Initiating the Get Into The Church TO-DO
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 | Church Doors | Heavy wooden doors more than twice your height stand shut in front of you. The rectangular, sea-worn ornamentation appears in stark contrast to the padlock carelessly drilled into the wood. |
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3 | None |
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4 | You | Rattle the doors to see if they open. | CheckItem("key_church_door") == false |
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5 | You | Inspect the carpentry. |
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6 | You | Take a closer look at the padlock. |
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7 | Kim Kitsuragi | "I don't think that's going to work..." |
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8 | You | "No, I'm just curious." |
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9 | You | "She might be. It's worth checking out anyway." |
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10 | Kim Kitsuragi | The lieutenant nods silently. |
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11 | You | "What is this feeling?" |
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12 | You | Back up and look at the door. |
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13 | Shivers | THERE IS A HOLE IN MY HEART. |
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14 | Kim Kitsuragi | The lieutenant looks at the padlock. He didn't hear you asking, you were quiet enough. |
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15 | Church Doors | The doors remain unchanged -- closed with a padlock. |
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16 | Church Doors | The carving on the door is blocklike and angular, like the church itself. Two large beams shoot downwards, sinking into the wood before they reach the threshold. |
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17 | Shivers | High above, the wind wraps the church in its rush. Cold and wet from the ocean bay, it parts around the massive keel-shaped roof. Like a test tunnel washing both sides, the way it has done for three-hundred-and-forty years. The wind keeps its distance. So should you. |
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18 | Church Doors | This cheap-looking padlock is sturdily built. It shackles together a hasp and a staple screwed into the wooden door. The lock is adorned with a yellow sticker. |
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19 | Church Doors | The padlock passes through a staple that's been hastily attached to the wood. Closer inspection reveals that one of the screws is not a screw at all, but a nail. The work has been done recently and is unprofessional, to say the least. |
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20 | You | Look at the sticker. | Variable["church.churchdoor_got_sticker"] == false and Variable["church.churchdoor_sticker_on_padlock"] == true |
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21 | You | Inspect the staple. | CheckItem("key_church_door") == false |
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22 | Church Doors | You see a yellow circle with two X's and a big curve below them that looks like a mouth. You're pretty sure you haven't seen it before, but what the symbol depicts is clear enough: a smiling dead guy. The curve makes it smile and the X's make it dead. |
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23 | Conceptualization | There is something blindingly *modern* about this symbol. Its modernness puts to shame everything you've seen before. |
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24 | None |
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25 | You | "Have you seen this symbol before?" (Point to it.) | IsKimHere() |
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26 | You | Take another look at the padlock. |
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27 | Kim Kitsuragi | He takes off his glasses and uses a blue handkerchief to thoroughly wipe them clean before inspecting the sticker. Then he looks up, pauses, and replies... |
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28 | You | "What does it look like to you?" |
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29 | Kim Kitsuragi | "Looks like a dead man smiling. Suggests... junior delinquency." |
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30 | Kim Kitsuragi | "I haven't seen that sticker before. And I am not a youth." |
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31 | You | "I agree -- it's very modern. But does the cheery guy not know he's dead, or does the dead guy not care that he is? What is the source of the irony here?" |
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32 | Kim Kitsuragi | "That level of conceptual thinking is not part of my skill set." |
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33 | None |
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34 | Logic | Should you want to get through, it might be easier to just pry the whole thing off. |
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35 | None |
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36 | You | "Kim, do you happen to have a prybar?" |
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37 | Kim Kitsuragi | The lieutenant takes a step back and looks at the church looming overhead. "Yes, there's a toolbox in the Kineema..." |
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38 | Empathy | There is a touch of guilt in his voice. |
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39 | You | "Where do you think we should start?" |
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40 | Kim Kitsuragi | "Can you hear the pulsing bass underneath the wind?" He raises his hand to his ear. "A sure sign of junior delinquency -- somewhere east of here." |
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41 | You | Apply some official force on the padlock. | CheckItem("prybar") and Variable["church.churchdoor_have_crowbar_idea"] and CheckItem("key_church_door") == false |
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42 | Kim Kitsuragi | "I don't know... you *don't*? Or maybe we'll find a new one. I don't carry more than one prybar with me..." He looks up at the bell-tower. |
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43 | You | [Leave.] |
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44 | You | "What is suggestive of junior delinquency here?" |
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45 | Empathy | He feels sorry for you. For him as a lieutenant it would be demeaning to have someone recite terms from the officer's exam. |
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46 | Kim Kitsuragi | "These acts aren't called *crimes* as they would be for adults. Crimes committed by minors are called 'delinquent acts'. This was part of your officer's exams." He puts the handkerchief in his coat pocket. |
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47 | Kim Kitsuragi | "For Revachol ZoC, the Moralintern defines junior delinquents as minors between the ages of 10 and 16 who have committed an act in violation of the law..." |
