The steel door in the back of the kitchen. Leads to the storage area with the elevator.
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 | Blue door | You see a heavy steel door with a prominent dimple lock. It's painted blue. |
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3 | Visual Calculus | It could be connected to the barred door upstairs. |
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4 | None |
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5 | You | Try to push on the door. |
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6 | You | Touch the door. |
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7 | Blue door | The door does not budge. |
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8 | You | [Leave.] | Variable["TASK.investigate_mysterious_door"] == true or Variable["TASK.investigate_mysterious_door_done"] == true |
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9 | Blue door |
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10 | Blue door | IsKimHere() |
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11 | Blue door | (IsKimHere()) == false |
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12 | Kim Kitsuragi | "You do?" The lieutenant regards you with patient scepticism. "It's a door in the back of the kitchen. Why do you care where it leads?" |
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13 | You | "I wonder where this door leads." | Variable["whirling.barreddoor_kick_down_success"] == false and IsKimHere() and Variable["TASK.investigate_mysterious_door"] == false and Variable["TASK.investigate_mysterious_door_done"] == false and CheckItem("key_workshop_spare") == false |
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14 | Blue door | Your words fail to even echo against the door's implacable steel. |
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15 | None |
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16 | None |
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17 | You | "It's part of the Whirling-in-Rags. There's something *about* this place that makes me want to know." |
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18 | You | "Out of duty. We may find something pertinent to the investigation." |
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19 | Empathy | He's not bothered by your eccentricity. He seems genuinely intrigued himself. |
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20 | Blue door |
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21 | Blue door | Variable["whirling.barreddoor_greeting_done"] |
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22 | Blue door | (Variable["whirling.barreddoor_greeting_done"]) == false |
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23 | Blue door | The cobalt blue surface feels rough to touch. The stainless steel door is flush with its frame on every side. |
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24 | Blue door | The key fits the dimple lock. It takes a bit of effort to turn it after all these years, but then -- the lock clicks. |
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25 | You | Pull on the door -- hard. |
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26 | Blue door | The steel doesn't even tremble. |
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27 | You | Put your weight into it. |
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28 | You | Give up. |
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29 | Blue door | Now you're hanging from the handle. The door remains immobile. |
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30 | You | Try the 'Workshop Spare' key on the door. | CheckItem("key_workshop_spare") |
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31 | Interfacing | Old cobalt paint. Rough on the fingers. Forty, fifty years since this was painted, maybe? |
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32 | Physical Instrument | A challenge! |
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33 | Blue door |
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34 | Blue door | Variable["whirling.steel_door_physint_a_challenge"] |
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35 | Blue door | (Variable["whirling.steel_door_physint_a_challenge"]) == false |
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36 | Physical Instrument | Okay -- it was a *challenge* and you failed. What now, loser? |
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37 | Blue door |
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38 | Blue door | Variable["whirling.barreddoor_not_unimportant"] |
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39 | Blue door | (Variable["whirling.barreddoor_not_unimportant"]) == false |
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40 | Kim Kitsuragi | "So do I." The lieutenant touches the lock. "It's locked -- and sturdy. The paint job looks old. From *before* the cafeteria." |
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41 | None |
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42 | Kim Kitsuragi | "We're not getting past it without a key. We should ask the bartender..." He corrects himself. "The cafeteria manager." |
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43 | None |
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44 | Visual Calculus | It leads to a side-building, adjacent to this one. The old building next to this, half ruined. Whatever is behind it must be older. |
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45 | None |
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46 | You | "I am drawn to its cobalt blue." |
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47 | Blue door |
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48 | Blue door | Variable["yard.orb_winch_seen"] |
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49 | Blue door | (Variable["yard.orb_winch_seen"]) == false |
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50 | Interfacing | The winch, outside, in the back yard. Remember? No? Your *fingers* do! |
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51 | You | "There was a winch outside, on the roof. Like that of a small *elevator*." | Variable["whirling.steel_door_interfaceing_winch_outside"] == true |
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52 | Kim Kitsuragi | "Hmm... Well, if there was a *winch*, I suppose we could look into it. As a... side-investigation." |
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53 | You | "Yes, a mini side-investigation." |
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54 | Kim Kitsuragi | He looks at you, then at the door. "Garte is the person to ask about this -- the cafeteria manager." |
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55 | Kim Kitsuragi | "It *is* quite pretty. I suppose we could look into it. As a... side-investigation." |
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56 | You | "No, the door is a *mega-investigation*." |
