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- 3 CONV0000.TXT‘ þ CONV0001.TXT CONV0002.TXTô$ ¦ CONV0003.TXT!, šA CONV0004.TXTª? »m CONV0005.TXTB% e CONV0006.TXTW §Ò CONV0007.TXTÞ$ þä CONV0008.TXT) Ü CONV0009.TXT & CONV0010.TXT( : CONV0011.TXT‰" -X CONV0012.TXT¤' ¶z CONV0013.TXTU' Z¢ CONV0014.TXTK ¯É CONV0015.TXTr% úÜ CONV0016.TXTí l CONV0017.TXTNI Y! CONV0018.TXT §j CONV0019.TXT1 §o CONV0020.TXT ؉ CONV0021.TXT{ u– CONV0022.TXT ð¬ CONV0023.TXT( ¼ CONV0024.TXTÅ* 1Ö CONV0025.TXT= ö CONV0026.TXT„3 3 CONV0027.TXTì ·Q CONV0028.TXT< £b CONV0029.TXTJ ßk CONV0030.TXT˜ )ƒ CONV0031.TXT< Áˆ CONV0032.TXT" ýœ CONV0033.TXTú. ¿ CONV0034.TXT î CONV0035.TXT® 6ô CONV0036.TXTH ä CONV0037.TXT£ , CONV0038.TXTV Ï+ CONV0039.TXT_$ %@ CONV0040.TXTR „d CONV0041.TXT? Öz CONV0042.TXTÁ CONV0043.TXT Öœ CONV0044.TXT‘ ò¨ CONV0045.TXT‘ ƒ© CONV0046.TXT‘ ª CONV0047.TXT‘ ¥ª CONV0048.TXT‘ 6« CONV0049.TXT‘ Ç« CONV9999.TXTG X¬ conversation = 023.txt ; Dark Mom
- node = intial
- entry=first, initial
- message=drz026
- goto=exit
- ; conversation = 001.txt ; Sheriff Butler
- ; Room 101
- ; this conversation occurs at the beginning of the game in Room 101
- speaker = 0, Mike
- speaker = 1, Sheriff
- node = Questions
- fallthrough = 0, Headache
- entry = first, initial
- text = DMN056 ; Am I a suspect, Sheriff?
- message = DSB004 ; We have to look at everybody, Dawson. Especially everyone who was close to Rita.
- unhide = firstA
- unhide = firstC
- unhide = firstCA
- hide = third
- hide = fourth
- goto = Questions
- entry = firstA
- text = DMN057 ; Rita and I weren't that close, Sheriff.
- message = DSB005; Now we all know you and Rita were an item back in high school.
- unhide = firstB
- goto = Questions
- entry = firstB
- text = DMN058 ; That was fifteen years ago! I moved away and only came back recently!
- message = DSB006; Yes, we checked. You headed up an advertising agency in 'Frisco. But you have been living with your mother for the past year.
- goto = Questions
- entry = firstC
- text = DMN059; Rita and I didn't really see each other much since I moved back home.
- message = DSB007; Just much contact did you have with her?
- hide = firstA
- hide = firstB
- Goto = Questions
- entry = firstCA
- text = DMN060 ; Look, we only saw each other a few times.
- message = DSB008 ;I see. Were you having a relationship?
- hide = firstA
- hide = firstB
- hide = firstC
- unhide = firstCB
- unhide = firstCC
- unhide = firstCE
- goto = Questions
- entry = firstCB
- text = DMN067 ; I asked her out a few times, but she was always too busy with the library and stuff.
- message = DSB015; What sort of stuff?
- unhide = firstCE
- unhide = fifth
- goto = Stuff
- entry = firstCC
- text = DMN062 ; Well, I sort of wanted to have a relationship, but Rita didn't.
- message = DSB010 ; And that's why you killed her?
- hide = firstCB
- unhide = firstCD
- hide = firstCE
- unhide = fifth
- goto = Killed
- entry = firstCD
- text = DMN066 ; Look, Sheriff. I cared about Rita. I want to find out who killed her as much as you do.
- message = DSB014 ; Just how much did you care for Rita?
- unhide = firstCE
- goto = Questions
- entry = firstCE
- text = DMN061; We weren't intimate, if that's what you're getting at.
- message = DSB009 ; I see.
- unhide = sixth
- goto = Questions
- entry = second, initial
- text = DMN072; Didn't we go all over this before?
- message = DSB020 ; Yes, but that was last week and you left out a lot.. Witnesses said you and Rita left the banquet together. What happened when you two were alone?
- hide = firstA
- hide = firstB
- hide = firstC
- hide = firstCA
- hide = firstCB
- hide = firstCD
- unhide = third
- unhide = fourth
- unhide = sixth
- goto = Questions
- entry = third
- text = DMN073 ; Look, I don't remember being alone with Rita that night. I don't remember anything! I must have gotten drunk.
- message = DSB021 ; Is that so? People said they heard you two arguing outside the school building.
- hide = firstA
- hide = firstB
- hide = firstC
- hide = firstCA
- hide = firstCE
- hide = fourth
- unhide = fifth
- goto = Questions
- entry = fourth
- text = DMN074 ; Last week? It seems like yesterday.
- message = DSB022; Hmm. You seem to be a little out of it, Dawson. Doesn't sound like those psychiatric sessions are helping you much.
- goto = Questions
- entry = fifth
- text = DMN075; I'm getting a headache, Sheriff. Can't we put this off until later?
- message = DSB023; All right, Dawson, but stick around town. The Feds will want to talk to you when they get here.
- goto = Headache
- entry = sixth
- text = DMN078; Look, Sheriff, I'm going to be late for my doctor appointment.
- message = DSB026; I know all about your sessions with Dr. Sims. But the Mayor wants you to make time to meet with the Feds later.
- goto = Headache
- node = Killed
- fallthrough = 0, Questions
- entry = first, initial
- text = DMN063; I didn't kill her!
- message = DSB011; If you didn't kill her, Dawson, why are you getting so upset?
- goto = Questions
- entry = second, initial
- text = DMN064; You don't really think I killed her, do you?
- message = DSB012; I think that that memory lapse of yours is very suspicious.
- goto = Questions
- entry = third, initial
- text = DMN065 ; Sheriff, I'm didn't do anything! I just can't remember what happened that night!
- message = DSB013; Not a very good alibi, is it?
- Goto = Questions
- Node = Stuff
- fallthrough = 0, Questions
- entry = first, initial
- text = DMN068; She always had excuses for not going out with me.
- message = DSB016; What kinds of excuses?
- hide = second
- unhide = third
- goto = Stuff
- entry = second, initial
- text = DMN069; She always had, I don't know, stuff to do.
- message = DSB017; That's not an answer.
- hide = first
- unhide = third
- goto = Stuff
- entry = third
- text = DMN070 ; She had some kind of reading group she always went to.
- message = DSB018; And did you ever attend one of these reading group meetings?
- assign = speaker, 0
- message = DMN071; No. I don't like being around other people these days.
- assign = speaker, 1
- message = DSB019; So, you were always trying to be alone with her?
- goto = Questions
- Node = Headache
- fallthrough = 0, exit
- entry = first, initial
- text = DMN076 ; Feds? You mean the FBI?
- message = DSB024; That's right. I don't much like the idea of them trampling over my turf but the Mayor wants me to bring them in.
- unhide = second
- goto = Headache
- entry = second
- text = DMN077; What's Mayor Fleming's interest in Rita's murder?
- message = DSB025; He wants this case solved quickly with the election coming up and all. It seems he has some friends at the Bureau, and, believe me, they won't go easy on you!
- goto = Headache
- entry = third, initial
- text = DMN079 ; I wish I had something to tell you, Sheriff. I really do.
- message = DSB027; Well, if you remember anything, see me down at the station. But your memory had better return by today, or things won't look good for you.
- goto = exit
- conversation = 002.txt ; Mrs. Dawson - Room 102
- declare = TalkedMom
- import = TalkedMom()
- declare = TelevisionUsed
- import = TelevisionUsed()
- declare = GannonTalked
- import = GannonTalked()
- declare = PandoraToldFortune
- import = PandoraToldFortune()
- declare = HypnosisTwo
- Import = HypnosisTwo()
- declare = HypnosisThree
- Import = HypnosisThree()
- declare = Location0604
- Import = Location0604()
- speaker = 0, Mike
- speaker = 1, Mrs. Dawson
- node = Hello
- goto = (TalkedMom) MoreTalk
- goto = MorningTalk
- node = MorningTalk
- fallthrough = 0, love
- entry = morning, initial
- text = DMN020 ; Morning, Mom.
- message = DMS004 ; So it takes the Sheriff to wake you up, Mike?
- unhide = sheriff
- goto = MorningTalk
- entry = sheriff
- text = DMN010 ; I don't feel like talking about the Sheriff, Mom.
- message = DMS008 ; Fine. You never feel like talking.
- hide = notalk
- unhide = headache
- goto = MorningTalk
- entry = hanks, initial
- text = DMN008 ; I think I'll eat over to Hank's for breakfast.
- message = DMS006 ; You should know better than to eat the greasy food at that diner. I thought that you were going to start eating healthier. You're not in high school anymore, you know.
- hide = morning
- hide = sheriff
- unhide = headache
- goto = MorningTalk
- entry = pots, initial
- text = DMN009 ; You know, you woke me up with all those pots banging.
- message = DMS007 ; Sorry, Mike. But it's time that you got up. The sun has been shining for hours.
- hide = morning
- hide = sheriff
- hide = hanks
- unhide = treat
- unhide = motivated
- goto = MorningTalk
- entry = treat
- text = DMN011 ; Gosh, Mom. You treat me like I'm in high school again.
- message = DMS010 ; Well, then start acting your age! You came home to recover from your nervous breakdown, which is fine -- but you've been here for a year now! When are you going back to your job?
- unhide = headache
- unhide = notalk
- goto = job
- entry = motivated
- text = DMN022 ; I'm having a hard time getting motivated.
- message = DMS009 ; You know, Mike, you're late for your doctor appointment. You're never going to snap out of your depression unless you see the doctor. And after that, I'd like you to do some errands for me.
- unhide = things
- hide = out
- goto = morningtalk
- entry = things
- text = DMN012 ; But I've got things to do today, Mom.
- message = DMS011 ; Like what? You don't do a damn thing around here anymore!
- unhide = notalk
- unhide = headache
- goto = morningtalk
- entry = out, initial
- text = DMN018 ; I'm going out, Mom. See you later.
- message = DMS017 ; That's right. Run off again while I'm talking to you. You're worse now than when you were a teenager!
- hide = morning
- hide = sheriff
- hide = pots
- unhide = things
- unhide = notalk
- unhide = headache
- goto = morningtalk
- entry = headache
- text = DMN017 ; I'm starting to get a headache.
- message = DMS016 ; Well, that's what your medicine is for. You know where to find it.
- goto = love
- entry = notalk
- text = DMN013 ; I don't feel like talking any more, Mom. I'll see you later.
- message = DMS012 ; Fine. You say that every morning. Please don't be late for supper.
- goto = love
- node = job
- fallthrough = 0, morningtalk
- entry = sickleave, initial
- text = DMN014 ; But I have an extended sick leave for as long as I need it.
- message = DMS013 ; Well, I think you've recovered from whatever it was. I don't know what happened to you in that old house in California, but surely it couldn't have been that bad!
- goto = job
- entry = easy, initial
- text = DMN023 ; Go a little easy on me! What I went through last year was far worse than anything you could possibly imagine!
- message = DMS018 ; I've lost a husband and a sister to cancer, your father left me no insurance money, and I have arthritis. You don't see me checking in to a mental hospital with a nervous breakdown!
- hide = sickleave
- unhide = breakdown
- goto = job
- entry = breakdown
- text = DMN016 ; It wasn't a nervous breakdown! It was... you wouldn't understand.
- message = DMS015 ; I understand that you're always moping around and acting like a bum! Come on, Mike! Why don't you finish up that novel you were writing?
- goto = job
- entry = ashamed, initial
- text = DMN015 ; You're ashamed of me, aren't you?
- message = DMS014 ; No, son, I'm not ashamed of you. I just wish I knew what was bothering you. You were always full of energy and life. Since that nervous breakdown, all you do is stare at the walls!
- goto = morningtalk
- Node = Love
- entry = first, initial
- text = DMN019 ; By the way, Mom. Thanks for taking care of me during the past year. I really do appreciate it.
- message = DMS019 ; I love you, Mike. I just want you to get well again.
- assign = TalkedMom, 1
- goto = exit
- node = MoreTalk
- goto = (PandoraToldFortune) Pandora
- goto = (GannonTalked) Gannon
- goto = (HypnosisThree) HypnosisThree
- goto = (HypnosisTwo) HypnosisTwo
- goto = (Location0604) Flowers
- goto = BackAgain
- Node = Pandora
- fallthrough = 0, Gannon
- entry = first, initial
- text = DMN029 ; Mom, why didn't you ever tell me that my closet door was never really locked?
- message = DMS027 ; Oh, my goodness, Mike! That was years ago! Don't tell me that you've been afraid of your closet since then!
- goto = Goodbye
- Node = Gannon
- fallthrough = 0, HypnosisThree
- entry = first, initial
- text = DMN030 ; Mom, I think I'm in really trouble!
- message = DMS028 ; Mike, I've had it up to here with that paranoid talk! Now I have to get back to cooking supper!
- goto = exit
- Node = HypnosisThree
- fallthrough = 0, HypnosisTwo
- entry = first, initial
- text = DMN031 ; Mom, have you seen your steak knives recently?
- message = DMS029 ; Why, strange that you should ask that, Mike. I was looking for them a week ago, but they seem to be missing.
- goto = Goodbye
- Node = HypnosisTwo
- fallthrough = 0, Flowers
- entry = first, initial
- text = DMN032 ; Mom, have you seen my new shoes?
- message = DMS030 ; Sorry, Mike. I haven't seen them in about a week.
- goto = Goodbye
- Node = Flowers
- fallthrough = 0, BackAgain
- entry = first, initial
- text = DMN033 ; Mom, have you noticed that your flowers are dying outside?
- message = DMS031 ; Why, how strange! They were in full bloom yesterday! I'll bet that dog next door got to them!
- goto = Goodbye
- node = BackAgain
- fallthrough = 0, ChitChat
- entry = hi, initial
- text = DMN021 ; Hi, Mom.
- message = DMS005 ; I thought you were going out, Mike.
- unhide = hi
- goto = (TelevisionUsed) ChitChat
- goto = Anxious
- entry = morning, initial
- text = DMN020 ; Morning, Mom.
- message = DMS005 ; I thought you were going out, Mike.
- unhide = morning
- goto = (TelevisionUsed) ChitChat
- goto = Anxious
- Node = Anxious
- fallthrough = 0, BackAgain
- entry = motivated, initial
- text = DMN022 ; I'm having a hard time getting motivated.
- message = DMS032 ; Why don't you watch some television? That usually helps to relax you.
- unhide = motivated
- goto = exit
- entry = time, initial
- text = DMN034 ; I've got some time to kill before I need to see Dr. Sims, and I'm feeling little anxious.
- message = DMS032 ; Why don't you watch some television? That usually helps to relax you.
- unhide = time
- goto = exit
- node = ChitChat
- Entry = motivated, initial
- text = DMN022 ; I'm having a hard time getting motivated.
- message = DMS021 ; Mike, if a year of therapy can't get you motivated, don't expect me to be able to get you off your fanny!
- unhide = hell
- goto = exit
- Entry = decide, initial
- text = DMN024 ; I can't decide how to spend my day.
- message = DMS022 ; Well, why don't you finish off that novel you were writing and let me get back to the stove!
- unhide = Rita
- goto = Exit
- Entry = day, initial
- text = DMN025 ; You would not believe the day I've been having.
- message = DMS023 ; Mike, I'm sure its nothing more than the types of problems all the rest of us have to go through. Now, scoot!
- unhide = love
- goto = Exit
- Entry = hell, initial
- text = DMN026 ; My life is a living hell.
- message = DMS024 ; Oh, Mike, I can't talk to you anymore! You're just too depressing!
- unhide = motivated
- goto = Exit
- Entry = Rita
- text = DMN027 ; Mom, can I ask you some questions about Rita?
- message = DMS025 ; I'm sorry, Mike, but I can't handle talking about what happened to that poor girl!
- unhide = decide
- goto = Exit
- Entry = love
- text = DMN028 ; I just stopped my to tell you that I love you.
- message = DMS026 ; Mike, how sweet! Just for that, I'm going to cook you up something special for dinner!
- unhide = day
- goto = Exit
- node = Goodbye
- entry = first, initial
- text = DMN013 ; I don't feel like talking any more, Mom. I'll see you later.
- message = DMS020 ; All right. See you later, Mike.
- unhide = first
- goto = exit
- entry = second, initial
- text = DMN017 ; I'm starting to get a headache.
- message = DMS016 ; Well, that's what your medicine is for. You know where to find it.
- unhide = second
- goto exit
- entry = third, initial
- text = DMN018 ; I'm going out, Mom. See you later.
- message = DMS020 ; All right. See you later, Mike.
- unhide = third
- goto = exit
- conversation = 003.txt ; Hank
- ; Room 202
- declare = WheelMachine()
- import = WheelMachine()
- declare = SlimBush()
- import = SlimBush()
- declare = HypnosisThree()
- import = HypnosisThree()
- declare = HypnosisTwo()
- import = HypnosisTwo()
- declare = HypnosisOne()
- import = HypnosisOne()
- declare = HeadacheThree()
- import = HeadacheThree()
- declare = HeadacheTwo()
- import = HeadacheTwo()
- declare = HeadacheOne()
- import = HeadacheOne()
- declare = InvestigatingMurder()
- import = InvestigatingMurder()
- declare = RamirezFire()
- import = RamirezFire()
- declare = DeputyUnhappy()
- import = DeputyUnhappy()
- speaker = 0, Mike
- speaker = 1, Hank
- node = Start
- goto = (WheelMachine) Greeting
- entry = one, initial, persist
- text = DMN112 ; Did you forget to pay your power bill, Hank?
- message = DHK031 ; I don't get it, Mike. I called the power company and they claim the electricity's still on. Idiots!
- assign = speaker, 0
- message = DMN113 ; I'm sure it'll get straightened out, Hank. I'll see you later.
- assign = speaker, 1
- message = DHK021; Take care, Mike.
- unhide = one
- goto = exit
- node = Greeting
- goto = (HypnosisThree) HelloAgain
- goto = (HeadacheThree) Headache
- goto = (HypnosisTwo) HelloAgain
- goto = (HeadacheTwo) Headache
- goto = (InvestigatingMurder) HelloAgain
- goto = (HypnosisOne) GoHome
- goto = (HeadacheOne) Headache
- goto = (SlimBush) BackSoSoon
- goto = Hello
- node = Hello
- fallthrough = 0, LostAppetite
- entry = going, initial
- text = DMN081 ; How's it going, Hank?
- message = DHK003 ; Back's been acting up, but otherwise not too bad. How you , Mike?
- unhide = starving
- unhide = bummed
- hide = service
- goto = Hello
- entry = service, initial
- text = DMN082 ; Hey, how about some service!
- message = DHK004 ; Nice to see you too, Mike. How you been?
- unhide = starving
- unhide = bummed
- hide = going
- goto = Hello
- entry = starving
- text = DMN083 ; I'm starving. What have you got to eat around here?
- message = DHK005 ; Like you haven't seen my menu a thousand times. What are you hungry for? Ham 'n' eggs? Grits? Pancakes?
- assign = speaker, 0
- message = DMN084 ; Pancakes? Rita and I used to come here for pancakes after church.
- assign = speaker, 1
- message = DHK006 ; You two were quite an item back when you were in high school. Shame about what happened to her. A real tragedy.
- hide = bummed
- unhide = who
- unhide = heard
- goto = Hello
- entry = bummed
- text = DMN085 ;I'm still bummed about what happened last week.
- message = DHK007 ; Rita was a real pretty girl. I remember you two sippin' your sodas and holding hands under the table when you were kids.
- hide = starving
- unhide = who
- unhide = heard
- goto = Hello
- entry = who
- text = DMN086 ; Who do you think murdered Rita?
- message = DHK008 ; I can't imagine it was anyone from around here. But he's one sick dude, whoever he is.
- assign = speaker, 0
- message = DMN087 ; Sick? Murder isn't a disease! It's evil.
- assign = speaker, 1
- message = DHK009 ; Relax, Mike. It's just a figure of speech. I don't think anyone is going to show the killer any compassion when they catch up with him.
- goto = Hello
- entry = heard
- text = DMN088 ; Have you heard any more about the investigation?
- message = DHK010 ; Deputy Brown stopped by to get some coffee and doughnuts on his way to Rita's place. He was sayin' that the FBI might be called in. And Doc Larson was tellin' us some pretty grisly stuff.
- assign = SlimBush, 1
- hide = who
- unhide = fbi
- unhide = doc
- goto = Hello
- entry = fbi
- text = DMN089 ; I heard about the FBI from the Sheriff.
- message = DHK011 ; Say, Mike, weren't you with Rita the night she was killed?
- goto = Rita
- entry = doc
- text = DMN093 ; What did Doc Larson have to say?
- message = DHK015 ; He wouldn't go into any details because he wants to keep certain things from the public. Haven't seen Doc Larson so excited since that other murder.
- hide = fbi
- goto = Larson
- Node = RIta
- fallthrough = 0, Hello
- entry = date, initial
- text = DMN090 ; Rita was my date to the high school reunion.
- message = DHK012 ; Well, what happened? She got killed in the park, near the Ramirez mansion. Didn't you walk her home?
- goto = Rita
- entry = remember, initial
- text = DMN091 ; I can't remember about that night, Hank! It's these headaches!
- message = DHK013 ; Mike, you and I go 'way back. As a friend, I'm tellin' you that you better start remembering quick. Deputy Brown was saying that the Sheriff doesn't want to waste any time on this case.
- unhide = jog
- goto = Rita
- entry = jog
- text = DMN092 ; I'm seeing Doctor Sims in a short while. Maybe he can jog my memory.
- message = DHK014 ; Don't waste you money on head shrinkers, Mike! Whenever I forget something, I just retrace my steps.
- hide = date
- goto = Rita
- Node = Larson
- fallthrough = 0, Hello
- entry = murder, initial
- text = DMN095 ; What other murder?
- message = DHK017 ; Old man Ramirez. He died in a fire a few weeks back and left his wife a very rich widow. Funny how Rita died so close to his house.
- assign = RamirezFire, 1
- unhide = funny
- goto = Larson
- entry = funny
- text = DMN096 ; I don't see anything funny about Rita's death!
- message = DHK018 ; Sorry, Mike. I forgot that you two were friends. It's just that Rita and Ramirez were, uh, friends. Some folks saw them walking in the park together and holding hands.
- unhide = fool
- goto = Larson
- entry = fool
- text = DMN097 ; I don't believe it! Rita wouldn't fool around with a married man!
- message = DHK019 ; You're right. It's just gossip. Forget I ever said anything.
- goto = Larson
- entry = park, initial
- text = DMN094 ; Rita was murdered in a public park. How could they keep any details secret?
- message = DHK016 ; Doc Larson had her body moved to the morgue before dawn. Deputy Brown said the Sheriff wasn't too happy about that. It didn't give him much of a chance to examine the crime scene first.
- assign = DeputyUnhappy, 1
- hide = murder
- hide = funny
- hide = fool
- goto = Larson
- Node = LostAppetite
- entry = air, initial
- text = DMN098 ; I need some fresh air.
- message = DHK020 ; You don't look well, Mike. Why don't you go out for a walk? Nice day for it.
- assign = speaker, 0
- message = DMN099 ; I think I'll just do that, Hank. See you later.
- assign = speaker, 1
- message = DHK021 ; Take care, Mike.
- goto = exit
- entry = lost, initial
- text = DMN100 ; I lost my appetite.
- message = DHK020 ; You don't look well, Mike. Why don't you go out for a walk? Nice day for it.
- assign = speaker, 0
- message = DMN099 ; I think I'll just do that, Hank. See you later.
- assign = speaker, 1
- message = DHK021 ; Take care, Mike.
- goto = exit
- node = BackSoSoon
- entry = going, initial
- text = DMN081 ; How's it going, Hank?
- message = DHK022 ; Back so soon, Mike? I thought you were going out for a walk.
- unhide = was
- goto BackSoSoon
- entry = was
- text = DMN102 ; I was, wasn't I? I don't know whether I'm coming or going anymore!
- message = DHK023 ; You need to take it easy, Mike. Why don't you go visit that carnival in the park. Get your mind off things.
- assign = speaker, 0
- message = DMN103 ; All right. I can take a hint. See you later, Hank.
- assign = speaker, 1
- message = DHK021 ; Take care, Mike.
- unhide = new
- goto = exit
- entry = new, persist
- text = DMN101 ; What's new, Hank?
- message = DHK034 ; I heard there's a carnival in town.
- assign = speaker, 0
- message = DMN103 ; All right. I can take a hint. See you later, Hank.
- unhide = new
- goto = exit
- node = Headache
- entry = head, initial
- text = DMN104 ; You got anything for a headache, Hank? My head is killing me!
- message = DHK024 ; I thought you were seeing Dr. Sims today, Mike.
- assign = speaker, 0
- message = DMN105 ; Oh, my God, you're right! I completely forgot about my appointment! I got to get over there right away. See you later, Hank.
- assign = speaker, 1
- message = DHK021 ; Take care, Mike.
- unhide = headagain
- goto = exit
- entry = headagain, persist
- text = DMN104 ; You got anything for a headache, Hank? My head is killing me!
- message = DHK033 ; Go see your doctor, Mike.
- assign = speaker, 0
- message = DMN103 ; All right. I can take a hint. See you later, Hank.
- unhide = headagain
- goto = exit
- node = GoHome
- entry = going, initial
- text = DMN081 ; How's it going, Hank?
- message = DHK025 ; You don't look so good, Mike. Weren't you going to see Dr. Sims?
- unhide = back
- goto GoHome
- entry = back
- text = DMN106 ; But I just came back from Dr. Sims!
- message = DHK026 ; If that's so, then the treatment's worse than the disease! Why don't you go home and get some rest?
- assign = Speaker, 0
- message = DMN103 ; All right. I can take a hint. See you later, Hank.
- unhide = new
- goto = exit
- entry = new, persist
- text = DMN101 ; What's new, Hank?
- message = DHK099 ; Go home, Mike.
- assign = speaker, 0
- message = DMN103 ; All right. I can take a hint. See you later, Hank.
- unhide = new
- goto = exit
- Node = HelloAgain
- entry = heard, initial
- text = DMN088 ; Have you heard any more about the investigation?
- message = DHK027 ; Not since we last talked, Mike. But I'll let you know if I do.
- unhide = new
- goto = exit
- entry = new
- text = DMN101 ; What's new, Hank?
- message = DHK029 ; Not much since that last time you were in here. Can I get you something?
- assign = speaker, 0
- message = DMN109 ; No, I just came in to rest my feet for a moment. See you later, Hank.
- assign = Speaker, 1
- message = DHK021 ; Take care, Mike.
- unhide = heard
- goto = exit
- entry = service, initial
- text = DMN082 ; Hey, how about some service!
- message = DHK028 ; Back again, Mike? Want something to eat?
- assign = speaker, 0
- message = DMN108 ; I really should eat something, but I just can't seem to work up an appetite. Oh, well, maybe later. See you, Hank.
- assign = Speaker, 1
- message = DHK021 ; Take care, Mike.
- unhide = business
- goto = exit
- entry = business
- text = DMN110 ; How's business, Hank?
- message = DHK030 ; Business has been kind of slow. People don't seem to come around much any more.
- assign = speaker, 0
- message = DMN111 ; Tell you what. I'm not all that hungry now, but I'll bring Mom over for lunch tomorrow. You know how she loves your cherry pie. See you then.
- assign = Speaker, 1
- message = DHK021 ; Take care, Mike.
- unhide = service
- goto = exit
- entry = who, initial
- text = DMN086 ; Who do you think murdered Rita?
- message = DHK008 ; I can't imagine it was anyone from around here. But he's one sick dude, whoever he is.
- assign = speaker, 0
- message = DMN087 ; Sick? Murder isn't a disease! It's evil.
- assign = speaker, 1
- message = DHK009 ; Relax, Mike. It's just a figure of speech. I don't think anyone is going to show the killer any compassion when they catch up with him.
