You decide that the shot that killed the merc couldn't have come from this bunker.
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 | Visual Calculus | Could this have been the killer's hideout, and this narrow window -- the point of origin of the shot that killed the mercenary? |
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3 | None |
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4 | None | IsDaytime() |
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5 | None | (IsDaytime()) == false |
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6 | None |
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7 | None | Variable["auto.is_raining"] |
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8 | None | (Variable["auto.is_raining"]) == false |
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9 | None |
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10 | None | Variable["auto.is_snowing"] |
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11 | None | (Variable["auto.is_snowing"]) == false |
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12 | None |
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13 | None | Variable["auto.is_snowing"] |
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14 | None | (Variable["auto.is_snowing"]) == false |
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15 | None |
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16 | None | Variable["auto.is_raining"] |
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17 | None | (Variable["auto.is_raining"]) == false |
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18 | Hand/Eye Coordination | This does look like an *embrasure*, a slit made for shooting out of. |
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19 | None |
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20 | You | Peek out. |
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21 | Visual Calculus | Outside the window -- another day. The beach sand soaks up the drizzling rain, growing darker and darker. |
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22 | Visual Calculus | Outside the window -- desolation. Snow falls softly onto the coastal sand, where it melts almost instantly. On rooftops, it lingers. |
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23 | Visual Calculus | Outside the window -- the day is clear, and as mild as can be in early spring. |
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24 | Visual Calculus | You hear the rain's susurration across the sea water. The night shudders. |
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25 | Visual Calculus | In the darkness, you can barely make out the falling snow. It settles, making the night still quieter. |
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26 | Visual Calculus | The lights of Martinaise shine coolly in the clear night. |
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27 | You | Would this have been a good hideout for a sniper? |
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28 | None |
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29 | None | IsKimHere() |
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30 | None | (IsKimHere()) == false |
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31 | Visual Calculus | No, it's not. No matter how you crane your neck, you can't see the whole of the Whirling-in-Rags, and certainly not the relevant segment of the top floor. |
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32 | None |
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33 | None | Variable["boardwalk.bunker_bed"] |
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34 | None | (Variable["boardwalk.bunker_bed"]) == false |
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35 | None |
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36 | None | Variable["boardwalk.bunker_bed"] |
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37 | None | (Variable["boardwalk.bunker_bed"]) == false |
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38 | Kim Kitsuragi | "It's a great place to hide, certainly, but there hasn't been anyone here in ages." |
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39 | Kim Kitsuragi | "It's a great place to hide, certainly, but there hasn't been anyone in here for ages." |
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40 | Visual Calculus | It's a good place to hide, but doesn't look like anyone has stayed here in a while. |
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41 | Visual Calculus | It's definitely a good place to hide. You barely found it yourself. |
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42 | None |
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43 | You | Is it feasible to hit a target in the Whirling-in-Rags from this window? (Conclude.) | Variable["boardwalk.bunker_viscal_hideout"] and IsKimHere() == false |
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44 | You | "Kim, I can't see the Whirling-in-Rags... The shot didn't come from here." (Conclude.) | Variable["boardwalk.bunker_viscal_hideout"] and IsKimHere() == true |
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45 | Kim Kitsuragi | "Indeed. No one could get a clear view. Well, at least we've been thorough. I like thorough." |
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46 | Authority | The lieutenant's voice betrays a slight disappointment, which he glosses over by reasserting control. |
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47 | None |
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48 | None |
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49 | None | Variable["boardwalk.mazov_mainhub_reached"] |
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50 | None | (Variable["boardwalk.mazov_mainhub_reached"]) == false |
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51 | Kim Kitsuragi | "In fact -- I think we're done with this bunker." He looks to the exit. "After you, officer." |
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