Conversation 142: WHIRLING F2 / TEQUILA DOOR

The dialogue between you and the door to your room. It is locked unless you've paid for damages.

How to use this page:

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.

Column definitions:
  • ID: a numerical index for the entry within this conversation.
  • Character: the character speaking or acting.
  • Dialogue: prose containing spoken dialogue and other description.
  • Conditions: logical checks governing this entry appearing or occurring.
  • Links: entries that might follow this one, depending on conditions and player choice. Most links are internal to this conversation, external links to other conversations are marked with the format (conversation ID, entry ID).
ID Character Dialogue Conditions Links
0 None
  • 1
1 None
  • 37
2 You Try to unlock the door.
  • 3
3 Door, Room #1 Your key no longer turns in the lock.
  • 5
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."
  • 14
5 Volition You feel uncertain, like a child who's lost his mother in the crowd.
  • 67
6 Door, Room #1
  • 7
  • 8
7 Door, Room #1 Variable["character.door1_locked_inland"]
  • 9
8 Door, Room #1 (Variable["character.door1_locked_inland"]) == false
9 None
  • 10
  • 11
10 You Why would I want to stay in such a place?
  • 12
11 You Still sounds better than sleeping outside.
  • 13
12 Inland Empire Because it's your last lifeline to being a police officer instead of a hobo.
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.
14 Half Light Just punch the damned door. No *locks* are going to keep you out.
  • 18
15 You "Nah, I'll get by somehow. Didn't like that room very much anyway." IsTHCPresent("hobocop") == false and IsKimHere()
  • 21
16 You "Actually, I don't need to pay -- I will brave the streets. Go undercover as a hobocop." IsTHCPresent("hobocop") and IsKimHere()
  • 20
17 You "Right, I should go pay my debts before I can go to sleep." IsKimHere()
  • 22
18 None
  • 17
  • 15
  • 16
  • 38
  • 19
19 You [Leave.]
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."
  • 23
21 Kim Kitsuragi "I would advise against that. It's already late, and you won't find cheaper accommodation in the vicinity."
  • 18
22 Kim Kitsuragi He nods. "Yes, we both need to get proper rest tonight."
  • 18
23 Authority He's asserting his leadership talents because he is concerned about you.
  • 101
24 You Observe the damage to your knuckles. Is this really worth it?
  • 56
25 Kim Kitsuragi The lieutenant looks on impassively. "Even if you could break down the door, all you would get is another bill."
  • 60
26 Physical Instrument *Even if you could*? Don't let him talk you down, son!
  • 58
  • 24
27 You Try one more time. This time with both fists, one after the other.
  • 59
28 Garte, the Cafeteria Manager (His voice echoes from downstairs.) "What's going on up there?"
  • 73
29 Kim Kitsuragi The lieutenant purses his lips. "Admirable form. Now come on, let's go down."
  • 51
30 Garte, the Cafeteria Manager (His voice echoes from downstairs.) "What the hell is going on up there?"
  • 70
31 Kim Kitsuragi The lieutenant looks at you with a mixture of pity and weariness. "Come on, let's go down."
  • 51
32 You Blubber. And keep blubbering.
  • 30
33 Door, Room #1
  • 34
  • 35
34 Door, Room #1 Variable["TASK.pay_for_the_damages_done"]
  • 64
35 Door, Room #1 (Variable["TASK.pay_for_the_damages_done"]) == false
  • 36
36 Door, Room #1 Something about it has changed.
  • 2
  • 19
37 Door, Room #1 This is the door to your room.
  • 33
38 You Punch the door. Variable["character.door1_locked_half"] == true
  • 39
39 Door, Room #1 The door rings from the impact, but does not budge.
  • 82
40 Pain Threshold Your fist bounces off the door and comes back to you on a wave of agony that surges up your arm.
  • 41
41 Door, Room #1
  • 42
  • 43
42 Door, Room #1 Variable["character.door1_pain_anti"]
  • 44
43 Door, Room #1 (Variable["character.door1_pain_anti"]) == false
