Conversation 683: WHIRLING F2 / KLAASJE DOOR

When the dialogue with Klaasje is over you can go and click and her door.

How to use this page:

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.

Column definitions:
  • ID: a numerical index for the entry within this conversation.
  • Character: the character speaking or acting.
  • Dialogue: prose containing spoken dialogue and other description.
  • Conditions: logical checks governing this entry appearing or occurring.
  • Links: entries that might follow this one, depending on conditions and player choice. Most links are internal to this conversation, external links to other conversations are marked with the format (conversation ID, entry ID).
ID Character Dialogue Conditions Links
0 None
  • 1
1 None
  • 54
2 Door, Room #3 The door is closed.
  • 6
3 You Try the handle. Variable["whirling.klaasje_exit_to_room"] == true
  • 7
4 You Knock. Variable["whirling.klaasjedoor_knocked_once"] == false and Variable["whirling.klaasje_exit_to_room"] == true
  • 10
5 You [Leave.]
6 None
  • 3
  • 4
  • 20
  • 23
  • 5
7 Door, Room #3 This door can only be opened with a key or from the inside.
  • 8
8 Electrochemistry As you hold the metal you sense the warmth left there by her hand.
  • 9
9 None
  • 6
10 Door, Room #3 There is no answer.
  • 11
11 Perception (Hearing) You hear the shower being turned on, somewhere inside.
  • 12
12 Inland Empire A tremendous loneliness comes over you. Everybody in the world is doing something without you.
  • 14
13 None
  • 6
14 None
  • 15
  • 16
15 None Variable["whirling.klaasjedoor_inland_loneliness"]
  • 17
  • 18
  • 45
  • 19
16 None (Variable["whirling.klaasjedoor_inland_loneliness"]) == false
  • 13
17 You "I'm so alone."
  • 44
18 You "Why are you doing this? Don't do this to me..."
  • 43
19 You Swallow the emotion.
  • 52
20 You Knock again. Variable["whirling.klaasjedoor_knocked_once"] and Variable["whirling.klaasjedoor_knocked_twice"] == false and Variable["whirling.klaasje_exit_to_room"] == true
  • 21
21 Door, Room #3 Still no answer.
  • 28
22 Door, Room #3 Still nothing.
  • 143
23 You Knock again, much harder. Variable["whirling.klaasjedoor_knocked_twice"] and Variable["whirling.klaasje_exit_to_room"] == true
  • 22
24 Half Light You should punch a fucking hole in it.
  • 25
25 None
  • 26
  • 27
26 None Variable["whirling.klaasjedoor_half_punch_a_hole_in_it"]
  • 38
27 None (Variable["whirling.klaasjedoor_half_punch_a_hole_in_it"]) == false
  • 29
28 None
  • 6
29 None
  • 6
30 You "Fucking whore!"
  • 148
31 You Punch the door.
  • 41
32 You Suppress the urge. Variable["whirling.klaasjedoor_whore_yelled"] == false
  • 33
33 Half Light The murmur in your ears recedes slowly, your breathing normalizes. That's one lucky door.
  • 34
34 None
  • 6
35 Half Light That felt good. Everyone is a whore. Now punch a hole in the door.
  • 36
36 Volition Don't. Everyone is a whore? What does that even mean? Breathe in and walk away.
  • 37
37 None
  • 38
38 None
  • 30
  • 31
  • 32
  • 39
39 You Breathe in. Variable["whirling.klaasjedoor_volition_stop"]
  • 40
40 Half Light You hear the murmur of blood in your ears. Your back slowly relaxes when you breathe out. That's one lucky door.
  • 34
41 Door, Room #3 You slam your fist into the vinyl. It does not produce a hole. The door sits sturdily in the frame and your fist hurts. This was all a very good, normal thing to do.
