officer,\" the street vendor hands you the speakers. \"Happy listening! Try not to hurt your ears with that Samaran garbage.\"" }, { "actor": "You", "dialogue": "\"Can't I just buy the sad, conquered Samaran speakers?\"" }, { "actor": "Siileng", "dialogue": "\"No way, officer, these aren't for sale. They're bad speakers, low-fi socialist junk.\"" }, { "actor": "You", "dialogue": "\"You're right, I don't have time for junk, I lead a luxury life.\"" }, { "actor": "Siileng", "dialogue": "\"That's right, officer!\" The street vendor flashes you a smile. \"You're a high-class policeman who accepts nothing less than the best! Lucky for you, I've got the best on sale!\"" }, { "actor": "You", "dialogue": "Inspect the speakers." }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_bought_faln_sneakers\"]) == false]" }, { "actor": "FALN Sneakers on a Pedestal of Speakers", "dialogue": "These once-respectable speakers have been conquered, reduced to a mere prop by the indomitable FALN 'Ultras' atop them." } ]
[ { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_sunglasses_hub_reached\"]) == false]" }, { "actor": "Box of Sunglasses", "dialogue": "There's a pile of cheap sunglasses in a small box, a variety of shapes and colours." }, { "actor": "Siileng", "dialogue": "\"You like sunglasses, officer? I've got the latest styles, right here!\" The vendor takes a pair of sunglasses and sticks them under your nose." }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: (Variable[\"jam.siileng_asked_pay_net_worth\"]) == false]" }, { "actor": "Savoir Faire", "dialogue": "Stylish shades, huh? They'd be even more stylish if you paid for them with net worth. Go over and ask him." }, { "actor": "You", "dialogue": "Try again, maybe you can find *some* interesting sunglasses in the box." }, { "actor": "Box of Sunglasses", "dialogue": "[Action/Check: Condition: Variable[\"jam.siileng_composure_whitecheck\"]]" }, { "actor": "Conceptualization", "dialogue": "Ah, I see... A pair of waterblue shades. The writing on the left temple says: \"Sub-Insulindic Rendezvous.\" The frame appears to be hand-carved out of bone." }, { "actor": "Siileng", "dialogue": "\"Oh, very interesting choice, officer, very *high-culture*...\" For the first time the street vendor's voice trails off, as he watches you inspect the glasses." }, { "actor": "You", "dialogue": "Try them on." }, { "actor": "Conceptualization", "dialogue": "This is how a sea monster sees the world. You've become a sea monster -- giant, hidden and... strangely tender at heart. All is blue." }, { "actor": "Perception (Sight)", "dialogue": "Alright, but these actually make your vision worse. It's like literally being under water." }, { "actor": "Inland Empire", "dialogue": "Yes, but they also make your soul quiver like jello. So deep." }, { "actor": "Siileng", "dialogue": "\"Wow, officer, you look so cool,\" the street vendor has picked up his pace again, as you observe the world through deep sea-tinted lenses." } ]
[ { "actor": "Evrart Claire", "dialogue": "\"Yes. Your lost gun.\" His face turns serious. \"My best men are on it. They're turning every stone, searching every playground, asking kids, grandmas, everyone.\"" }, { "actor": "Evrart Claire", "dialogue": "\"Your gun *will* be found, Harry. Let me assure you of that.\" He winks at you. \"It's just a matter of time and... *effort*.\"" }, { "actor": "Rhetoric", "dialogue": "The only way to find it seems to be working with him. He might even be holding your gun hostage..." }, { "actor": "You", "dialogue": "\"Does this mean if I do things for you I will get my gun back?\"" }, { "actor": "Evrart Claire", "dialogue": "\"Damn it, Harry, that's exactly what it means!\"" }, { "actor": "Half Light", "dialogue": "He is not." }, { "actor": "Kim Kitsuragi", "dialogue": "\"Of course,\" the lieutenant replies dryly. \"I understand. We help you -- you help us.\"" }, { "actor": "You", "dialogue": "\"I opened the door you asked me. Can we discuss the murder now?\"" }, { "actor": "Evrart Claire", "dialogue": "\"I'm very glad to hear that, Harry,\" he says with a smile. \"One question: you didn't actually happen to stumble in and see what's inside the apartment, did you?\"" }, { "actor": "Drama", "dialogue": "He's trying to figure out if you're lying." }, { "actor": "Suggestion", "dialogue": "There is no way to sway this man in any direction. He is un-suggestable and un-swayable. Just tell the truth." } ]
[ { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.doomed_investigation_done\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_investigate_doomed_altgreet\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_entered_through_doomed\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.plais_altgreet_forced_door\"]) == false]" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: Variable[\"doomed.plais_whitecheck_succeeded\"]]" }, { "actor": "Plaisance", "dialogue": "\"You're alive and well! Don't keep me waiting now. What's in there?\" She's looking for the right expression. \"In that dark sarcophagus?\"" }, { "actor": "Plaisance", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.seen_gym\"] or Variable[\"doomed.seen_safety_curtains\"] or Variable[\"doomed.seen_radiocomputer\"] or Variable[\"doomed.seen_revachol_ice_city\"] or Variable[\"doomed.seen_taxidermy\"] or Variable[\"doomed.seen_windows\"] or Variable[\"doomed.seen_orlandos\"] or Variable[\"doomed.seen_skis\"] or Variable[\"doomed.seen_mannequin_atelier\"] or Variable[\"doomed.seen_blades\"]) == false]" }, { "actor": "You", "dialogue": "\"Hold on, I actually haven't done anything yet. I just wanted to ask a few questions.\"" }, { "actor": "Plaisance", "dialogue": "\"Oh.\" Her disappointment is obvious. \"What about?\"" } ]
[ { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_main_hub_reached\"]]" }, { "actor": "Feld Mural", "dialogue": "The once-bright mural towers above you, saying \"FELD ELECTRICAL R&D.\"" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.mural_look_in\"] and IsKimHere() == false) == false]" }, { "actor": "You", "dialogue": "Listen to the wind again." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: (Variable[\"boardwalk.feld_mural_shivers_white_succeeded_two\"]) == false]" }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_shivers_white_failed_thrice\"]]" }, { "actor": "Shivers", "dialogue": "For what? God? God is very, very silent. Too silent. Even the wind seems tired..." }, { "actor": "You", "dialogue": "Listen to the wind." }, { "actor": "Feld Mural", "dialogue": "[Action/Check: Condition: Variable[\"boardwalk.feld_mural_shivers_white_succeeded\"]]" } ]
[ { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Officer.\" The woman nods to you, still smoking her cigarette." }, { "actor": "You", "dialogue": "\"*Officer*? Am I military personnel?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Uh... no.\" She seems perplexed by your question." }, { "actor": "Authority", "dialogue": "There's only one solution to this. You're a businessman." }, { "actor": "You", "dialogue": "\"Wait, I know! I'm a businessman. *Chief executive officer*, right?\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "The young woman shakes her head slowly." }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "[Action/Check: Condition: Variable[\"reputation.superstar_cop\"] >=1]" }, { "actor": "Conceptualization", "dialogue": "*Officer* could be an artistic statement. You're already prone to those." }, { "actor": "You", "dialogue": "\"'Officer' is my stage name, right? I can see myself as a middling disco artist called 'The Officer.'\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"No...\" She looks you in the eye. \"You're a *police* officer, sir.\"" }, { "actor": "You", "dialogue": "\"God damn right, I'm a policeman! And don't you forget it!\"" }, { "actor": "Klaasje (Miss Oranje Disco Dancer)", "dialogue": "\"Okay, cool. I won't.\"" }, { "actor": "Empathy", "dialogue": "She means it. She wouldn't defy authority, however sweaty and bloated it may look." }, { "actor": "You", "dialogue": "\"Good. Now, how did you know I was a police officer?\"" } ]