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48 | You | "Okay, what is *junior delinquency*?" |
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49 | None |
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50 | You | Back off. |
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51 | Church Doors |
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52 | Church Doors | Variable["church.churchdoor_open_crowbar"] == true |
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53 | Church Doors | (Variable["church.churchdoor_open_crowbar"] == true) == false |
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54 | You | Try to peel off the sticker without ripping it. | Variable["church.churchdoor_inspected_sticker"] |
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55 | Church Doors |
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56 | Church Doors | Variable["church.churchdoor_got_sticker"] |
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57 | Church Doors | (Variable["church.churchdoor_got_sticker"]) == false |
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58 | Interfacing | Your hands are clammy from the sea air. The piece of sticker keeps slipping away... |
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59 | Interfacing | There's nothing like the sound of a sticker unpeeling. Now it's stuck to your thumb. |
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60 | You | Shake it off your thumb and throw it in the wind. |
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61 | You | Put the sticker *on* your ledger -- right on the cover! | CheckItem("ledger_damaged") or CheckItem("ledger_of_failure_and_hatred") or CheckItem("ledger_oblivion") |
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62 | You | Put the sticker *in* your ledger -- after the last entry, where it belongs. | CheckItem("ledger_damaged") or CheckItem("ledger_of_failure_and_hatred") or CheckItem("ledger_oblivion") |
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63 | You | Open the padlock with the key. | CheckItem("key_church_door") |
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64 | Church Doors | The lock turns easily. You hear a click as the shackle pops open. |
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65 | Church Doors |
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66 | Church Doors | IsKimHere() |
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67 | Church Doors | (IsKimHere()) == false |
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68 | Kim Kitsuragi | "Let's go." The lieutenant nods at you. |
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69 | Church Doors |
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70 | Church Doors | IsKimHere() |
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71 | Church Doors | (IsKimHere()) == false |
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72 | Church Doors | Nothing happens, only the sound of the padlock rattling against the door. |
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73 | Church Doors |
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74 | Church Doors | IsKimHere() |
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75 | Church Doors | (IsKimHere()) == false |
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76 | Church Doors |
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77 | Church Doors | IsKimHere() |
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78 | Church Doors | (IsKimHere()) == false |
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79 | Kim Kitsuragi | "Do you think our suspect is hiding inside?" He raises his sight to the darkened windows overhead. |
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80 | Church Doors |
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81 | Church Doors | Variable["church.door_shivers_success"] |
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82 | Church Doors | (Variable["church.door_shivers_success"]) == false |
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83 | You | Run your hand over a beam. |
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84 | You | Back up and look at the door. |
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85 | Church Doors | The surface is smooth from the wind, but moist to the touch. |
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86 | Kim Kitsuragi | "No." |
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87 | You | What makes it so modern? | Variable["church.churchdoor_understood_modernity"] |
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88 | Conceptualization | It's the contrast between the cheery, chemical yellow and the rigor mortis. As if the cheery guy didn't know he was dead or the dead guy didn't care that he was. Either way, you get the sense the forces of *future* are at work here. |
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89 | Kim Kitsuragi | "But maybe we should circle the building and look for another way in first. The building has seen enough mistreatment." |
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90 | You | "I do." |
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91 | Kim Kitsuragi | "People do look to churches for shelter, but an abandoned thing like this... I'm not so sure." |
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92 | None |
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93 | None |
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94 | None |
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95 | You | "Kim, could I have that handkerchief? My hands are wet." | Variable["church.churchdoor_saw_hankercief"] == true and Variable["church.churchdoor_used_hankerchief"] == false and IsKimHere() |
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96 | You | "Fuck this!" (Hit the lock.) |
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97 | You | Gracefully let the lock go. |
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98 | Kim Kitsuragi | The lieutenant hands you a blue handkerchief. He looks a little dismayed when he gets it back crumpled. However, it should be easier to peel the sticker off now. |
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99 | Kim Kitsuragi | That hurt. The lieutenant looks up at the roof of the church, ignoring your little tantrum. |
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100 | Church Doors | The lock clanks against the door, cold and heavy. |
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101 | You | (Turn to the lieutenant.) "This is where Mr. Prybar comes in handy." |
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102 | Kim Kitsuragi | He takes a step back. "Maybe we should circle the building first and look for another way. The building has seen enough mistreatment." |
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103 | None |
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104 | Interfacing | VoilĂ ! Looks very modern. |
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105 | Interfacing | Au revoir, sticker! |
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106 | Interfacing | Looks like today was a gold star day! |
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107 | None |