  • 142
42 None
  • 6
43 Door, Room #3 The door is mute and indifferent. Your despair is a joke to it.
  • 53
44 Door, Room #3 The door is indifferent to your loneliness. The world does not care.
  • 53
45 You "Beauty, don't abandon me in all this ugliness!"
  • 46
46 Door, Room #3 The door does not care.
  • 47
47 None
  • 48
  • 49
48 None Variable["whirling.necktie_personified"] and CheckEquipped("neck_tie")
  • 50
49 None (Variable["whirling.necktie_personified"] and CheckEquipped("neck_tie")) == false
  • 51
50 Horrific Necktie The door probably thinks you're a has-been loser too. You feel your funny necktie becoming tighter and tighter around your neck...
  • 51
51 None
  • 6
52 None
  • 2
53 None
  • 6
54 None
  • 55
  • 56
55 None Variable["TASK.interrogate_klaasje"]
  • 58
56 None (Variable["TASK.interrogate_klaasje"]) == false
  • 138
57 None
  • 68
  • 62
  • 63
58 Door, Room #3 The door is closed.
  • 64
59 None
  • 60
  • 61
60 None IsHourBetween(23,6)
  • 98
61 None (IsHourBetween(23,6)) == false
  • 109
62 You Knock.
  • 59
63 You [Leave.]
64 None
  • 65
  • 66
65 None Variable["whirling.klaasjedoor_punched"]
  • 67
66 None (Variable["whirling.klaasjedoor_punched"]) == false
  • 57
67 Perception (Sight) There's still a dent in the vinyl -- where you punched it before.
  • 57
68 You Run your finger across the dent. Variable["whirling.klaasjedoor_perc_nick_in_vinyl"]
  • 69
69 Door, Room #3 This little depression is all you could inflict on the door.
  • 70
70 None
  • 71
  • 72
71 None Variable["whirling.klaasjedoor_inland_loneliness"]
  • 118
72 None (Variable["whirling.klaasjedoor_inland_loneliness"]) == false
  • 84
73 None
  • 74
  • 75
74 None Variable["whirling.klaasjedoor_whore_yelled"]
  • 76
75 None (Variable["whirling.klaasjedoor_whore_yelled"]) == false
  • 82
76 Pain Threshold The words still echo in the hallway...
  • 134
77 None
  • 78
  • 79
78 You Fucking whore. Variable["whirling.klaasjedoor_halflight_whore_return"]
  • 80
79 You Just knock again.
  • 81
80 Half Light There we go-- *fucking whore*. What a nice thing to say, Harry. Everything is A-Okay with you.
  • 82
81 Door, Room #3 The door feels cold.
  • 82
82 None
  • 57
83 Inland Empire You're just as alone as the last time. Whatever kept you company in this world -- what kept you safe -- has left your side, never to return again.
  • 130
84 None
  • 57
85 Inland Empire "Why are you doing this? Don't do this to me, please!" Remember? Who *was* that meant for?
  • 130
86 Inland Empire Beauty has abandoned you in this ugliness, honcho. And then some! You cannot even remember the *name* of beauty; what beauty was...
  • 130
87 Inland Empire You swallow, like you swallowed the last time. Whatever bitter emotion was swimming to the surface then -- and now -- subsides. Submerges. Sinks back into you.
  • 130
88 None
  • 89
  • 90
89 None IsTHCPresent("white_mourning") or Variable["inventory.ledger_white_mourning"]
  • 95
90 None (IsTHCPresent("white_mourning") or Variable["inventory.ledger_white_mourning"]) == false
  • 91
91 None
  • 92
  • 93
92 None IsTHCPresent("caustic_echo") or Variable["inventory.ledger_caustic_echo"]
  • 97
93 None (IsTHCPresent("caustic_echo") or Variable["inventory.ledger_caustic_echo"]) == false
  • 73
94 Inland Empire White Mourning. It was mourning all along. You should've seen it coming, it was right behind her eyes...
  • 73
95 You Knock...
  • 94
96 Inland Empire Caustic Echo. It was darkness all along. But you were young and it was summer. You just had to take a dive...
  • 73
97 You Knock...
  • 96
98 Door, Room #3 There is no answer -- it's nighttime, officer.
  • 99
99 Electrochemistry A young woman like this is probably out partying the night away. Drink and drugs, sweet drugs are involved. Loneliness begone...
