The dialogue between you and the door to your room. It is locked unless you've paid for damages.
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 | You | Try to unlock the door. |
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3 | Door, Room #1 | Your key no longer turns in the lock. |
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4 | Kim Kitsuragi | "It must be an electronic lock. You will have to get Garte, the cafeteria manager, to open it first -- after you've paid for the night." |
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5 | Volition | You feel uncertain, like a child who's lost his mother in the crowd. |
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6 | Door, Room #1 |
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7 | Door, Room #1 | Variable["character.door1_locked_inland"] |
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8 | Door, Room #1 | (Variable["character.door1_locked_inland"]) == false |
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9 | None |
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10 | You | Why would I want to stay in such a place? |
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11 | You | Still sounds better than sleeping outside. |
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12 | Inland Empire | Because it's your last lifeline to being a police officer instead of a hobo. |
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13 | Inland Empire | Yes, and it's not just a matter of comfort, but also of principle. This may be your last lifeline to being a police officer instead of a hobo. |
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14 | Half Light | Just punch the damned door. No *locks* are going to keep you out. |
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15 | You | "Nah, I'll get by somehow. Didn't like that room very much anyway." | IsTHCPresent("hobocop") == false and IsKimHere() |
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16 | You | "Actually, I don't need to pay -- I will brave the streets. Go undercover as a hobocop." | IsTHCPresent("hobocop") and IsKimHere() |
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17 | You | "Right, I should go pay my debts before I can go to sleep." | IsKimHere() |
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18 | None |
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19 | You | [Leave.] |
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20 | Kim Kitsuragi | "Our investigation does not at present require for anyone to go undercover. Let's drop this discussion and go settle your debt with the manager." |
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21 | Kim Kitsuragi | "I would advise against that. It's already late, and you won't find cheaper accommodation in the vicinity." |
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22 | Kim Kitsuragi | He nods. "Yes, we both need to get proper rest tonight." |
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23 | Authority | He's asserting his leadership talents because he is concerned about you. |
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24 | You | Observe the damage to your knuckles. Is this really worth it? |
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25 | Kim Kitsuragi | The lieutenant looks on impassively. "Even if you could break down the door, all you would get is another bill." |
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26 | Physical Instrument | *Even if you could*? Don't let him talk you down, son! |
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27 | You | Try one more time. This time with both fists, one after the other. |
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28 | Garte, the Cafeteria Manager | (His voice echoes from downstairs.) "What's going on up there?" |
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29 | Kim Kitsuragi | The lieutenant purses his lips. "Admirable form. Now come on, let's go down." |
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30 | Garte, the Cafeteria Manager | (His voice echoes from downstairs.) "What the hell is going on up there?" |
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31 | Kim Kitsuragi | The lieutenant looks at you with a mixture of pity and weariness. "Come on, let's go down." |
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32 | You | Blubber. And keep blubbering. |
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33 | Door, Room #1 |
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34 | Door, Room #1 | Variable["TASK.pay_for_the_damages_done"] |
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35 | Door, Room #1 | (Variable["TASK.pay_for_the_damages_done"]) == false |
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36 | Door, Room #1 | Something about it has changed. |
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37 | Door, Room #1 | This is the door to your room. |
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38 | You | Punch the door. | Variable["character.door1_locked_half"] == true |
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39 | Door, Room #1 | The door rings from the impact, but does not budge. |
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40 | Pain Threshold | Your fist bounces off the door and comes back to you on a wave of agony that surges up your arm. |
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41 | Door, Room #1 |
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42 | Door, Room #1 | Variable["character.door1_pain_anti"] |
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43 | Door, Room #1 | (Variable["character.door1_pain_anti"]) == false |
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44 | None |
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45 | You | "Aaaaa! It huuurts!" |
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46 | You | Keep it in. Cradle your arm. |
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47 | Pain Threshold | The tears bring some relief, but not much. |
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48 | Pain Threshold | Your angry voice carries through the Whirling, but you still can't stop the tears from welling up in your eyes... |
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49 | You | Try to stay cool. |
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50 | Pain Threshold | Nice try. The tears come streaming down your face as you crumble to the ground. | Variable["character.door1_comp_cool"] == false |