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108 | Church Doors |
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109 | Church Doors | CheckItem("prybar") |
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110 | Church Doors | (CheckItem("prybar")) == false |
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111 | Church Doors |
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112 | Church Doors | IsKimHere() |
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113 | Church Doors | (IsKimHere()) == false |
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114 | None |
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115 | None |
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116 | Church Doors |
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117 | Church Doors | Variable["church.churchdoor_understood_modernity"] |
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118 | Church Doors | (Variable["church.churchdoor_understood_modernity"]) == false |
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119 | None |
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120 | You | Padlock, padlock, padlock! |
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121 | None |
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122 | Church Doors |
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123 | Church Doors | IsKimHere() |
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124 | Church Doors | (IsKimHere()) == false |
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125 | None |
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126 | You | Admit defeat and leave the lock alone. |
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127 | None |
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128 | Kim Kitsuragi | "I'm not as *sturdy* as you are. I have even less leverage." He doesn't even try to sound convincing. |
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129 | You | "You could give me a hand, you know?" |
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130 | Church Doors |
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131 | Church Doors | Variable["church.churchdoor_get_in_the_church_initiated"] |
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132 | Church Doors | (Variable["church.churchdoor_get_in_the_church_initiated"]) == false |
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133 | Kim Kitsuragi | "If you really think we should get in there, we need to find some other way..." |
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134 | Church Doors |
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135 | Church Doors | IsKimHere() |
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136 | Church Doors | (IsKimHere()) == false |
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137 | Church Doors | The padlock hits the wood like a knocker, with a resounding thud. Your cold hand hurts from the impact. Congratulations! |
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138 | None |
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139 | Church Doors |
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140 | Church Doors | IsKimHere() |
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141 | Church Doors | (IsKimHere()) == false |
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142 | Church Doors | A great whoosh of air rushes into the dark innards of the church, as though rushing to fill a great vacuum... |
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143 | Shivers | Feels like electricity and a very small piece of nothingness. |
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144 | None |
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145 | Church Doors |
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146 | Church Doors | Variable["TASK.locate_ruby_on_the_coast_done"] |
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147 | Church Doors | (Variable["TASK.locate_ruby_on_the_coast_done"]) == false |
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148 | None |
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149 | None |
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150 | None |
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151 | Physical Instrument | The pathetic old wood, rusty screws (and one nail) stand no chance against the forces of *leverage*. From deep within, a bellow rips... |
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152 | Physical Instrument | A minute or so of mauling away at the lock has led to no success. The prybar in your hand has given you... zero mechanical advantage. |
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153 | Physical Instrument | You jam the prybar between the lock and the staple and apply force -- your biceps bulge from the strain. The metal creaks and squeals... |
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154 | Church Doors |
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155 | Church Doors | IsTHCPresent("revacholian_nationhood") |
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156 | Church Doors | (IsTHCPresent("revacholian_nationhood")) == false |
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157 | You | "Welcome to Revachol, lock!" |
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158 | You | "RAAARRRRRG!" |
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159 | Physical Instrument | Suddenly, the prybar snaps. Metal shavings fly everywhere. The upper half, between the lock and the staple, falls to the ground with a *thunk*. |
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160 | You | "The fuck? How is this even *possible*?" |
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161 | You | "I broke the prybar. Where do I get a new one?" (Proceed.) |
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162 | Church Doors |
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163 | Church Doors | Variable["church.churchdoor_have_crowbar_idea"] |
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164 | Church Doors | (Variable["church.churchdoor_have_crowbar_idea"]) == false |
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165 | You | "Where do you think we should start?" |
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166 | Kim Kitsuragi | "Can you hear the pulsing bass underneath the east wind?" He raises his hand to his ear. "A sure sign of junior delinquency." |
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167 | Kim Kitsuragi | "It does seem rather irrelevant to our case." The lieutenant nods. |
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168 | You | "I'm actually not that interested in the church right now." |
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169 | You | Look at the broken tool in your hand. |
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170 | Physical Instrument | The broken edge of the snapped prybar is smooth. Took the tip right off... |
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171 | Inland Empire | A bad omen. Beware of this church. |
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172 | Logic | This was surely just a freak accident. |
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173 | None |