- goto = exit
- conversation = 004.txt ; Jack, Room 105
- ; Room 106
- ; This conversation occurs between Mike and Jack in front of his home.
- speaker = 0, Mike
- speaker = 1, Jack
- declare = InvestigatingMurder
- import = InvestigatingMurder
- declare = HypnosisOne
- import = HypnosisOne
- declare = HypnosisTwo
- import = HypnosisTwo
- declare = HypnosisThree
- import = HypnosisThree
- declare = HaveNewsPaper
- import = HaveNewsPaper
- declare = HaveDirtyPhotos
- import = HaveDirtyPhotos
- declare = HavePhoneBook
- import = HavePhoneBook
- declare = HaveCamera
- import = HaveCamera
- declare = HaveRitaPhotos
- import = HaveRitaPhotos
- declare = JimmySuspect
- import = JimmySuspect
- declare = EvidenceGathered
- import = EvidenceGathered
- declare = NeedPhoneBook
- import = NeedPhoneBook
- declare = NeedNewsPaper
- import = NeedNewsPaper
- declare = NeedDirtyPhotos
- import = NeedDirtyPhotos
- declare = JackGossipLarson
- import = JackGossipLarson
- node = Decision
- goto = (HypnosisThree) Trouble
- goto = (HypnosisTwo) Jimmy
- goto = (InvestigatingMurder) Investigation
- goto = (HypnosisOne) Plan
- goto = Greeting
- node = Greeting
- fallthrough = 0, exit
- entry = one, initial
- text = DMN500 ; What brings you here, Jack?
- message = DJK024 ; My motorcycle, dumbkopf! You need to have your ears checked! Actually, I stopped by 'cuz I saw the Sheriff's patrol car drive off. I was worried about my favorite recovering mental case.
- hide = two
- unhide = three
- unhide = four
- goto = Greeting
- entry = two, initial
- text = DMN501 ; What are you doing here?
- message = DJK025 ; I'm here to sweep the sleep cooties from your eyes and get your butt motivated. So how's my favorite mental case today?
- hide = one
- unhide = three
- unhide = four
- goto = Greeting
- entry = three
- text = DMN502 ; Don't joke about my nervous breakdown, Jack! I thought you were my friend.
- message = DJK026 ; Relax, Mikey boy, relax! Jeez, you must be under a lot of stress. They say your sense of humor is the first thing to go.
- goto = Greeting
- entry = four
- text = DMN503 ; The Sheriff thinks I murdered Rita!
- message = DJK027 ; Yeah, I know. I overheard Deputy Brown talking in the diner. You're the number one suspect.
- hide = three
- unhide = five
- unhide = six
- unhide = nine
- unhide = ten
- goto = Greeting
- entry = five
- text = DMN504 ; You overhead the Deputy? That's great! Everyone must know by now.
- message = DJK028 ; It's a small town. People talk. But that could work to our advantage. I have a plan.
- unhide = seven
- unhide = eight
- goto = Greeting
- entry = six
- text = DMN505 ; What should I do?
- message = DJK029 ; Not to worry, Mikey boy. I've been giving your situation some thought, and I think there are some things Sheriff Butler overlooked.
- hide = five
- unhide = seven
- unhide = eight
- goto = Greeting
- entry = seven
- text = DMN506 ; I'm too hungry to think right now, Jack. How about joining me at the Diner?
- message = DJK030 ; I don't think I'm very welcome there...not after that stunt I pulled with the juke box. Let's meet here after you're done stuffing your face.
- hide = five
- hide = six
- goto = Greeting
- entry = eight
- text = DMN507 ; I've got an appointment with Dr. Sims soon. Let's get together afterwards.
- message = DJK031 ; You're seeing that quack? Don't waste your time with that head shrinker. Listen to your old pal Jack instead. Okay, we'll meet here after you're done with Doctor Sigmund Fraud.
- hide = seven
- unhide = eleven
- goto = Greeting
- entry = nine
- text = DMN508 ; You know, Jack, I still can't remember what happened that night.
- message = DJK032 ; Nothing happened. You know that and I know that.
- hide = five
- goto = Greeting
- entry = ten
- text = DMN509 ; It's hopeless. I feel like the biggest patsy since Oswald.
- message = DJK033 ; Don't worry. We'll get you out of this mess. Then we can party
- hide = five
- goto = Greeting
- entry = eleven
- text = DMN510 ; Thanks, Jack. Thanks for believing me.
- message = DJK034 ; Now, don't get all mushy on me. I'll meet you right here after your doctor's appointment. Until then, hang loose.
- goto = exit
- node = Plan
- fallthrough = 0, Sheriff
- entry = one, initial
- text = DMN511 ; Thanks for meeting me, Jack. So, what's your plan?
- message = DJK035 ; We gotta deflect Sheriff Butler's suspicions. You're innocent, right? We've gotta prove it
- unhide = two
- goto = Plan
- entry = two
- text = DMN512 ; But I don't remember anything that happened after Rita and I had our fight.
- message = DJK036 ; You had a fight with Rita? Is that what Dr. Sims helped you remember? I told you not to trust him! Now we gotta prove someone else killed her.
- hide = three
- unhide = four
- unhide = five
- goto = Plan
- entry = three, initial
- text = DMN513 ; Okay, Jack, how can I get myself out of this mess?
- message = DJK037 ; I think you can prove your innocence. If you can't remember what happened that night, we just gotta prove someone else did it.
- hide = one
- hide = two
- unhide = four
- unhide = five
- goto = Plan
- entry = four
- text = DMN514 ; You're forgetting something, Jack! I'm not a detective
- message = DJK038 ; So? Neither is Sheriff Butler! Listen, you need to collect some new evidence. I can't do it because, hey, look at me. I stick out like a sore thumb. But you do blend in and can probably do some digging.
- goto = Plan
- entry = five
- text = DMN515 ; Rita did say that she was going to meet a friend after the reunion. But who?
- message = DJK039 ; Well it so happened that when I overheard the Deputy, he did mention some other possible suspects. I, for one, agree with him on the selection.
- unhide = six
- goto = Plan
- entry = six
- text = DMN516 ; Who were the other suspects?
- message = DJK040 ; At first I didn't believe it. Then I thought about it and it makes sense. I'm tellin' ya --two folks ain't what they seem. How about Mayor Fleming and Doc Larson?
- unhide = seven
- unhide = eight
- goto = Plan
- entry = seven
- text = DMN517 ; Mayor Fleming?
- message = DJK041 ; That's right. Mayor Irving Fleming. I once saw Rita sitting in his car in front of the court house, and they were looking pretty cozy. The election's coming up, and I'm sure he's busy sweeping all the skeletons out of his closet.
- goto = Plan
- entry = eight
- text = DMN518 ; Doc Larson? The medical examiner?
- message = DJK042 ; Have you ever noticed how many female visitors they have at the morgue? Rumor has it that he has his fingers where they shouldn't be. He used to have Rita personally deliver medical textbooks from the library, you know.
- assign = JackGossipLarson, 1
- goto = Plan
- Node = Sheriff
- entry = one, initial
- text = DMN519 ; Do you know if Rita dated anyone else?
- message = DJK043 ; Besides you? Well, she did use to see Sheriff Butler, but that ended a long time ago. Anyway, you have two good leads to get you started. As for me, I'm outta here.
- unhide = two
- unhide = three
- goto = Sheriff
- entry = two
- text = DMN520 ; The Sheriff used to date Rita! I didn't know that! Now I really don't trust him!
- message = DJK044 ; I think you're barking up the wrong tree with that one, but what the hell! Maybe it'll take some of the heat off you if you harass the Sheriff. Anyway, I gotta go.
- goto = Sheriff
- entry = three
- text = DMN521 ; Wait, Jack! I can't do this by myself!
- message = DJK045 ; You're capable of more things than you think, Mike boy. And I'm not abandoning you -- I'll be cruising the neighborhood. If you turn up anything, come back here and flag me down.
- assign = InvestigatingMurder, 1
- assign = NeedNewsPaper, 1
- assign = NeedDirtyPhotos, 1
- assign = NeedPhoneBook, 1
- goto = Exit
- Node = Investigation
- entry = one, initial
- text = DMN522 ; Thanks for meeting me, Jack.
- message = DJK046 ; No problemo. What have you found out?
- unhide = one
- goto = (HaveNewsPaper) Newspaper
- goto = (HaveDirtyPhotos) Photos
- goto = (HavePhoneBook) Phonebook
- goto = FoundNothing
- Node = Newspaper
- entry = one, initial
- text = DMN523 ; I found a newspaper article accusing the Sheriff of graft.
- message = DJK047 ; Well, I'm not surprised. I never thought that fat slob was the champion of law and order he pretended him to be. Unfortunately, that doesn't link him to Rita.
- assign = HaveNewsPaper, 0
- unhide = two
- goto = Newspaper
- entry = two
- text = DMN524 ; I also found a photo of Rita in his desk. He smashed it with his fist.
- message = DJK048 ; Really? I guess he still carries a torch for Rita, after all. Good job, Detective Dawson. You were right to suspect him. What else did your snooping turn up?
- assign = HaveRitaPhotos, 0
- assign = NeedNewsPaper, 0
- goto = (HaveDirtyPhotos) Photos
- goto = (HavePhoneBook) Phonebook
- goto = (NeedDirtyPhotos) NoMore
- goto = (NeedPhoneBook) NoMore
- goto = FoundAllEvidence
- Node = Photos
- entry = one, initial
- text = DMN525 ; I found a bunch of nude pictures of Rita in the Mayor's car.
- message = DJK049 ; I told you he's not the grandfatherly old politician he'd like us voters to think he is. Man, I'll bet you wanted to kill the guy when you saw those photos. Find anything else?
- assign = HaveDirtyPhotos, 0
- assign = NeedDirtyPhotos, 0
- goto = (HaveNewsPaper) Newspaper
- goto = (HavePhoneBook) Phonebook
- goto = (NeedNewsPaper) NoMore
- goto = (NeedPhoneBook) NoMore
- goto = FoundAllEvidence
- Node = Phonebook
- entry = one, initial
- text = DMN526 ; Doc Larson has a little black book hidden in his file cabinet. Rita's name was in it..
- message = DJK050 ; Hey, I knew he thought he was some kind of Casanova. Can you believe it? And the guy pokes around with dead bodies all day. Got any more dirt
- assign = HavePhoneBook, 0
- assign = NeedPhoneBook, 0
- goto = (HaveNewsPaper) Newspaper
- goto = (HaveDirtyPhotos) Photos
- goto = (NeedNewsPaper) NoMore
- goto = (NeedPhoneBook) NoMore
- goto = FoundAllEvidence
- Node = FoundNothing
- entry = one, initial, persist
- text = DMN527 ; Nothing, Jack. I turned up dry.
- message = DJK051 ; Mike, you've got to get your butt in gear. If you don't clear your name, who am I gonna hang with? Now go out there and find something on the other suspects. I'll meet you back here when you find something.
- unhide = one
- goto = exit
- Node = NoMore
- entry = one, initial, persist
- text = DMN528 ; No, Jack. That's it.
- message = DJK052 ; You're doing good, but you ain't finished. We gotta get stuff on all three okay? Get back out there and keep trying. Meet me back here later. I gotta get goin'. Keep at it, Mikey.
- unhide = one
- goto = exit
- Node = FoundAllEvidence
- entry = one, initial
- text = DMN529 ; That's it. But, you know, Jack, none of this proved who killed Rita.
- message = DJK053 ; I would agree with you about the Sheriff. His reputation, such as it is, isn't at stake. But look at the other two.
- unhide = two
- unhide = three
- goto = FoundAllEvidence
- entry = two
- text = DMN530 ; Why would the Mayor kill her?
- message = DJK054 ; The mayor was shooting dirty pictures of her, but now he has an election coming up. That could ruin it for him. And look how he's trying to run the investigation with his FBI pals!
- goto = FoundAllEvidence
- entry = three
- text = DMN531 ; I don't see Doc Larson's motive.
- message = DJK055 ; He's about to receive some high-profile reward, right? What if Rita threatened to reveal Doc Larson wanted to do her on a gurney? That would explain why he rushed the police's investigation.
- goto = FoundAllEvidence
- entry = four, initial
- text = DMN532 ; Hey, what about Mrs. Ramirez? Her husband was seen with Rita just before he died.
- message = DJK056 ; Ah, the jealous wife angle. Well, that fire did leave her a rich widow, but the Sheriff never could prove her involvement. I don't think you're going to have better luck.
- assign = speaker, 0
- message = DMN533 ; Still, I'd like to follow up on it.
- assign = speaker, 1
- message = DJK071 ; It's your life. But if I were you, I'd keep close tabs on the Mayor and Doc Larson. Well, I'm outta here. Let me know if you find anything.
- assign = EvidenceGathered, 1
- goto = Exit
- node = Jimmy
- entry = one, initial
- text = DMN534 ; Guess what! I have a photo of Mrs. Ramirez paying off Jimmy for killing her husband!
- message = DJK057 ; No kidding! That's hot stuff! So you think Ramirez also paid Jimmy to knock off Rita?
- assign = HaveCamera, 3 ;HaveCamera=3 when Jack has the camera (LocalChange)
- assign = speaker, 0
- message = DMN535 ;Yeah. I don't think it's a coincidence that his name keeps turning up.
- assign = speaker, 1
- message = DJK058 ; What do you mean?
- unhide = two
- unhide = three
- unhide = four
- goto = Jimmy
- entry = two
- text = DMN536 ; What's the connection between Jimmy and the Sheriff?
- message = DJK059 ; Well, Jimmy told you that he had the inside goods on the Sheriff. I guess he was talking about the bribery charges.
- goto = Jimmy
- entry = three
- text = DMN537 ; What's the connection between Jimmy and Doc Larson?
- message = DJK060 ; Jimmy's name was listed in Doc Larson's little black book. Knowing Jimmy, he probably helped round up girls for the good doctor.
- goto = Jimmy
- entry = four
- text = DMN538 ; What's the connection between Jimmy and the Mayor?
- message = DJK061 ; There isn't one. Oh, wait a second! He's very found of the Mayor's wife, Melissa. So you think he was angry that Rita was a housewrecker!
- assign = speaker, 0
- message = DMN539 ; Hey, I'm angry that a married man was fooling around with her.
- assign = speaker, 1
- message = DJK062 ; Well, before you go ripping somebody's head off, I'd check out their story. On my way over here, I saw Jimmy go into the pool hall. Why don't you go have a man to man with him?
- assign = JimmySuspect, 1
- goto = Exit
- Node = Trouble
- entry = one, initial
- text = DMN540 ; I'm in real trouble now, Jack.
- message = DJK063 ; Why? What happened?
- goto = Trouble
- entry = two, initial
- text = DMN541 ; I hit an FBI agent.
- message = DJK064 ;Smart move, ace! Why'd you do that?
- assign = speaker, 0
- message = DMN542 ; I got angry. He made some comment about Doc Larson, and I just flipped out.
- assign = speaker, 1
- message = DJK065 ; I can't blame you, Mike. The idea of him and Rita together would drive me crazy, too. Not to mention Mayor Fleming.
- hide = one
- unhide = three
- unhide = four
- goto = Trouble
- entry = three
- text = DMN543 ; Maybe Mrs. Ramirez was right. Maybe Rita got what she deserved.
- message = DJK066 ; Hey, none of that talk, Mikey boy! It takes two to tango, you know. Both Mayor Fleming and Doc Larson are class A leches. I'd like to clobber them myself.
- unhide = five
- goto = Trouble
- entry = four
- text = DMN544 ; The Mayor's been murdered. His head was cut off, just like Rita's.
- message = DJK067 ; What! Another murder!
- goto = Trouble
- entry = five
- text = DMN545 ;By the way, thanks for helping me back at the Pool Hall.
- message = DJK068 ; No problemo. I had a feeling you'd try to take Jimmy's head off. So, did he 'fess up
- assign = speaker, 0
- message = DMN546 ; Jimmy's not our man. He was unconscious when the Mayor was killed.
- assign = speaker, 1
- message = DJK069 ; That's real bad news, Mikey boy, 'cuz I'm fresh out of leads. I think you're gonna be swinging a sledgehammer the rest of your life.
- assign = speaker, 0
- message = DMN547 ; Sledgehammer? Wait a second! Paul Cooper, the hardware store owner! He's involved in all this somehow! I just had a dream about him!
- assign = speaker, 1
- message = DJK070 ; Man, you're losing it! Instead of grasping at straws, you should be putting your affairs in order. Look, I'll be a character witness for you at the trial, but I think I've outlived my usefulness here. Take care, Mike.
- goto = exit
- conversation = 005.txt ; Jimmy ; Room 203, Pool Hall
- declare = BlackBookTaken
- import = BlackBookTaken
- declare = PaulGossip
- import = PaulGossip
- declare = JimmyHatesRita
- import = JimmyHatesRita
- declare = JimmyGossip
- import = JimmyGossip
- declare = InvestigatingMurder
- import = InvestigatingMurder
- speaker = 0, Mike
- speaker = 1, Jimmy
- node = Greeting
- entry = helloA, initial
- text = DMN187 ; Hi, Jimmy. Long time, no see.
- message = DJG006 ; Well, well, it's Mr. Big Shot Writer. What brings you to down to this part of town? Slummin'?
- hide = helloB
- unhide = helloagainA
- unhide = helloagainB
- goto = (InvestigatingMurder) Investigate
- goto = (PaulGossip) Suspect
- goto = (BlackBookTaken) PhoneBook
- goto = options
- entry = helloB, initial
- text = DMN188 ; What's up, Gardner?
- message = DJG007 ; What do you want, dufus?
- hide = helloA
- unhide = helloagainA
- unhide = helloagainB
- goto = (InvestigatingMurder) Investigate
- goto = (PaulGossip) Suspect
- goto = (BlackBookTaken) PhoneBook
- goto = options
- entry = helloagainA
- text = DMN189 ; Hi, Jimmy. I'd like to talk some more.
- message = DJG008 ; Yeah? Well maybe I don't want to talk to you, jerk-face.
- unhide = helloagainA
- goto = (InvestigatingMurder) Investigate
- goto = (PaulGossip) Suspect
- goto = (BlackBookTaken) PhoneBook
- goto = options
- entry = helloagainB
- text = DMN190 ; Listen up, Gardner. I've got some questions to ask you.
- message = DJG009 ; Look, will you get off my back, Dawson?
- unhide = helloagainB
- goto = (InvestigatingMurder) Investigate
- goto = (PaulGossip) Suspect
- goto = (BlackBookTaken) PhoneBook
- goto = options
- node = options
- entry = pool, initial
- text = DMN191 ; How about a game of pool?
- message = DJG010 ; Cut the crap, Dawson. We might have been friends once, but that was a long time ago.
- goto = jimmy
- entry = on
- text = DMN215 ; I just want you to know I'm on to you, Gardner.
- message = DJG034 ; Oh, yeah? I'm shaking like a leaf. Buzz off, creep.
- unhide = (JimmyHatesRita) back
- unhide = (PaulGossip) rita
- goto = exit
- entry = rita
- text = DMN216 ; Look, I want to know why you were hanging around Rita's house!
- message = DJG035 ; Get lost!
- unhide = (JimmyHatesRita) back
- unhide = (BlackBookTaken) on
- goto = exit
- entry = back
- text = DMN217 ; I want you to take back the things you said about Rita 'getting around.'
- message = DJG036 ; Dawson, take a hike!
- unhide = (BlackBookTaken) on
- unhide = (PaulGossip) rita
- goto = exit
- entry = go, initial
- text = DMN197 ; Maybe I should go.
- message = DJG016 ; Yeah. Get out before I throw you out!
- unhide = go
- unhide = (JimmyHatesRita) back
- unhide = (BlackBookTaken) on
- unhide = (PaulGossip) rita
- goto = exit
- node = jimmy
- fallthrough = 0, options
- entry = student, initial
- text = DMN198 ; What happened to you? You were a straight-A student, until you dropped out.
- message = DJG017 ; I guess I'm just the town's 'bad seed.' You went off to college and joined the establishment. I stayed here and became a statistic.
- goto = jimmy
- entry = friends , initial
- text = DMN199 ; We were friends in high school . Why are you so angry with me now?
- message = DJG018 ; Let's just say that you and I don't share the same interests any more.
- unhide = business
- unhide = tough
- goto = jimmy
- entry = tough
- text = DMN201 ; You're a real tough guy now, aren't you, Jimmy?
- message = DJG020 ; You've got that right, chump. I'm the local 'wise guy,' so stay out of my way.
- goto = jimmy
- entry = business
- text = DMN200 ; I hear that your "interests" these days aren't exactly on the up and up.
- message = DJG019 ; So what? There's a lot going on this this town that ain't exactly on the up and up.
- unhide = sheriff
- goto = jimmy
- entry = sheriff
- text = DMN202 ; Tell me, Jimmy, how come the Sheriff leaves you alone?
- message = DJG021 ; That's easy in this town. That flatfoot doesn't know his butt from an armadillo hole. But I got the goods on him. He doesn't bother me.
- assign = JimmyGossip, 1
- unhide = goods
- unhide = scandal
- goto = jimmy
- entry = goods
- text = DMN203 ; What do you know about Sheriff Butler?
- message = DJG022 ; I know he's down here trying to get away from what happened in Dallas. Yeah, he's a real champion of justice, all right.
- hide = student
- hide = tough
- hide = scandal
- goto = options
- entry = scandal
- text = DMN204 ; Was the Sheriff involved in some sort of scandal?
- message = DJG023 ; Forget it, Dawson. If I tell you, you'll spread it all over town. Then what good would it do me?
- hide = student
- hide = tough
- hide = goods
- goto = options
- node = Investigate
- fallthrough = 0, EndInvestigate
- entry = looking, initial
- text = DMN192 ; I've been looking into Rita's murder.
- message = DJG011 ; Oh, yeah? I'll bet the whole city council is breathing a sign of relief knowing that you're on the case.
- goto = Investigate
- entry = murder , initial
- text = DMN193 ; Do you have any theories about who killed Rita?
- message = DJG012 ; From what I hear the Sheriff's got you pegged for the number one suspect.
- hide = looking
- goto = Investigate
- entry = close, initial
- text = DMN194 ; How close were you to Rita before she was murdered?
- message = DJG013 ; What business is it of yours?
- unhide = rita
- goto = Investigate
- entry = rita
- text = DMN195 ; I thought that since you're still friends with Melissa, maybe you kept in touch with Rita.
- message = DJG014 ; You leave Melissa out of this, you hear? And as for Rita, she wasn't the innocent librarian you and a lot of others thought she was. She got around.
- assign = JimmyHatesRita, 1
- hide = murder
- hide = looking
- unhide = around
- unhide = back
- goto = Investigate
- entry = around
- text = DMN196 ; What do you mean Rita `got around?'
- message = DJG015 ; Look, Dawson, stop asking questions before you get hurt. Rita was damaged goods. Only you were too stupid to notice.
- hide = back
- goto = Investigate
- entry = back
- text = DMN217 ; I want you to take back what you said about Rita 'getting around.'
- message = DJG037 ; You're a sap, Dawson. Rita was damaged goods.
- hide = around
- goto = Investigate
- node = EndInvestigate
- goto = (PaulGossip) Suspect
- goto = (BlackBookTaken) PhoneBook
- goto = options
- node = suspect
- fallthrough = 0, endsuspect
- entry = what, initial
- text = DMN212 ; What were you doing around Rita's house the night of the murder?
- message = DJG031 ; Who told you that?
- unhide = trouble
- unhide = bird
- unhide = why
- goto = suspect
- entry = trouble
- text = DMN213 ; I can't say. I don't want to get anyone in trouble.
- message = DJG032 ; Was it that lunatic Cooper? He's always out on his lawn, looking up and down the street like he's waiting for something.
- goto = suspect
- entry = bird
- text = DMN214 ; Let's just say a little bird told me.
- message = DJG033 ; Dawson, tell me who it was or I'll shove this cue stick where the sun don't shine!
- hide = bird
- goto = suspect
- entry = Paul, initial
- text = DMN209 ; Paul Cooper saw you in front of Rita's house the night of the murder.
- message = DJG028 ; I knew it! I'm going to strangle him with that hose of his!
- hide = what
- hide = trouble
- hide = bird
- unhide = why
- goto = suspect
- entry = why
- text = DMN210 ; Why were you at Rita's house?
- message = DJG029 ; I had some business to discuss with her, that's all. But she never showed up.
- hide = trouble
- hide = bird
- hide = Paul
- unhide = business
- unhide = sheriff
- goto = suspect
- entry = business
- text = DMN548 ; What business could you possible have had with Rita in the middle of the night?
- message = DJG038 ; Business that has nothing to do with you, Dawson. So butt out before I bust you in the mouth!
- hide = sheriff
- goto = suspect
- entry = sheriff
- text = DMN211 ; Does Sheriff Butler know you were in the area that night?
- message = DJG030 ; Who do you think you are? A cop? Get out of here before I bust you in the mouth!
- hide = business
- goto = suspect
- node = EndSuspect
- goto = (BlackBookTaken) PhoneBook
- goto = options
- node = PhoneBook
- fallthrough = 0, options
- entry = visit, initial
- text = DMN208 ; I paid a visit to Doc Larson's office.
- message = DJG027 ;So, what's that got to do with me?
- goto = PhoneBook
- entry = name, initial
- text = DMN205 ; I found a little black book listing you, Rita and several other women.
- message = DJG024 ; I used to round up 'dates' for Larson now and then, and your librarian friend needed some cash. I guess our public institutions don't pay their workers enough money.
- hide = visit
- unhide = angry
- unhide = answer
- goto = PhoneBook
- entry = answer
- text = DMN206 ; What are you saying? Rita wasn't like that!
- message = DJG025 ; Then don't believe me. But it was Rita who came onto the Doc, not the other way around.
- hide = angry
- goto = PhoneBook
- entry = angry
- text = DMN207 ; You shut your mouth, Gardner! Don't talk that way about Rita!
- message = DJG026 ; Get a grip, Dawson! Rita had a lot of fun, and earned a few extra bucks as well. You got a problem with that? Or are you just jealous?
- hide = answer
- goto = PhoneBook
- conversation = 006.txt ; Slim
- ; Room 206
- speaker = 0, Mike
- speaker = 1, Slim
- node = greeting
- entry = helloA, initial
- text = DMN549 ; Are you okay, Slim?
- message = DSL003 ; Oh, come in, Mr. Dawson. Thanks for helping me out back there.
- hide = helloB
- unhide = helloagainA
- unhide = helloagainB
- goto = talk
- entry = helloB, initial
- text = DMN550 ; What the hell is going on, Slim?
- message = DSL003 ; Oh, come in, Mr. Dawson. Thanks for helping me out back there.
- hide = helloA
- unhide = helloagainA
- unhide = helloagainB
- goto = talk
- entry = helloagainA
- text = DMN551 ; How are you feeling, Slim? You don't look well.
- message = DSL004 ; My head still hurts, Mr. Daswon. I'm not up for conversing, I'm afraid. I need to rest a spell.
- unhide = helloagainA
- goto = exit
- entry = helloagainB
- text = DMN552 ; Slim, I have some more questions to ask you.
- message = DSL005 ; Sorry, Mr. Dawson. I'm not feeling myself right now. Let me just rest a while.
- unhide = helloagainB
- goto = exit
- node = talk
- entry = sorry, initial
- text = DMN553 ; I'm sorry I couldn't have done more. I guess I'm not much of a fighter.
- message = DSL006 ; What are you talking about, Mr. Dawson? Why, you knocked Jimmy Gardner out cold!
- assign = speaker, 0
- message = DMN554 ; I think you need glasses, Slim. I wasn't the one who saved you.
- assign = speaker, 1
- message = DSL007 ; Some people think my head's a little screwed up, but my eyes are fine. From what I could see, you were a real hero in there.
- goto = talk
- entry = run, initial
- text = DMN555 ; Why'd you run away when Jimmy pulled his gun? I thought your suit made you invulnerable.
- message = DSL008 ; My uniform doesn't cover my face, Mr. Dawson. Every power has its limits.
- goto = talk
- entry = evidence, initial
- text = DMN556 ; What was this evidence you said you have against Jimmy?
- message = DSL009 ; It's a love letter written by Rita to Melissa's husband. It seems she was having a fling with our honorable mayor.
- goto = letter
- node = letter
- entry = how, initial
- text = DMN557 ; How did you get a hold of this letter?