[ { "actor": "You", "dialogue": "\"Have you been talking to other police officers?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Me? Yes, at some point, I'm sure I have. There was this one rather, uh,\" he stops, smiling at the reminiscence, \"*memorable instance* when I had a chance to meet the head of Dominion Police of Königstein.\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"And, as you know, they have this very distinctive dress uniform with scarlet breeches and little cylindrical fur caps, I think these are called...\" You daze off, as Trant tells you about the peculiarities of mounted police forces in central Occident." }, { "actor": "Reaction Speed", "dialogue": "Wait, what was it that you wanted to ask...?" }, { "actor": "You", "dialogue": "\"Do you have any advice on how to climb that ladder?\" (Point to the one next to the mural.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"How to climb that ladder, you say?\" He turns around, eyeing the bleak metal bars next to the giant mural. \"I do know that the Lomanthangs used *sticks* to climb battlements, there's even a special technique for that.\"" }, { "actor": "You", "dialogue": "\"Can you teach me? Do you have the sticks with you?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"No-no,\" he says, immediately backing off, \"I'm just speculating *theoretically* here... Of course, there's also the method ancient Iilmaraans used to get into the huts of their enemies.\"" }, { "actor": "You", "dialogue": "\"Yes, but we're not really dealing with *huts* here, are we?\" (Look at the building.)" }, { "actor": "Trant Heidelstam", "dialogue": "\"From an evolutionary point of view you could see this building as a logical conclusion to the more traditional *hut*.\"" }, { "actor": "You", "dialogue": "\"You know this is not what I meant.\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"In this case I suggest looking into the Seolite *invisibles* class. The word refers to their remarkable ability to traverse any environment in the most efficient way possible. There's this excellent investigative piece of journalism by...\"" }, { "actor": "You", "dialogue": "\"I don't have time to read any papers. Don't you have any *practical* advice?\"" }, { "actor": "Trant Heidelstam", "dialogue": "\"Yes, I have!\" His face lights up with excitement, bringing out the subtle laugh lines in the corner of his eyes. \"There was this one time where I...\"" } ]
[ { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_sylvie_greeting_done\"]]" }, { "actor": "You", "dialogue": "\"Hey, Sylvie, it's the police again.\"" }, { "actor": "Sylvie", "dialogue": "\"Oh, great.\" She doesn't sound thrilled. \"What else do you need, detective?\"" }, { "actor": "You", "dialogue": "\"Was it you who called the police?\"" }, { "actor": "Sylvie", "dialogue": "\"No, not me.\"" }, { "actor": "You", "dialogue": "\"Do you know who made that call?\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_made_sylvie_cry_like_a_boss\"]]" }, { "actor": "Sylvie", "dialogue": "\"No...\" You can hear her regaining control in the background. \"I honestly don't know.\"" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.who_was_caller_done\"]) == false]" }, { "actor": "Sylvie", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"It was someone else.\" The lieutenant makes a note. \"We'll find them sooner or later, officer. It just might take a while.\"" } ]
[ { "actor": "You", "dialogue": "\"It's just a failed business. The only question is -- what the hell were they making?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Yes, that *is* the question...\" The lieutenant takes a step back, steepling his hands." }, { "actor": "Interfacing", "dialogue": "Like he's ready to lay out a fine theory, crafted together like a puzzle box." }, { "actor": "Kim Kitsuragi", "dialogue": "\"It looks like one of those popular pen-and-paper role-playing games -- only these people were trying to *automate* it. Make it work on *radiocomputers*.\"" }, { "actor": "Esprit de Corps", "dialogue": "Utter madness, he thinks -- as a compliment." }, { "actor": "You", "dialogue": "\"Has anyone ever done this before?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not to my knowledge. They make automated games in Graad, Messina, Königstein... You know, places with industry.\"" }, { "actor": "Rhetoric", "dialogue": "*Not* in Revachol West, among the ruins." }, { "actor": "Kim Kitsuragi", "dialogue": "\"But I don't think *anyone* has attempted to create an *interisolary* game before. We just don't have the technology.\"" }, { "actor": "You", "dialogue": "\"Has anyone ever done this before?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Not to my knowledge. They make automated games in Graad, Messina, Königstein... You know, places with industry.\"" }, { "actor": "Rhetoric", "dialogue": "*Not* in Revachol West, among the ruins." } ]
