Conversation 220: YARD / PILE OF ETERNITE

Someone has left some crumbly looking eternite panels leaning against this wall. Most suspicious.

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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
  • 3
2 You [Leave.]
3 Pile of Eternite An inconspicuous pile of the roofing material, eternite.
  • 4
4 None
  • 5
  • 6
  • 2
5 You What is this?
  • 7
6 You Why am I looking at this pile of the roofing material?
  • 10
7 Pile of Eternite It's nothing. Someone just left some roofing material slanted against an old shack.
  • 33
8 Encyclopedia Glad you asked. When junior researcher Õlari Taal invented eternite in the Värtna Polytechnic Institute, some thirty odd years ago, he thought it would last forever -- hence the name eternite. Sadly the only lasting thing turned out to be the material's highly carcinogenic effect.
  • 9
9 None
  • 4
10 Pile of Eternite
  • 11
  • 12
11 Pile of Eternite Variable["yard.cuno_shack_white_perc_sight"]
  • 26
12 Pile of Eternite (Variable["yard.cuno_shack_white_perc_sight"]) == false
  • 13
13 Perception (Sight) Because it's nice and orderly. Well laid pallet. Easy on the eyes.
  • 36
14 Conceptualization Rhythmic pattern -- calms your mind. Mammals like this stuff.
  • 15
15 Inland Empire No, there's more to this. You get this strange *feeling*.
  • 16
16 Pile of Eternite
  • 17
  • 18
17 Pile of Eternite Variable["yard.shack_strange_feeling"]
  • 22
18 Pile of Eternite (Variable["yard.shack_strange_feeling"]) == false
  • 19
19 None
  • 4
20 Inland Empire Hard to say, it's gone now. Feelings pass, you see. Especially the small ones.
  • 24
21 You Discard the feeling.
  • 32
22 None
  • 23
  • 21
23 You What feeling?
  • 20
24 None
  • 4
25 Perception (Sight) There it is! You see a shabby little door.
  • 28
26 Perception (Sight) Because there's a secret door hidden behind the panels of eternite. That's why they're *too* orderly.
  • 27
27 You Pull the panels aside.
  • 25
28 Pile of Eternite
  • 29
  • 30
29 Pile of Eternite IsKimHere()
  • 31
30 Pile of Eternite (IsKimHere()) == false
31 Kim Kitsuragi "What is this, then? A tool shed?" He peeks inside. "Let's investigate."
32 None
  • 3
33 Pile of Eternite
  • 34
  • 35
34 Pile of Eternite Variable["yard.shack_ency_eternite_dump"]
  • 9
35 Pile of Eternite (Variable["yard.shack_ency_eternite_dump"]) == false
  • 8
36 Pile of Eternite
  • 37
  • 38
37 Pile of Eternite Variable["yard.shack_strange_feeling"]
  • 39
38 Pile of Eternite (Variable["yard.shack_strange_feeling"]) == false
  • 14
39 Perception (Sight) It reveals no secrets at this time.
  • 19