blast door interactable dialogue. (this is closed, no way to open, open from console if has fuel in)
This is a listing of every "entry" in a given game conversation as scraped from the game files. Entries often contain written dialogue, as well as conditional logic governing their appearance to the player. They also link to other entries, sometimes automatically and sometimes through player action. This page is best used to search for a specific word or phrase, as following the links in this format can be difficult. For an experience that better accommodates the branching structure of these conversations, see the corresponding interactive page.
ID | Character | Dialogue | Conditions | Links |
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0 | None |
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1 | None |
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2 | Small Blast Door | You see a small metal door nested inside a larger one -- a heavy steel blast door. There is a conventional keyhole above the handle. It's very small. |
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3 | None |
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4 | You | What's on the other side? |
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5 | You | How do I open this? |
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6 | You | [Leave.] |
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7 | None |
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8 | None | IsKimHere() |
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9 | None | (IsKimHere()) == false |
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10 | Small Blast Door | The door is mute, cold as ice. The lock looks like it may have seen recent use, but it's impossible to tell. |
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11 | None |
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12 | None | IsKimHere() |
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13 | None | (IsKimHere()) == false |
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14 | Kim Kitsuragi | "Maybe this is one of the doors we *don't* open?" He looks at the door, then at its bigger brother, then at the lockā¦ |
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15 | Kim Kitsuragi | "All right." The lieutenant knocks on the metal. "I retract my statement. It was naive. Let's look around and get it open." |
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16 | None |
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17 | None | IsCunoInParty() |
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18 | None | (IsCunoInParty()) == false |
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19 | Small Blast Door | How indeed? Finding the key seems unlikely... |
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20 | You | "No, this isn't 'One More Door'. We're opening it." | IsTHCPresent("one_more_door") |
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21 | You | "I find us not opening it highly unlikely." |
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22 | You | "Sure, you're right. We won't have to open it." |
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23 | Kim Kitsuragi | "Another part of the island probably." The lieutenant looks into the keyhole. "The lock looks like it could still be usable." |
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24 | None |
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25 | None |
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26 | None | IsCunoInParty() |
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27 | None | (IsCunoInParty()) == false |
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28 | None |
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29 | None |
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30 | Interfacing | He's right. It would be better to open its *big brother*. A powerful engine hangs under the ceiling -- it must control the blast door. |
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31 | Interfacing | Perhaps you could open its *big brother*? A powerful engine hangs beneath the ceiling -- it must control the blast door. There must be controls somewhere... |
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32 | You | "You're right. We open the big one -- do you see controls anywhere?" | Variable["seafort.blast_interfacing_open_big_one"] |
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33 | Kim Kitsuragi | "I think there's a console just southeast..." He shuffles his feet to stay warm. "Let's look around. Getting the blast door open seems like the best plan." |
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34 | None |
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35 | None | Variable["seafort.blast_hub_reached"] |
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36 | None | (Variable["seafort.blast_hub_reached"]) == false |
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37 | Small Blast Door | The heavy metal door stands as it did, firmly rusted shut into its big brother. |
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38 | None |
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39 | None | Variable["TASK.open_blast_door"] |
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40 | None | (Variable["TASK.open_blast_door"]) == false |
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41 | None |
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42 | None | IsKimHere() |
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43 | None | (IsKimHere()) == false |
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44 | None |
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45 | None | IsCunoInParty() |
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46 | None | (IsCunoInParty()) == false |
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47 | Kim Kitsuragi | "Fuel -- generator -- console. That's our best chance." He points to the console at the other end of the room. "That there could open it, once we've put some fuel in the generator." |
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48 | None |
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49 | None |
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50 | None | Variable["TASK.fuel_the_generator_done"] |
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51 | None | (Variable["TASK.fuel_the_generator_done"]) == false |
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52 | None |
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53 | Kim Kitsuragi | "Fuel -- generator -- console. That's our best chance." He points to the console at the other end of the room. "That there could open it, now that the power's on." |
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54 | Cuno | "Another part of Death Island? Some secret hidden shit, Cuno thinks. Important shit..." |
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55 | Cuno | "We fuelled the generator, didn't we?" He points to the console at the other end of the room. "What do you think that shit's for? Let's press some buttons." |
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56 | Cuno | He looks at the door, then at its bigger brother, then at the lock. "Cuno don't know how to pick this lock. This one's... military shit." |
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57 | None |
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58 | None | Variable["TASK.fuel_the_generator_done"] |
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59 | None | (Variable["TASK.fuel_the_generator_done"]) == false |
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60 | Cuno | He points to the console at the other end of the room. "What do you think that shit's for? Let's press some buttons." |
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61 | None |
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62 | None | Variable["TASK.fuel_the_generator_done"] |
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63 | None | (Variable["TASK.fuel_the_generator_done"]) == false |
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64 | Small Blast Door | Fuel --> generator --> console. Seems like an obvious path, now that the power is on. |
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65 | Small Blast Door | Fuel --> generator --> console. Seems like the obvious path. |
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66 | None |
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67 | None |
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68 | Interfacing | He's right. It would be better to open its *big brother*. A powerful engine hangs beneath the ceiling -- it must control the blast door. |
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69 | You | "You're right. We open the big one -- do you see controls somewhere?" | Variable["seafort.blast_interfacing_open_big_one"] |
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70 | You | "No. This is the titular *One More Door*. We're opening it." | IsTHCPresent("one_more_door") |
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71 | You | "Sure, you're right. We won't have to open it." |
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72 | You | "I find that highly unlikely." |
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73 | You | "One of the *very few doors*? Perhaps..." |
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74 | Cuno | He stares at the large doors looming above him. "Fuckin' A, let's get this shit open. Get to the secrets behind. Secret style." |
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75 | Cuno | "Yeah, the console over there?" He points to the southeast. "Yeah. Yeah. Let's get this big shit open." |
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76 | None |
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77 | Kim Kitsuragi | The lieutenant knocks on the metal. "I retract my statement. It was naive. Let's look around and get it open." |
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78 | None |
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79 | None | Variable["TASK.fuel_the_generator"] |
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80 | None | (Variable["TASK.fuel_the_generator"]) == false |
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81 | None |
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82 | Logic | The chances of there being 'important shit' there are rather high, yes. |
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