Barks for workers loitering by the canal after fixing the water lock.
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 | Canal Crew | "Good day, officer." | DayCount() == 3 and IsAfternoon() |
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3 | Canal Crew | "So... where's the next broken water lock?" | DayCount() == 3 |
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4 | Canal Crew | "Good job, boys. Now who wants to flick it?" | DayCount() == 3 and Variable["canal.lever_waterlock_closed"] == false |
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5 | Canal Crew | "Fixin' the world one water lock at a time." | DayCount() == 3 |
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6 | Canal Crew | "Hey, let the police flick the switch!" | DayCount() == 3 and Variable["canal.lever_waterlock_closed"] == false |
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7 | Canal Crew | "Guess we're done here." | DayCount() == 3 and Variable["canal.lever_waterlock_closed"] == true |
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8 | Canal Crew | "Morning, officer." | DayCount() == 3 and IsMorning() |
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9 | Canal Crew | "Let's run out the clock. Lunch is at 14 anyway." | DayCount() == 3 and Variable["canal.lever_waterlock_closed"] == true |
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