[ { "actor": "Mainframe", "dialogue": "Machine's keyboard is still illuminated, revealing virescent PLAY and PRINT buttons." }, { "actor": "You", "dialogue": "Read the printout." }, { "actor": "Mainframe", "dialogue": "The first entry, made on the 4th February '51 by an unknown author, is short and concise:" }, { "actor": "Mainframe", "dialogue": "\"Arrived at the church. The door was boarded up, so I used a crowbar to get inside. Looks like the place has been deserted. Nothing out of the ordinary, but I'll ask around. Need to figure out how to get the electricity in.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "The lieutenant leans closer, scouring the printout over your shoulder. Just as you finish reading he looks up, muttering under his breath:" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Fourth of February? That's over a month ago... Whoever set up those machines has been here for quite a while.\"" }, { "actor": "You", "dialogue": "\"Do you think this log might be connected to the case?\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Our case? No, I don't think so. It must be some local...\" his eyes wander to the various machines around him, \"*eccentric*.\"" }, { "actor": "You", "dialogue": "Read the second entry." }, { "actor": "Mainframe", "dialogue": "\"6th FEB, '51: Had a little chat with the local fishermen. Said I shouldn't go near that place, that the church was *spooky* and ridden with *narcotics*. It's a little spooky, alright. Still haven't figured out the electricity.\"" } ]
[ { "actor": "You", "dialogue": "Put 10 cents in and dial the long phone number one more time." }, { "actor": "Payphone", "dialogue": "You dial the number again -- as you've done many times. You remember it well now: 001 -- 41 -- 44 -- 47 -- 11 -- 17 -- 361 -- 451 -- 67 -- 451 -- 451." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "And calling -- for who knows how long. But no one answers. You need to insert more money to call again." }, { "actor": "You", "dialogue": "Put 10 cents in and dial a random number: 005-24-03-155." }, { "actor": "Payphone", "dialogue": "Calling..." }, { "actor": "Payphone", "dialogue": "Still calling..." }, { "actor": "Inland Empire", "dialogue": "This feels wrong. Should you be doing this?" }, { "actor": "Payphone", "dialogue": "End of tone. Someone picks up." }, { "actor": "Payphone", "dialogue": "\"Pierre? Is that you, Pierre?\" The voice is female and sounds about a hundred years old." }, { "actor": "Reaction Speed", "dialogue": "Say you're not Pierre... that seems like a better idea. (You don't know why.)" } ]
[ { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"TASK.get_yourself_organised_cancelled\"]) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"apt.student_main_hub_reached\"]) == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: Variable[\"apt.student_left_pre_main_hub\"]]" }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: CheckEquipped(\"jacket_interisolar_white\") and Variable[\"apt.student_jacket_discussed\"] == false]" }, { "actor": "Steban, the Student Communist", "dialogue": "\"You know,\" the young man looks up at you as you enter, \"if you wanted to borrow my jacket, you could've just *asked*...\"" }, { "actor": "Savoir Faire", "dialogue": "It looks better on you, anyway. He never had the shoulders for it." }, { "actor": "Steban, the Student Communist", "dialogue": "\"But no matter. What's on your mind?\"" }, { "actor": "You", "dialogue": "Convince them you belong in the reading group." }, { "actor": "Steban, the Student Communist", "dialogue": "[Action/Check: Condition: (Variable[\"apt.student_composure_wc\"]) == false]" } ]