- message = DSL010 ; Oh, I snatched it out of Melissa's purse earlier today. I knew she was involved in some kind of conspiracy, and I just needed a motive. Gosh darn if I didn't find one!
- unhide = suspect
- unhide = stoop
- unhide = sheriff
- goto = letter
- entry = suspect
- text = DMN558 ; What first led you to suspect Melissa?
- message = DSL011 ; I've seen Melissa go into the Pool Hall regularly the past few weeks. Now that isn't the proper place for the Mayor's wife, is it? So I've been keeping my eye on her.
- goto = letter
- entry = stoop
- text = DMN559 ; I notice you collect a lot of things, but how could you stoop to picking a woman's purse?
- message = DSL012 ; Well, Mr. Dawson, sometimes you have to bend the rules a little in the pursuit of justice. I am the town's sole protector, after all!
- goto = letter
- entry = jimmy, initial
- text = DMN560 ; I don't understand what Jimmy has to do with all of this.
- message = DSL013 ; The night before the High School Reunion, I saw Melissa give Jimmy a big wad of money. That seemed mighty suspicious, especially after how Jimmy turned Mr. Ramirez into a crispy critter.
- unhide = sheriff
- unhide = fire
- unhide = thanks
- goto = letter
- entry = fire
- text = DMN561 ; You know that Jimmy caused the Ramirez fire!
- message = DSL014 ; Don't act so surprised, Mr. Dawson. Most people just think I'm a crazy fool, so they tend to talk a little carelessly when I'm around. I've heard it all and then some.
- unhide = evil
- goto = letter
- entry = evil
- text = DMN562 ; You know, Slim, there is a lot of evil in the world.
- message = DSL015 ; You got that right, Mr. Dawson. That's why I prefer my own delusions.
- goto = letter
- entry = thanks
- text = DMN563 ; Thanks for helping to clear my name. Next time you have a conspiracy theory, I'm going to listen.
- message = DSL016 ; My pleasure, but I'm going to give it a rest for now. My fillings are picking up radio transmissions from outer space again, and I'm starting to get a headache.
- hide = how
- hide = suspect
- hide = stoop
- hide = fire
- hide = evil
- goto = letter
- entry = sheriff
- text = DMN564 ; Do you mind if I hand the letter and Jimmy's gun over to the Sheriff, Slim?
- message = DSL017 ; Go ahead. Sheriff Butler wouldn't pay it any attention if I gave them to him. He didn't even believe me the time I found Jimmy Hoffa's grave! Take 'em, they're yours.
- goto = exit
- conversation = 007.txt
- ; Room 302, Ramirez
- declare = InvestigatingMurder()
- import = InvestigatingMurder()
- declare = RamirezFire()
- import = RamirezFire()
- declare = RamirezHatesRita()
- import = RamirezHatesRita()
- speaker = 0, Mike
- speaker = 1, Mrs. Ramirez
- node = hello
- entry = hello, initial
- text = DMN154 ; Hello, Mrs. Ramirez. I'm Mike Dawson. I grew up in this town.
- message = DRZ006 ; Did you? Well, what do you want?
- hide = excuse
- unhide = excuseagain
- unhide = bother
- goto = options
- entry = excuse, initial
- text = DMN174 ; Excuse me, Mrs. Ramirez. May I talk to you?
- message = DRZ003 ; Yes, young man? What do you want?
- hide = hello
- unhide = excuseagain
- unhide = bother
- goto = (InvestigatingMurder) Rita
- goto = (RamirezFire) arson
- goto = options
- entry = bother
- text = DMN175 ; I'm sorry to bother you again, Mrs. Ramirez.
- message = DRZ013 ; Is that so? And what do you want to bother me about?
- unhide = excuseagain
- unhide = bother
- goto = (RamirezFire) arson
- goto = (InvestigatingMurder) Rita
- goto = options
- entry = excuseagain
- text = DMN174 ; Excuse me, Mrs. Ramirez. May I talk to you?
- message = DRZ004 ; What is it this time, young man?
- unhide = excuseagain
- unhide = bother
- goto = (InvestigatingMurder) Rita
- goto = (RamirezFire) arson
- goto = options
- node = options
- fallthrough = 0, nomore
- entry = house, initial
- text = DMN153 ; I was just admiring your house.
- message = DRZ005 ; It is lovely, isn't it? It's over a century old. At one time it was the only building around here for miles.
- unhide = family
- unhide = insurance
- unhide = leave
- goto = options
- entry = family
- text = DMN158 ; So, your family's been here a long time?
- message = DRZ010 ; My late husband's family, actually. But they're all dead and gone. It's just me now.
- unhide = lonely
- unhide = leave
- goto = options
- entry = lonely
- text = DMN160 ; You must get lonely sometimes.
- message = DRZ011 ; Nonsense! I have my church, my books, and I have my money.
- goto = options
- entry = insurance
- text = DMN161 ; It must cost a lot to insure a place like this -- my dad used to be in the insurance business.
- message = DRZ012 ; I'm sorry to hear that. Those insurance people are godless swine, worshipping nothing but the almighty dollar. Why, they even tried to cheat me out of my husband's life insurance! I finally had to take them to court, but I won.
- unhide = leave
- goto = options
- entry = religious, initial
- text = DMN163 ; I couldn't help but notice all the religious icons you have.
- message = DRZ014 ; Yes, they ward off the evil that is running amok here in Crowley. This town used to be a God-fearing community, but now don't dare to leave my house except to go to church.
- unhide = evil
- unhide = leave
- goto = options
- entry = evil
- text = DMN164 ; Why do you think that the town is corrupted by evil?
- message = DRZ015 ; Why, just stroll along the street, and you will find vice and decadence behind every door. The church is our only hope for salvation! You do attend church, don't you?
- unhide = leave
- goto = church
- entry = leave
- text = DMN156 ; Thank you, Mrs. Ramirez. I appreciate your time.
- message = DRZ008 ; God be with you, young man.
- hide = lonely
- goto = exit
- node = church
- entry = sometimes, initial
- text = DMN165 ; I go to church whenever I get the chance, I guess.
- message = DRZ016 ; You should go to church every Sunday, at least, and more often than that when possible. There are dark forces at work here, and your soul must be fortified to resist temptation!
- goto = options
- entry = no, initial
- text = DMN162 ; No, I stopped going about a year ago.
- message = DRZ016 ; You should go to church every Sunday, at least, and more often than that when possible. There are dark forces at work here, and your soul must be fortified to resist temptation!
- goto = options
- node = Rita
- fallthrough = 0, options
- entry = knew, initial
- text = DMN155 ; I was wondering if you knew Rita Scanlon, the woman who was murdered nearby last week.
- message = DRZ007 ; Only too well, young man. She was the devil's tool, I tell you.
- unhide = well
- unhide = devil
- goto = Rita
- entry = well
- text = DMN169 ; Just how well did you know Rita?
- message = DRZ020 ; Well enough to know she tried to seduce my late husband. She was a harlot! She deserved what happened to her!
- assign = RamirezHatesRita, 1
- unhide = just
- unhide = kill
- unhide = leave
- goto = Rita
- entry = devil
- text = DMN168 ; Why do you say that she was the devil's tool?
- message = DRZ019 ; All of you young people are servants of Satan. It's all that heavy metal music and drugs and sex.
- goto = Rita
- entry = friend, initial
- text = DMN166 ; Did you see or hear anything the night Rita Scanlon was murdered?
- message = DRZ017 ; Young man, I have already told the police everything I know, which is nothing. But if you ask me, she had what was coming to her!
- hide = knew
- unhide = why
- destroy = (RamirezHatesRita) why
- goto = Rita
- entry = why
- text = DMN167 ; Why do you say that she got what was coming to her?
- message = DRZ018 ; Rita Scanlon was the devil's disciple. The Whore of Babylon come back to stalk the earth.
- unhide = well
- unhide = devil
- goto = Rita
- entry = just
- text = DMN170 ; Look, lady, Rita was my friend. I just want to find out who murdered her, that's all.
- message = DRZ024 ; Is that so? Well, I have nothing more to say to someone who consorted with the Whore of Babylon. Good day!
- hide = knew
- hide = well
- hide = devil
- hide = friend
- hide = why
- hide = kill
- hide = leave
- goto = exit
- entry = kill
- text = DMN176 ; Did you murder Rita?
- message = DRZ021 ; Don't be ridiculous! Vengeance is mine, sayeth the Lord. What happened to her was divine retribution. I had nothing to do with it. Well, I think I've answered enough of your questions for now! Good day!
- hide = knew
- hide = well
- hide = devil
- hide = friend
- hide = why
- hide = just
- hide = leave
- goto = exit
- entry = leave
- text = DMN156 ; Thank you, Mrs. Ramirez. I appreciate your time.
- message = DRZ008 ; God be with you, young man.
- hide = knew
- hide = well
- hide = devil
- hide = friend
- hide = why
- hide = just
- hide = kill
- goto = exit
- node = arson
- fallthrough = 0, options
- entry = condolences, initial
- text = DMN157 ; I just heard about how Mr. Ramirez's died. I want to express my condolences.
- message = DRZ009 ; Thank you. It was a terrible tragedy. I don't know how I'll go on without my dear husband.
- unhide = husband
- unhide = sheriff
- unhide = leave
- goto = arson
- entry = husband
- text = DMN159 ; I'm sorry that I never had an opportunity to meet your husband.
- message = DRZ027 ; Why, I'm surprised! He was the most prominent attorney in town -- a very successful man and a charitable one, too. If he had lived, I have no doubt he would have eventually donated all his wealth to various noble causes.
- goto = arson
- entry = Sheriff
- text = DMN172 ; I suppose that Sheriff Butler was in charge of investigating the fire.
- message = DRZ023 ; Yes, and he found nothing to indicate foul play, despite what the insurance company says.
- unhide = (RamirezHatesRita) Rita
- goto = arson
- entry = Rita
- text = DMN173 ; Do you think Rita was somehow involved?
- message = DRZ028 ; I don't see how. Her soul roasts in hell's kitchen, but the fire my husband died in was a tragic accident. Nothing more.
- goto = arson
- entry = rumors, initial
- text = DMN171 ; I've heard rumors that the fire your husband died in was, uh, intentionally set.
- message = DRZ022 ; Why, how dare you! Those rumors were started the insurance company, trying to find a way to get out of paying off on my husband's life insurance policy. I will thank you not to spread them any further. Good day!
- hide = condolences
- hide = husband
- hide = Sheriff
- hide = Rita
- hide = leave
- goto = exit
- entry = leave
- text = DMN156 ; Thank you, Mrs. Ramirez. I appreciate your time.
- message = DRZ008 ; God be with you, young man.
- hide = condolences
- hide = husband
- hide = Sheriff
- hide = Rita
- hide = rumors
- goto = exit
- node = nomore
- entry = house, initial
- text = DMN153 ; I was just admiring your house.
- message = DRZ025 ; Young man, I believe we covered this topic earlier. Please don't waste my time with idle chit-chat. Good day!
- unhide = family
- goto = exit
- entry = religious, initial
- text = DMN163 ; I couldn't help but notice all the religious icons you have.
- message = DRZ026 ; I do not care to be mocked, young man! Go away before I call the Sheriff!
- unhide = evil
- goto = exit
- entry = family
- text = DMN158 ; So, your family's been here a long time?
- message = DRZ025 ; Young man, I believe we covered this topic earlier. Please don't waste my time with idle chit-chat. Good day!
- unhide = house
- goto = exit
- entry = evil
- text = DMN164 ; Why do you think that the town is corrupted by evil?
- message = DRZ026 ; I do not care to be mocked, young man! Go away before I call the Sheriff!
- unhide = religious
- goto = exit
- conversation = 008.txt ; Slim
- ; Room 315
- ; This occurs automatically the first time Mike enters the Crime Scene. Slim has been hiding
- ; behind the bushes.
- speaker = 0, Mike
- speaker = 1, Slim
- node = Convo
- entry = who, initial
- text = DMN465 ; Who are you?
- message = DSL026 ; My name's Slim. You're Mr. Dawson, aren't you? The one they think murdered Rita Scanlon?
- goto = Voices
- entry = uniform, initial
- text = DMN575 ; Why are you wearing that get up?
- message = DSL030 ;I'll have you know that I am wearing the Uniform of Protection.
- goto = Protection
- entry = bushes, initial
- text = DMN583 ; Why are you hiding in the bushes?
- message = DSL037 ; I'm checking out the murder site. The criminal always leaves a clue at the scene of the crime.
- goto = Crime
- node = Voices
- fallthrough = 0, Convo
- entry = name, initial
- text = DMN569 ; My name is Mike Dawson, but I didn't murder Rita!
- message DSL027 ; I know. A voice told me that you were innocent. You don't think that's strange, do you? Hearing voices in your head?
- hide = pal
- unhide = strange
- unhide = else
- goto = Voices
- entry = pal, initial
- text = DMN570 ; Look, pal, I had nothing to do with her murder. Got it?
- message DSL027 ; I know. A voice told me that you were innocent. You don't think that's strange, do you? Hearing voices in your head?
- hide = name
- unhide = strange
- unhide = else
- goto = Voices
- entry = strange
- text = DMN571 ;No, I don't think that's at all strange. I've been hearing voices myself.
- message = DSL028 ; I knew that people had you all wrong, Mr. Dawson. You and me, we belong to a much larger world, one that most people couldn't begin to fathom.
- assign = speaker, 0
- message = DMN572 ; You're right. No one believes some of the things I've seen and heard.
- assign = speaker, 1
- hide = else
- goto = Voices
- entry = else
- text = DMN573 ; What else did this voice tell you?
- message = DSL029 ; It gives me warnings mostly. Warnings about how the world is going to end. Warnings about who to trust and who not to trust.
- assign = speaker, 0
- message = DMN574 ; Yes! Yes! I get the same types of messages!
- assign = speaker, 1
- hide = strange
- goto = Voices
- node = Protection
- fallthrough = 0, Convo
- entry = excuse, initial
- text = DMN576 ; Excuse me? What did you say?
- message = DSL031 ; It designates me as the protector of this town and endows me with special powers.
- hide = what
- unhide = town
- unhide = powers
- unhide = where
- goto = Protection
- entry = what, initial
- text = DMN577 ; Uniform of Protection? What's that?
- message = DSL031 ; It designates me as the protector of this town and endows me with special powers.
- hide = excuse
- unhide = town
- unhide = powers
- unhide = where
- goto = Protection
- entry = town
- text = DMN578 ;What do you protect the town from?
- message = DSL032 ; There are dark forces at work. An evil power is lurking in the shadows, waiting for the opportunity to hatch its latest plot.
- assign = speaker, 0
- message = DMN579 ; I know exactly what you mean. I've felt the same way for over a year!
- assign = speaker, 1
- message = DSL033 ; Feeling isn't enough, son. You've got to act. It's my duty to put a stop to their plans. Stop them before they take over the entire world.
- goto = Protection
- entry = powers
- text = DMN580 ;What sort of powers does your uniform give you?
- message = DSL034 ; This uniform renders me invulnerable. When I wear it, nothing can harm me. Well, nothing except for a little poison ivy every now and then.
- goto = Protection
- entry = where
- text = DMN581 ; Where did you get this Uniform of Protection?
- message = DSL035 ; A woman delivered it to me, a very wise and noble woman.
- assign = speaker, 0
- message = DMN582 ; You're referring to the Keeper of the Scrolls, aren't you?
- assign = speaker, 1
- message = DSL036 ; No, no, no! Eleanor, my mail carrier, delivered it to me. She's some cutie, let me tell you! The uniform came out of a catalog.
- goto = Protection
- node = Crime
- fallthrough = 0, Ticket
- entry = hope, initial
- text = DMN584 ; I don't know what you hope to find here. The Sheriff must have gone over this place with a fine tooth comb.
- message = DSL038 ; The Sheriff? Don't make me laugh! That buffoon couldn't solve a jigsaw puzzle! He has no conception of the significance of this crime!
- goto = Crime
- entry = Rita, initial
- text = DMN585 ; Did you know Rita?
- message = DSL039 ; I knew Miss Scanlon was the town librarian. At least that's what she claimed. But I have my suspicions about her.
- assign = speaker, 0
- message = DMN586 ;What was suspicious about Rita?
- assign = speaker, 1
- message = DSL040 ; She was involved with something. Something unclean. I haven't figured out what it is yet, but when I do, it will expose the evil lurking under this town!
- goto = Crime
- Node = Ticket
- entry = theories, initial
- text = DMN587 ; You seem to be the only one who really understands what is going on! Who do you think killed Rita?
- message = DSL041 ; I think she was murdered by aliens from another dimension.
- assign = speaker, 0
- message = DMN588 ; You know about the Ancients! So the Keeper of the Scrolls was right! They were involved with Rita's death!
- assign = speaker, 1
- message = DSL042 ; Of course it was the Ancients! Who else could have committed such a horrible crime! It had to be the Ancients!
- assign = speaker, 0
- message = DMN589 ; Finally, someone else who knows about the Dark World! I can't even confide in my mother or my best friend about this. I'm so glad I met you, Slim!
- assign = speaker, 1
- message = DSL043 ; Or it might have been O. J. Working in cahoots with the Trilateral Commission, I'll betcha! Then again, it could have been the International Communist Conspiracy. This looks like their handiwork.
- assign = speaker, 0
- message = DMN590 ; Uh, I've got to go now.
- assign = speaker, 1
- message = DSL044 ;Wait! Before you leave, I did find something the Sheriff overlooked. It's a ticket stub to last week's High School Reunion.
- unhide = where
- unhide = mind
- goto = Ticket
- entry = where
- text = DMN591 ;Where did you find this ticket?
- message = DSL045 ; It was lying underneath the bushes. Ms. Scanlon must have dropped it when the killer attacked her.
- goto = Ticket
- entry = mind
- text = DMN592 ; Do you mind if I have the ticket, Slim? I don't have many momentos of Rita.
- message = DSL046 ; Take it, Mr. Dawson. It's not much of a clue, and, besides, I've got theories about a hired hit man and a Satanic cult to follow up on. Don't worry -- I'll find Rita's murderer and prove your innocence!
- assign = speaker, 0
- message = DMN593 ; Gee, thanks, Slim. That makes me feel a lot better.
- assign = speaker, 1
- message = DSL047 ; Glad to have your vote of confidence, Mr. Dawson. Well, I've got some investigating to do. By the way, I live out behind the Pool Hall if you need to get in touch with me
- goto = exit
- conversation = 009.txt ; Slim
- ; Room 206, Slim's Shack
- ; After Mike's first visit with Slim, this conversation resumes repeatedly until it is time to
- ; for Slim to present Rita's love letter to Jimmy.
- declare = HeadacheTwo()
- import = HeadacheTwo()
- speaker = 0, Mike
- speaker = 1, Slim
- node = Greeting
- goto = (HeadacheTwo) Melissa
- goto = Theories
- node = Theories
- fallthrough =0, Melissa
- entry = saucerhi, initial
- text = DMN565 ; Hi, Slim. Do you have any more theories about who murdered Rita?
- message = DSL018 ; I was just down at the farm behind Mayor Fleming's house. There are some strange rings burnt into the cornfield, like a flying saucer landed there. I'm thinking that it was spacemen who wanted Rita dead.
- hide = saucerlead
- unhide = JFKhi
- unhide = JFKlead
- goto = Brushoff
- entry = saucerlead, initial
- text = DMN566 ; I hate to admit it, Slim, but I need some leads in the Rita Scanlon murder.
- message = DSL018 ; I was just down at the farm behind Mayor Fleming's house. There are some strange rings burnt into the cornfield, like a flying saucer landed there. I'm thinking that it was spacemen who wanted Rita dead.
- hide = saucerhi
- unhide = JFKhi
- unhide = JFKlead
- goto = Brushoff
- entry = JFKhi
- text = DMN565 ; Hi, Slim. Do you have any more theories about who murdered Rita?
- message = DSL019 ; I've been looking into a political connection, so I went over to the library where Rita worked, and sure enough, there are pictures of JFK all over the place!
- message = DSL020 ; I'm wondering if Rita knew something about the assassination, and somebody wanted to shut her up for good!
- hide = JFKlead
- unhide = childhi
- unhide = childlead
- goto = Brushoff
- entry = JFKlead
- text = DMN566 ; I hate to admit it, Slim, but I need some leads in the Rita Scanlon murder.
- message = DSL019 ; I've been looking into a political connection, so I went over to the library where Rita worked, and sure enough, there are pictures of JFK all over the place!
- message = DSL020 ; I'm wondering if Rita knew something about the assassination, and somebody wanted to shut her up for good!
- hide = JFKhi
- unhide = childhi
- unhide = childlead
- goto = Brushoff
- entry = childhi
- text = DMN565 ; Hi, Slim. Do you have any more theories about who murdered Rita?
- message = DSL021 ; I've been checking out that carnival in the park near where Rita was killed.. Seems that a lot of children go in but never come out. There's got to be a connection with Rita. I mean, she was a child once, wasn't she?
- hide = childlead
- goto = Brushoff
- entry = childlead
- text = DMN566 ; I hate to admit it, Slim, but I need some leads in the Rita Scanlon murder.
- message = DSL021 ; I've been checking out that carnival in the park near where Rita was killed.. Seems that a lot of children go in but never come out. There's got to be a connection with Rita. I mean, she was a child once, wasn't she?
- hide = childhi
- goto = Brushoff
- Node = Melissa
- entry = cigarettehi, initial
- text = DMN565 ; Hi, Slim. Do you have any more theories about who murdered Rita?
- message = DSL022 ; I've been reading about what cigarettes do to you, and you know how Melissa smokes like a chimney! I figure that she went into a nicotine craze and had Rita killed!
- hide = cigarettelead
- unhide = smokehi
- unhide = smokelead
- goto = Brushoff
- entry = cigarettelead, initial
- text = DMN566 ; I hate to admit it, Slim, but I need some leads in the Rita Scanlon murder.
- message = DSL022 ; I've been reading about what cigarettes do to you, and you know how Melissa smokes like a chimney! I figure that she went into a nicotine craze and had Rita killed!
- hide = cigarettehi
- unhide = smokehi
- unhide = smokelead
- goto = Brushoff
- entry = smokehi
- text = DMN565 ; Hi, Slim. Do you have any more theories about who murdered Rita?
- message = DSL023 ; I'm still trying to follow up on that Melissa lead, Mr. Dawson! She has her nicotine stained fingers all over this crime! After all, where there's smoke, there's fire!
- hide = cigarettelead
- unhide = smokehi
- goto = Brushoff
- entry = smokelead
- text = DMN566 ; I hate to admit it, Slim, but I need some leads in the Rita Scanlon murder.
- message = DSL023 ; I'm still trying to follow up on that Melissa lead, Mr. Dawson! She has her nicotine stained fingers all over this crime! After all, where there's smoke, there's fire!
- unhide = smokelead
- goto = Brushoff
- node = Brushoff
- entry = tell, initial
- text = DMN567 ; Tell you what, Slim. Why don't you follow up on your theories, and I'll pursue my own.
- message = DSL024 ; Good idea, Mr. Dawson. We'll compare notes later. See you in the funny papers.
- unhide = tell
- goto = exit
- entry = interesting, initial
- text = DMN568 ; Uh, that's a very interesting theory, Slim. I'll have to give it some thought.
- message = DSL025 ; You do that, Mr. Dawson, and I'll let you know if I turn up anything..
- unhide = interesting
- goto = exit
- conversation = 010.txt
- ; Room 312, Gargan
- declare = ClownGone()
- import = ClownGone()
- declare = ClownTalk()
- import = ClownTalk()
- declare = EgoMassagerUsed()
- import = EgoMassagerUsed
- declare = GarganRefuses()
- import = GarganRefuses()
- declare = GarganGivesPills()
- import = GarganGivesPills()
- declare = GlassKeyTaken()
- import = GlassKeyTaken()
- declare = GossipGallery()
- import = GossipGallery()
- declare = GossipMoney()
- import = GossipMoney()
- declare = GossipChildren()
- import = GossipChildren()
- declare = Location0305()
- import = Location0305()
- declare = LoveLetterTaken()
- import = LoveLetterTaken()
- declare = IceChestUsed()
- import = IceChestUsed()
- speaker = 0, Mike
- speaker = 1, Gargan
- node = variable
- goto = (GarganGivesPills) happy
- goto = (EgoMassagerUsed) pills
- goto = options
- node = options
- entry = excuse, initial
- text = DMN426 ; Do you work here?
- message = DGR016 ; Oh, that's just great! I'm doing my weightlifting act, and you can't even tell that I'm a performer! No wonder I'm going to lose my job.
- hide = act
- unhide = (ClownTalk) tent
- destroy = (Location0305) tent
- unhide = (IceChestUsed) lift
- destroy = (GarganRefuses) lift
- unhide = fired
- unhide = run
- goto = options
- entry = act, initial
- text = DMN417 ; What kind of act do you do?
- message = DGR007 ; I lift and juggle barbells, and perform other amazing feats of strength. Enjoy my act while you can. I'll probably lose my job soon.
- hide = excuse
- unhide = (ClownTalk) tent
- destroy = (Location0305) tent
- unhide = (IceChestUsed) lift
- destroy = (GarganRefuses) lift
- unhide = fired
- unhide = run
- goto = options
- entry = fired
- text = DMN419 ; Why would you lose your job?
- message = DGR009 ; I can't draw a crowd. They all go to see the Siamese twins, or the fortune teller. There's just no interest in my talents--not when you can rent Arnold or Sly at the video store for a buck.
- unhide = money
- unhide = do
- unhide = run
- goto = options
- entry = money
- text = DMN422 ; C'mon, Mr. Gargan! There's no reason to be so depressed! Life's not so bad!
- message = DGR013 ; Oh, yeah. Obviously you didn't hear about the missing box office money. People are just plain no good. Now, stop interrupting me!
- assign = GossipMoney, 1
- unhide = money
- destroy = (GlassKeyTaken) money
- unhide = (GlassKeyTaken) shooting
- hide = run
- unhide = (ClownTalk) tent
- destroy = (Location0305) tent
- unhide = (IceChestUsed) lift
- destroy = (GarganRefuses) lift
- goto = exit
- entry = shooting
- text = DMN422 ; C'mon, Mr. Gargan! There's no reason to be so depressed! Life's not so bad!
- message = DGR012 ; Yeah! Tell that to the people who got hurt in the shooting gallery incident. Now, let me get on with my act!
- assign = GossipGallery, 1
- unhide = shooting
- destroy = (LoveLetterTaken) shooting
- unhide = (LoveLetterTaken) children
- hide = run
- unhide = (ClownTalk) tent
- destroy = (Location0305) tent
- unhide = (IceChestUsed) lift
- destroy = (GarganRefuses) lift
- goto = exit
- entry = children
- text = DMN422 ; C'mon, Mr. Gargan! There's no reason to be so depressed! Life's not so bad!
- message = DGR014 ; In case you hadn't noticed it, this carnival's damn near vacant. Apparently, the news about all those missing children has leaked. Anyway, I've got to start pumping some iron, if only to get my mind off of how rotten life is.
- assign = GossipChildren, 1
- unhide = children
- hide = run
- unhide = (ClownTalk) tent
- destroy = (Location0305) tent
- unhide = (IceChestUsed) lift
- destroy = (GarganRefuses) lift
- goto = exit
- entry = tent
- text = DMN427 ; Can you tell me where the employee tent is?
- message = DGR017 ; It's behind the carrousel, to the right. That's where you'll find me when I pick up my pink slip.
- goto = options
- entry = lift
- text = DMN418 ; I need some help. Could you lift an anvil off an ice chest for me?
- message = DGR008 ; Sorry, bub, but I'm not in the mood to help anyone. I take some lousy pills some doctor gave me but they don't do much good. I'm washed up, and I know it.
- assign = GarganRefuses, 1
- destroy = lift
- unhide = please
- unhide = do
- unhide = run
- goto = options
- entry = please
- text = DMN425 ; Mr. Gargan, won't you please lift that anvil so that I can get the clown's medicine?
- message = DGR015 ; I already told you! No! I'm through doing favors for people! No one ever does anything for me! No stop interrupting my act!
- hide = run
- unhide = please
- goto = exit
- entry = do
- text = DMN420; Is there anything I can do for you, Mr. Gargan?
- message = DGR010 ; You can stop pretending to feel sorry for me. I know that no one really gives a damn. Now, let me get on with my act while I still have a job!
- hide = run
- unhide = do
- unhide = (ClownTalk) tent
- destroy = (Location0305) tent
- unhide = (IceChestUsed) lift
- destroy = (GarganRefuses) lift
- goto = exit
- entry = run
- text = DMN421 ; Well, I gotta run now. Nice show.