  • 100
100 None
  • 101
  • 102
101 None Variable["whirling.klaasjedoor_echem_partying"]
  • 103
102 None (Variable["whirling.klaasjedoor_echem_partying"]) == false
  • 105
103 Shivers In the Jamrock Quarter, The Paliseum for music, company and men... or the Door To The River, for death and synthetic opiates. Or, way in the East in Couron, in a starlit *boƮte de nuits* like *La Cherte*... far from here and you, shivering dog.
  • 105
104 None
  • 57
105 None
  • 106
  • 107
106 None IsKimHere()
  • 108
107 None (IsKimHere()) == false
  • 104
108 Kim Kitsuragi "We should come back in the morning."
  • 104
109 Door, Room #3 "Who is it?" A woman's voice answers -- muffled by the door.
  • 110
110 Drama Tired. Controlled.
  • 111
111 None
  • 112
  • 113
112 None IsKimHere()
  • 114
113 None (IsKimHere()) == false
  • 115
114 Kim Kitsuragi "This is the police. Can we come in?"
  • 117
115 Esprit de Corps Somewhere not far from here the lieutenant is preparing her file. "Klaasje Amandou," he writes. You realize the detective should be here for what comes next. It could prove... *dangerous* to go in alone.
  • 116
116 None
  • 57
117 Door, Room #3 "Come on up -- the door is open!" She shouts: "I'm drying my hair..."
  • 137
118 None
  • 119
  • 120
119 None Variable["whirling.klaasjedoor_inlandcomment_dont_do_this"]
  • 85
120 None (Variable["whirling.klaasjedoor_inlandcomment_dont_do_this"]) == false
  • 121
121 None
  • 122
  • 123
122 None Variable["whirling.klaasjedoor_inlandcomment_alone"]
  • 83
123 None (Variable["whirling.klaasjedoor_inlandcomment_alone"]) == false
  • 124
124 None
  • 125
  • 126
125 None Variable["whirling.klaasjedoor_inlandcomment_beauty_dont_abandon_in_ugliness"]
  • 86
126 None (Variable["whirling.klaasjedoor_inlandcomment_beauty_dont_abandon_in_ugliness"]) == false
  • 127
127 None
  • 128
  • 129
128 None Variable["whirling.klaasjedoor_inlandcomment_swallowed"]
  • 87
129 None (Variable["whirling.klaasjedoor_inlandcomment_swallowed"]) == false
  • 84
130 None
  • 131
  • 132
131 None Variable["whirling.klaasjedoor_second_day_inland_reactivity_passive"]
  • 88
132 None (Variable["whirling.klaasjedoor_second_day_inland_reactivity_passive"]) == false
  • 133
133 None
  • 57
134 None
  • 135
  • 136
135 None Variable["whirling.klaasjedoor_halflight_whore_return"]
  • 77
136 None (Variable["whirling.klaasjedoor_halflight_whore_return"]) == false
  • 82
137 Perception (Hearing) Sounds like it's coming from upstairs somewhere -- you could snoop around before going up...
138 None
  • 139
  • 140
139 None Variable["whirling.klaasje_exit_to_room"]
  • 2
140 None (Variable["whirling.klaasje_exit_to_room"]) == false
  • 141
141 Door, Room #3 The door is closed.
142 Physical Instrument Not to mention *great* exercise!
  • 153
143 None
  • 144
  • 145
144 None IsKimHere()
  • 146
145 None (IsKimHere()) == false
  • 24
146 Kim Kitsuragi The lieutenant gives you a quick glance.
  • 147
147 Empathy He doesn't like where this is going.
  • 24
148 None
  • 149
  • 150
149 None IsKimHere()
  • 151
150 None (IsKimHere()) == false
  • 35
151 Kim Kitsuragi "Hey! What is your problem?"
  • 35
152 Kim Kitsuragi "Stop that!" The lieutenant sounds angry.
  • 42
153 None
  • 154
  • 155
154 None IsKimHere()
  • 152
155 None (IsKimHere()) == false
  • 42