It's the back door of "Crime, Romance, and Biographies of Famous People". You can look at it, use a key object on it or try to force it open.
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 | Break down the door. | Variable["doomed.bookstore_backdoor_unlocked"] == false |
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3 | None |
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4 | Warded Door | After exerting some force you manage to turn the key. It's eerily silent. The door slides slightly open, letting a draft of cold air into the room. |
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5 | You | [Leave.] |
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6 | Pain Threshold | The door shudders with your impact. Hinges snap, panels crack, splinters fly by as you smash through, tumbling into the darkness ahead. |
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7 | You | Unlock the door with the key. | CheckItem("key_bookstore_backdoor") |
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8 | You | [Open the door and enter.] |
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9 | None |
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10 | Kim Kitsuragi | "Detective, you're the one in charge." The lieutenant motions toward the door. |
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11 | You | Knock on the door. |
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12 | Shivers | You feel the tiny hairs on the back of your neck rise up, as if someone's standing right behind you. |
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13 | You | "Uh, Kim? Maybe you should go first..." | IsKimHere() |
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14 | Warded Door | Only an echo... No one is there. |
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15 | Warded Door |
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16 | Warded Door | Variable["doomed.bookstore_backdoor_redcheck_smash"] |
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17 | Warded Door | (Variable["doomed.bookstore_backdoor_redcheck_smash"]) == false |
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18 | You | "Oh god..." (Try to breathe normally.) "This really wasn't the best idea, was it..." |
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19 | You | "I deserve this. My body deserves to suffer for being this *weak* and *disappointing*." |
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20 | You | "Is that... Is that *blood* I'm seeing?" (Rub your forehead.) |
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21 | Physical Instrument | What if... you just break it down? |
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22 | Warded Door |
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23 | Warded Door | IsTHCPresent("coach_physical_instrument") |
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24 | Warded Door | (IsTHCPresent("coach_physical_instrument")) == false |
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25 | Physical Instrument | Walk it off, son! Stop wriggling like a maggot, it's nothing to worry about. |
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26 | You | Maybe I *should* break it down? But not before I strategize... | Variable["doomed.bookstore_backdoor_blackcheck_physint"] == true |
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27 | Physical Instrument | That's right, take in your surroundings. You need to have a solid ground and a proper posture if you want to succeed. |
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28 | You | Smash into the door and shout: "Freeze, dirtbags!" |
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29 | You | Smash into the door and shout: "Hands up, now!" |
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30 | You | Smash into the door and shout: "Fuck, it hurts!" |
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31 | Perception (Hearing) | A hollowed out, dark echo... |
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32 | You | Touch the back of your neck: What is this feeling? |
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33 | Shivers | Outside, the wind howls in from across the bay. The building at Rue de Saint-Ghislaine stands like a matchbox on its side, with men inside like little wooden sticks ready to catch fire. |
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34 | Warded Door |
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35 | Warded Door | Variable["doomed.bookstore_backdoor_shivers"] |
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36 | Warded Door | (Variable["doomed.bookstore_backdoor_shivers"]) == false |
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37 | None |
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38 | None |
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39 | Pain Threshold | You smash into the wood and see a small crack appear on the door frame. It's going to take one more try to break through to the other side, but you've done it... |
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40 | Pain Threshold | Ow, shoot! Whose moronic idea was it to just *run through the door*? Don't you know that things like that *hurt*?! |
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41 | You | Smash into the door again -- wordless. |
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42 | You | Smash into the door and shout: "Welcome to Revachol!" | IsTHCPresent("revacholian_nationhood") |
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43 | Kim Kitsuragi | "You're not thinking of trying again, are you?" The lieutenant stares at you as you stand there, silent and brooding. |
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44 | Plaisance | A voice rings from the other room: "What are you doing, officer?!" It sounds almost worried -- worried about your health. |
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45 | You | "Please don't cry, please don't cry..." (Slap your face.) "I don't want anyone to see me cry!" |
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46 | Warded Door |
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47 | Warded Door | IsKimHere() |
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48 | Warded Door | (IsKimHere()) == false |
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49 | None |
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50 | None |
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51 | Warded Door |
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52 | Warded Door | IsKimHere() |
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53 | Warded Door | (IsKimHere()) == false |
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54 | Kim Kitsuragi | "Are you alright?" The lieutenant steps closer, his eyes soft and worried. "This looked... pretty intense and painful, I must admit." |
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55 | Plaisance | "What is going *on* there?!" an upset, high-pitched voice calls out from the bookstore. "Are you really trying to break down the back door?" |
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56 | Plaisance | "I warn you, don't tempt the spirits, officer!" You can hear her take a frightened step backwards. "Don't tempt the spirits or you'll damage the holy *wards* on the door!" |
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57 | Warded Door | It barely looks like you've done any damage to the door, however -- it's still locked and closed, covered in dozens of little charms and trinkets. |
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58 | None |
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59 | You | Smash into the door and shout: "Fuck the system!" |
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60 | You | First -- check your posture. |
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61 | You | Check your surroundings. |
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62 | Physical Instrument | Steady breathing, solid core -- you've got this. With one shoulder forward you're ready to smash into the door like a battering ram. |
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63 | None |
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64 | Physical Instrument | The room is dimly lit and littered with old barber shop rubbish, but the path to the door is clear. |
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65 | None |
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66 | None |
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67 | You | And what about the door? |
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68 | Physical Instrument | It's made of a solid block of wood, but it has stood there for ages -- the hinges are old and coated with a carmine layer of rust. It should be doable. |
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69 | Half Light | An uneasy knot forms in the pit of your stomach... |
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70 | Shivers | A panicking woman squeezes the pendant around her neck until it leaves a mark inside her palm. A man, a few metres away, stands frozen with a key in his hand. Somewhere inside a spider is spinning its web. |
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71 | Warded Door |
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72 | Warded Door | Variable["tc.wards_plais"] |
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73 | Warded Door | (Variable["tc.wards_plais"]) == false |
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74 | Warded Door | A heavy door with a missing handle stands before you, covered in dozens (if not hundreds) of little oddly-shaped trinkets and charms. It appears to be locked. |
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75 | Warded Door | A heavy door with a missing handle stands before you, covered in dozens (if not hundreds) of Semenese trinkets and charms. It appears to be locked. |
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76 | Warded Door |
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77 | Warded Door | CheckItem("key_bookstore_backdoor") |
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78 | Warded Door | (CheckItem("key_bookstore_backdoor")) == false |
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79 | Warded Door |
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80 | Warded Door | Variable["doomed.bookstore_backdoor_greeting_done"] |
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81 | Warded Door | (Variable["doomed.bookstore_backdoor_greeting_done"]) == false |
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