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51 | None |
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52 | Pain Threshold | It hurts, but keep your cool. You've got this. |
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53 | Door, Room #1 |
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54 | Door, Room #1 | Variable["character.door1_pain_pass"] |
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55 | Door, Room #1 | (Variable["character.door1_pain_pass"]) == false |
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56 | Garte, the Cafeteria Manager | (His voice echoes from downstairs.) "What's going on up there?" |
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57 | Physical Instrument | Pow-pow! That was impressive. |
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58 | You | "This door will fall prostrate before The Law!" (Punch the door again.) |
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59 | Door, Room #1 | The door shudders, but appears undamaged. |
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60 | Door, Room #1 | The door appears undamaged, and even more impassive than the lieutenant. |
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61 | Composure | You've got this. Men like you don't cry unless it serves their purposes. |
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62 | You | Confront the door with a stoical expression. You are still The Law. | Variable["character.door1_comp_cool"] == true |
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63 | Kim Kitsuragi | He nods toward the staircase. "Come on, let's go down." |
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64 | You | "Good night, lieutenant." |
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65 | None |
External:
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66 | You | "Alright, let's go." |
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67 | Door, Room #1 |
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68 | Door, Room #1 | IsKimHere() |
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69 | Door, Room #1 | (IsKimHere()) == false |
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70 | Door, Room #1 |
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71 | Door, Room #1 | IsKimHere() |
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72 | Door, Room #1 | (IsKimHere()) == false |
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73 | Door, Room #1 |
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74 | Door, Room #1 | IsKimHere() |
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75 | Door, Room #1 | (IsKimHere()) == false |
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76 | Door, Room #1 |
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77 | Door, Room #1 | IsKimHere() |
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78 | Door, Room #1 | (IsKimHere()) == false |
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79 | Door, Room #1 |
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80 | Door, Room #1 | IsKimHere() |
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81 | Door, Room #1 | (IsKimHere()) == false |
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82 | Garte, the Cafeteria Manager | (His voice echoes from downstairs.) "What the hell is going on up there?" |
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83 | Door, Room #1 |
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84 | Door, Room #1 | IsKimHere() |
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85 | Door, Room #1 | (IsKimHere()) == false |
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86 | Kim Kitsuragi | The lieutenant looks at you with a mixture of pity and weariness. "Come on, let's go down." |
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87 | Door, Room #1 |
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88 | Door, Room #1 | Variable["whirling.kim_orientation"] |
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89 | Door, Room #1 | (Variable["whirling.kim_orientation"]) == false |
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90 | Kim Kitsuragi | "Just a moment. You had some questions earlier, I believe, and, besides, we should discuss our progress on the investigation. Let's go out to the balcony." |
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91 | Kim Kitsuragi | "Just a moment. We should talk about our progress on the investigation. Let's go out to the balcony." |
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92 | Tutorial Agent | The door to your room locks every night at 21.00 if you haven't paid for the room. You can pay downstairs when speaking to Garte, the cafeteria manager. |
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93 | Savoir Faire | You could try climbing into that trash bin in the yard, hobocop style... |
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94 | Door, Room #1 |
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95 | Door, Room #1 | Variable["yard.trash_container_hub_reached"] |
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96 | Door, Room #1 | (Variable["yard.trash_container_hub_reached"]) == false |
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97 | Savoir Faire | You could try climbing into that trash bin in the yard, hobocop style... after you've gotten open the lid. |
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98 | Door, Room #1 |
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99 | Door, Room #1 | Variable["yard.trash_container_open"] |
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100 | Door, Room #1 | (Variable["yard.trash_container_open"]) == false |
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101 | Door, Room #1 |
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102 | Door, Room #1 | Variable["character.got_hobocop_climb_into_trashbin_idea"] |
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103 | Door, Room #1 | (Variable["character.got_hobocop_climb_into_trashbin_idea"]) == false |
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104 | Savoir Faire | Hey, remember that trash bin idea...? Time to get climbing! |
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105 | Door, Room #1 |
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106 | Door, Room #1 | Variable["tc.turn_off_tutorial_node"] |
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107 | Door, Room #1 | (Variable["tc.turn_off_tutorial_node"]) == false |
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