[ { "actor": "Oranjese Passport", "dialogue": "This passport, issued by the Sovereign Republic of Oranje -- is issued to a black haired woman called Katarzine Alasije." }, { "actor": "Logic", "dialogue": "Klaasje's hidden documents -- from the empty buoy." }, { "actor": "Reaction Speed", "dialogue": "She said the false passport would be for *Annouk Meijer-Smit*..." }, { "actor": "You", "dialogue": "\"It says -- Katarzine Alasije.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "He opens his notes. \"She said it would be for *Annouk Meijer-Smit*. Annouk -- Meijer -- Smit.\"" }, { "actor": "Logic", "dialogue": "Katarzine Alasije was supposed to be her *real* name. Where *Klaasje* comes from, remember? God dammit!" } ]
[ { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"TASK.solve_the_strike_deadlock_done\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: Variable[\"cargo.evrart_altgreet_joyce_is_gone\"]]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_main_hub_reached\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_succumbed_to_fear\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_left_the_conversation_before_reaching_main_hub\"]) == false]" }, { "actor": "You", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.evrart_stubbornly_refused_to_sit_all_yhe_way\"]) == false]" }, { "actor": "Evrart Claire", "dialogue": "Before you is a walrus of a man seated behind a large desk. He looks up from his work, not the least bit surprised to see you..." }, { "actor": "Evrart Claire", "dialogue": "With great effort, he straightens himself up in his chair, yet says nothing. He simply stares at you." }, { "actor": "Composure", "dialogue": "With a mixture of expectation and impatience, well bottled." }, { "actor": "Volition", "dialogue": "A typical power play. Wait for him to speak first -- show him you've got a backbone." }, { "actor": "You", "dialogue": "Say nothing. Look him dead in the eye." } ]
[ { "actor": "Electronic Doorbell", "dialogue": "An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: Variable[\"tc.doomed_commercial_area\"]]" }, { "actor": "Logic", "dialogue": "East Delta Commerce Centre? This must be the name of the Doomed Commercial Area!" }, { "actor": "You", "dialogue": "\"Fortress Accident SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "Silence. No one's home at Fortress Accident." }, { "actor": "Electronic Doorbell", "dialogue": "[Action/Check: Condition: (Variable[\"doomed.radiocomputer_fortress_accident_why_failed_clicked\"]) == false]" }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" }, { "actor": "Electronic Doorbell", "dialogue": "You ring the doorbell, but no one answers." }, { "actor": "Conceptualization", "dialogue": "What an ominous name for a hair salon... Doesn't bode well for anyone's hair." }, { "actor": "Half Light", "dialogue": "Just seeing the words \"Andro-Orlando\" gets your hackles up. It's very existence is a *threat* to your masculinity, to say nothing of your hair." }, { "actor": "You", "dialogue": "\"Andro-Orlando Hair SCA.\"" } ]
[ { "actor": "Perception (Sight)", "dialogue": "She's black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_perc_black\"]]" }, { "actor": "You", "dialogue": "So what? I'm also black." }, { "actor": "The Gardener", "dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_first_greeting_done\"]) == false]" }, { "actor": "Perception (Sight)", "dialogue": "What if I told you there's a *mirror* on your bathroom wall, upstairs? You *may* want to take a look." }, { "actor": "You", "dialogue": "\"Evrart confirmed, he sent you to spy on us.\"" }, { "actor": "The Gardener", "dialogue": "\"Is that so?\" Her face remains expressionless as she shrugs. \"I don't know anything about that. Must be a misunderstanding.\"" }, { "actor": "Composure", "dialogue": "She's a pro. Nothing short of coming face to face with the fatman himself would make her admit it right now." }, { "actor": "You", "dialogue": "\"The body is gone.\"" }, { "actor": "The Gardener", "dialogue": "\"Like gone-gone?\" The girl repeats, her face beaming with appreciation." }, { "actor": "You", "dialogue": "\"It was sent to processing in the morgue.\"" }, { "actor": "The Gardener", "dialogue": "\"I'm glad to hear that.\" A quick smile. \"Thank you, officer. Looks like I'll get mint in the ground by April.\"" }, { "actor": "Drama", "dialogue": "You get a strange feeling, looking at that smile. It spoils the moment. It is disingenuous." } ]