  • 52
44 None
  • 45
  • 46
  • 49
45 You "Aaaaa! It huuurts!"
  • 48
46 You Keep it in. Cradle your arm.
  • 47
47 Pain Threshold The tears bring some relief, but not much.
  • 30
48 Pain Threshold Your angry voice carries through the Whirling, but you still can't stop the tears from welling up in your eyes...
  • 30
49 You Try to stay cool.
  • 61
50 Pain Threshold Nice try. The tears come streaming down your face as you crumble to the ground. Variable["character.door1_comp_cool"] == false
  • 32
51 None
  • 18
52 Pain Threshold It hurts, but keep your cool. You've got this.
  • 53
53 Door, Room #1
  • 54
  • 55
54 Door, Room #1 Variable["character.door1_pain_pass"]
  • 27
55 Door, Room #1 (Variable["character.door1_pain_pass"]) == false
  • 76
56 Garte, the Cafeteria Manager (His voice echoes from downstairs.) "What's going on up there?"
  • 79
57 Physical Instrument Pow-pow! That was impressive.
  • 28
58 You "This door will fall prostrate before The Law!" (Punch the door again.)
  • 56
59 Door, Room #1 The door shudders, but appears undamaged.
  • 57
60 Door, Room #1 The door appears undamaged, and even more impassive than the lieutenant.
  • 26
61 Composure You've got this. Men like you don't cry unless it serves their purposes.
  • 62
  • 50
62 You Confront the door with a stoical expression. You are still The Law. Variable["character.door1_comp_cool"] == true
  • 56
63 Kim Kitsuragi He nods toward the staircase. "Come on, let's go down."
  • 51
64 You "Good night, lieutenant."
  • 87
65 None
External:
  • (997, 415)
66 You "Alright, let's go."
  • 65
67 Door, Room #1
  • 68
  • 69
68 Door, Room #1 IsKimHere()
  • 4
69 Door, Room #1 (IsKimHere()) == false
  • 105
70 Door, Room #1
  • 71
  • 72
71 Door, Room #1 IsKimHere()
  • 31
72 Door, Room #1 (IsKimHere()) == false
  • 51
73 Door, Room #1
  • 74
  • 75
74 Door, Room #1 IsKimHere()
  • 29
75 Door, Room #1 (IsKimHere()) == false
  • 51
76 Door, Room #1
  • 77
  • 78
77 Door, Room #1 IsKimHere()
  • 25
78 Door, Room #1 (IsKimHere()) == false
  • 79
79 Door, Room #1
  • 80
  • 81
80 Door, Room #1 IsKimHere()
  • 63
81 Door, Room #1 (IsKimHere()) == false
  • 51
82 Garte, the Cafeteria Manager (His voice echoes from downstairs.) "What the hell is going on up there?"
  • 83
83 Door, Room #1
  • 84
  • 85
84 Door, Room #1 IsKimHere()
  • 86
85 Door, Room #1 (IsKimHere()) == false
  • 40
86 Kim Kitsuragi The lieutenant looks at you with a mixture of pity and weariness. "Come on, let's go down."
  • 40
87 Door, Room #1
  • 88
  • 89
88 Door, Room #1 Variable["whirling.kim_orientation"]
  • 90
89 Door, Room #1 (Variable["whirling.kim_orientation"]) == false
  • 91
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."
  • 66
91 Kim Kitsuragi "Just a moment. We should talk about our progress on the investigation. Let's go out to the balcony."
  • 66
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.
  • 14
93 Savoir Faire You could try climbing into that trash bin in the yard, hobocop style...
  • 18
94 Door, Room #1
  • 95
  • 96
95 Door, Room #1 Variable["yard.trash_container_hub_reached"]
  • 98
96 Door, Room #1 (Variable["yard.trash_container_hub_reached"]) == false
  • 18
97 Savoir Faire You could try climbing into that trash bin in the yard, hobocop style... after you've gotten open the lid.
  • 18
98 Door, Room #1
  • 99
  • 100
99 Door, Room #1 Variable["yard.trash_container_open"]
  • 93
100 Door, Room #1 (Variable["yard.trash_container_open"]) == false
  • 97
101 Door, Room #1
  • 102
  • 103
102 Door, Room #1 Variable["character.got_hobocop_climb_into_trashbin_idea"]
  • 104
103 Door, Room #1 (Variable["character.got_hobocop_climb_into_trashbin_idea"]) == false
  • 94
104 Savoir Faire Hey, remember that trash bin idea...? Time to get climbing!
  • 18
105 Door, Room #1
  • 106
  • 107
106 Door, Room #1 Variable["tc.turn_off_tutorial_node"]
  • 14
107 Door, Room #1 (Variable["tc.turn_off_tutorial_node"]) == false
  • 92