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174 | Inland Empire | As you do, you hear and the echo of the Doomed Commercial Area. Its black halls and dusty machines. Then the feeling passes. |
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175 | Church Doors |
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176 | Church Doors | Variable["TASK.ask_about_ruby_in_village"] |
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177 | Church Doors | (Variable["TASK.ask_about_ruby_in_village"]) == false |
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178 | None |
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179 | Church Doors |
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180 | Church Doors | Variable["church.churchdoor_get_in_the_church_initiated"] |
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181 | Church Doors | (Variable["church.churchdoor_get_in_the_church_initiated"]) == false |
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182 | None |
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183 | Church Doors |
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184 | Church Doors | CheckItem("key_church_door") |
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185 | Church Doors | (CheckItem("key_church_door")) == false |
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186 | Church Doors |
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187 | Church Doors | CheckEquipped("prybar") == false and CheckEquipped("kvalsund_multitool") == false |
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188 | Church Doors | (CheckEquipped("prybar") == false and CheckEquipped("kvalsund_multitool") == false) == false |
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189 | Physical Instrument | Nice try, son, but this is not something you should be attempting to do with your bare hands. |
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190 | Church Doors |
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191 | Church Doors | Variable["ice.tentflap_greeting_done"] |
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192 | Church Doors | (Variable["ice.tentflap_greeting_done"]) == false |
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193 | Church Doors |
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194 | Church Doors | Variable["ice.tentflap_greeting_done"] |
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195 | Church Doors | (Variable["ice.tentflap_greeting_done"]) == false |
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196 | Kim Kitsuragi | "But maybe we should look for another way in first... The building has seen enough mistreatment." |
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197 | Church Doors |
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198 | Church Doors | CheckItem("key_church_door") |
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199 | Church Doors | (CheckItem("key_church_door")) == false |
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200 | None |
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201 | None |
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202 | Church Doors |
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203 | Church Doors | Variable["ice.tentflap_greeting_done"] |
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204 | Church Doors | (Variable["ice.tentflap_greeting_done"]) == false |
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205 | None |
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206 | Kim Kitsuragi | He takes a step back. "Maybe we should look for another way in first... The church has seen enough mistreatment." |
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207 | Empathy | There is a touch of something in his voice. Hard to say what. |
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208 | Kim Kitsuragi | "How about we go and check out that tent again?" He nods at the shabby piece of canvas set up on the ice next to the church. |
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209 | Interfacing | Feels exceptional. Three hundred tons of pine wood fit together seamlessly. It's old too, cut and carved many centuries ago. |
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210 | Interfacing | It'll be easier to break the staple than the lock. Also -- that sticker is interesting, somehow... |
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211 | Inland Empire | These forces of future have chosen to depict something that reminds you of... you. |
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212 | Logic | Thus, it must be made by youths. |
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213 | Conceptualization | You're part of the future-brigade now. And so is your formerly humdrum ledger. Neon, baby! |
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214 | Visual Calculus | There's something on the sea ice there. |
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215 | Physical Instrument | Your muscles do not know. This shouldn't happen. You're sure the wood looked weak. |
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216 | None |
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217 | None |
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218 | Church Doors |
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219 | Church Doors | IsKimHere() |
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220 | Church Doors | (IsKimHere()) == false |
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221 | Kim Kitsuragi | "Tools break, officer. Try to control yourself." |
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222 | Esprit de Corps | For example, see how calm I am, although you broke my favourite prybar. |
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223 | Church Doors | The church does not reply. The wood now seems less rotten, the screws (and one nail) almost shimmer with perseverance. |
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224 | Kim Kitsuragi | "I thought this was a lousy way to enter a place of worship that's already in disrepair. I guess the church agreed." |
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225 | You | Pull on the doors... |
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226 | Church Doors | You enter the church. |
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227 | Church Doors |
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228 | Church Doors | Variable["TASK.doomed_investigation_done"] |
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229 | Church Doors | (Variable["TASK.doomed_investigation_done"]) == false |
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230 | Church Doors |
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231 | Church Doors | IsTaskActive("TASK.investigate_sea_fortress")--[[ Variable[ ]] |
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232 | Church Doors | (IsTaskActive("TASK.investigate_sea_fortress")--[[ Variable[ ]]) == false |
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233 | Kim Kitsuragi | "Besides, we should really get to the island." He looks at the sea. |
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234 | Church Doors | ... in the heart of the city. |
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