[ { "actor": "Door, Apartment #12", "dialogue": "A shabby door hangs oddly on its hinges, secured to the doorframe with a safety chain. An unpaid energy bill is attached, threatening to cut off the electricity. It's addressed to Mr. Uuno de Ruyter." }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: Variable[\"TASK.get_drugs_from_cunos_apartment\"] == true and Variable[\"TASK.get_drugs_from_cunos_apartment_done\"] == false]" }, { "actor": "Door, Apartment #12", "dialogue": "[Action/Check: Condition: (Variable[\"apt.cuno_door_main_hub_reached\"] == true) == false]" }, { "actor": "Electrochemistry", "dialogue": "Your heartbeat quickens, palms go sweaty... The siren of amphetamine is singing you her song." }, { "actor": "You", "dialogue": "[Leave.]" } ]
[ { "actor": "Visual Calculus", "dialogue": "You look down at the white ceramic sabatons hugging your arches and calves, surprised at how well they fit." }, { "actor": "Perception (Hearing)", "dialogue": "Your movements cause tiny little clicks, like dice rolling somewhere far away, as the plates reorient to your motions." }, { "actor": "You", "dialogue": "Decked out in future-armour. Like a cop ought to be." }, { "actor": "Visual Calculus", "dialogue": "The hardened vitreous enamel, at once sleek and light, adds a glow to your cheeks and a spring to your step. Just imagine what a full suit of this stuff could do for you!" }, { "actor": "Composure", "dialogue": "You really do feel more confident. Invulnerability does that. Even partial invulnerability." }, { "actor": "You", "dialogue": "This is the long sought after *enemy technology*. I can't just enjoy it -- I must *study* it." } ]
[ { "actor": "Limbic System", "dialogue": "Like a deftly cast fishing net, sleep pulls you out of the world and into its dark shore. The rough mesh chafes, then, tightening around you, it digs into your brain." }, { "actor": "You", "dialogue": "Dark shore, my ass. I know what this is." }, { "actor": "Ancient Reptilian Brain", "dialogue": "How've things been going for you out there? Helped anyone lately? Saved anyone lately? *Murdered* anyone lately?" }, { "actor": "Rhetoric", "dialogue": "This bastard isn't even listening to you!" }, { "actor": "Ancient Reptilian Brain", "dialogue": "Because, you know, you *are* a murderer. A disco music listening psycho-killer who offs poor people -- and then *forgets* about it." }, { "actor": "You", "dialogue": "I don't care. That doesn't scare me." }, { "actor": "Limbic System", "dialogue": "Hear that? You were *naive* to think he's afraid of his bloodied hands, soul brother. Oh no, I see inside his amygdala and his hippocampus. The thing he's *really* scared of..." }, { "actor": "Limbic System", "dialogue": "...is much, *much* worse than that." }, { "actor": "You", "dialogue": "Why are you doing this? I just want to sleep. I can almost see the dark." }, { "actor": "Ancient Reptilian Brain", "dialogue": "We're trying to help you. All these processes -- these tortures, voices and tremors -- are all just *distractions*. Flares and countermeasures. To keep you from the *last dream*. The worst of them all." }, { "actor": "You", "dialogue": "The... last dream?" }, { "actor": "Limbic System", "dialogue": "The last dream will be total annihilation. Cinders peeling off the fuselage. We won't be there to help you anymore, Harry. We will be dormant. You will be naked and alone." }, { "actor": "You", "dialogue": "And the air will smell of apricots..." }, { "actor": "Ancient Reptilian Brain", "dialogue": "Of hell and ancient sadness, brother. Ten thousand years later -- in front of the video rental. There is a warm breath on your face again. Everything is *okay* again." }, { "actor": "Limbic System", "dialogue": "Everything is *so* okay." } ]
[ { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: (Variable[\"cargo.mrlb_has_left\"]) == false]" }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: Variable[\"cargo.container_hub_reach\"]]" }, { "actor": "Cargo Container Door", "dialogue": "You're back before the cargo container. Its draw has not lessened since you were last here. If anything, it seems to have grown slightly." }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: IsKimHere() or Variable[\"cargo.container_flattered\"]]" }, { "actor": "You", "dialogue": "Knock on the door." }, { "actor": "Cargo Container Door", "dialogue": "No reply." }, { "actor": "Perception (Hearing)", "dialogue": "The knock produces a hollow ring of metal. Doesn't sound like there's anything inside the container." }, { "actor": "You", "dialogue": "Open the door." }, { "actor": "Cargo Container Door", "dialogue": "You attempt to turn the handle, to no avail. The doors seem to be mechanically locked." }, { "actor": "Cargo Container Door", "dialogue": "[Action/Check: Condition: IsKimHere()]" }, { "actor": "Esprit de Corps", "dialogue": "To your left, the lieutenant considers your actions -- with some puzzlement." } ]
[ { "actor": "Loose Floorboard", "dialogue": "As you look at the floorboards in this corner of the shack, it's clear one of them isn't quite level with the others." }, { "actor": "Visual Calculus", "dialogue": "The edge of a floorboard next to it looks scratched." }, { "actor": "You", "dialogue": "Move the board aside." }, { "actor": "Loose Floorboard", "dialogue": "The hollow space underneath the floorboards is dark and damp. You can barely make out the mixture of sand and sawdust below." }, { "actor": "You", "dialogue": "Search through the sand and sawdust." }, { "actor": "Loose Floorboard", "dialogue": "You stick your hand in and start combing through the sand. Dry, not like outside. Fine dust... and then -- something hard, wrapped in paper." }, { "actor": "You", "dialogue": "What is it?" }, { "actor": "Loose Floorboard", "dialogue": "A small cylindrical object. You pull it out -- a bullet." }, { "actor": "Encyclopedia", "dialogue": "A 9mm bullet to be exact. Fit for all muzzleloaders of that calibre." } ]
[ { "actor": "Kim Kitsuragi", "dialogue": "\"So, the death notification...\" the lieutenant says as soon as you've left the apartment." }, { "actor": "Empathy", "dialogue": "He's avoiding your gaze. This is the time to say how sorry you are about how things went." }, { "actor": "You", "dialogue": "\"There's nothing to discuss, let's move on.\" [Leave.]" }, { "actor": "Kim Kitsuragi", "dialogue": "\"Well, I'll call the station when we're done with the day and inform them about the identity of the deceased.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "\"But yes, that's on me. Let's get on with the murder investigation.\"" }, { "actor": "Shivers", "dialogue": "You look south, over the crumbling balustrade. There -- 1.2 kilometres away -- a piece of broken stone cuts into the sky. A tomb. On it, a mural that used to say: tomorrow is just a whisper away. You cannot *really* see the Feld building from here, but somehow you feel like you should return to it." } ]
[ { "actor": "You", "dialogue": "Look around." }, { "actor": "Trap: Boathouses", "dialogue": "Behind you, the ruins of a residential building rise over the reeds, shielding them from the wind. The reeds rustle confidentially." }, { "actor": "Shivers", "dialogue": "When this district was booming, the reeds were kept at bay. Nothing obscured the freshly painted façades, nowhere for drunks and adventurous teenagers to hide. Now only the wind blows..." }, { "actor": "You", "dialogue": "Reach for the trap." }, { "actor": "Trap: Boathouses", "dialogue": "Nothing but locusts in this trap as well. Definitely no cryptozoological monstrosity." } ]