- message = DGR011 ; You too? Everyone walks out on me.
- unhide = (ClownTalk) tent
- destroy = (Location0305) tent
- unhide = (IceChestUsed) lift
- destroy = (GarganRefuses) lift
- goto = exit
- node = pills
- entry = allright, initial
- text = DMN428 ; I sure that snapped you out of your depression, Gargan How do you feel?
- message = DGR018 ; Why, I feel great! I don't know what you did, kid, but it sure beats those pills I've been taking! I'm turning over a new leaf! No more feeling sorry for myself, no more rumors!
- hide = sorry
- unhide = chest
- unhide = rumors
- unhide = take
- goto = pills
- entry = sorry, initial
- text = DMN429 ; Oh, I'm so sorry, Gargan. Are you all right?
- message = DGR018 ; Why, I feel great! I don't know what you did, kid, but it sure beats those pills I've been taking! I'm turning over a new leaf! No more feeling sorry for myself, no more rumors!
- hide = allright
- unhide = chest
- unhide = rumors
- unhide = take
- goto = pills
- entry = chest
- text = DMN430 ; Now will you lift up the ice chest for me? I have to get something for the clown.
- message = DGR019 ; I'm afraid I have some bad news about the clown. He died earlier today. Something about not getting his medicine in time.
- goto = pills
- entry = rumors
- text = DMN431 ; What's this about no more rumors?
- message = DGR020 ; Well, I -- this is embarrassing -- but I've been purposely spreading rumors about the carnival because I was so depressed. When you feel bad about yourself, it somehow helps when everything else seems bad.
- goto = pills
- entry = take
- text = DMN424 ; You've been taking pills!
- message = DGR021 ; Yeah. Anti-depressants, pain killers. But, heck, I don't need them any more! Why don't you take them? Give them to someone who's really in pain!
- assign = GarganGivesPills, 1
- assign = ClownGone, 1
- goto = exit
- node = happy
- entry = look, initial
- text = DMN423 ; Well, Gargan, you sure look a lot happier!
- message = DGR005 ; Better yet, kid, I feel happier. No more pills, no more rumors. No matter what happens, I still got my weights, right? And speaking of my weights, I better get back to pumping iron.
- unhide = look
- goto = exit
- entry = do, initial
- text = DMN420 ; Is there anything I can do for you, Mr. Gargan?
- message = DGR006 ; Thanks, Mike, but you've done more than enough for me already. I've got a whole new outlook on life now. And you know what? I think people like my act better for it. Here, let me show you!
- unhide = do
- goto = exit
- conversation = 011.txt ; Room 311, Minnie & Daisy
- declare = MinnieRevealsKey()
- import = MinnieRevealsKey()
- declare = IceChestUsed()
- import = IceChestUsed()
- declare = GossipChildren()
- import = GossipChildren()
- declare = GossipGallery()
- import = GossipGallery()
- declare = GossipMoney()
- import = GossipMoney()
- speaker = 0, Mike
- speaker = 1, Minnie
- speaker = 2, Daisy
- node = decision
- goto = (MinnieRevealsKey) Trouble
- goto = Greeting
- node = Greeting
- entry = hello, initial
- text = DMN603 ; Hello, ladies.
- assign = speaker, 1
- message = DME003 ; Hello, sir. I hope that you are enjoying the carnival.
- assign = speaker, 2
- message = DDS003 ; Say, this guy looks delicious, doesn't he, Minnie?
- hide = excuse
- unhide = hiagain
- unhide = helloagain
- goto = options
- entry = excuse, initial
- text = DMN604 ; Excuse me. Can you, uh, talk...to the audience?
- assign = speaker, 1
- message = DME003 ; Hello, sir. I hope that you are enjoying the carnival.
- assign = speaker, 2
- message = DDS003 ; Say, this guy looks delicious, doesn't he, Minnie?
- hide = hello
- unhide = hiagain
- unhide = helloagain
- goto = options
- entry = helloagain
- text = DMN605 ; Hello again, ladies. How are you?
- assign = speaker, 2
- message = DDS004 ; Hey, Minnie, the hunk is back.
- assign = speaker, 1
- message = DME004 ; Welcome back, sir. It's very nice to see you again.
- unhide = hiagain
- unhide = helloagain
- goto = options
- entry = hiagain
- text = DMN606 ; Hi, Minnie and Daisy. How's it going?
- assign = speaker, 2
- message = DDS004 ; Hey, Minnie, the hunk is back.
- assign = speaker, 1
- message = DME004 ; Welcome back, sir. It's very nice to see you again.
- unhide = hiagain
- unhide = helloagain
- goto = options
- node = options
- entry = who, initial
- text = DMN465 ; Who are you?
- assign = speaker, 1
- message = DME006 ; I'm Minnie. This is my sister, Daisy. We're Siamese twins!
- assign = speaker, 2
- message = DDS008 ; We're very, very close.
- unhide = (IceChestUsed) clown
- unhide = (GossipChildren) children
- unhide = (GossipGallery) shooting
- unhide = pleasure
- goto = options
- entry = do, initial
- text = DMN466 ; What do you do at the carnival?
- assign = speaker, 2
- message = DDS006 ; We work in the side show. What's it look like? Duh!
- assign = speaker, 1
- message = DME008 ; Please, Daisy, don't be rude! The gentleman may be interested to know that besides working at the side show, we also designed the Hall of Mirrors.
- hide = who
- unhide = (IceChestUsed) clown
- unhide = (GossipChildren) children
- unhide = (GossipGallery) shooting
- unhide = pleasure
- goto = HallOfMirrors
- entry = clown
- text = DMN607 ; I need to get the clown's medicine, but it's trapped under an anvil. Can you help?
- assign = speaker, 1
- message = DME014 ; Oh, dear. You might try asking Gargan the strongman next door. He can probably lift it for you.
- assign = speaker, 2
- message = DDS014 ; Why, that muscle-bound crybaby is probably too busy feeling sorry for himself! Don't even bother!
- destroy = clown
- hide = who
- unhide = pleasure
- goto = options
- entry = children
- text = DMN472 ; What are these stories I hear of missing children?
- assign = speaker 2,
- message = DDS010 ; Vicious rumors! Nothing but lies! Someone in this carnival is spreading tales, trying to hurt morale. I have my ideas about who it might be, too
- assign = speaker, 1
- message = DME012 ; Now, Daisy, don't start making wild accusations. We're not sure who's responsible for this talk.
- destroy = children
- hide = who
- unhide = pleasure
- goto = options
- entry = shooting
- text = DMN477 ; Do you know anything about an accident at the shooting gallery?
- assign = speaker, 1
- message = DME011 ; What happened at the shooting gallery incident was simply a common accident, nothing more.
- assign = speaker, 2
- message = DDS013 ; Besides, that stupid Sheriff wasn't able to pin anything on anybody.
- destroy = shooting
- hide = who
- unhide = pleasure
- goto = options
- entry = writing, initial
- text = DMN467 ; What are you writing?
- assign = speaker, 1
- message = DME007 ; I'm addressing these postcards. We're sending them to famous people from all over the world.
- assign = speaker, 2
- message = DDS015 ; I'm writing the text of the postcards. We write to everyone. Jack the Ripper, Lizzie Borden, Genghis Khan.
- assign = speaker, 1
- message = DME016 ; And I'm addressing this one to Charles Dickens. What's your name? Maybe we can send one to you.
- goto = PostCards
- entry = pleasure
- text = DMN468 ; It was a pleasure talking with you, Minnie and Daisy.
- assign = speaker, 1
- message = DME005 ; The pleasure was all ours, sir.
- assign = speaker, 2
- message = DDS007 ; Come back again soon, big boy.
- assign = speaker, 1
- hide = who
- goto = exit
- node = HallOfMirrors
- fallthrough = 0, options
- entry = mirrors, initial
- text = DMN470 ; That's interesting--side show performers designing one of the attractions.
- assign = speaker, 1
- message = DME009 ; It was appropriate for us--what with us being mirror images of each other. Have you visited it yet? You should go.
- assign = speaker, 2
- message = DDS009 ; It's fiendishly clever. You may never return
- goto = HallOfMirrors
- entry = mazes, initial
- text = DMN471 ; I don't like mazes very much. I have bad dreams about mazes.
- assign = speaker, 1
- message = DME010 ; Oh, this maze doesn't have to be a nightmare. It's actually quite easy--if you have the key!
- assign = speaker, 2
- message = DDS012 ; Shut up, Minnie! Don't say another word! It's forbidden!
- assign = speaker, 1
- message = DME015 ; Oh, I'm so sorry, Daisy. I keep forgetting. It's just that this young man seems so nice, I feel that I can trust him.
- hide = mirrors
- goto = HallOfMirrors
- entry = else, initial
- text = DMN469 ; Did you design anything else at the carnival?
- assign = speaker, 2
- message = DDS011 ; I want to put in a peep show, but Minnie here, Miss Pure-As-Snow, won't allow it
- assign = speaker, 1
- message = DME013 ; Oh, Daisy, all you think about is sex, sex, sex. If I let you have your way, you'd open up a bordello!
- hide = mirrors
- hide = mazes
- goto = HallOfMirrors
- Node = PostCards
- fallthrough = 0, options
- entry = dead, initial
- text = DMN473; Everyone you are writing to is dead. Do they ever, uh write back?
- assign = speaker, 1
- message = DME017 ; Yes. Voices come into our heads. I always hear from women...
- assign = speaker, 2
- message = DDS005 ; ...and I always here from men. Too bad none of them sound as young and virile as you, sweet buns.
- goto = PostCards
- entry = where, initial
- text = DMN474 ; Where do you send these post cards? To the dead letter office?
- assign = speaker, 1
- message = DME018 ; Oh, that's very funny, sir! No, we send them to the local morgue. I'm sure they know where to forward them.
- assign = speaker, 2
- message = DDS016 ; So,come on, hon. What's your name?
- hide = dead
- unhide = Mike
- unhide = Marlow
- goto = PostCards
- entry = Mike
- text = DMN476 ; My name's Mike Dawson.
- assign = speaker, 1
- message = DME019 ; Mike Dawson! Oh, no! That was the name I was supposed to mail the key to! I think I made a big mistake!
- assign = speaker, 2
- message = DDS018 ; Watch your mouth, sis. The voices won't like it.
- assign = speaker, 1
- message = DME020 ; No! I'm sick of you and your twisted ways, Daisy! You built the Hall of Mirrors as a favor for those voices you heard, now I'm doing a favor for a voice I heard!
- assign = speaker, 2
- message = DDS019 ; Look, pretty boy, I'm not letting my sister say anything more. Go on, get out of here before we all get in big trouble.
- assign = MinnieRevealsKey, 1
- assign = speaker, 1
- goto = exit
- entry = Marlow
- text = DMN475 ;Um, my name is Philip Marlowe.
- assign = speaker, 1
- message = DME021 ; Philip? You don't look like a Philip.
- assign = speaker, 2
- message = DDS017 ; Come off it, pal. What do you take us for, a couple of bimbos?
- goto = PostCards
- Node = Trouble
- entry = Minnie, initial
- text = DMN608 ; Minnie, are you all right?
- assign = speaker, 2
- message = DDS020 ; Haven't you caused enough trouble already? We've got nothing more to say to you. Get out!
- unhide = Minnie
- assign = speaker, 1
- goto = exit
- entry = Daisy, initial
- text = DMN609 ; Let go of her, Daisy!
- assign = speaker, 2
- message = DDS020 ; Haven't you caused enough trouble already? We've got nothing more to say to you. Get out!
- unhide = Daisy
- assign = speaker, 1
- goto = exit
- conversation = 012.txt
- ; Room 313, Pandora
- speaker = 0, Mike
- speaker = 1, Pandora
- declare = GarganGivesPills()
- declare = GarganRefuses()
- declare = GlassKeyTaken()
- declare = HaveBusCard()
- declare = MinnieRevealsKey()
- declare = PandoraRiddle()
- declare = PandoraToldFortune()
- declare = RingTossWon()
- declare = ShootingGalleryWon()
- declare = SpinTheWheelWon()
- import = GarganGivesPills()
- import = GarganRefuses()
- import = GlassKeyTaken()
- import = HaveBusCard()
- import = MinnieRevealsKey()
- import = PandoraRiddle()
- import = PandoraToldFortune()
- import = RingTossWon()
- import = ShootingGalleryWon()
- import = SpinTheWheelWon()
- node = decision
- goto = (PandoraToldFortune) GoHome
- goto = (HaveBusCard) Card
- goto = options
- node = options
- entry = hello, initial
- text = DMN479 ; Are you a fortune teller?
- message = DPN020 ; Indeed I am. Pandora the All-Seeing and All-Knowing. Allow me introduce you to my friend, Lucifer.
- unhide = Mike
- goto = options
- entry = helloagain
- text = DMN480 ; Pandora, I need your talents again.
- message = DPN021 ; Lucifer and I have been expecting you.
- unhide = Mike
- unhide = ClownOne
- destroy = (GarganRefuses) ClownOne
- unhide = (GarganRefuses) ClownTwo
- destroy = (GarganGivesPills) ClownTwo
- unhide = (GarganGivesPills) ClownThree
- unhide = GarganOne
- destroy = (GarganRefuses) GarganOne
- unhide = (GarganRefuses) GarganTwo
- destroy = (GarganGivesPills) GarganTwo
- unhide = (GarganGivesPills) GarganThree
- unhide = MinnieOne
- destroy = (MinnieRevealsKey) MinnieOne
- unhide = (MinnieRevealsKey) MinnieTwo
- destroy = (GlassKeyTaken) MinnieTwo
- unhide = (GlassKeyTaken) MinnieThree
- unhide = (GlassKeyTaken) CarnivalOne
- destroy = (SpinTheWheelWon) CarnivalOne
- unhide = (SpinTheWheelWon) CarnivalTwo
- destroy = (ShootingGalleryWon) CarnivalTwo
- unhide = (ShootingGalleryWon) CarnivalThree
- destroy = (RingTossWon) CarnivalThree
- hide = HocusPocus
- goto = options
- entry = snake, initial
- text = DMN481 ;That sure is a big snake. Is he friendly?
- assign = speaker, 1
- message = DPN022 ; Lucifer is very friendly to me. She is my familiar She gives me my powers. Isn't that right, Lucy-Goosey?
- hide = helloagain
- unhide = eat
- unhide = powers
- goto = options
- entry = eat
- text = DMN482 ; What does your snake eat?
- assign = speaker, 1
- message = DPN023 ; Whatever she can fit into his mouth. By the way, I wouldn't stand too close.
- hide = helloagain
- goto = options
- entry = powers
- text = DMN483 ;What powers does your snake give you?
- assign = speaker, 1
- message = DPN024 ; Powers that allow me to see into the distant past and the far future. Powers that let me help people guide their destinies. In laymen's terms, I tell fortunes.
- hide = hello
- hide = helloagain
- unhide = Mike
- goto = options
- entry = Mike
- text = DMN484 ; What's my fortune?
- message = DPN025 ; I get my strongest readings from personal items. Perhaps you have something in your possession I may examine?
- hide = hello
- unhide = helloagain
- hide = ClownOne
- hide = ClownTwo
- hide = ClownThree
- hide = GarganOne
- hide = GarganTwo
- hide = GarganThree
- hide = MinnieOne
- hide = MinnieTwo
- hide = MinnieThree
- hide = CarnivalOne
- hide = CarnivalTwo
- hide = CarnivalThree
- unhide = HocusPocus
- hide = Insightful
- hide = Hogwash
- goto = exit
- entry = ClownOne
- text = DMN488 ; What can you tell me about the clown?
- message = DPN026 ; I see a weight that can not be lifted.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = ClownTwo
- text = DMN488 ; What can you tell me about the clown?
- message = DPN027 ; I hear a distant thunderclap, provoking laughter close to home.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = ClownThree
- text = DMN488 ; What can you tell me about the clown?
- message = DPN028 ; I see death, and only death. And as one dies in this world, so another perishes in the next.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = MinnieOne
- text = DMN489 ; What can you tell me about Minnie and Daisy?
- message = DPN031 ; I see a portal leading into a dark room, one that is that is both strange and familiar.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = MinnieTwo
- text = DMN489 ; What can you tell me about Minnie and Daisy?
- message = DPN032 ; I see a glassy envelope sent to one who in the morning walks on four feet, at midday two, and in the evening three--but now he sleeps!
- assign = PandoraRiddle,1
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = MinnieThree
- text = DMN489 ; What can you tell me about Minnie and Daisy?
- message = DPN033 ; I see a glass house with three hallways: one full of twists and turns, a second behind a locked door, and the third behind a secret door. This house also casts a shadow into the night.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = GarganOne
- text = DMN487 ; What can you tell me about Gargan?
- message = DPN026 ; I see a weight that can not be lifted.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = GarganTwo
- text = DMN487 ; What can you tell me about Gargan?
- message = DPN029 ; I see a lightning bolt striking his head, and a great weight lifting from his heart.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = GarganThree
- text = DMN487 ; What can you tell me about Gargan?
- message = DPN030 ;I see a medicine cabinet shared between two rooms, one bright and one dark.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = CarnivalOne
- text = DMN492 ; This is the strangest carnival I've ever seen. What's the story behind it?.
- message = DPN034 ; I see a smile placed onto a dark circle. Pinned lips speak a lucky number.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = CarnivalTwo
- text = DMN492 ; This is the strangest carnival I've ever seen. What's the story behind it?.
- message = DPN035 ; I see a blacksmith making a mountain out of a molehill.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = CarnivalThree
- text = DMN492 ; This is the strangest carnival I've ever seen. What's the story behind it?.
- message = DPN036 ; I see an ailing cupid whose generosity wins a game of horseshoes.
- unhide = Insightful
- unhide = Hogwash
- goto = options
- entry = HocusPocus
- text = DMN490 ; This time can I just ask you questions without all the hocus-pocus?
- message = DPN037 ; I sense that your psyche wanders a plane far removed from this one. Mysticism holds much greater meaning for you than does normal conversation. No, another reading is what you need.
- hide = helloagain
- unhide = Hogwash
- goto = options
- entry = Insightful
- text = DMN485 ; Thank you. That was very insightful.
- message = DPN038 ; It was our pleasure. Good fortune to you. Hiss "good-bye," Lucy dear.
- hide = hello
- unhide = helloagain
- hide = ClownOne
- hide = ClownTwo
- hide = ClownThree
- hide = GarganOne
- hide = GarganTwo
- hide = GarganThree
- hide = MinnieOne
- hide = MinnieTwo
- hide = MinnieThree
- hide = CarnivalOne
- hide = CarnivalTwo
- hide = CarnivalThree
- unhide = HocusPocus
- hide = Insightful
- hide = Hogwash
- goto = exit
- entry = Hogwash
- text = DMN486 ; What a bunch of hogwash! I'm leaving.
- message DPN039 ; You'll be back again. It is in the cards.
- hide = hello
- unhide = helloagain
- hide = ClownOne
- hide = ClownTwo
- hide = ClownThree
- hide = GarganOne
- hide = GarganTwo
- hide = GarganThree
- hide = MinnieOne
- hide = MinnieTwo
- hide = MinnieThree
- hide = CarnivalOne
- hide = CarnivalTwo
- hide = CarnivalThree
- unhide = HocusPocus
- hide = Insightful
- hide = Hogwash
- goto = exit
- node = Card
- entry = buscard, initial
- text = DMN491 ; I found one of your business cards in Rita Scanlon's house.
- message = DPN040 ; Let me see that.
- unhide = buscard
- goto = exit
- entry = helloagain, initial
- text = DMN480 ; Pandora, I need your talents again.
- message = DPN021 ; Lucifer and I have been expecting you.
- unhide = Mike
- goto = card
- entry = Mike, initial
- text = DMN484 ; What's my fortune?
- message = DPN025 ; I get my strongest readings from personal items. Perhaps you have something in your possession I may examine?
- goto = exit
- entry = HocusPocus, initial
- text = DMN490 ; This time can I just ask you questions without all the hocus-pocus?
- message = DPN037 ; I sense that your psyche wanders a plane far removed from this one. Mysticism holds much greater meaning for you than does normal conversation. No, another reading is what you need.
- unhide = Hogwash
- goto = card
- entry = Hogwash
- text = DMN486 ;What a bunch of hogwash! I'm leaving.
- message DPN039 ; You'll be back again. It is in the cards.
- unhide = HocusPocus
- goto = exit
- node = GoHome
- entry = helloagain, initial
- text = DMN480 ; Pandora, I need your talents again.
- message = DPN041 ; Listen to me. That reading I gave you -- it was the most intense reading I've ever experienced! I sense that we are all in great peril! You must go home now and confront your fears!
- unhide = helloagain
- goto = exit
- entry = Mike, initial
- text = DMN484 ; What's my fortune?
- message = DPN041 ; Listen to me. That reading I gave you -- it was the most intense reading I've ever experienced! I sense that we are all in great peril! You must go home now and confront your fears!
- unhide = Mike
- goto = exit
- entry = HocusPocus, initial
- text = DMN490 ; This time can I just ask you questions without all the hocus-pocus?
- message = DPN041 ; Listen to me. That reading I gave you -- it was the most intense reading I've ever experienced! I sense that we are all in great peril! You must go home now and confront your fears!
- unhide = HocusPocus
- goto = exit
- conversation 013.txt
- ; Room 301, Clown
- declare = CarnivalTicketGiven()
- import = CarnivalTicketGiven()
- declare = ClownTalk()
- import = ClownTalk()
- declare = ClownWarns()
- import = ClownWarns()
- declare = GarganRefuses()
- import = GarganRefuses()
- declare = GlassKeyTaken()
- import = GlassKeyTaken()
- declare = GossipChildren()
- import = GossipChildren()
- declare = GossipGallery()
- import = GossipGallery()
- declare = GossipMoney()
- import = GossipMoney()
- declare = IceChestUsed()
- import = IceChestUsed()
- declare = LoveLetterTaken()
- import = LoveLetterTaken()
- speaker = 0, Mike
- speaker = 1, Clown
- node = intro
- goto = (CarnivalTicketGiven) test
- goto = hello
- node = hello
- entry = excitement, initial
- text = DMN268 ; Is there anything exciting to do at the carnival?
- message = DCL007 ; Yeah. Over on the Midway. It's in front of the carrousel to the left. We have all kinds of games of skill and chance you suckers can waste your time with.
- unhide = rude
- unhide = abuse
- goto = hello
- entry = interesting, initial
- text = DMN269 ; What's the most interesting things to see here?
- message = DCL008 ; Go to the sideshow behind the carrousel, to the left. We have a boring weight lifting act, some phoney-baloney fortune teller, and a pair of neurotic Siamese twins. I'm sure you'll have a blast.
- unhide = rude
- unhide = abuse
- goto = hello
- entry = rude
- text = DMN267 ; You don't have to be so rude, you know.
- message = DCL006 ; Well, excuse me. Look, pal, I've been coughing up my lungs all day.
- message = DCL013 ; So why don't you just cough up a ticket, and we can put an end to this delightful conversation right now!
- hide = excitement
- hide = interesting
- unhide = sick
- unhide = ticket
- unhide = abuse
- goto = hello
- entry = sick
- text = DMN272 ; What? Are you sick or something?
- message = DCL009 ; Good guess, Einstein. You ought to think about going into medicine. Damn straight, I'm sick. But I left my friggin' medicine inside the carnival, and I have to man this stupid ticket booth all day.
- unhide = where
- unhide = abuse
- goto = hello
- entry = where
- text = DMN273 ; Where is your medicine? Maybe I could get it for you.
- message = DCL012 ; So, you're Albert Schweitzer, too? My medicine's in a cooler in the employee tent behind the carousel to the right.
- assign = ClownTalk, 1
- unhide = get
- goto = hello
- entry = get
- text = DMN274 ; I'll get your medicine for you right now!
- message = DCL001 ; Hey! No admittance without a ticket!
- assign = ClownWarns, 1
- unhide = ticket
- goto = hello
- entry = ticket
- text = DMN454 ; I have an admission ticket.
- message = DCL010 ; So, fork it over! Just because you're making some nice chit-chat, you think I'm going to let you into the carnival for free? What kind of a fool do you think I look like?
- unhide = ticket
- unhide = (ClownTalk) get
- hide = sick
- hide = abuse
- goto = exit
- entry = abuse
- text = DMN271 ; Look, I don't need to take this abuse. I'm leaving.
- message = DCL011 ; Good idea. You look like the type who knows how to abuse yourself.
- unhide =(ClownTalk) ticket
- unhide = (ClownTalk) get
- hide = sick
- goto = exit
- node = test
- goto = (ClownTalk) sick
- goto = ticket
- node = ticket
- entry = excitement, initial
- text = DMN268 ; Is there anything exciting to do at the carnival?
- message = DCL007 ; Yeah. Over on the Midway. It's in front of the carrousel to the left. We have all kinds of games of skill and chance you suckers can waste your time with.
- unhide = abuse
- unhide = rude
- goto = ticket
- entry = interesting, initial
- text = DMN269 ; What's the most interesting things to see here?
- message = DCL008 ; Go to the sideshow behind the carrousel, to the left. We have a boring weight lifting act, some phoney-baloney fortune teller, and a pair of neurotic Siamese twins. I'm sure you'll have a blast.
- unhide = abuse
- unhide = rude
- goto = ticket
- entry = rude, initial
- text = DMN267 ; You don't have to be so rude, you know.
- message = DCL006 ; Well, excuse me. Look, pal, I've been coughing up my lungs all day.
- message = DCL014 ; So now that you finally coughed up a ticket, we can put an end to this delightful conversation.
- hide = interesting
- hide = excitement
- unhide = sick
- unhide = abuse
- goto = ticket
- entry = sick
- text = DMN272 ; What? Are you sick or something?
- message = DCL009 ; Good guess, Einstein. You ought to think about going into medicine. Damn straight, I'm sick. But I left my friggin' medicine inside the carnival, and I have to man this stupid ticket booth all day.
- unhide = where
- unhide = abuse
- goto = ticket
- entry = where
- text = DMN273 ; Where is your medicine? Maybe I could get it for you.
- message = DCL012 ; So, you're Albert Schweitzer, too? My medicine's in a cooler in the employee tent behind the carousel to the right.
- assign = ClownTalk, 1
- destroy = rude
- unhide = get
- goto = ticket
- entry = get
- text = DMN274 ; I'll get your medicine for you right now!
- message = DCL015 ; Well, then hurry up about it, or all the mommies in your lovely little town are going to have to explain to their kiddies why the funny clown is coughing up blood.
- hide = abuse
- goto = exit
- entry = abuse
- text = DMN271 ; Look, I don't need to take this abuse. I'm leaving.
- message = DCL011 ; Good idea. You look like the type who knows how to abuse yourself.
- unhide = rude
- hide = sick
- goto = exit
- node = sick
- entry = feelingone, initial
- text = DMN275 ; How are you feeling?
- message = DCL017 ; Are you a moron or something? I'm feeling lousy, that's how I'm feeling. But maybe -- just maybe -- if you get me my medicine -- I might start feeling good. Is that simple enough for you to understand?
- unhide = where
- destroy = (IceChestUsed) where
- unhide = get
- destroy = (IceChestUsed) get
- unhide = (IceChestUsed) trouble
- unhide = abuse
- goto = sick
- entry = where
- text = DMN273 ; Where is your medicine? Maybe I could get it for you.
- message = DCL018 ; Let me guess -- you have Alzheimer's disease. I told you, it's in a cooler in the employee tent. You'll find it behind the carousel to the right.
- unhide = feelingone
- destroy = (GarganRefuses) feelingone
- unhide = (GarganRefuses) feelingtwo
- hide = get
- hide = trouble
- hide = abuse
- goto = exit
- entry = get
- text = DMN274 ; I'll get your medicine for you right now!
- message = DCL015 ; Well, then hurry up about it, or all the mommies in your lovely little town are going to have to explain to their kiddies why the funny clown is coughing up blood.
- unhide = feelingone
- destroy = (GarganRefuses) feelingone
- unhide = (GarganRefuses) feelingtwo
- hide = abuse
- hide = trouble
- goto = exit
- entry = feelingtwo
- text = DMN275 ; How are you feeling?
- message = DCL019 ; To tell you the truth, I'm dying. And that ain't no laughing matter. If I don't get my medicine soon, I'm going to wind up in the Big Top up in the sky.
