Conversation 159: INITIATION / ALCOHOL HABIT

A thought for becoming an alcoholic.

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
  • 13
2 You Open the bottle.
  • 38
3 You No. No. I'm not doing it. [Ignore thought.]
  • 50
4 Electrochemistry There's a satisfying pop as the cap comes off, and the hair on your back rises like an army at attention. You've been here before. Welcome back, detective. You're home now...
  • 59
5 You Should I though? I may have a teeny-weeny heart attack problem. Variable["whirling.fan_heart_damage"] or Variable["character.lifeline_heart_attack_tutorial_got"]
  • 6
6 Electrochemistry Oh, yes. The chest pain and the dizziness. You've *suffered* long enough -- now it's time to drink, to live.
  • 7
7 None
  • 8
  • 9
8 None CheckEquipped("neck_tie") and Variable["whirling.necktie_personified"] == true
  • 10
9 None (CheckEquipped("neck_tie") and Variable["whirling.necktie_personified"] == true) == false
  • 48
10 Horrific Necktie Why is it always about *you*? *Your* heart problem? *Your* coronary artery? Think about *us*. We're in this together. You and your wacky tie of substance abuse! Do it for *us*! Pop it open.
  • 48
11 Electrochemistry Fine. We're not worried... you'll crawl back to this bottle soon enough. We'll give you another chance. Booze *always* gives you *another* chance.
  • 54
12 Electrochemistry A golden sun melts down your throat, its rays filling your nostrils with sunshine. Your stomach melts from it -- into a happy gooey mess! So does your mind, all the bad things are melting. You're you again. A *real* cop. A real detective. *Incredibly* well done.
  • 70
13 Electrochemistry Well, hello. Someone seems to have found himself a bottle of *alcohol*. Here's where the *magic* happens.
  • 44
  • 45
14 None
  • 2
  • 5
  • 3
15 None
  • 16
  • 17
16 None CheckEquipped("drug_alcohol_commodore_red")
  • 27
17 None (CheckEquipped("drug_alcohol_commodore_red")) == false
  • 21
18 None
  • 19
  • 20
19 None CheckEquipped("drug_alcohol_potent_pilsner")
  • 30
20 None (CheckEquipped("drug_alcohol_potent_pilsner")) == false
  • 31
21 None
  • 22
  • 23
22 None CheckEquipped("drug_alcohol_goracy_brew")
  • 28
23 None (CheckEquipped("drug_alcohol_goracy_brew")) == false
  • 24
24 None
  • 25
  • 26
25 None CheckEquipped("drug_alcohol_pale_aged_vodka")
  • 29
26 None (CheckEquipped("drug_alcohol_pale_aged_vodka")) == false
  • 18
27 Electrochemistry Light reflects off the green glass of the Commodore Red. The gods have been generous. Better pop it open before they change their minds...
  • 47
28 Electrochemistry Light reflects off the thermal cup. The borscht may not look like much, but doubtless it'll get the job done. Better pop it open before it gets cold...
  • 47
29 Electrochemistry Pale-aged vodka? This is rare game indeed. The gods have been generous. Better pop it open before they change their minds...
  • 47
30 Electrochemistry What a *solid* can of mass-produced piss water. Well over 10% alcohol in this so-called *beer*. Pop it open before it gets too warm...
  • 47
31 Electrochemistry The light reflects off this bottle of sweet, sweet liquor -- a gift from above. The gods have been generous. Pop it open before they change their minds...
  • 47
32 None
  • 33
  • 34
33 None CheckEquipped("drug_alcohol_commodore_red")
  • 41
34 None (CheckEquipped("drug_alcohol_commodore_red")) == false
  • 35
35 None
  • 36
  • 37
36 None CheckEquipped("drug_alcohol_pale_aged_vodka")
  • 42
37 None (CheckEquipped("drug_alcohol_pale_aged_vodka")) == false
  • 43
38 None
  • 39
  • 40
39 None CheckEquipped("drug_alcohol_potent_pilsner")
  • 4
40 None (CheckEquipped("drug_alcohol_potent_pilsner")) == false
  • 32
41 Electrochemistry There's a satisfying pop as the cork jumps out, and the hair on your back rises like an army at attention. You've been here before. Welcome back, detective. You're home now...
  • 59
42 Electrochemistry There's a satisfying crack as the cap comes off, and the hair on your back rises like an army at attention. You've been here before. Welcome back, detective. You're home now...
  • 59
43 Electrochemistry There's a satisfying pop as the cap comes off, and the hair on your back rises like an army at attention. You've been here before. Welcome back, detective. You're home now...
  • 59
44 You Look at the bottle.
  • 15
45 You [Discard thought.]
  • 46
46 Electrochemistry Oh, no, you don't -- not this one. That's not *you*. You...
  • 44
47 Interfacing Wow, the gods of mass production have made this alcohol container *laughably* easy to open. A child could have done it.
  • 49
48 None
  • 14
49 Volition I don't know about this...
  • 14
50 None
  • 51
  • 52
51 None Variable["TASK.get_a_drink"]
  • 11
52 None (Variable["TASK.get_a_drink"]) == false
  • 53
53 Electrochemistry Fine. We're not worried... you'll crawl back to this bottle soon enough. We'll give you another chance. Booze *always* gives you *another* chance.
  • 54
54 Suggestion Yes, it's *merciful* that way. It's your friend. Come back to it, we're all rooting for you to.
  • 55
55 Volition Not *all* of us...
  • 73
56 You What will be the repercussions if I take that sip?
  • 60
57 None
  • 56
  • 58
  • 68
58 You Take a sip.
  • 63
59 Inland Empire You see a flash of teeth -- a young woman smiling at you, near some railway overpass in your ruined past. She is gorgeous. And she is *yours*.
  • 57
60 Electrochemistry Nothing. Some *mental* stuff. Nothing to be worried about. Physically you'll be strong as an ox!
  • 57
61 Tutorial Agent In the bottom right corner of the screen there's an ALCOHOL button! ALCOHOL gives +1 to PHYSIQUE skills: Physical Instrument, Half Light, Electrochemistry, Endurance, Pain Threshold, and Shivers. This is good before rolling a White Check -- but damages your Morale. And remember...
  • 62
62 Electrochemistry From the void we came. And to the void we must return!
63 None
  • 64
  • 65
64 None CheckHeldRightGroup("alcohol")
  • 12
65 None (CheckHeldRightGroup("alcohol")) == false
  • 66
66 Electrochemistry A golden sun melts down your throat, its rays filling your nostrils with sunshine. Your stomach melts from it -- into a happy gooey mess! So does your mind, all the bad things are melting. You're you again. A *real* cop. A real detective. *Incredibly* well done.
  • 70
67 Tutorial Agent You've passed up your chance to start drinking ALCOHOL for now, but don't worry! The option to start drinking becomes available again in 2 hours.
68 You No. No. I'm not doing it. [Ignore thought.]
  • 69
69 None
  • 50
70 None
  • 71
  • 72
71 None Variable["tc.turn_off_tutorial_node"]
  • 62
72 None (Variable["tc.turn_off_tutorial_node"]) == false
  • 61
73 None
  • 74
  • 75
74 None Variable["tc.turn_off_tutorial_node"]
75 None (Variable["tc.turn_off_tutorial_node"]) == false
  • 67