[ { "actor": "Boots with Rotting Flesh", "dialogue": "These boots were probably left on the corpse because they were impossible to pull off while it was hanging. They're not exactly pleasant to look at right now, much less smell." }, { "actor": "Boots with Rotting Flesh", "dialogue": "Even less pleasant now that you know the name of the man pieces of whose flesh are still stuck to the insides of the boots." }, { "actor": "You", "dialogue": "Isn't there a saying about walking in another man's shoes?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him." }, { "actor": "You", "dialogue": "Isn't there a saying about walking in another man's shoes?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him." }, { "actor": "You", "dialogue": "Isn't there a saying about walking in another man's shoes?" }, { "actor": "Boots with Rotting Flesh", "dialogue": "You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him." }, { "actor": "You", "dialogue": "[Put the boots away.]" } ]
[ { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.paledriver_greeting_done\"]) == false]" }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (Variable[\"jam.paledriver_quick_intro\"]) == false]" }, { "actor": "Paledriver", "dialogue": "The small wrinkled woman does not greet you. She nods along to something on her radio. A photograph is clutched in her hands and there is a warm smile on her face." }, { "actor": "Encyclopedia", "dialogue": "The photo -- an *ambrotype* from the turn of the century. As golden as her smile." }, { "actor": "Inland Empire", "dialogue": "It's the warmth of a winter night's fire. Maybe she could give you comfort and shelter? Some cigarettes and food money? Maybe she's your..." }, { "actor": "You", "dialogue": "Snap your fingers in front of her face." }, { "actor": "Paledriver", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "Paledriver", "dialogue": "\"Where am I? Who are you?\" Like a magician recalling a subject from hypnosis, you've jolted her back to reality." }, { "actor": "Empathy", "dialogue": "The smile on her face has disappeared, replaced by the wary aspect of a cornered beast." }, { "actor": "You", "dialogue": "\"Are you alright, ma'am? You were out.\"" }, { "actor": "Paledriver", "dialogue": "\"Never mind,\" she sighs. \"I remember now. I'm still stuck in that traffic jam. In the *Fifties*,\" she adds with contempt." }, { "actor": "You", "dialogue": "\"Wait, what's so bad about the Fifties?\"" }, { "actor": "Paledriver", "dialogue": "\"The men have small jaws and everything is made out of plastic. Why do you need plastic?\" she scoffs. \"When you can make the world out of amber?\"" }, { "actor": "You", "dialogue": "\"Where else would you be then?\"" } ]
[ { "actor": "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": "Examine the box." }, { "actor": "Wirrâl", "dialogue": "Text underneath the title, in smaller typeface, reads: \"Third Edition, Mega-Setting Supplements Module.\" The side panel adds: \"A sword and sorcery adventure board game. With new maps and miniatures.\"" }, { "actor": "You", "dialogue": "Enough inspecting." }, { "actor": "Wirrâl", "dialogue": "A colourful box with the title \"Wirrâl\" in bold letters. It's a board game." }, { "actor": "You", "dialogue": "Put the box away." } ]
[ { "actor": "You", "dialogue": "\"Have you looked for her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"A little -- on the coast.\"" }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: (IsKimHere()) == false]" }, { "actor": "You", "dialogue": "\"Where have you looked for her?\"" }, { "actor": "Titus Hardie", "dialogue": "\"More precisely? On the *coast*. Past the water lock.\" He nods southwest. \"She's not here, so I'm thinking she's there.\"" }, { "actor": "Reaction Speed", "dialogue": "*Who's* doing this looking? They're all here." }, { "actor": "Kim Kitsuragi", "dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_logic_wc_reaction_here\"]]" }, { "actor": "You", "dialogue": "No." }, { "actor": "Logic", "dialogue": "Sure. It was someone else. It appears we have a *ninth* Hardie boy." }, { "actor": "You", "dialogue": "\"What was she scared of?\"" }, { "actor": "Titus Hardie", "dialogue": "\"I told you -- you.\"" }, { "actor": "You", "dialogue": "\"Me, personally?\"" }, { "actor": "Titus Hardie", "dialogue": "\"Yes -- you, the cop with the sideburns and the disco clothes.\"" }, { "actor": "Inland Empire", "dialogue": "And a hole in his heart. That first." } ]