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57 | You | "The door and the main investigation will merge into a *stereo*-investigation." |
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58 | Kim Kitsuragi | "If you say so." He looks at the door, then you. "Garte is the person to ask about this -- the cafeteria manager." |
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59 | Kim Kitsuragi | "It's hardly worth a *title*..." He looks at the door, then you. "Anyway, Garte is the person to ask about this -- the cafeteria manager." |
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60 | Kim Kitsuragi | "Eccentric. But okay, I suppose we could look into it. As a... side-investigation." |
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61 | Kim Kitsuragi | "Hmm... Yes, I suppose it's worth seeing if we can get in. Just to be thorough. As a... side-investigation." |
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62 | None |
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63 | You | "You're right. It's not important. Let's go." |
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64 | Conceptualization | It's hardly a side-investigation. You already have a name for it. |
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65 | Blue door |
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66 | Blue door | Variable["whirling.steel_door_conceptualization_named_investigation"] == false |
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67 | Blue door | (Variable["whirling.steel_door_conceptualization_named_investigation"] == false) == false |
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68 | Kim Kitsuragi | "Hardly." He looks at the door, then you. "Anyway, Garte is the person to ask about this -- the cafeteria manager." |
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69 | None |
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70 | Inland Empire | Dust rises before you like mist. A tomb? Haunted by regal spirits from distant ages... |
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71 | Perception (Smell) | No. Smells like engine grease and cut wood. A workshop. |
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72 | Blue door |
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73 | Blue door | Variable["whirling.steel_door_inland_haunted_ages"] |
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74 | Blue door | (Variable["whirling.steel_door_inland_haunted_ages"]) == false |
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75 | Perception (Smell) | The darkness before you smells like engine grease and cut wood... |
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76 | Blue door |
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77 | Blue door | Variable["whirling.barreddoor_kick_down_success"] == true |
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78 | Blue door | (Variable["whirling.barreddoor_kick_down_success"] == true) == false |
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79 | You | "I'll be back, door. Mark my words." [Leave.] | Variable["TASK.investigate_mysterious_door"] == false and Variable["TASK.investigate_mysterious_door_done"] == false |
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80 | Blue door | The door stands silent, unmoved by your words. |
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81 | You | "This door is *connected* to the one upstairs. But how do we get through?" | Variable["whirling.barreddoor_kick_down_success"] == true and IsKimHere() |
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82 | Kim Kitsuragi | "Have you tried using the key?" The lieutenant nods toward the lock. "I suspect that will work." |
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83 | Blue door |
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84 | Blue door | CheckItem("key_workshop_spare") |
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85 | Blue door | (CheckItem("key_workshop_spare")) == false |
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86 | Kim Kitsuragi | "There must be a key somewhere," the lieutenant says. "Probably somewhere in the Whirling? It's not *too* important. We can get in and out using the roof door." |
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87 | None |
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88 | Blue door | The door stands silent, unmoved by your words. You still feel like you should look into it if you get the chance... |
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89 | Blue door |
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90 | Blue door | Variable["TASK.enter_the_mysterious_door_done"] == true |
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91 | Blue door | (Variable["TASK.enter_the_mysterious_door_done"] == true) == false |
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92 | Blue door | The key fits the dimple lock. It takes a bit of effort to turn it after all these years, but then -- the lock clicks. |
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93 | Blue door |
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94 | Blue door | Variable["auto.visited_pinball_room"] or Variable["auto.visited_pinball_workshop"] |
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95 | Blue door | (Variable["auto.visited_pinball_room"] or Variable["auto.visited_pinball_workshop"]) == false |
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96 | You | No, it's not. |
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97 | Blue door | You're right. The door looks positively *immutable*. You could never get it open using force. |
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98 | None |
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99 | Inland Empire | You immediately feel *drawn* to the colour. Blue is for mystery. |
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100 | Blue door |
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101 | Blue door | Variable["whirling.bluedoor_inland_blue"] |
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102 | Blue door | (Variable["whirling.bluedoor_inland_blue"]) == false |
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103 | Blue door |
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104 | Blue door | Variable["TASK.investigate_mysterious_door"] == false |
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105 | Blue door | (Variable["TASK.investigate_mysterious_door"] == false) == false |
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106 | Blue door | The key fits the dimple lock. It takes a bit of effort to turn it after all these years, but then -- the lock clicks. |
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107 | Blue door |
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108 | Blue door | Variable["apt.master_investigator_doors_opened"] >=3 |
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109 | Blue door | (Variable["apt.master_investigator_doors_opened"] >=3) == false |
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110 | Blue door |
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