- unhide = trouble
- hide = abuse
- goto = exit
- entry = trouble
- text = DMN270 ; I'm having trouble getting to your medicine. It's sealed up in the ice chest.
- message = DCL016 ; Some hero you turned out to be. Look, pal, if I don't get that medicine, I'm going to die. D-I-E. Get it? I don't care how you do it, but open up that ice chest and bring me my prescription.
- unhide = feelingone
- destroy = (GarganRefuses) feelingone
- unhide = (GarganRefuses) feelingtwo
- hide = get
- hide = abuse
- goto = exit
- entry = strangeone, initial
- text = DMN276 ; You know, this is the strangest carnival I've ever seen.
- message = DCL020 ; You're telling me. I'm relying on a suspected murder to get me some life-saving medicine.
- unhide = strangeone
- destroy = (GarganRefuses) strangeone
- unhide = (GarganRefuses) strangetwo
- unhide = feelingone
- destroy = (GarganRefuses) feelingone
- unhide = (GarganRefuses) feelingtwo
- hide = get
- hide = trouble
- hide = abuse
- goto = exit
- entry = strangetwo
- text = DMN276 ; You know, this is the strangest carnival I've ever seen.
- message = DCL021 ; Tell me about it. I heard that someone stole the gate receipts last week. So what do the owners do for extra security now? They have a diseased clown manning the ticket booth. Go figure.
- assign = GossipMoney, 1
- unhide = strangetwo
- destroy = (GlassKeyTaken) strangetwo
- unhide = (GlassKeyTaken) strangethree
- hide = feelingone
- unhide = feelingtwo
- hide = get
- hide = trouble
- hide = abuse
- goto = exit
- entry = strangethree
- text = DMN276 ; You know, this is the strangest carnival I've ever seen.
- message = DCL022 ; You ain't kidding. Someone told me that a guy went nuts at the shooting gallery the other day and turned the place into a war zone. The Battle of Midway, they called it.
- assign = GossipGallery, 1
- unhide = strangethree
- destroy = (LoveLetterTaken) strangethree
- unhide = (LoveLetterTaken) strangefour
- hide = feelingone
- unhide = feelingtwo
- hide = get
- hide = trouble
- hide = abuse
- goto = exit
- entry = strangefour
- text = DMN276 ; You know, this is the strangest carnival I've ever seen.
- message = DCL023 ; You don't know the half of it. There are rumors that some kids got lost near the side shows two weeks ago. Supposedly, the police looked all over but never found them.
- assign = GossipChildren, 1
- unhide = strangefour
- hide = feelingone
- unhide = feelingtwo
- hide = get
- hide = trouble
- hide = abuse
- goto = exit
- entry = abuse
- text = DMN271 ; Look, I don't need to take this abuse. I'm leaving.
- message = DCL011 ; Good idea. You look like the type who knows how to abuse yourself.
- unhide = feelingone
- destroy = (GarganRefuses) feelingone
- unhide = (GarganRefuses) feelingtwo
- hide = get
- hide = trouble
- goto = exit
- conversation = 014.txt ; Room 401, Mayor Fleming
- declare = TalkMayor()
- import = TalkMayor()
- speaker = 0, Mike
- speaker = 1, Mayor Fleming
- node = hello
- entry = hi, initial
- text = DMN595 ; Hi, Mayor Fleming. I'm Mike Dawson. Remember me?
- message = DMF001 ; Why, of course, Michael It's good to see you again.
- goto = options
- entry = excuse, initial
- text = DMN596 ; Excuse me, Mr. Mayor. May I have a few words with you?
- message = DMF001 ; Why, of course, Michael It's good to see you again.
- goto = options
- node = options
- entry = how, initial
- text = DMN254 ; How have you been, Mr. Mayor?
- message = DMF002 ; Just fine, Michael. And how are you feeling? I was told you were home recuperating from some illness--a psychological ailment, I understand.
- unhide = illness
- goto = options
- entry = illness
- text = DMN255 ; I've been home about a year on disability. But I'm feeling better.
- message = DMF003 ; That's good to hear. The Mrs. and I have been meaning to ask you and your mother over for dinner but, well, we've been having some, uh, problems lately. You know how it is.
- unhide = Melissa
- goto = options
- entry = Melissa
- text = DMN263 ; I head that you married Melissa Talbot. Sort of a May-September romance.
- message = DMF011 ; Well, Michael, you're only as young as you feel, and I prefer to feel young. Who can blame a man for wanting to spice up his life with a little youth, eh?
- goto = options
- entry = mayor, initial
- text = DMN256 ; So, tell me, how do you like being mayor?
- message = DMF004 ; Well, it's certainly different from being in the insurance business. There's not much glamor in that line of work. Which is not to say anything against your father. He was a good partner.
- hide = how
- hide = illness
- unhide = different
- unhide = father
- goto = options
- entry = different
- text = DMN257 ; How is being Mayor different?
- message = DMF005 ; Being a salesman was nothing but lies and manipulation. As Mayor, I'm still a salesman, but I'm selling something different--my ideals, my principles, my integrity!
- goto = options
- entry = father
- text = DMN258 ; I've been thinking of my father a lot these days. I miss him.
- message = DMF006 ; Yes, it was quite a tragedy. I remember finding him slumped over his desk in the office. Well, that was years ago.
- goto = options
- entry = murder, initial
- text = DMN259 ; I'd like to talk to you about the recent murder, Mayor Fleming.
- message = DMF007 ;You mean Ms. Scanlon? What do you want to know about it? It was a terrible thing.
- assign = TalkMayor, 1
- goto = Investigation
- Node = Investigation
- entry = rita, initial
- text = DMN260 ; Rita was a friend of mine. Did you know her at all?
- message = DMF008 ; Yes, but only slightly. Ms. Scanlon did some research for my re-election campaign. She seemed like a nice young woman.
- hide = mention
- unhide = election
- unhide = pale
- goto = Investigation
- entry = election
- text = DMN262 ; How is the re-election campaign going?
- message = DMF010 ; Well, we're just gearing up now. But the campaign fund from last time seems a little short. In fact, I'm headed into the courthouse to discuss the situation with my staff.
- hide = mention
- goto = Investigation
- entry = killed, initial
- text = DMN261 ;I sure would like to find out who killed her.
- message = DMF009 ; We all would, Michael. I've asked some friends at the FBI to step in, I don't like the way Sheriff Butler's been handling this case. We need to resolve this affair quickly before it unravels our whole community.
- unhide = mention
- unhide = suspect
- goto = Investigation
- entry = mention
- text = DMN265 ; Not to mention unraveling your re-election campaign.
- message = DMF012 ; You know, Michael, I probably shouldn't be talking with you until after the investigation is over. Anyway, I'm due at a meeting in the courthouse, and...
- message = DMF014; Damn! I left my briefcase in the car. Oh well, I probably won't need it. So long, Michael. Stay out of trouble.
- goto = exit
- entry = suspect
- text = DMN264 ; The Sheriff suspects me of murdering Rita.
- message = DMF012 ; You know, Michael, I probably shouldn't be talking with you until after the investigation is over. Anyway, I'm due at a meeting in the courthouse, and...
- message = DMF014 ; Damn! I left my briefcase in the car. Oh well, I probably won't need it. So long, Michael. Stay out of trouble.
- goto = exit
- entry = pale
- text = DMN266 ; Are you all right, Mayor Fleming? You look a little pale.
- message = DMF013 ; Uh, yes, I'm fine. I, uh, just realized I'm due at a meeting in the courthouse, and...
- message = DMF014 ; Damn! I left my briefcase in the car. Oh well, I probably won't need it. So long, Michael. Stay out of trouble.
- goto = exit
- conversation = 015.txt ; Room 402, Sheriff Butler
- speaker = 0, Mike
- speaker = 1, Sheriff
- declare = DeputyUnhappy()
- import = DeputyUnhappy()
- declare = InvestigatingMurder()
- import = InvestigatingMurder()
- declare = JimmyGossip()
- import = JimmyGossip()
- declare = RitaMutilated()
- import = RitaMutilated()
- declare = SheriffGossipLarson()
- import = SheriffGossipLarson()
- node = options
- entry = hello, initial
- text = DMN313 ; Hi, Sheriff. I just came in to get out of the heat.
- message = DSB045 ; Dawson! I was hoping that you'd show up.
- hide = investigation
- unhide = (InvestigatingMurder) Rita
- unhide = weekend
- unhide = mistake
- goto = options
- entry = helloagain
- text = DMN313 ; Hi, Sheriff. I just came in to get out of the heat.
- message = DSB046 ; Back again, Dawson? I hope that you're ready to confess.
- hide = investigation
- unhide = (InvestigatingMurder) Rita
- unhide = weekend
- unhide = killed
- unhide = mistake
- goto = (DeputyUnhappy) Autopsy
- goto = options
- entry = investigation, initial
- text = DMN305 ; So, how's the murder investigation going, Sheriff?
- message = DSB047 ; You know, Dawson, they say killers follow the investigations of their own crimes, just for the thrill.
- hide = hello
- hide = helloagain
- unhide = killed
- unhide = confess
- hide = weekend
- unhide = (InvestigatingMurder) Rita
- goto = (DeputyUnhappy) Mutilated
- goto = options
- entry = killed
- text = DMN309 ; Do you still think I'm the one who killed Rita?
- message = DSB051 ; I can't think of who else makes a better suspect. I tell you, if I had one good, hard piece of evidence I'd have you behind bars so fast your head would spin.
- hide = weekend
- goto = (JimmyGossip) Jimmy
- goto = Murder
- entry = Rita
- text = DMN306 ; How well did you know Rita?
- message = DSB048 ; Hardly at all. I don't patronize the library very much. I get all my reading material down at the newsstand.
- hide = weekend
- destroy = Rita
- goto = Affair
- entry = weekend
- text = DMN307 ; You're in your office on weekends too, huh?
- message = DSB049 ; That's right, Dawson. I'm a dedicated public servant. I'm gonna stay on the case full-time until we get that murdered solved. Unless there's an emergency, of course.
- goto = (InvestigatingMurder) Dallas
- goto = options
- entry = confess
- text = DMN308 ; Well, I think I'll be going now.
- message = DSB050 ; Any time you feel like confessing, Dawson, you come right back. I'll be here.
- unhide = helloagain
- unhide = investigation
- hide = mistake
- hide = weekend
- hide = killed
- goto = exit
- entry = mistake
- text = DMN308 ; Well, I think I'll be going now.
- message = DSB044 ; You know, Dawson. Sooner or later, you're gonna make a mistake. And then I'm going to lock you up for the rest of your natural life!
- unhide = helloagain
- unhide = investigation
- hide = confess
- hide = weekend
- hide = killed
- goto = exit
- node = Mutilated
- fallthrough = 0, options
- entry = condition, initial
- text = DMN330 ; I heard rumors about the condition of Rita's body.
- message = DSB072 ; Rumors? What kind of rumors?
- goto = Mutilated
- entry = rumor, initial
- text = DMN319 ; There was a rumor going round that the body was -- mutilated?
- message = DSB061 ; Well, I'll tell you one thing. Doc Larson was having himself a field day--happier than a pig in slop. But I can't reveal details. We have to withhold specific information that only the killer would know. Eh, Dawson?
- hide = condition
- unhide = larson
- unhide = strange
- unhide = handle
- goto = Mutilated
- entry = larson
- text = DMN320 ; You make it sound like Doc Larson enjoyed seeing Rita's mutilated body!
- message = DSB062 ; I tell you, I've never seen the man so excited. He could hardly wait to have the body bundled up and sent off to the morgue.
- unhide = handle
- goto = Mutilated
- entry = strange
- text = DMN321 ; That Doc Larson's one strange guy.
- message = DSB063 ; Well, you know he was kicked off a hospital staff, don't you? Something about fooling around with some patient in the hospital morgue -- but I shouldn't spread rumors..
- assign = SheriffGossipLarson, 1
- hide = larson
- hide = handle
- goto = options
- entry = handle
- text = DMN326 ; This subject is getting too much for me to handle.
- message = DSB068 ; Well, Dawson, they say that even the most viscous murders have problems listening to the details of their crimes -- especially crimes of passion.
- unhide = rumor
- hide = larson
- hide = strange
- goto = options
- Node = Autopsy
- fallthrough = 0, options
- entry = dispute, initial
- text = DMN322 ; I heard there was some, uh, dispute over the handling Rita's body.
- message = DSB064 ; Yeah. Doc Larson was in a real big hurry to pack the corpse off to the morgue.
- hide = upset
- unhide = why
- unhide = handle
- goto = Autopsy
- entry = upset, initial
- text = DMN327 ; I heard that you were upset about Rita's body being moved from the crime scene so quickly.
- message = DSB069 ; l Yeah? Well, you heard right.
- hide = dispute
- unhide = why
- unhide = handle
- goto = Autopsy
- entry = why
- text = DMN323 ; Why was Doc Larson in such a hurry to remove the body?
- message = DSB065 ; I don't know. Moving the body sure messed up the crime scene before we had a chance to look for physical evidence. Mighty unprofessional behavior, if you ask me.
- hide = handle
- goto = Autopsy
- entry = handle
- text = DMN326 ; This subject is getting too much for me to handle.
- message = DSB068 ; Well, Dawson, they say that even the most viscous murders have problems listening to the details of their crimes -- especially crimes of passion.
- goto = options
- node = Affair
- fallthrough = 0, options
- entry = date, initial
- text = DMN315 ; I heard you used to date Rita.
- message = DSB057 ; So what if I did? Rita was interested in lots of men. Jealous, Dawson? Is that what made you snap and kill her?
- hide = cmon
- unhide = reason
- unhide = jealous
- unhide = sorry
- goto = Affair
- entry = cmon, initial
- text = DMN328 ; C'mon, Sheriff! I know all about you and Rita.
- message = DSB067 ; Shut your mouth, Dawson! You're pissing me off!
- goto = Affair
- entry = jealous
- text = DMN316 ; So, what happened between you two? Why did you break up?
- message = DSB058 ; None of your business. Why are you asking me these questions? I'm the one with the Sheriff's badge, damn it!
- goto = Affair
- entry = reason
- text = DMN317 ; Did Rita dump you because you couldn't satisfy her, Sheriff?
- message = DSB059 ; Why you little turd! I'll have you know that I was the one who dumped her! She was too bookish -- always running off to spend time with that reading group of hers.
- hide = jealous
- unhide = group
- goto = Affair
- entry = group
- text = DMN318 ; Just what was this reading group that Rita belonged to?
- message = DSB060 ; I don't know. Some of Rita's friends -- people from the library, I guess. She was always trying to get me to go with her, but I couldn't see myself sitting around with a bunch of eggheads discussing poetry. That's why I dumped her!
- hide = jealous
- hide = sorry
- goto = options
- entry = sorry
- text = DMN329 ; Sorry, Sheriff. I didn't mean to pry into your personal business.
- message = DSB071 ; Damn right it's my personal business!
- unhide = sorry
- goto = options
- node = Jimmy
- fallthrough = 0, Murder
- entry = scum, initial
- text = DMN325 ; Why do you let a thug like Jimmy Gardner run around? Does he have something on you?
- message = DSB067 ; Shut your mouth, Dawson! You're pissing me off!
- goto = options
- node = JimmyDone
- goto = (InvestigatingMurder) Dallas
- goto = Murder
- node = Dallas
- fallthrough = 0, options
- entry = resign, initial
- text = DMN324 ; Tell me, Sheriff, why did you get kicked off of the Dallas police force?
- message = DSB066 ; Look, Dawson, I don't know who told you that crap, but I resigned! There was no room for advancement and I was tired of the big city. Wanted to come down here where it was nice and quiet.
- goto = options
- node = Murder
- fallthrough = 0, options
- entry = anybody, initial
- text = DMN310 ; Anybody could have murdered Rita, Sheriff.
- message = DSB052 ; There were no signs of a struggle, so she must have known her killer. And you were the last person to see her alive.
- hide = deny
- unhide = killer
- goto = Murder
- entry = deny, initial
- text = DMN311 ; It wasn't me, Sheriff. I swear it!
- message = DSB052 ; There were no signs of a struggle, so she must have known her killer. And you were the last person to see her alive.
- hide = anybody
- unhide = killer
- goto = Murder
- entry = killer
- text = DMN314 ; But even if she knew her killer, it could still be almost anybody in town..
- message = DSB056 ; But it keeps addin' up to you, boy. Don't you worry. We'll get you eventually.
- unhide = anybody
- unhide = deny
- goto = options
- entry = fbi, initial
- text = DMN312 ; It's kind of an insult having the FBI brought in, isn't it?
- message = DSB054 ; Hell, I don't want them here. It was that idiot Mayor's idea. It's election year, and he's afraid the investigation might reveal some skeletons in his closet. So, he's bringing in some old pals at the Bureau.
- unhide = anybody
- unhide = deny
- unhide = fbi
- hide = killer
- goto = options
- conversation = 016.txt ; Room 403, Doc Larson
- declare = JackGossipLarson()
- import = JackGossipLarson()
- declare = MorgueDoorUnlocked
- import = MorgueDoorUnlocked()
- declare = DeputyUnhappy()
- import = DeputyUnhappy()
- declare = InvestigatingMurder()
- import = InvestigatingMurder()
- declare = RitaMutilated()
- import = RitaMutilated()
- declare = SheriffGossipLarson()
- import = SheriffGossipLarson()
- speaker = 0, Mike
- speaker = 1, Doc Larson
- node = hello
- entry = hellosir, initial
- text = DMN597 ; Excuse me, sir. I need to speak with you.
- message = DOC001 ; What is it? I'm very busy with a patient!
- hide = hellodoc
- unhide = hellosiragain
- unhide = hellodocagain
- goto = options
- entry = hellodoc, initial
- text = DMN598 ; Sorry to bother you, Doc Larson. Do you have time to talk?
- message = DOC001 ; What is it? I'm very busy with a patient!
- hide = hellosir
- unhide = hellosiragain
- unhide = hellodocagain
- goto = options
- entry = hellosiragain
- text = DMN597 ; Excuse me, sir. I need to speak with you.
- message = DOC002 ; Why are you bothering me again? I'm a very busy man.
- unhide = hellosiragain
- unhide = hellodocagain
- goto = options
- entry = hellodocagain
- text = DMN598 ; Sorry to bother you, Doc Larson. Do you have time to talk?
- message = DOC002 ; Why are you bothering me again? I'm a very busy man.
- unhide = hellosiragain
- unhide = hellodocagain
- goto = options
- entry = makingout, initial
- text = DMN599 ; I thought I heard someone making out back there.
- message = DOC013 ; That does it, Dawson! Get the hell out of my office!
- goto = exit
- node = options
- entry = patients, initial
- text = DMN289 ; You're the coroner! Why would you be seeing patients?
- message = DOC003 ; I have to keep a practice on the side. You don't think this town pays me a lot of money, do you? Why, if I could just get a break, I'd move out of this one-horse town.
- destroy = lobby
- goto = plan
- entry = lobby, initial
- text = DMN600 ; I'm curious. Why does the town morgue have a waiting room?
- message = DOC003 ; I have to keep a practice on the side. You don't think this town pays me a lot of money, do you? Why, if I could just get a break, I'd move out of this one-horse town.
- destroy = lobby
- destroy = patients
- goto = plan
- entry = death, initial
- text = DMN293 ;What can you tell me about Rita's death?
- message = DOC007 ; I'm sorry, I can't discuss the case with anyone while it's under investigation.
- destroy = patients
- unhide = (InvestigatingMurder) files
- unhide = (RitaMutilated) grisly
- goto = (DeputyUnhappy) rush
- goto = options
- entry = files
- text = DMN294 ; I'm investigating Rita's murder myself. I'd like to look at the autopsy report.
- message = DOC008 ; Look, I told you I'm not allowed to discuss the case. All the autopsy files are locked up in my office, and that's where they'll stay!
- destroy = (InvestigatingMurder) files
- goto = options
- entry = grisly
- text = DMN300 ; I heard that Rita's murder was particularly gruesome.
- message = DOC014 ; Why, yes, it was fascinating the way the killer...damn it, Dawson, I told you that I can't reveal any facts about the case.
- assign = RitaMutilated, 0
- destroy = grisly
- goto = options
- entry = Rita, initial
- text = DMN295 ; How well did you know Rita?
- message = DOC009 ; Hardly at all. She worked at the library. That's all I know about her.
- unhide = who
- unhide = (JackGossipLarson) books
- unhide = (SheriffGossipLarson) hospital
- goto = options
- entry = who
- text = DMN296 ; Do you have any idea who killed her?
- message = DOC010 ; Well, from what I understand, you're the main suspect, Dawson. And if it's true that you killed Rita, I hope that they fry your ass.
- destroy = who
- goto = options
- entry = books
- text = DMN297 ; I heard that you were seeing a lot of Rita shortly before her death.
- message = DOC011 ; She was, um, aiding me with my DNA experiments. Yes. She often brought me indispensable medical texts from the library. She was, uh, very good that way.
- assign = JackGossipLarson, 0
- destroy = patients
- unhide = death
- hide = files
- hide = grisly
- unhide = Rita
- hide = who
- destroy = books
- unhide = bother
- goto = Rita
- entry = hospital
- text = DMN303 ; Speaking of public institutions, I heard that you used to work for a hospital. Until you got fired, that is.
- message = DOC016 ; What! Who told you this?
- assign = speaker, 0
- message = DMN304 ; Something having to do with seducing a patient, I believe. Boy, it would be a shame if that piece of news got around town. Why, you'd be finished around here, I imagine.
- assign = speaker, 1
- message = DOC017 ; Don't threaten me, you little snot! Why, for two cents, I'd wring your neck. Get the hell out of my office and never come back!
- assign = MorgueDoorUnlocked, 1
- goto = exit
- entry = bother, initial
- text = DMN602 ; I'm sorry to have disturbed your, uh, work. I think I'll go now.
- message = DOC019 ; Please don't bother me again!
- destroy = patients
- unhide = death
- hide = files
- hide = grisly
- unhide = Rita
- hide = who
- hide = books
- unhide = bother
- goto = exit
- node = rush
- fallthrough = 0, options
- entry = rushnice, initial
- text = DMN301 ; Why did you move Rita's body so quickly from the crime scene?
- message DOC015 ; Because I didn't want anyone to see the body in broad daylight. That's how we catch criminals, you know, by hiding important facts of the case. And that's why I can't disclose those facts to you, Dawson.
- destroy = rushmean
- goto = options
- entry = rushmean, initial
- text = DMN302 ; What were you hiding by rushing Rita's body away before the police could examine the crime scene?
- message = DOC013 ; That does it, Dawson! Get the hell out of my office!
- destroy = rushnice
- goto = exit
- node = Rita
- entry = truth, initial
- text = DMN298 ; You know what I think. I think you murdered Rita. That's what I think!
- message = DOC012 ; Dawson, you're pathetic. Get the hell out of my office before I call the Sheriff and have you locked up for good!
- destroy = truth
- destroy = pretty
- goto = exit
- entry = pretty, initial
- text = DMN299 ; C'mon, Doc. Rita was a pretty girl. You're a charismatic guy. You two were having a fling, weren't you?
- message = DOC013 ; That does it, Dawson! Get the hell out of my office!
- destroy = truth
- destroy = pretty
- goto = exit
- node = plan
- fallthrough = 0, options
- entry = break, initial
- text = DMN290 ; What kind of a break?
- message = DOC004 ; Why, a real scientific breakthrough. I'm presenting a paper on the subject very soon. You don't think I take this Medical Examiner job seriously, do you? It's hardly a proper position for a man like me.
- unhide = kind
- unhide = science
- goto = Plan
- entry = kind
- text = DMN291 ; What kind of scientific breakthrough?
- message = DOC005 ; New methods of inserting DNA into the ovum, Dawson! It will open up all sorts of exciting possibilities in genetic research! It should also be my ticket out of this backwater town.
- goto = Plan
- entry = science
- text = DMN601 ; I'm afraid that science has never been one of my favorite subjects.
- message = DOC018 ; That's typical of the Crowley, Texas mentality. The sooner I get out of this place, the better.
- hide = kind
- goto = Plan
- entry = happy, initial
- text = DMN292 ;You're not happy here?
- message = DOC006 ; This town offers no challenges for a man of my capabilities. Mark my words--you won't see me around here much longer. If all goes well, I'll have a position at a major university or research facility by next September.
- hide = break
- hide = kind
- hide = science
- goto = Plan
- conversation = 017.txt ; Room 502, Dr. Sims' office
- declare = HypnosisThree
- import = HypnosisThree
- declare = HeadacheThree
- import = HeadacheThree
- declare = HypnosisTwo
- import = HypnosisTwo
- declare = HeadacheTwo
- import = HeadacheTwo
- declare = HypnosisOne
- import = HypnosisOne
- declare = HeadacheOne
- import = HeadacheOne
- speaker = 0, Mike
- speaker = 1, Dr. Sims
- node = intro
- goto = (HypnosisThree) sixth
- goto = (HeadacheThree) fifth
- goto = (HypnosisTwo) fourth
- goto = (HeadacheTwo) third
- goto = (HypnosisOne) second
- goto = first
- node = first
- fallthrough = 0, exit
- entry = one, initial
- text = DMN331 ;I have an awful headache, doctor.
- message = DDR002 ;Have you been taking your medicine?
- unhide = methods
- unhide = headache
- goto = first
- entry = methods
- text = DMN332 ; The medicine doesn't work. Can't we try something else?
- message = DDR003 ; We could try hypnosis. It's proven effective with many of my patients. You may experience some unsettling dreams, but it might also help your memory.
- hide = headache
- unhide = hypnoyes
- unhide = hypnono
- goto = first
- entry = headache
- text = DMN333 ; I took the medicine this morning. The headache began a short time ago.
- message = DDR004 ;When?
- assign = speaker, 0
- message = DMN334 ; Right after I talked to Slim. He found Rita's reunion ticket.
- assign = speaker, 1
- message = DDR005 ; Hmm. I see.
- hide = methods
- goto = first
- entry = two, initial
- text = DMN335 ;I'm still having trouble remembering things.
- message = DDR006 ; This is to be expected. You are still recovering from a nervous breakdown.. The murder last week has further exacerbated the problem.
- hide = methods
- hide = headache
- goto = shock
- entry = three, initial
- text = DMN336 ; I'm feeling much better, doctor. I don't think I need to see you anymore..
- message = DDR007 ; I disagree, Mike. I know you're frustrated with the slow progress, but these things take time. But perhaps some hypnotherapy will speed up your recovery.
- hide = one
- hide = methods
- hide = headache
- hide = two
- unhide = hypnoyes
- unhide = hypnono
- goto = first
- entry = four, initial
- text = DMN342 ; I think it's happening all over again.
- message = DDR013 ;Have you been having more of your `Dark World' experiences?
- hide = methods
- hide = headache
- unhide = protest
- goto = world
- entry = protest
- text = DMN340 ; You know, what happened last year wasn't a hallucination. It was real!
- message = DDR011 ; Or so you believe, Mike. It isn't all that uncommon for people to suffer delusions of alternate universes--even things as bizarre as aliens implanting embryos in human brains.
- assign = speaker, 0
- message = DMN341 ;But, Dr. Sims, everything I told you is true!
- assign = speaker, 1
- message = DDR012 ; Yes, of course. But tell me, what does your friend Jack think of all this?
- goto = jack
- entry = hypnono
- text = DMN352 ; I do want to get better, but the thought of being hypnotized frightens me.
- message = DDR023 ; Mike, I know that thought of losing control over your mind terrifies you, but I believe hypnotism will be of benefit in your case. Why don't we give it a try?
- hide = methods
- hide = headache
- hide = two
- goto = first
- entry = hypnoyes
- text = DMN353 ; All right. You've convinced me. Hypnotize me.
- goto = exit
- node = shock
- fallthrough = 0, first
- entry = one, initial
- text = DMN337 ;Why can't I remember what happened at the reunion?
- message = DDR008 ; It's always a shock to learn a friend has been killed. And you were the last one to see Rita alive, right? The human mind tends to block out painful memories.
- unhide = memory
- goto = shock
- entry = memory
- text = DMN339 ;I just wish I could remember more about what happened that night.
- message = DDR010 ; Don't worry, Mike. The memories will come back, in time.
- goto = shock
- entry = suspect, initial
- text = DMN338 ; Sheriff Butler suspects me of Rita's murder.
- message = DDR009 ; Yes, the Sheriff was in here asking about you. I told him I didn't think you were capable of such an act.
