The door to the jammed supply depot near Land's End. The door is jammed and locked. You can't open it. EVER.
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 | Door (Unopenable) | An old door, worn by elements, guards the depot. The wind has blown a sand dune in front of it. The door hasn't been opened in a long while. You see a handle. |
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3 | You | Walk away. [Leave.] |
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4 | Door (Unopenable) | Yes. Better that way. You can't even fathom the rabbit hole you might find yourself in otherwise. |
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5 | Door (Unopenable) | You rattle the handle a bit, then push on the door with all your weight -- it does not budge. Not only is it locked, it's also *jammed* shut. |
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6 | You | Huh... I wonder what's inside. How can I get in there? |
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7 | None |
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8 | You | "Whatever, door." [Leave.] |
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9 | None |
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10 | None | IsKimHere() |
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11 | None | (IsKimHere()) == false |
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12 | Door (Unopenable) | You can't. This door cannot be opened... |
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13 | None |
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14 | Kim Kitsuragi | The lieutenant shrugs. "We don't get in there." |
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15 | You | "What do you mean? We get into... like... everywhere." |
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16 | You | "Come on, we even got in the Light Bending Guy's container, but you're saying we can't get in here?" | Variable["cargo.mrlb_greet_done"] == true |
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17 | Kim Kitsuragi | "Frankly, you're just going to have to accept the fact that you can't get in through every single door." |
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18 | Rhetoric | No-no, we've gotten into every door thus far. That's what we do -- we open doors. We're cops, that's our perk. Even Evrart knew that's a part of our M.O. |
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19 | You | "But that's who I am. Who *we* are." | Variable["coast.depot_blackc_rhetoric_door"] == true |
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20 | Kim Kitsuragi | "Yeah, I understand you, I like opening doors as much as the next guy, but this one is simply beyond repair and we don't have the resources needed to open it." |
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21 | Door (Unopenable) | EVER. |
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22 | None |
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23 | None | Variable["cargo.evrart_door_comment"] |
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24 | None | (Variable["cargo.evrart_door_comment"]) == false |
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25 | Rhetoric | No-no, we've absolutely gotten into everywhere thus far. That's what we do -- we open doors and go through them. We're cops, that's our perk. |
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26 | You | "I'm not gonna accept this. The door could be part of the investigation." |
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27 | Kim Kitsuragi | "Relax. No one's hiding in there. If we can't open it, others can't either -- and thus they can't get in." He looks at the door with a rueful smile. |
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28 | None |
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29 | None |
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30 | You | What is this thing anyway? |
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31 | None |
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32 | None | IsKimHere() |
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33 | None | (IsKimHere()) == false |
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34 | Kim Kitsuragi | "It's military -- a service depot of some sort." |
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35 | Door (Unopenable) | The concrete structure looks *military* in origin. Over half a century old at least, but sturdily built. |
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36 | Kim Kitsuragi | "From here to the Whirling? I can't see how..." He looks southeast and blows on his fingers: "The church is in the way." |
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37 | You | "Used to service what?" |
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38 | Kim Kitsuragi | "Probably something that is no longer there." The lieutenant looks at the hunching, concrete toad in front of him. |
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39 | None |
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40 | None | Variable["XP.coin_operated_bay"] and Variable["coast.depot_chain_clicked"] |
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41 | None | (Variable["XP.coin_operated_bay"] and Variable["coast.depot_chain_clicked"]) == false |
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42 | Visual Calculus | It may have been used to service an aerostatic battleship in the atmosphere? Or a fortification, like a seafort in the bay. |
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43 | None |
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44 | You | "Could this structure have been used to take the shot?" | IsKimHere() and Variable["TASK.check_lands_end"] and Variable["coast.depot_open_shot_q"] |
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45 | None |
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46 | None | Variable["coast.depot_door_red_check"] |
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47 | None | (Variable["coast.depot_door_red_check"]) == false |
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48 | You | Open the door. |
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49 | Door (Unopenable) | There is no success. You didn't succeed here. It's impossible. The door does not open. It is not only locked, it is *jammed* shut. |
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50 | None |
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51 | None | Variable["XP.coin_operated_bay"] and Variable["coast.depot_chain_clicked"] |
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52 | None | (Variable["XP.coin_operated_bay"] and Variable["coast.depot_chain_clicked"]) == false |
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53 | Visual Calculus | For servicing an aerostatic battleship in the atmosphere? Or a fortification, like a seafort in the bay? |
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54 | You | "Okay. I can live with this." (Accept it.) |
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55 | Kim Kitsuragi | "What else is there to do? *Not* accepting isn't gonna bring the fire brigade in..." He looks at the door with a rueful smile. |
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56 | Conceptualization | At least you can *think* about opening it. About doors in general -- they are, after all, fundamental to your life. Perhaps something useful will come from this? |
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57 | Esprit de Corps | Relax, he thinks. There's no one in there. If we can't open it, neither can anyone else. |
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58 | Conceptualization | At least you can *think* about opening it. About doors in general -- they are, after all, fundamental to your life. Perhaps something useful will come from this? |
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