- goto = shock
- node = jack
- fallthrough = 0, first
- entry = one, initial
- text = DMN343 ;I've never told Jack about Dark World.
- message = DDR014 ;But you told me he was your closest friend.
- unhide = friend
- hide = two
- goto = jack
- entry = two, initial
- text = DMN344 ;The only people I've told about Dark World are the doctors I've seen.
- message = DDR015 ; But none have dissuaded you from your belief in `Dark World'? Did any of the therapies they suggested seem to help?
- assign = speaker, 0
- message = DMN345 ; They recommended I keep a journal. Actually, I think it might make a good novel.
- assign = speaker, 1
- message = DDR016 ; Excellent! A transference of your hallucinations to fiction might prove most beneficial. I advise you to keep up the practice.
- goto = first
- entry = three, initial
- text = DMN346 ;I trust Jack, but I don't tell him everything.
- message = DDR017 ; Well, from what you've told me about this `Jack' I don't think he's a very positive influence on you. My advice would be to steer clear of him. Try not to associate with him so much.
- hide = one
- unhide = friend
- goto = jack
- entry = friend
- text = DMN347 ;Jack's the only friend I've got.
- message = DDR018 ;Nonetheless, I think he's a bad influence. I want you to think about severing your relationship with him.
- goto = first
- node = world
- fallthrough = 0, first
- entry = one, initial
- text = DMN348 ; I've been dreaming about the Dark World again.
- message = DDR019 ;Uh-huh.
- unhide = Rita
- goto = world
- entry = Rita
- text = DMN351 ; I've seen Rita in my dreams, too.
- message = DDR022 ; That's good. Perhaps it's a sign your repressed memories will resurface soon.
- goto = world
- entry = two, initial
- text = DMN349 ;Voices from the Dark World have contacted me.
- message = DDR020 ; I see.
- goto = world
- entry = three, initial
- text = DMN350 ;I may be going back there, and soon.
- message = DDR021 ; Yes, of course, Mike. But I really can't approve of you entertaining these fantasies. We need to work on your memory of events as they really are.
- goto = first
- node = second
- fallthrough = 0, endone
- entry = one, initial
- text = DMN358 ; I feel better. My headache's gone!
- message = DDR030 ; Good! Perhaps hypnosis is the answer to your problems.
- unhide = five
- goto = second
- entry = two, initial
- text = DMN354 ;What a bizarre dream!
- message = DDR026 ;What did you dream about?
- hide = one
- goto = second
- entry = three, initial
- text = DMN355 ; I was back in the Dark World. It was so strange!
- message = DDR027 ; The Dark World again, eh? Hmm, it probably represents you consider evil...an internal conflict perhaps.
- hide = one
- hide = two
- unhide = five
- goto = second
- entry = four, initial
- text = DMN356 ; I dreamed about Rita. We were back at the reunion. We were arguing.
- message = DDR028 ; Perhaps it's a symbol of trying to resolve your inner turmoil. That's a good sign. Can you remember what you argued about?
- assign = speaker, 0
- message = DMN357 ; Just a little. It all seems so fuzzy.
- assign = speaker, 1
- message = DDR029 ; A common occurrence. Don't let it worry you.
- hide = one
- hide = two
- unhide = five
- goto = second
- entry = five
- text = DMN359 ; I was wrong about this hypnosis stuff. I'd like to do it some more.
- message = DDR031 ; I'm glad it's working for you, Mike, but it looks like our time is up. If the headache comes back, we'll try more hypnosis.
- goto = endone
- node = endone
- fallthrough = 0, exit
- entry = one, initial
- text = DMN360 ; Thanks, Dr. Sims. I feel a whole lot better.
- message = DDR032 ; It's good to know you're on the road to recovery, Mike. I'll see you next time. Goodbye.
- goto = exit
- entry = two, initial
- text = DMN361 ; Can't we talk some more? I think we're really on to something.
- message = DDR033 ; I'm sorry, Mike, but I have another appointment coming up. I'll see you next time. Goodbye.
- goto = exit
- node = third
- fallthrough = 0, talk
- entry = one, initial
- text = DMN364 ;You've got to help me, doctor.
- message = DDR037 ;That's what I'm here for, Mike.
- hide = two
- unhide = three
- unhide = four
- goto = third
- entry = two, initial
- text = DMN365 ;Not too bad, Dr. Sims.
- message = DDR038 ;Are you sure?
- hide = one
- unhide = three
- unhide = four
- goto = third
- entry = three, initial
- text = DMN362 ; I feel terrible. I've got another one of those headaches.
- message = DDR035 ; I see. Well, I think we can take care of that after we have a little chat.
- goto = talk
- entry = four, initial
- text = DMN363 ; My head is splitting. Can you hypnotize me again?
- message = DDR036 ;Of course, but let's talk first.
- goto = talk
- node = talk
- fallthrough = 0, exit
- entry = one, initial
- text = DMN366 ;What do you want to talk about?
- message = DDR039 ; What do you want to talk about?
- goto = talk
- entry = two, initial
- text = DMN367 ;I've been having more dreams.
- message = DDR040 ;More dreams about your `Dark World'?
- assign = speaker, 0
- message = DMN368 ; I visited there again. The Ancients are hatching a new plot against humanity.
- assign = speaker, 1
- message = DDR041 ;Is that so? Just what they planning to do?
- assign = speaker, 0
- message = DMN369 ;They're trying to take over the earth!
- assign = speaker, 1
- message = DDR042 ; Mike, I think this fantasy of yours is getting out of hand. Let's have no more talk about the so-called `Ancients' for a while.
- hide = one
- hide = four
- goto = talk
- entry = three, initial
- text = DMN373 ;These headaches are going to kill me.
- message = DDR046 ;When did this last one begin?
- assign = speaker, 0
- message = DMN374 ;A little while ago. I was out for a walk at the park. I stopped by the Ramirez mansion.
- assign = speaker, 1
- message = DDR047 ;And what did you see?
- assign = speaker, 0
- message = DMN375 ;Well, I'd rather not talk about it.
- assign = speaker, 1
- message = DDR048 ; Mike, you're not going to get better unless you completely confide in me.
- hide = one
- hide = two
- hide = four
- goto = talk
- entry = four, initial
- text = DMN370 ;I've learned something about Rita's murder.
- message = DDR043 ;What have you learned? And how did you learn it?
- assign = speaker, 0
- message = DMN371 ; I think Rita's murderer is a shape shifter from the Dark World.
- assign = speaker, 1
- message = DDR044 ;Do you have any proof of this?
- assign = speaker, 0
- message = DMN372 ;Er, no. I'm working on it, though.
- assign = speaker, 1
- message = DDR045 ;I see. Tell me, Mike, what else has been troubling you lately?
- hide = one
- goto = talk
- entry = five, initial
- text = DMN376 ;Let's just get on with the hypnosis. Okay?
- goto = exit
- node = fourth
- fallthrough = 0, exit
- entry = one, initial
- text = DMN377 ;I feel much better. Thanks, Dr. Sims.
- message = DDR051 ; I'm gratified to know it's working so well for you. We have a few minutes, let's talk a little before you go. You were talking during your dream.
- hide = two
- unhide = three
- unhide = four
- goto = fourth
- entry = two, initial
- text = DMN378 ;What a strange dream!
- message = DDR052 ;I know. You talked all through it.
- hide = one
- unhide = three
- unhide = four
- goto = fourth
- entry = three
- text = DMN379 ;What did I say?
- message = DDR053 ;Quite a bit. You're angry with the Mayor, aren't you?
- hide = four
- unhide = five
- unhide = six
- goto = fourth
- entry = four
- text = DMN380 ;Then you heard it all?
- message = DDR054 ;You talked quite a bit about Melissa. I take it you have reason to be angry with her husband.
- hide = three
- unhide = five
- unhide = six
- goto = fourth
- entry = five
- text = DMN381 ;Why do you think I'm angry with the Mayor?
- message = DDR055 ;Your dream--it sounded like the mayor's wife was plotting with Jimmy to murder her husband.
- goto = fourth
- entry = six
- text = DMN382 ;I'm angry at Jimmy. He killed Mr. Ramirez for having an affair with Rita.
- message = DDR056 ;You're projecting, Mike. I think you're the one who was jealous of Rita.
- unhide = seven
- unhide = eight
- unhide = nine
- unhide = eleven
- goto = fourth
- entry = seven
- text = DMN383 ;Rita and I were just friends. We both saw other people.
- message = DDR057 ; You've never mentioned you had anyone else in your life, Mike.
- goto = fourth
- entry = eight
- text = DMN384 ;I'm not the jealous type, if that's what you think!
- message = DDR058 ;Not even when you learned she was flirting with Mr. Ramirez and Mayor Fleming?
- unhide = ten
- goto fourth
- entry = nine
- text = DMN385 ; Doctor, I think you're wrong about my feelings for Rita.
- message = DDR059 ;Well, maybe, but that's about all the time we have today. Give some more thought to what we discussed. And if your headaches return, see me.
- goto = exit
- entry = ten
- text = DMN386 ; I don't know. I'm going to ask Jack what he thinks.
- message = DDR060 ;I don't think you ought to be going to Jack for advice right now. Why don't you go just go home now and lie down? But if your headaches return, see me.
- goto = exit
- entry = eleven
- text = DMN387 ; Maybe you're right. Maybe I'm just imagining all this.
- message = DDR061 ; Good. I think we've made some real progress. Well, our time is up. Come back and see me if your headaches return.
- goto = exit
- node = fifth
- fallthrough = 0, exit
- entry = one, initial
- text = DMN388 ;My head is killing me, Dr. Sims.
- message = DDR063 ;What happened?
- hide = two
- unhide = three
- unhide = four
- goto = fifth
- entry = two, initial
- text = DMN389 ;I think I need another session of hypnotism, Dr. Sims.
- message = DDR064 ;Why, Mike? What's wrong?
- hide = one
- unhide = three
- unhide = four
- goto = fifth
- entry = three
- text = DMN390 ;Mayor Fleming's been murdered. In the park.
- message = DDR065 ;I heard, Mike. Doc Larson told me that he had performed the autopsy.
- assign = speaker, 0
- message = DMN392 ;Doc Larson? That pervert!
- assign = speaker, 1
- message = DDR067 ; Why do you say that, Mike? Are you jealous of the relationship he enjoyed with Rita?
- assign = speaker, 0
- message = DMN395 ;It's not that! I told you before I wasn't jealous of Rita!
- assign = speaker, 1
- message = DDR070 ;Of course, Mike. Of course.
- unhide = five
- goto = fifth
- entry = four
- text = DMN391 ;I'm worried there's going to be more murders, Dr. Sims.
- message = DDR066 ;The whole town shares your concern, Mike.
- assign = speaker, 0
- message = DMN393 ;It's my fault, Dr. Sims. I know who the killer is, but I let him escape.
- assign = speaker, 1
- message = DDR068 ;Don't blame yourself, Mike. Capturing criminals is the responsibility of the police.
- assign = speaker, 0
- message = DMN394 ;You don't understand! The Keeper of the Scrolls chose me to stop the Ancients!
- assign = speaker, 1
- message = DDR069 ;Mike, you really must resist these fantasies about the Dark World..
- unhide = five
- goto = fifth
- entry = five
- text = DMN396 ;I think I need more hypnosis.
- goto = exit
- node = sixth
- fallthrough = 0, exit
- entry = one, initial
- text = DMN397 ; God! What a dream I had! It was awful!
- message = DDR073 ;What did you dream about this time? You were mumbling but I couldn't really understand the words.
- unhide = four
- goto = dreamthree
- entry = two, initial
- text = DMN398 ;I'm feeling little better. At least my headache's gone again.
- message = DDR074 ;That's good to hear, Mike. How do you feel about the Mayor's death now?
- unhide = three
- goto = MayorDeath
- entry = three
- text = DMN407 ; Don't worry, Dr. Sims. I think I'm getting better. I'd like to go now.
- message = DDR083 ;Very well, Mike. Now, just home and try to get some rest.
- assign = speaker, 0
- message = DMN408 ;Okay, Dr. Sims. I'll try.
- assign = speaker, 1
- message = DDR084 ;I think it's for the best.
- goto = exit
- entry = four
- text = DMN409 ;Dr. Sims, I think Jack's right. You're a quack! I'm getting out of here!
- message = DDR085 ;I see I've upset you. Well, there's no use continuing our talk today. But, Mike, please don't do anything rash today. Try to take it easy.
- goto = exit
- node = dreamthree
- fallthrough = 0, sixth
- entry = one, initial
- text = DMN399 ;Rita was in my dream. She told me Jimmy Gardner didn't kill her!
- message = DDR075 ;Did she tell you who did killer her?
- unhide = two
- unhide = three
- goto dreamthree
- entry = two
- text = DMN403 ; I'm sure that Paul Cooper had something to do with Rita's murder!
- message = DDR079 ;Mike, promise me you won't go making accusations in public. After all, it was only a dream.
- hide = three
- goto = dreamthree
- entry = three
- text = DMN404 ;If Jimmy Gardner isn't the killer, it might have been Paul Cooper.
- message = DDR080 ;Mike, I think you're becoming obsessed with these murders. I want you to go home and rest. Try to get your mind off them.
- hide = two
- goto = dreamthree
- entry = four, initial
- text = DMN400 ;It's all so confusing. Maybe Jack can make sense of it.
- message = DDR076 ;I really wish you'd stop seeing this Jack fellow. I think he's bad for you.
- assign = speaker, 0
- message = DMN401 ; Dammit, Dr. Sims! Stop bad-mouthing Jack!
- assign = speaker, 1
- message = DDR077 ;Please, Mike. Calm down.
- assign = speaker, 0
- message = DMN402 ; I'm sorry, Dr. Sims. Jack's my only friend.
- assign = speaker, 1
- message = DDR078 ; I can see that Jack's a sensitive subject for you. Let's not talk about him now. What else did you get out of your dream?
- goto = dreamthree
- node = MayorDeath
- fallthrough = 0, sixth
- entry = death, initial
- text = DMN405 ; It was a terrible thing, doctor. The killer must be found.
- message = DDR081 ; It was terrible, Mike. But right now, I'm concerned about how events are effecting you. In particular, your dreams.
- goto = sixth
- entry = feel, initial
- text = DMN406 ; That bastard Fleming got what was coming to him!
- message = DDR082 ; Michael! Don't say such things! Your dream must have tapped into some buried anger.
- goto = sixth
- ; conversation = 018.txt
- ; Room 501, Jack
- ; Jack warns Mike
- declare = HypnosisOne
- import = HypnosisOne()
- declare = HypnosisTwo
- import = HypnosisTwo()
- speaker = 0, Mike
- speaker = 1, Jack
- node = hello
- entry = one, initial, persist
- message = DJK009 ;Hi Mikey. What's up?
- goto = (HypnosisTwo) second
- goto = (HypnosisOne) first
- node = first
- entry = one, initial
- text = DMN244 ;Hi, Jack. Where you been?
- message = DJK005 ;Seein' that shrink again, huh? Listen--those doctors can't help you none. Trust me. I know. They just take your money then fill your head with mumbo-jumbo. I'm the one that's gonna help you.
- goto = meet
- node = second
- entry = two, initial
- text = DMN245 ;Hi, Jack. Am I ever glad to see you!
- message = DJK006 ;I thought I told you not to see that guy anymore. Geez, Mikey, here I am tryin' to help you and all, and you won't listen to me! You'll never learn.
- goto = meet
- node = meet
- entry = one, initial
- text = DMN246 ;How?
- message = DJK007 ;Meet me back at your house. I've got some news.
- unhide = two
- goto = exit
- entry = two
- text = DMN247 ;I'm sorry.
- message = DJK008 ;Look, meet me back at your place. I got some information I'm sure you'll wanna hear.
- goto = exit
- conversation = 019.txt
- ; Room 504, Exterior Paul's House
- declare = PaulGossip()
- import = PaulGossip()
- declare = RamirezFire()
- import = RamirezFire()
- speaker = 0, Mike
- speaker = 1, Paul
- node = hello
- fallthrough = 0, options
- entry = one, initial
- text = DMN218 ;Hi, Mr. Cooper. I'm Mike Dawson. Remember me?
- message = DPC002 ;Sure, Mike, I remember you.
- hide = two
- unhide = three
- unhide = four
- goto = options
- entry = two, initial
- text = DMN219 ;Howdy, Paul. Can I talk to you?
- message = DPC003 ;Sure, Mike. I'm just watering my lawn here.
- hide = one
- unhide = three
- unhide = four
- goto = options
- entry = three
- text = DMN495 ; Still watering your lawn, Paul?
- message = DPC001 ; Yeah, the grass is real thirsty. Can't seem to get enough water. What's up?
- unhide = three
- goto = options
- entry = four
- text = DMN220 ;Hi, Paul. Sorry to bother you again.
- message = DPC004 ;No problem, Mike. What's up?
- unhide = four
- goto = options
- node = Options
- fallthrough = 0, WeirdEnding
- entry = option01
- text = DMN496 ;I keep wandering back to Rita's old neighborhood.
- message = DPC029 ;You must miss her.
- hide = option04
- unhide = Bye1
- goto = (PaulGossip) Options
- goto = Friend
- entry = option02, initial
- text = DMN221 ;So how's the hardware store business?
- message = DPC005 ;Great. I've given myself a vacation for the first time in about three years. The store is closed right now. I'm just gonna relax and water my lawn for the next week or two.
- unhide = option03
- unhide = Bye2
- goto = Options
- entry = option03
- text = DMN226 ;Does your lawn need that much water?
- message = DPC010 ;It's dry--it's always dry. Gotta get it ready. You know how it is. It's nice to have a pretty lawn. I'll have a big water bill, but I don't care. As long as it keeps pumping, I'll keep watering.
- unhide = option09
- unhide = Bye1
- goto = options
- entry = option04, initial
- text = DMN222 ;I was wondering how well you knew Rita Scanlon.
- message = DPC006 ; Rita? Well, she lives--er--lived across the street. We'd wave to each other. Why? She a friend of yours?
- unhide = Bye1
- goto = friend
- entry = option05, initial
- text = DMN223 ;Pretty terrible news, about the murder.
- message = DPC007 ;It certainly was. The second murder this year. I don't know what's going on in this town anymore.
- unhide = option06
- unhide = option07
- unhide = Bye1
- goto = options
- entry = option06
- text = DMN498 ; What do you know about a second murder?
- message = DPC032 ; Old man Ramirez. Died in a fire. Some say it was an accident, but I think he was done in. A real shame. He was a steady customer at the hardware store. Liked to read, too.
- assign = RamirezFire, 1
- unhide = Bye1
- goto = options
- entry = option07
- text = DMN224 ;Do you know of anything else strange going on in town?
- message = DPC008 ;No. Why do you ask? Nothing ever happens here. The town is full of cobwebs and stagnation. It needs a good cleansing. Until the murders, the place was just too quiet.
- unhide = option08
- unhide = Bye1
- goto = options
- entry = option08
- text = DMN225 ;Why do you say the town's too quiet?
- message = DPC009 ;It was as if the town was waiting. Waiting for a messenger...or something. So I'll water the lawn and get it ready. I want to have a nice lawn ready for the messenger when he comes.
- unhide = (PaulGossip) option08a
- unhide = option09
- unhide = option01
- hide = Bye1
- hide = Bye2
- goto = WeirdEnding
- entry = option08a
- text = DMN499 ; Paul, what was that you were saying about Jimmy earlier?
- message = DPC033 ;He was hanging around Rita's house the night of the high school reunion. Like he was waiting for her.
- unhide = Bye1
- goto = options
- entry = option09
- text = DMN497 ; Say, Paul, how much longer are you going to water your lawn?
- message = DPC031 ; Well, the water bill's paid up until the end of the month, so I figure I can keep watering at least until then. Unless, of course, the end of the world comes or something.
- unhide = (PaulGossip) option08a
- unhide = option09
- unhide = option01
- hide = Bye1
- hide = Bye2
- goto = WeirdEnding
- entry = option10, initial
- text = DMN494 ;Paul, why is there lawn furniture on your roof?
- message = DPC030 ;I had to move it out of the way. Didn't want it to get rusty with the watering and all.
- unhide = (PaulGossip) option08a
- unhide = option09
- unhide = option01
- hide = Bye1
- hide = Bye2
- goto = WeirdEnding
- entry = Bye1
- text = DMN227 ;Well, I just stopped by to say 'hi.' Take care. See ya.
- message = DPC011 ; All right, Mike. Take it easy. I gotta get this lawn watered.
- unhide = (PaulGossip) option08a
- unhide = option09
- unhide = option01
- hide = Bye2
- goto = exit
- entry = Bye2
- text = DMN231 ;Good luck with your watering, Paul. I'm taking off.
- message = DPC015 ;Okay. I'll talk to you later, Mike. Thanks for dropping by.
- unhide = (PaulGossip) option08a
- unhide = option09
- unhide = option01
- hide = Bye1
- goto = exit
- node = friend
- fallthrough = 0, options
- entry = one, initial
- text = DMN228 ;We went to high school together, a few years back.
- message = DPC012 ;Yeah? I didn't really know her back then. She moved in over there about eight years ago. But I didn't talk to her much.
- goto = options
- entry = two, initial
- text = DMN229 ;I was with her that night. I was probably the last person to see her alive.
- message = DPC013 ;Is that so? You must feel terrible. Like I said before, I didn't know her too well. We just waved to each other.
- goto = options
- entry = three, initial
- text = DMN230 ;I can't imagine who might have done killed her.
- message = DPC014 ;I hope they're talking to that hoodlum Jimmy Gardner. I saw him loitering outside of Rita's house that night.
- assign = PaulGossip, 1
- goto = options
- Node = WeirdEnding
- fallthrough = 0, exit
- entry = one, initial
- text = DMN232 ;Uh, I think I have to leave now. You take real good care of yourself, Paul.
- message = DPC016 ;Take care yourself, Mike.
- unhide = one
- goto = exit
- entry = two, initial
- text = DMN233 ;This is getting to weird for me. Catch you later, Paul.
- message = DPC017 ;Bye-bye, Mike. Watch where you step, now.
- unhide = two
- goto = exit
- entry = three, initial
- text = DMN231 ;Good luck with your watering, Paul. I'm taking off.
- message = DPC015 ;Okay. I'll talk to you later, Mike. Thanks for dropping by.
- unhide = three
- goto = exit
- ; conversation = 020.txt
- ; Room 507, Secret Room Paul's House
- declare = SeenCultPhoto
- import = SeenCultPhoto()
- speaker = 0, Mike
- speaker = 1, Paul
- node = options
- fallthrough = 0, exit
- entry = kill, initial
- text = DMN241 ; Why did you try to kill me?
- message = DPC026 ; I'm sorry, Mike. The voices told me to kill you. They said you were dangerous and must be stopped.
- hide = help
- unhide = voices
- unhide = spirits
- goto = options
- entry = help, initial
- text = DMN594 ; Paul, do you want me to call a doctor?
- message = DPC018 ; Mike...don't bother helping me. I'm sorry I attacked you. The voices told me to kill you. They tell me many things.
- hide = kill
- unhide = spirits
- unhide = voices
- goto = options
- entry = spirits
- text = DMN237 ; What else did the voices tell you?
- message = DPC022 ;They told us to prepare for the coming of the Messenger. He will arrive any day now, and cleanse the world. It has been foretold. We have seen it in our dreams and we have prepared our souls.
- unhide = souls
- goto = options
- entry = souls
- text = DMN238 ;What do you mean, you prepared your souls?
- message = DPC023 ; Don't you see? All three murder victims were members of our Other World cult. The killer has taken us first because our minds are already prepared.
- unhide = killer
- goto = options
- entry = killer
- text = DMN239 ;You mean to tell me you aren't the serial killer?
- message = DPC024 ;Of course not, Mike. I could never have done such things. Only one as great and pure as the Messenger can perform such deeds. I knew my time would come soon.
- unhide = pale
- goto = options
- entry = voices
- text = DMN234 ;What were these voices you heard?
- message = DPC019 ; The spirits of the dead. We contacted them a year and a half ago, during a seance I conducted. They wanted--things.
- unhide = we
- unhide = things
- goto = options
- entry = we
- text = DMN235 ;Who's we?
- message = DPC020 ; Rita and myself, at first. Once we realized we were in contact with the spirits of the dead, we formed the Other World cult so that we could we maintain permanent contact.
- unhide = (SeenCultPhoto) photo
- unhide = occult
- goto = options
- entry = photo
- text = DMN242 ;I saw a photo of you, Rita, Mayor Fleming and Doc Larson.
- message = DPC027 ;It was taken one night during a ceremony--when we all still alive. The four of us were the Other World cult.
- goto = options
- entry = occult
- text = DMN240 ; Is that what all this occult stuff is about? Seances? Contacting the dead?
- message = DPC025 ; Yes. I've always been obsessed with occult science. That's why I formed the Other World cult. I so wanted to make contact with my mother. She died when I was a child, you know.
- goto = options
- entry = things
- text = DMN236 ; What kinds of things did the voices want?
- message = DPC021 ;They wanted us to worship them. They taught us a ceremony. We used it and, though we didn't realize it, we became their slaves.
- goto = options
- entry = pale
- text = DMN243 ; Paul, you're starting to look awfully pale.
- message = DPC028 ; Everything's growing dark...
- goto = exit
- conversation = 021.txt ; Rita's Head, Room 602
- speaker = 0, Mike
- speaker = 1, Rita
- node = Convo
- entry = cut, initial
- text = DNA272 ; Oh, my God! That's Rita! Her head's been cut off!
- message = DRS001 ; Mike, I have come to speak to you from beyond the barrier of life and death! Humanity is in grave danger, and you are the only one who can destroy the beast that my friends and I have unleashed.
- goto = Convo
- entry = thought, initial
- text = DMD008 ; Rita, I thought you were dead!
- message = DRS002 ; I am dead but have not yet departed. Unless you act soon, all of humanity will suffer a fate far worse than mine.
- hide = cut
- goto = Dead
- entry = involvement, initial
- text = DMD020 ; I know all about your involvement in the Other World Cult.
- message = DRS014 ; Paul's seances were just harmless fun at first. We wanted to contact dead poets and writers, but instead we contacted the Ancients.
- hide = cut
- goto = Cult
- entry = understand, initial
- text = DMD009 ; I don't understand what's happening here.
- message = DRS003 ; Mike, you poor, innocent fool. You are being used and don't even realize it. But you have a chance to redeem yourself by destroying the Behemoth.
- hide = cut
- goto = Behemoth
- node = Dead
- entry = tell, initial
- text = DMD010 ; I don't care about anyone else! Tell me who did this to you!
- message = DRS004 ; A predator. He killed all of us, one by one.
- goto = Dead
- entry = ticket, initial
- text = DMD012 ; I visited your murder site. I found your reunion ticket.
- message = DRS006 ; I didn't lose my ticket, Mike. That was dropped by my murderer.
- hide = tell
- unhide = reunion
- goto = Dead
- entry = reunion
- text = DMD013 ; You mean the Shape Shifter attended our reunion?
- message = DRS007 ; Mike, don't you see? My ticket was serial number 656. The one the murderer dropped was 655. The two tickets were bought at the same time!
- unhide = invited
- goto = Dead
- entry = invited
- text = DMD014 ; Are you saying that the Shape Shifter invited you to the reunion, too?
- message = DRS008 ; Your jealousy is clouding your mind again, Mike. That was always the problem between us, and it will lead to your downfall.
- goto Convo
- entry = where, initial
- text = DMD011 ; I know all about the Shape Shifter. Where is he?
- message = DRS005 ; You were right to look for the Shape Shifter through the mirror, but you need to look much closer if you are to find him.
- goto = Convo
- node = Cult
- entry = group, initial
- text = DMD021 ; So this was the "reading group" you were always running off to.
- message = DRS015 ; I'm sorry I lied to you, Mike. The Ancients seized control of our minds and made us do things against our will.
- Goto = Cult
- entry = seances, initial
- text = DMD022 ; Why would the Ancients be interested in your seances?
- message = DRS016 ; The Ancients needed humans to make a creature able to live in the Normal World indefinitely. Through the teachings of the Other World Cult, they reprogrammed our thought patterns to interface with the power generator.
- goto = Cult
- entry = involved, initial
- text = DMD023 ; Is it true that you became involved with Doc Larson and Mayor Fleming?
- message = DRS017 ; Mr. Ramirez, too, but his wife had him killed before I could bring him into the Cult. That was my assignment, recruitment.
- unhide = recruitment
- goto = Cult
- entry = recruitment
- text = DMD024 ; Who else did you "recruit?"
- message = DRS018 ; I tried to recruit Sheriff Butler and you, but failed. You were both too jealous to become members of the Cult.
- goto = Cult
- entry = pawn, initial
- text = DMD025 ; How could you let yourself become a pawn of the Ancients?
- message = DRS019 ; You are a pawn of the Ancients, too, Mike. It was your first visit to the Dark World that gave the Ancients enough knowledge of the Normal World to engineer the Behemoth.
- goto = Convo
- node = Behemoth
- entry = destroy, initial
- text = DMD015 ; How can I destroy the Behemoth?
- message = DRS009 ; You can kill it only with the Sword. But you must hurry, Mike! While the Behemoth is still in the Dark World, it is vulnerable. Once it enters the Normal World, it will become invincible!
- unhide = powerful
- unhide = time
- goto = Behemoth
- entry = powerful
- text = DMD016 ; The Sword is powerful enough to kill the Behemoth?
- message = DRS010 ; Yes, but you must use the Sword before it reaches the portal to the Normal World. Once the Behemoth crosses over, it will grow powerful enough to destroy all of humanity with a single blow.
- unhide = why
- unhide = how
- goto = Behemoth
- entry = why
- text = DMD018 ; Why do the Ancients want to destroy the human race?
- message = DRS012 ; Once humanity's life force is released, it will fully wake the Ancients from their slumber and nourish them for a virtual eternity.
- goto = Behemoth
- entry = how
- text = DMD019 ; How did you learn all of this, Rita?
- message = DRS013 ; My mind is connected to the Ancient's spaceship through the power generator. While they sleep, I hear their dreams. And their dreams become our fate.
- goto = Behemoth
- entry = time
- text = DMD017 ; How much time do I have?
- message = DRS011 ; The portal in the adjoining room is too small for it to the Behemoth to pass through. Once it hatches, it will head straight for the portal in the maze. And it is hatching even as we speak!
- message = DRS020 ; Mike, if you truly do care about me, please don't let me die with so much blood on my hands. Stop the Behemoth from reaching the Normal World. I must leave now. Good-bye, Mike.
- goto = exit
- conversation = 022.txt ; Room 508, Deputy Brown
- declare = DeputyUnhappy()
- import = DeputyUnhappy()
- declare = InvestigatingMurder()
- import = InvestigatingMurder()
- speaker = 0, Mike
- speaker = 1, Deputy Brown
- node = hello
- entry = hi, initial
- text = DMD154 ; Hi, Deputy Brown. What's new?
- message = DDB001 ; Oh, uh, hello, Mike. What are you doing here?
- hide = okay
- unhide = hiagain
- unhide = okayagain
- goto = (DeputyUnhappy) murder
- goto = options
- entry = okay, initial
- text = DMD155 ; Is it okay if we talk, Deputy?
- message = DDB002 ; Uh, I'm not sure, Mike. What do you want?
- hide = hi
- unhide = hiagain
- unhide = okayagain
- goto = (DeputyUnhappy) murder
- goto = options
- entry = hiagain
- text = DMD154 ; Hi, Deputy Brown. What's new?
- message = DDB005 ; Nothing since the last time we talked, Mike, so why don't you skeedattle?
- unhide = hiagain
- goto = (DeputyUnhappy) murder
- goto = options
- entry = okayagain
- text = DMD155 ; Is it okay if we talk, Deputy?
- message = DDB006 ; No, it's not okay if we talk. You could get me in big trouble if Sheriff Butler saw me talking to you.
- unhide = okayagain
- goto = (DeputyUnhappy) murder
- goto = options
- node = options
- entry = standing, initial
- text = DMN127 ; You look like you're on guard duty.
- message = DDB003 ; I'm keeping watch over Rita Scanlon's house.
- unhide = week
- unhide = whatfor
- unhide = shift
- goto = options
- entry = week
- text = DMN128 ; A week after the murder?
- message = DDB004 ; I'm just followin' orders, Mike. I'm not supposed to let anyone in. We've had problems with vandalism before.
- goto = options
- entry = whatfor
- text = DMN129 ; What for? What's in there?
- message = DDB007 ; Not a thing. But we need to keep Rita's house intact until the FBI comes. They'll want to go over it with a fine tooth comb.
- goto = options
- entry = shift
- text = DMN130 ; When's your shift over?
- message = DDB009 ; Who knows? We've been working overtime at the Sheriff's office ever since the body was discovered. This case is being given top priority. Unless there's an emergency of something, I have to stay put.
- goto = options
- entry = investigation, initial
- text = DMN133 ; So, how's the murder investigation going?
- message = DDB012 ; C'mon, Mike! You know I shouldn't be talkin' to you about that. Go on now, let me do my job.
- unhide = investigation
- unhide = (InvestigatingMurder) inside
- hide = week
- hide = whatfor
- hide = shift
- goto = exit
- entry = inside
- text = DMD156 ; You've got to let me into Rita's house! There may be some evidence inside that will clear my name!
- message = DDB011 ; Mike, are you crazy? You're in enough trouble as it is. Don't make things worse by playing detective. Stay away from here if you know what's good for you. Now, scram!
- unhide = inside
- hide = week
- hide = whatfor
- hide = shift
- goto = exit
- node = murder
- fallthrough = 0, options
- entry = rush, initial
- text = DMN131 ; Some people seem to be in too much of a rush to solve this case, don't you think?
- message = DDB008 ; Yeah, but it's an election year. What do you expect?
- hide = unhappy
- unhide = election
- goto = murder
- entry = unhappy , initial
- text = DMN132 ; I heard you were unhappy with the way this case is being handled.
- message = DDB008 ; Yeah, but it's an election year. What do you expect?
- hide = rush
- unhide = election
- goto = murder
- entry = election
- text = DMN134 ; What has the election got to do with it?
- message = DDB010 ; Mayor Fleming's up for re-election and I suppose he doesn't want any unsolved murder cases around. That's why he called in the FBI. Doesn't trust us good ol' boys to do a proper job, I guess.
- goto = murder
- conversation = 023.txt ; Room 702, the Bartender
- declare = IkandUkPass()
- import = IkandUkPass()
- speaker = 0, Mike
- speaker = 1, Bartender
- node = options
- fallthrough = 0, moretalk
- entry = place, initial
- text = DMD070 ; What is this place?
- message = DBT005 ; Why, it's the Food Hall, of course. Everyone knows that. But we don't have much food now--the deliveries have stopped.
- unhide = eat
- unhide = thanks
- goto = options
- entry = eat
- text = DMD071 ; What is there to eat around here?
- message = DBT007 ; I still have some rations of liquefied entrails in my food dispensers. Very filling.
- unhide = thanks
- goto = options
- entry = empty, initial
- text = DMD073 ; It sure is empty around here.
- message = DBT008 ; The regulars don't come around much anymore. Things have changed since the takeover. I get a few of the Privileged Workers every now and then, but that's about it.
- unhide = takeover
- unhide = workers
- unhide = thanks
- goto = options
- entry = takeover
- text = DMD074 ; Did someone take over the Dark World?
- message = DBT009 ; Yes, the invaders from space. Everyone calls them the Ancients. They've taken over our world. They run everything from their spaceship but we never see them. They use their minions to maintain control.
- unhide = thanks
- goto = ancients
- entry = workers
- text = DMD075 ; What are Privileged Workers?
- message = DBT010 ; You know. Those who have chosen to work for the Ancients. They get special treatment.
- unhide = thanks
- goto = options
- entry = creatures, initial
- text = DMD072 ; What are these creatures I see peering out of the walls every now and then?
- message = DBT006 ; Them? They're electro-vermin, chewing on the power cables most likely. They're just about my only customers these days.
- unhide = thanks
- goto = options
- entry = unusual, initial
- text = DMD076 ; Anything unusual going on around here lately?
- message = DBT011 ; Unusual? Aside from being enslaved by a master race of alien beings, not much.
- unhide = revolt
- unhide = thanks
- goto = options
- entry = revolt
- text = DMD077 ; Isn't there anyone to lead a revolt?
- message = DBT012 ; Everyone works for the Ancients now. I'm forced to turn over all my proceeds to them. We have to. We are killed if we don't. Of course, there was one old fool who tried to lead a revolt, but the Ancients locked him up next door.
- unhide = thanks
- goto = options
- entry = thanks
- text = DMD086 ; Thanks for your time. I'll see you around.
- message = DBT021 ; Perhaps. If I'm not scheduled to be fed to a life force leech first.
- goto = exit
- node = ancients
- fallthrough = 1, options
- entry = who, initial
- text = DMD079 ; Who are the Ancients?
- message = DBT014 ; Horrible beings with great mental powers. They've been systematically eliminating us. But I've stopped living in fear a long time ago--I've resigned myself to death
- goto = ancients
- entry = when, initial
- text = DMD080 ; When did the Ancients first arrive?
- message = DBT015 ; More than a year ago. The first few months were very bloody. Half of our population was wiped out, and our government fell. The Ancients now control our judges and the Drekketh Guard.
- unhide = government
- goto = ancients
- entry = government
- text = DMD081 ; Do the Ancients have total control over the Dark World?
- message = DBT016 ; Yes. Now we're a police state. And I'd steer clear of the Hall of Justice if I were you. The Dark Justices not very friendly toward strangers. Especially those who are organic instead of biomechanical.
- goto = ancients
- entry = minions, initial
- text = DMD082 ; Who are the minions?
- message = DBT017 ; The troopers who enforce the Ancients' decrees and the justices who administer them.. We have no one to defend us any longer. The Keepers are all dead--or imprisoned.
- unhide = decrees
- unhide = keepers
- goto = ancients
- entry = decrees
- text = DMD083 ; What decrees did the Ancients impose?
- message = DBT018 ; Those not chosen to be killed must obey the Ancients' will. We no longer lead our own lives.
- goto = ancients
- entry = keepers
- text = DMD084 ; Just what are the Keepers?
- message = DBT019 ; The Keepers were our government. Truth, Light, and Justice. It's all gone now.
- goto = ancients
- entry = much , initial
- text = DMD085 ; Don't tell me any more! This is too much for me to take!
- message = DBT020 ; I've heard that you organic beings were weak. We Dark Worlders have had to take this for more than a year. Well, no one is forcing you to share our misery. Not yet, anyway. Go on, get out of here.
- goto = exit
- node = moretalk
- goto = (IkandUkPass) notalk
- goto = okaytalk
- node = okaytalk
- entry = new, initial
- text = DMD078 ; What's new, Bartender?
- message = DBT003 ; Nothing. Still the same old misery and woe.
- unhide = thanks
- goto = okaytalk
- entry = unusual, initial
- text = DMD076 ; Anything unusual going on around here lately?
- message = DBT004 ; No. The masses are still being sacrificed in their usual numbers.
- unhide = thanks
- goto = okaytalk
- entry = eat, initial
- text = DMD071 ; What is there to eat around here?
- message = DBT007 ; I still have some rations of liquefied entrails in my food dispensers. Very filling.
- unhide = thanks
- goto = okaytalk
- entry = thanks, initial
- text = DMD086 ; Thanks for your time. I'll see you around.
- message = DBT021 ; Perhaps. If I'm not scheduled to be fed to a life force leech first.
- unhide = new
- unhide = unusual
- unhide = eat
- goto = exit
- node = notalk
- entry = new, initial
- text = DMD078 ; What's new, Bartender?
- message = DBT013 ; It's not safe for me to talk to you anymore, human. The Drekketh Guard has been asking me questions about interactions with organic beings. Let there be no more communication between us.
- unhide = new
- goto = exit
- entry = unusual, initial
- text = DMD076 ; Anything unusual going on around here lately?
- message = DBT013 ; It's not safe for me to talk to you anymore, human. The Drekketh Guard has been asking me questions about interactions with organic beings. Let there be no more communication between us.
- unhide = unusual
- goto = exit
- entry = eat, initial
- text = DMD071 ; What is there to eat around here?
- message = DBT013 ; It's not safe for me to talk to you anymore, human. The Drekketh Guard has been asking me questions about interactions with organic beings. Let there be no more communication between us.
- unhide = eat
- goto = exit
- conversation = 024.txt ; Goth
- ; This conversation occurs anytime Mike visits Room 706.
- declare = GothGivesCrossbow
- import = GothGivesCrossbow()
- declare = GothMission
- import = GothMission()
- declare = MikeGivesPills
- import = MikeGivesPills()
- speaker = 0, Mike
- speaker = 1, Goth
- node = Greeting
- goto = (GothGivesCrossbow) GoAway
- goto = (MikeGivesPills) Recovery
- goto = (GothMission) Brought
- goto = Intro
- node = Intro
- fallthrough = 0, NeedDrugs
- entry = first, initial
- text = DMD028
- ; Are you Goth? I need to talk to you!
- message = DGT004
- ; Go away! Let me die in peace!
- hide = second
- unhide = third
- unhide = fourth
- goto = Intro
- entry = second, initial
- text = DMD029
- ; You don't look well. Are you all right?
- message = DGT004
- ; Go away! Let me die in peace!
- hide = first
- unhide = third
- unhide = fourth
- goto = Intro
- entry = third
- text = DMD030
- ; All right. I'm leaving.
- message = DGT005
- ; Wait! You're a human, aren't you? From the other side?
- hide = fourth
- unhide = fifth
- unhide = sixth
- goto = Intro
- entry = fourth
- text = DMD031
- ; No, I need to talk to you!
- message = DGT005
- ; Wait! You're a human, aren't you? From the other side?
- hide = third
- unhide = fifth
- unhide = sixth
- goto = Intro
- entry = fifth
- text = DMD032
- ; Yes. The Keeper of the Scrolls sent me.
- message = DGT006
- ; I thought so! The Ancients haven't seized control of your side yet. Can
- ; you do something for me? I am dying.
- hide = sixth
- unhide = seventh
- unhide = eighth
- goto = Intro
- entry = sixth
- text = DMD033
- ; No, but the Keeper of the Scrolls sent me.
- message = DGT007
- ; You aren't? Then I must be seeing things. I am dying. Maybe you can
- ; do something for me anyway.
- hide = fifth
- unhide = seventh
- unhide = eighth
- goto = Intro
- entry = seventh
- text = DMD034
- ; What happened to you?
- message = DGT008
- ; I was trampled during a skirmish with the Troopers at Tau Square. My
- ; exoskeleton is broken. There is no one I can go to. The healers are all
- ; dead -- killed by the Ancients.
- goto = Intro
- entry = eighth
- text = DMD035
- ; What can I do for you?
- message = DGT009
- ; I am in great pain. But the medicines are gone, the drugs are no longer
- ; being manufactured. I need something to sedate me.
- goto = Intro
- node = NeedDrugs
- fallthrough = 0, GetDrugs
- entry = first, initial
- text = DMD036
- ; I saw people using drugs in the building outside.
- message = DGT010
- ; No! Those drugs are used by the Ancients to enslave the masses! I
- ; need medicine!
- goto = NeedDrugs
- entry = second, initial
- text = DMD038
- ; I don't know where to find the medicine you need.
- message = DGT011
- ; You have drugs in the Normal World, don't you? Pain killers? That is the
- ; only thing that can help me now!
- unhide = third
- goto = NeedDrugs
- entry = third
- text = DMD037
- ; I can bring you some drugs from the Normal World.
- message = DGT012
- ; Please, hurry! I do not know how much longer I can cling to
- ; consciousness!
- assign = GothMission, 1
- goto = exit, Greeting
- entry = fourth, initial
- text = DMD039
- ; I have to talk to you first.
- message = DGT013
- ; No. The pain is too great! I am having difficulty maintaining my mental
- ; construct! I need medicine!
- goto = NeedDrugs
- node = Brought
- entry = first, initial
- text = DMD040
- ; Goth! It's me. Mike Dawson. From the Normal World.
- message = DGT014
- ; Yes? Did you find a sedative? What did you bring me?
- unhide = second
- unhide = third
- goto = Brought
- entry = second
- text = DMD039
- ; I have to talk to you first.
- message = DGT013
- ; No. The pain is too great! I am having difficulty maintaining my mental
- ; construct! I need medicine!
- unhide = first
- hide = third
- goto = exit, Greeting
- entry = third
- text = DMD041
- ; I came back to see how you were feeling.
- message = DGT015
- ; You humans are a strange people! I am feeling pain! That will not
- ; change unless you bring me drugs. Now, go!
- unhide = first
- hide = second
- goto = exit, Greeting
- Node = Recovery
- fallthrough = 0, Questions
- entry = first, initial
- text = DMD042
- ; How do you feel?
- message = DGT016
- ; I feel the pain no longer. But that does not change the fact that I will die
- ; soon! At least I will be able to enjoy the experience!
- goto = Recovery
- entry = second, initial
- text = DMD043
- ; Now it's your turn to help me. I'm told you know all about the Ancients.
- message = DGT017
- ; No one knows all there is to know about the Ancients except the
- ; Ancients. But I do know about their current plans.
- hide = first
- goto = Recovery
- node = Questions
- entry = first, initial
- text = DMD044
- ; Why did the Ancients conquer your world?
- message = DGT018
- ; They are life-force scavengers. They travel from planet to planet, feeding
- ; off the life-force from each world they visit. It sustains them while they
- ; sleep in their spaceship and ponder the universe.
- unhide = second
- goto = Questions
- entry = second
- text = DMD045
- ; Why would the Ancients be interested in my world?
- message = DGT019
- ; They have nearly siphoned off the life-force from this world, as well as
- ; most of the other planets in my universe. They need new regions to
- ; harvest. Your world, for example.
- goto = Questions
- entry = third, initial
- text = DMD046
- ; Just what are the Ancients' current plans?
- message = DGT020
- ; They've created a creature called the Behemoth that is able to live on
- ; your side. You realize that we Dark World inhabitants are not capable of
- ; crossing the barrier.
- unhide = fourth
- unhide = fifth
- goto = Questions
- entry = fourth
- text = DMD047
- ; Why did the Ancients create this Behemoth?
- message = DGT021
- ; This creature was designed collect the life-force of the human race and
- ; deliver it to the Ancients. Once the Behemoth passes through the barrier
- ; into your world, it will become invincible.
- goto = Questions
- entry = fifth
- text = DMD048
- ; There is one Dark Worlder who can exist in the Normal World.
- message = DGT022
- ; You speak of the Shape Shifter. Yes, but he can exist on your side for
- ; only short periods of time. Long enough to bring back a human head for
- ; the Ancients' power generator.
- goto = questions
- entry = sixth, initial
- text = DMD049
- ; Tell me about you and your undercover work for the Keepers.
- message = DGT023
- ; I have been part of the underground movement against the Ancients for a
- ; long time. A very long time. But it appears that my labors are near an
- ; end.
- unhide = seventh
- unhide = thirteenth
- goto = Questions
- entry = seventh
- text = DMD050
- ; Tell me more about the underground movement.
- message = DGT024
- ; The Keepers organized us to revolt against the Ancients. But we
- ; underestimated the Ancients' power. We're all but completely
- ; slaughtered.
- unhide = eighth
- unhide = thirteenth
- goto = Questions
- entry = eighth
- text = DMD051
- ; If you couldn't stop the Ancients, then how can I?
- message = DGT025
- ; The Points of the Triangle are the only way. Gather the three Points --
- ; the Light, the Scrolls and the Sword. The Troopers seized the Light. The
- ; Scrolls are locked up in the Hall of Justice.
- unhide = ninth
- unhide = eleventh
- goto = Questions
- entry = ninth
- text = DMD052
- ; Where is the Sword of Justice?
- message = DGT026
- ; The Shape Shifter has it. After the Keeper of the Sword was crucified,
- ; the Ancients gave it to the Shape Shifter as a reward for his services in
- ; the Normal World.
- unhide = tenth
- goto = Questions
- entry = tenth
- text = DMD053
- ; Where can I find the Shape Shifter?
- message = DGT027
- ; No one knows where he lives. I am sure he is well protected by the
- ; Ancients. He is their most trusted agent, after all.
- goto = Questions
- entry = eleventh
- text = DMD054
- ; What do I do with the Points?
- message = DGT028
- ; The Ancients' power generator. I've had a good look at it. You can
- ; overload it with the Points' energy. Send their spaceship a power surge
- ; that not even the Ancients can withstand!
- unhide = twelfth
- goto = Questions
- entry = twelfth
- text = DMD055
- ; How do I use the Points on the generator?
- message = DGT029
- ; With the Light, illuminate that which is dark. With the Scrolls, feed the
- ; Truth into that which is false. And with the Sword, sever that which
- ; should never have been joined.
- hide = thirteenth
- unhide = fourteenth
- goto = Questions
- entry = thirteenth
- text = DMD056
- ; You've been very helpful. I'll let you rest now.
- message = DGT030
- ; Yes. Rest. Life is so weary.
- unhide = thirteenth
- goto = exit, Greeting
- entry = fourteenth
- text = DMD056
- ; You've been very helpful. I'll let you rest now.
- message = DGT031
- ; Before you leave, take my crossbow. It emits a magnetic field. It may
- ; prove useful to you.
- unhide = fifteenth
- unhide = sixteenth
- goto = Questions
- entry = fifteenth
- text = DMD057
- ; Can this crossbow be used to magnetize metal?
- message = DGT032
- ; I suppose so. We used it to disrupt communications. There is very little
- ; metal in the Dark World. Why do you ask?
- hide = sixteenth
- unhide = seventeenth
- goto = Questions
- entry = sixteenth
- text = DMD058
- ; What good would a crossbow do me?
- message = DGT033
- ; This is a very sophisticated device, human! It can set up a permanent
- ; magnetic field around anything! Think of the implications!
- hide = fifteenth
- unhide = seventeenth
- goto = Questions
- entry = seventeenth
- text = DMD059
- ; I need to win a game in my world. This crossbow might help.
- message = DGT034
- ; Games, he says! Were the Keepers wrong about this one? Let me rest,
- ; human! You are not worth my remaining energy!
- assign = GothGivesCrossbow, 1
- goto = exit, Greeting
- Node = GoAway
- entry = first, initial, persist
- text = DMD060
- ; Goth, I think you misunderstood how I plan to use the crossbow!
- message = DGT035
- ; Let me die in peace, human! Either blow up the Ancients' spaceship or
- ; play your games. I don't care anymore. Now, go!
- goto = exit, greeting
- conversation = 025.txt ; Room 810, Keeper of the Scrolls
- declare = KeeperToldAboutGoth()
- import = KeeperToldAboutGoth()
- declare = TalkKeeperScrolls()
- import = TalkKeeperScrolls()
- declare = StatusBehemoth()
- import = StatusBehemoth()
- speaker = 0, Mike
- speaker = 1, Keeper of the Scrolls
- node = decision
- goto = (StatusBehemoth) Behemoth
- goto = options
- node = options
- fallthrough = 1, done
- entry = hello, initial
- text = DMN432 ; Hello again, your, uh, your honor.
- message = DKS001 ; Greetings, Michael. I am pleased to finally meet you in person. Please forgive me for allowing myself to fall into a state of captivity. Even we Keepers have failings.
- unhide = handle
- goto = options
- entry = going, initial
- text = DMD202 ; What's going on?
- message = DKS003 ; We are besieged by the Ancients once again. They have conquered the Dark World and enslaved its inhabitants. Soon the Ancients will enter your world and do the same to your people.
- hide = hello
- unhide = plan
- unhide = enter
- unhide = handle
- goto = options
- entry = plan
- text = DMD203 ; What is the Ancients' plan this time?
- message = DKS004 ; They are hatching a horrid creature called the Behemoth. It is now incubating behind their power generator. This creature will enter your world and drain all life from it.
- goto = options
- entry = enter
- text = DMD204 ; But I thought the Ancients weren't capable of entering the Normal World!
- message = DKS005 ; This is true. But they have altered the genetics of a Dark World creature to create what is called a Shape Shifter. A Shape Shifter can assume human form and for brief periods of time enter the Normal World.
- unhide = shifter
- goto = options
- entry = shifter
- text = DMD205 ; What does this Shape Shifter look like?
- message = DKS006 ; No one knows. The Ancients have kept its identity a secret. The Shape Shifter goes to your world and severs the heads of his victims.
- unhide = heads
- unhide = identify
- goto = options
- entry = heads
- text = DMD206 ; What must I do next?
- message = DKS012 ; The Shape Shifter is gathering heads for the Ancients' power generator. The generator taps directly into the victims' brain cells. Once four human heads are implanted, the incubator will be fully powered and the Behemoth will hatch.
- unhide = destroy
- goto = options
- entry = destroy
- text = DMD207 ; How do I destroy the power generator?
- message = DKS008 ; Seek out Goth the Hermit -- he lives beyond the Recreation Center. Goth served the Keeper of the Sword. He has studied the power generator and knows how to use the three Points to destroy it.
- unhide = points
- assign = KeeperToldAboutGoth, 1
- goto = options
- entry = points
- text = DMD208 ; What are the points?
- message = DKS009 ; The Points of the Triangle are the three icons that have kept the peace in the Dark World until the arrival of the Ancients. The Light, The Scrolls, and the Sword.
- goto = additional
- entry = identify
- text = DMD209 ; How can I identify this Shape Shifter?
- message = DKS010 ; Only by facing your destiny will you know that. You must do it, Mike. Go back to your own world and search. Look hard at everyone you know. Look into your memories. You will find the answer there.
- goto = options
- entry = handle
- text = DMD210 ; I'm sorry. This is too much for me to handle. I've got to get out of here.
- message = DKS011 ; You disappoint me, Michael. You had helped us once before, and I had judged you as being up to this task. Perhaps I was wrong. But perhaps you need just need time to digest this information. Go and ponder your destiny.
- unhide = handle
- goto = exit
- node = done
- entry = mayor, initial
- text = DMD206 ; What must I do next?
- message = DKS002 ; Do not neglect the fact that you are under suspicion in your own world. Seek out your government leader. He will point you towards the Truth, although he is unaware of the role he plays.
- assign = TalkKeeperScrolls, 1
- unhide = destroy
- unhide = identify
- goto = exit
- entry = destroy
- text = DMD207 ; How do I destroy the power generator?
- message = DKS016 ; Find the Points -- the Light, the Scrolls and the Sword. Then follow Goth's instructions for destroying the power generator. That is all I can tell you. Good luck, Michael.
- unhide = destroy
- goto = exit
- entry = identify
- text = DMD209 ; How can I identify this Shape Shifter?
- message = DKS010 ; Only by facing your destiny will you know that. You must do it, Mike. Go back to your own world and search. Look hard at everyone you know. Look into your memories. You will find the answer there.
- unhide = identify
- goto = exit
- entry = handle, initial
- text = DMD210 ; I'm sorry. This is too much for me to handle. I've got to get out of here.
- message = DKS011 ; You disappoint me, Michael. You had helped us once before, and I had judged you as being up to this task. Perhaps I was wrong. But perhaps you need just need time to digest this information. Go and ponder your destiny.
- unhide = handle
- goto = exit
- node = additional
- fallthrough = 0, options
- entry = light, initial
- text = DMD211 ; I met the Keeper of the Light. He said the Light had been stolen.
- message = DKS013 ; Yes, I know. She is dead. I felt her life force extinguish. But if the Drekketh Guard have taken the Light, then it may still be in the Hall of Troopers.
- goto = additional
- entry = scrolls, initial
- text = DMD212 ; Do you still have the Scrolls?
- message = DKS014 ; No, Michael. When I learned that the Drekketh Guard was coming to arrest me, I gave the Scrolls to the Keeper of the Sword to safeguard.
- unhide = sword
- goto = additional
- entry = sword
- text = DMD213 ; Where do I find the Keeper of the Sword?
- message = DKS015 ; The Keeper of the Sword was arrested not long after me. She is now under trial in the Hall of Justice. However, her life force is weakening. She may already be dead.
- goto = additional
- node = Behemoth
- entry = kill, initial
- text = DMD206 ; What must I do next?
- message = DKS017 ; Michael, the Behemoth has hatched and is headed toward the portal! You must stop it before it enters your world! Use the short cut through the maze. Hurry!
- unhide = kill
- goto = exit
- entry = destroy, initial
- text = DMD207 ; How do I destroy the power generator?
- message = DKS018 ; I see you have the three Points of the Triangle. You have done well. Use them as Goth has instructed. Go now. You must hurry, before the Ancients discover your whereabouts!
- unhide = destroy
- goto = exit
- entry = identify, initial
- text = DMD209 ; How can I identify this Shape Shifter?
- message = DKS010 ; Only by facing your destiny will you know that. You must do it, Mike. Go back to your own world and search. Look hard at everyone you know. Look into your memories. You will find the answer there.
- unhide = identify
- goto = exit
- entry = handle, initial
- text = DMD210 ; I'm sorry. This is too much for me to handle. I've got to get out of here.
- message = DKS011 ; You disappoint me, Michael. You had helped us once before, and I had judged you as being up to this task. Perhaps I was wrong. But perhaps you need just need time to digest this information. Go and ponder your destiny.
- unhide = handle
- goto = exit
- conversation = 026.txt ; Room 808, Ik & Uk
- declare = Daytime()
- import = Daytime()
- declare = BiomechanoidClue()
- import = BiomechanoidClue()
- declare = IkandUkRiddle()
- import = IkandUkRiddle()
- declare = IkandUkShoot()
- import = IkandUkShoot()
- declare = IkandUkPass()
- import = IkandUkPass()
- speaker = 0, Mike
- speaker = 1, Left Biomechanoid ; Uk
- speaker = 2, Right Biomechanoid ; Ik
- node = Decision
- goto = (IkandUkPass) NoMore
- goto = (IkandUkRiddle) TryAgain
- goto = Questions
- node = Questions
- entry = who, initial
- text = DMD133 ; Who are you?
- assign = speaker, 1
- message = DUK003 ; We will not tell you which of us is Ik and which is Uk.
- assign = speaker, 2
- message = DIK005 ; Because one of us is Ik and the other is Uk. Or it could be the other way around. We're not telling.
- goto = Questions
- entry = what, initial
- text = DMD134 ; What is through that passageway?
- assign = speaker, 2
- message = DIK004 ; It could be the prison compound.
- assign = speaker, 1
- message = DUK006 ; Then again, it could not.
- unhide = prisoners
- unhide = let
- goto = Questions
- entry = prisoners
- text = DMD148 ; Who is being held prisoner?
- assign = speaker, 2
- message = DIK001 ; It could be the Keeper of the Scrolls.
- assign = speaker, 1
- message = DUK001 ; Then again, the prison could be empty.
- goto = Questions
- entry = let
- text = DMD149 ; Let me inside the prison.
- assign = speaker, 2
- message = DIK002 ; Only authorized Dark World personnel are allowed to enter!
- assign = speaker, 1
- message = DUK002 ; Leave the premises immediately!
- unhide = official
- unhide = leaving
- goto = Questions
- entry = official
- text = DMD135 ; I am a Dark World prison official. Let me in.
- assign = speaker, 1
- message = DUK004 ; Oh, a Dark Worlder, are you?
- assign = speaker, 2
- message = DIK003 ; I bet you don't even know if it's day or night!
- unhide = am
- goto = Dayornight
- entry = am
- text = DMD131 ; I am a Dark Worlder. Give me a chance to prove it!
- assign = speaker, 1
- message = DUK009 ; We will let you pass if you prove to us that you really are a Dark Worlder.
- assign = speaker, 2
- message = DIK007 ; Tell us which of us is Ik and which is Uk. And tell us whether it is day or night.
- assign = speaker, 1
- message = DUK010 ; You can ask questions, if you like.
- assign = speaker, 2
- message = DIK015 ; We like to be fair.
- assign = IkandUkRiddle, 1
- goto = (Daytime) dayquiz
- goto = nightquiz
- entry = leaving
- text = DMD136 ; All right. I'm leaving..
- assign = speaker, 2
- message = DIK018 ; Then go. Before we blast you to pieces.
- assign = speaker, 1
- message = DUK005 ; Ugly organic
- unhide = let
- hide = official
- hide = am
- goto = exit
- node = Dayornight
- entry = always, initial
- text = DMD137 ; It's always dark here.
- assign = speaker, 1
- message = DUK007 ; But we have day and night just like anywhere else.
- assign = speaker, 2
- message = DIK006 ; Any Dark Worlder can tell the difference.
- assign = Daytime, 0
- goto = Questions
- entry = nosun, initial
- text = DMD138 ; But there's no sun in the Dark World
- assign = speaker, 1
- message = DUK007 ; But we have day and night just like anywhere else.
- assign = speaker, 2
- message = DIK006 ; Any Dark Worlder can tell the difference.
- assign = Daytime, 1
- goto = Questions
- node = TryAgain
- entry = know, initial
- text = DMD142 ; Okay, I know the answers to your riddle.
- assign = speaker, 1
- message = DUK013 ; Then tell us which is which.
- assign = speaker, 2
- message = DIK019 ; And tell us if it's day or night.
- unhide = know
- goto = (BiomechanoidClue) Choose
- goto = Guess
- entry = clue, initial
- text = DMD132 ; Can you give me those clues again?
- assign = speaker, 1
- message = DUK018 ; Well, I guess it's not against the rules.
- assign = speaker, 2
- message = DIK015 ; We like to be fair.
- unhide = clue
- goto = (Daytime) dayquiz
- goto = nightquiz
- entry = think , initial
- text = DMD143 ; I need to think about this some more.
- assign = speaker, 2
- message = DIK009 ; Then leave. Don't come back until you can prove you're a Dark Worlder.
- assign = speaker, 1
- message = DUK005 ; Ugly organic
- unhide = think
- goto = exit
- node = dayquiz
- entry = daytime, initial
- text = DMD139 ; Is it daytime?
- assign = speaker, 2
- message = DIK008 ; Of course it's daytime.
- assign = speaker, 1
- message = DUK014 ; No, it is most definitely night.
- unhide = daytime
- unhide = know
- unhide = think
- goto = dayquiz
- entry = ik, initial
- text = DMD140 ; Which one of you is Ik?
- assign = speaker, 1
- message = DUK011 ; During the day, I claim to be Uk. I am really Ik.
- assign = speaker, 2
- message = DIK010 ; He's lying! I am Ik. I am Ik and it is daytime.
- unhide = ik
- unhide = know
- unhide = think
- goto = dayquiz
- entry = truth, initial
- text = DMD141 ; Which one of you is telling the truth?
- assign = speaker, 1
- message = DUK012 ; I am. I am Ik and it is night.
- assign = speaker, 2
- message = DIK011 ; He is not! It is not! I am Ik, and it's daytime, and that's final!
- unhide = truth
- unhide = know
- unhide = think
- goto = dayquiz
- entry = know
- text = DMD142 ; Okay, I know the answers to your riddle.
- assign = speaker, 1
- message = DUK013 ; Then tell us which is which and if it's day or night.
- hide = think
- goto = (BiomechanoidClue) answerday
- goto = Guess
- entry = think
- text = DMD143 ; I need to think about this some more.
- assign = speaker, 2
- message = DIK009 ; Then leave. Don't come back until you can prove you're a Dark Worlder.
- assign = speaker, 1
- message = DUK005 ; Ugly organic
- hide = know
- goto = exit
- node = nightquiz
- entry = daytime, initial
- text = DMD139 ; Is it daytime?
- assign = speaker, 2
- message = DIK008 ; Of course it's daytime.
- assign = speaker, 1
- message = DUK014 ; No, it is most definitely night.
- unhide = daytime
- unhide = know
- unhide = think
- goto = nightquiz
- entry = ik, initial
- text = DMD140 ; Which one of you is Ik?
- assign = speaker, 2
- message = DIK016 ; During the night, I claim to be Ik. I am really Uk.
- assign = speaker, 1
- message = DUK020 ; He's lying! I am Uk. I am Uk and it is night.
- unhide = ik
- unhide = know
- unhide = think
- goto = nightquiz
- entry = truth, initial
- text = DMD141 ; Which one of you is telling the truth?
- assign = speaker, 2
- message = DIK017 ; I am. I am Uk and it is night.
- assign = speaker, 1
- message = DUK015 ; He is not! It is not! I am Uk, and it's daytime, and that's final!
- unhide = truth
- unhide = know
- unhide = think
- goto = nightquiz
- entry = know
- text = DMD142 ; Okay, I know the answers to your riddle.
- assign = speaker, 1
- message = DUK013 ; Then tell us which is which and if it's day or night.
- hide = think
- goto = (BiomechanoidClue) answernight
- goto = Guess
- entry = think
- text = DMD143 ; I need to think about this some more.
- assign = speaker, 2
- message = DIK009 ; Then leave. Don't come back until you can prove you're a Dark Worlder.
- assign = speaker, 1
- message = DUK005 ; Ugly organic
- hide = know
- goto = exit
- node = Guess
- entry = rightnight, initial
- text = DMD144 ; You--on the right. You are Ik, and it is night.
- assign = speaker, 2
- message = DIK014 ; You're guessing. You don't really know, do you?
- assign = speaker, 1
- message = DUK017 ; Go away. And don't come back until you prove you can think like a Dark Worlder.
- unhide = rightnight
- goto = exit
- entry = rightday, initial
- text = DMD145 ; You--on the right. You are Ik, and it is daytime.
- assign = speaker, 2
- message = DIK014 ; You're guessing. You don't really know, do you?
- assign = speaker, 1
- message = DUK017 ; Go away. And don't come back until you prove you can think like a Dark Worlder.
- unhide = rightday
- goto = exit
- entry = leftday, initial
- text = DMD146 ; You--on the left. You are Ik, and it is daytime.
- assign = speaker, 2
- message = DIK014 ; You're guessing. You don't really know, do you?
- assign = speaker, 1
- message = DUK017 ; Go away. And don't come back until you prove you can think like a Dark Worlder.
- unhide = leftday
- goto = exit
- entry = leftnight, initial
- text = DMD147 ; You--on the left. You are Ik, and it is night.
- assign = speaker, 2
- message = DIK014 ; You're guessing. You don't really know, do you?
- assign = speaker, 1
- message = DUK017 ; Go away. And don't come back until you prove you can think like a Dark Worlder.
- unhide = leftnight
- goto = exit
- node = Choose
- goto = (Daytime) answerday
- goto = answernight
- node = answerday
- entry = rightnight, initial
- text = DMD144 ; You--on the right. You are Ik, and it is night.
- assign = speaker, 2
- message = DIK013 ; That is incorrect. We knew you weren't a real Dark Worlder.
- assign = speaker, 1
- message = DUK019 ; The penalty for trespassing is imprisonment. However, killing is much more fun.
- assign = IkandUkShoot, 1
- goto = exit
- entry = rightday, initial
- text = DMD145 ; You--on the right. You are Ik, and it is daytime.
- assign = speaker, 2
- message = DIK012 ; I guess you are a Dark Worlder after all.
- assign = speaker, 1
- message = DUK016 ; Forgive us for doubting you, Privileged One. You may pass.
- assign = IkandUkPass, 1
- goto = exit
- entry = leftday, initial
- text = DMD146 ; You--on the left. You are Ik, and it is daytime.
- assign = speaker, 2
- message = DIK013 ; That is incorrect. We knew you weren't a real Dark Worlder.
- assign = speaker, 1
- message = DUK019 ; The penalty for trespassing is imprisonment. However, killing is much more fun.
- assign = IkandUkShoot, 1
- goto = exit
- entry = leftnight, initial
- text = DMD147 ; You--on the left. You are Ik, and it is night.
- assign = speaker, 2
- message = DIK013 ; That is incorrect. We knew you weren't a real Dark Worlder.
- assign = speaker, 1
- message = DUK019 ; The penalty for trespassing is imprisonment. However, killing is much more fun.
- assign = IkandUkShoot, 1
- goto = exit
- node = answernight
- entry = rightnight, initial
- text = DMD144 ; You--on the right. You are Ik, and it is night.
- assign = speaker, 2
- message = DIK012 ; I guess you are a Dark Worlder after all.
- assign = speaker, 1
- message = DUK016 ; Forgive us for doubting you, Privileged One. You may pass.
- assign = IkandUkPass, 1
- goto = exit
- entry = rightday, initial
- text = DMD145 ; You--on the right. You are Ik, and it is daytime.
- assign = speaker, 2
- message = DIK013 ; That is incorrect. We knew you weren't a real Dark Worlder.
- assign = speaker, 1
- message = DUK019 ; The penalty for trespassing is imprisonment. However, killing is much more fun.
- assign = IkandUkShoot, 1
- goto = exit
- entry = leftday, initial
- text = DMD146 ; You--on the left. You are Ik, and it is daytime.
- assign = speaker, 2
- message = DIK013 ; That is incorrect. We knew you weren't a real Dark Worlder.
- assign = speaker, 1
- message = DUK019 ; The penalty for trespassing is imprisonment. However, killing is much more fun.
- assign = IkandUkShoot, 1
- goto = exit
- entry = leftnight, initial
- text = DMD147 ; You--on the left. You are Ik, and it is night.
- assign = speaker, 2
- message = DIK013 ; That is incorrect. We knew you weren't a real Dark Worlder.
- assign = speaker, 1
- message = DUK019 ; The penalty for trespassing is imprisonment. However, killing is much more fun.
- assign = IkandUkShoot, 1
- goto = exit
- node = NoMore
- entry = prison, initial
- text = DMD150 ; Tell me who is inside the prison.
- assign = speaker, 2
- message = DIK020 ; I am sorry Privileged One. We are not worthy to speak to you.
- assign = speaker, 1
- message = DUK008 ; However, you are free to pass and talk with any prisoner.
- unhide = prison
- goto = exit
- entry = shifter, initial
- text = DMD151 ; Tell me where I can find the Shape Shifter.
- assign = speaker, 2
- message = DIK020 ; I am sorry Privileged One. We are not worthy to speak to you.
- assign = speaker, 1
- message = DUK008 ; However, you are free to pass and talk with any prisoner.
- unhide = shifter
- goto = exit
- entry = ancients, initial
- text = DMD152 ; Tell me where I can find the Ancients
- assign = speaker, 2
- message = DIK020 ; I am sorry Privileged One. We are not worthy to speak to you.
- assign = speaker, 1
- message = DUK008 ; However, you are free to pass and talk with any prisoner.
- unhide = ancients
- goto = exit
- entry = plans
- text = DMD153 ; Tell me what you know about the Ancients' plans.
- assign = speaker, 2
- message = DIK020 ; I am sorry Privileged One. We are not worthy to speak to you.
- assign = speaker, 1
- message = DUK008 ; However, you are free to pass and talk with any prisoner.
- unhide = plans
- goto = exit
- conversation = 027.txt ; Room 902, Trooper
- declare = TrooperGone()
- import = TrooperGone()
- speaker = 0, Mike
- speaker = 1, Trooper
- node = decision
- goto = (TrooperGone) Card
- goto = NoCard
- node = NoCard
- entry = excuse, initial
- text = DMD182 ; Excuse me, sir
- message = DTR007 ; Do you know what we did to the last organic who asked to be excused? We gutted him and threw him into maze -- just like we did with did to that Keeper worm. Now, go!
- unhide = excuseagain
- unhide = keeper
- goto = exit
- entry = excuseagain
- text = DMD182 ; Excuse me, sir
- message = DTR008 ; Perhaps I didn't make myself clear before! I said, no excuses! Now, go before I gut you and throw you into the maze, too!
- unhide = excuseagain
- goto = exit
- entry = questions, initial
- text = DMD183 ; Hey, I need some questions answered!
- message = DTR009 ; By order of the Ancients, there can be no questions answered without proper Data Card identification.
- unhide = datacard
- unhide = questionsagain
- goto = exit
- entry = questionsagain
- text = DMD183 ; Hey, I need some questions answered!
- message = DTR011 ; Perhaps you didn't understand me earlier, bio-brain! I can not answer your questions until you show me your data card.
- goto = exit
- entry = keeper
- text = DMD184 ; I am here to pick up some of the Keepers' effects.
- message = DTR012 ; Not without proper authorization! That's her lantern over there, but it's going over to the Hall of Justice after we finish examining it. You'll have to go next door and take the matter up with one of the Justices.
- goto = exit
- entry = datacard
- text = DMD185 ; I left my data card at home.
- message = DTR013 ; Didn't you read your manual, fool? Privileged Workers are supposed to carry their data cards at all times! I suggest that you run home and get it, before someone less charitable than me decides to vaporize you!
- goto = exit
- entry = cells, initial
- text = DMD186 ; I notice that all the jail cells are empty.
- message = DTR014 ; Yes, all our political prisoners have been transferred to the Power Center. Now, get yourself to where you have to be!
- goto = exit
- node = Card
- entry = sadist, initial
- text = DMD180 ; Here's my data card, you tin-plated sadist. Now show some respect!
- message = DTR010 ; A thousand apologies, Organic One! I had no idea that you were a Privileged Worker! Where are you assigned?
- goto = Work
- entry = approval, initial
- text = DMD181 ; I hope my identification meets your approval, sir.
- message = DTR010 ;A thousand apologies, Organic One! I had no idea that you were a Privileged Worker! Where are you assigned?
- goto = Work
- node = Work
- entry = power, initial
- text = DMD187 ; I am assigned to the Power Center.
- message = DTR015 ; I thought as much. I heard that they were bringing in other-worlders to assist in getting the generator on-line.
- message = DTR017 ; Tell me, have you already paid your offering today? Or do you prefer to do it at night?
- goto = Offering
- entry = business, initial
- text = DMD188 ; I don't see how that is any of the Drekketh Guards' business!
- message = DTR016 ; You're right, of course. I didn't mean to offend your organic sensibilities.
- message = DTR017 ; Tell me, have you already paid your offering today? Or do you prefer to do it at night?
- goto = Offering
- node = Offering
- entry = day, initial
- text = DMD189 ; Yes, of course I already paid my offering!
- message = DTR018 ; I prefer to make my offerings of blood to the Ancients in the morning, too. It gets the day off to good start, wouldn't you agree?
- message = DTR020 ; Well, you are obviously a loyal minion of the Ancients. Please, do me the honor of watching over the Hall of Troopers for a while. I have a new batch of prisoners to torture.
- goto = exit
- entry = night, initial
- text = DMD190 ; No, I prefer to do pay it at night.
- message = DTR019 ; No matter when you make your offering of blood to the Ancients, it gives you a sense of purpose, doesn't it?
- message = DTR020 ; Well, you are obviously a loyal minion of the Ancients. Please, do me the honor of watching over the Hall of Troopers for a while. I have a new batch of prisoners to torture.
- goto = exit
- conversation = 028.txt ; Room 812, Keeper of the Light
- speaker = 0, Mike
- speaker = 1, Keeper of the Light
- node = options
- entry = who, initial
- text = DMD067 ; Who the hell are you?
- message = DKL002 ; I am the Keeper of the Light. At least, that is who I used to be. The Ancients have seized the Light from me. You must retrieve it and use it to destroy the power generator before it is too late!
- unhide = Ancients
- unhide = Light
- unhide = generator
- goto = options
- entry = Ancients
- text = DMN126 ; Then it is true! The Ancients have returned!
- message = DKL007 ; I wish it were not so. All of the Dark World belongs to the them now, and they plan to conquer the Normal World, too! You are our last hope of stopping them.
- goto = options
- entry = Light
- text = DMD064 ; Just what is the Light?
- message = DKL004 ; The Light is the Truth -- one of three Points of the Triangle, as are the Scrolls and the Sword. But the Ancients now possess it and perhaps the other two Points as well.
- hide = Ancients
- unhide = sword
- unhide = scrolls
- goto = options
- entry = scrolls
- text = DMD066 ; What are the Scrolls?
- message = DKL006 ; The Scrolls contain the wisdom of the Dark World. They have been missing since the Keeper of the Scrolls was captured and imprisoned.
- goto = options
- entry = sword
- text = DMD065 ; What is the Sword?
- message = DKL005 ; The Sword of Justice is the third Point of the Triangle. It has the power to sever that which never should have been joined.
- goto = options
- entry = generator
- text = DMD068 ; What is this generator you're talking about?
- message = DKL008 ; It is the machine that is incubating the Behemoth -- the beast they intend to unleash on your world. The generator is powered by human brain cells.
- hide = Ancients
- goto = options
- entry = what, initial
- text = DMD063 ; What happened to you?
- message = DKL003 ; The Drekketh Guard disemboweled me, then threw me into the Maze to die. You must hurry or billions will die on both sides of the Portal!
- unhide = do
- goto = options
- entry = do
- text = DMD069 ; Is there anything I can do for you?
- message = DKL009 ; No. I am dying. Now, quickly, you must rescue the Light and gather the Points. Destroy the generator. You are our only hope...
- goto = exit
- conversation = 029.txt ; Room 903, Dark Justice
- declare = CredoLearned()
- import = CredoLearned()
- speaker = 0, Mike
- speaker = 1, Dark Justice
- node = options
- entry = back
- text = DMD237 ; I'm back, your honor.
- message = DJT019 ; What! How did you escape from the Hall of Death? No, don't answer that. You didn't escape. Your death warrant just had the incorrect date on it, that's all.
- message = DJT020 ; You weren't due to be executed until now. Thank you so much for stopping by to correct this little clerical error. You're a good citizen. Bye-bye.
- unhide = back
- goto = exit
- entry = visiting, initial
- text = DMD115 ; Hello. I'm just visiting.
- message = DJT006 ; Just visiting? No one visits the Hall of Justice! You do not sound like you are from around here! You are a Dark Worlder, aren't you?
- hide = execute
- unhide = back
- goto = darkworlder
- entry = execute, initial
- text = DMD127 ; How could you execute that poor creature just now! What kind of justice is that?
- message = DJT014 ; I can't believe my ears! Questioning a Justice's decision! That is tantamount to questioning the Ancients themselves! You are a loyal minion of the Ancients, aren't you?
- unhide = back
- goto = ancients
- entry = keeper, initial
- text = DMD130 ; I'm here to pay my respects to the Keeper of the Sword!
- message = DJT017 ; Pay your respects! Why, that worm was involved in a conspiracy against the Ancients! Whose side are you on, anyway?
- hide = execute
- unhide = back
- goto = ancients
- entry = questions, initial
- text = DMD236 ; Excuse me. May I ask you some questions?
- message = DJT018 ; What! Only Justices are permitted to ask questions in the Hall of Justice! Every Dark Worlder knows that! You are a Dark Worlder, aren't you?
- hide = execute
- unhide = questions
- unhide = back
- goto = darkworlder
- node = darkworlder
- entry = yes, initial
- text = DMD116 ; Yes, I am a Dark Worlder. I've just been away for a while.
- message = DJT007 ; Is that so? Well, then, you must know what the Ancient's credo is. Recite it for me!
- unhide = yes
- goto = (CredoLearned) credo
- goto = guess
- entry = no, initial
- text = DMD117 ; No, I'm a human. My name is Mike Dawson.
- message = DJT008 ; Mike Dawson? That name is familiar. Oh, yes! The Ancient's have issued a death warrant for you. You are to be immediately transported to the Hall of Death!
- unhide = no
- goto = exit
- node = ancients
- entry = yes, initial
- text = DMD128 ; I'm loyal to the Ancients! I just, uh, lost my head for a moment.
- message = DJT015 ; Oh, lost your head, did you? Well, let's just see how well your head is working. Tell me, what is the Ancients' credo?
- unhide = yes
- goto = (CredoLearned) credo
- goto = guess
- entry = no, initial
- text = DMD129 ; I hate the Ancients and will do everything in my power to destroy them
- message = DJT016 ; Well, why didn't you say so? There are many here in the Dark World who feel the same as you! And all of them are sentenced to death!
- unhide = no
- goto = exit
- node = guess
- entry = prosper, initial
- text = DMD123 ; Life Provides Death
- message = DJT009 ; That is not correct! You are an impostor! You are hereby sentenced to death!
- goto = exit
- entry = force, initial
- text = DMD126 ; Death Is Provided By Life.
- message = DJT009 ; That is not correct! You are an impostor! You are hereby sentenced to death!
- goto = exit
- entry = death, initial
- text = DMD120 ; Death To Those Who Oppose Us!
- message = DJT009 ; That is not correct! You are an impostor! You are hereby sentenced to death!
- goto = exit
- entry = mercy, initial
- text = DMD121 ; I don't know! I forgot! Please have mercy on me!
- message = DJT010 ; Failure to recite the Ancient's credo upon command is an infraction that is punishable by death. Punishment shall commence immediately!
- unhide = mercy
- goto = exit
- entry = dare, initial
- text = DMD122 ; How dare you question my heritage! I refuse to cooperate!
- message = DJT011 ; Refusal to obey the Ancients' decrees is a capital offense. You are hereby sentenced to the Hall of Death!
- unhide = dare
- goto = exit
- node = credo
- entry = wrongone, initial
- text = DMD123 ; Life Provides Death
- message = DJT012 ; That is not correct! Misquoting the Ancients' credo is an offense punishable by death. Your soul is hereby relinquished to the Under World!
- goto = exit
- entry = wrongtwo, initial
- text = DMD124 ; Life Is Provided By Death.
- message = DJT012 ; That is not correct! Misquoting the Ancients' credo is an offense punishable by death. Your soul is hereby relinquished to the Under World!
- goto = exit
- entry = correct, initial
- text = DMD125 ; Death Provides Life.
- message = DJT013 ; That is correct. Forgive me for questioning your status... However, I am behind in my death quota for today. You are hereby ordered to report to the Hall of Death.
- unhide = correct
- hide = wrongone
- hide = wrongtwo
- hide = wrongthree
- goto = exit
- entry = wrongthree, initial
- text = DMD126 ; Death Is Provided By Life..
- message = DJT012 ; That is not correct! Misquoting the Ancients' credo is an offense punishable by death. Your soul is hereby relinquished to the Under World!
- goto = exit
- entry = mercy, initial
- text = DMD121 ; I don't know! I forgot! Please have mercy on me!
- message = DJT010 ; Failure to recite the Ancient's credo upon command is an infraction that is punishable by death. Punishment shall commence immediately!
- unhide = mercy
- goto = exit
- entry = dare, initial
- text = DMD122 ; How dare you question my heritage! I refuse to cooperate!
- message = DJT011 ; Refusal to obey the Ancients' decrees is a capital offense. You are hereby sentenced to the Hall of Death!
- unhide = dare
- goto = exit
- conversation = 030.txt ; Dark Mom; Room 603
- declare = FoundShoes
- import=FoundShoes
- declare=MomStatus
- import=MomStatus
- speaker = 0, Mike
- speaker = 1, Mrs. Dawson
- node = intial
- goto = (FoundShoes) ShoesFound
- goto = ShoesNotFound
- node = ShoesNotFound
- fallthrough=0, GetShoes
- entry = house, initial
- text = DMD001 ; Mom, have you been to the rest of the house lately?
- message= DMS001 ; Mike, you're tracking dirt all over my clean floor. Go get your new shoes!
- hide = dizzy
- goto=GetShoes
- entry=dizzy, initial
- text= DMD002 ; Hey, Mom, I'm feeling a little dizzy. Do you smell a gas leak or something?
- message= DMS001 ; Mike, you're tracking dirt all over my clean floor. Go get your new shoes!
- hide = house
- goto = GetShoes
- node=GetShoes
- entry=okay, initial, persist
- text= DMD003 ; What's this about my shoes? Are you feeling okay?
- message= DMS002 ; Don't say another word to me until you get your new shoes.
- unhide = okay
- goto = exit
- node=ShoesFound
- entry = shoes, initial
- text = DMD004 ; What do you know about my shoes getting bloody?
- message = DMS003 ; Here, Mike, this will explain everything.
- assign = MomStatus, 1
- goto = exit
- entry=knives, initial
- text = DMD005 ; What do you know about your missing steak knives?
- message = DMS003 ; Here, Mike, this will explain everything.
- assign = MomStatus, 1
- goto = exit
- conversation = 031.txt ; Room 203, Melissa
- declare = InvestigatingMurder()
- import = InvestigatingMurder()
- speaker = 0, Mike
- speaker = 1, Melissa
- node = hello
- entry = remember, initial
- text = DMN135 ; Melissa, remember me? I'm Mike Dawson. It's been a long time.
- message = DML001 ; Not long enough to suit me.
- unhide = talk
- goto = shoulder
- entry = time, initial
- text = DMN152 ; Hi, Melissa. Have you got time to talk?
- message = DML019 ; Well, well, well. Look what the cat dragged in.
- hide = remember
- unhide = time
- unhide = talk
- goto = convo
- entry = talk
- text = DMN151 ; Melissa, I've got to talk to you.
- message = DML002 ; Get lost, Dawson.
- unhide = talk
- goto = shoulder
- node = shoulder
- fallthrough = 0, convo
- entry = why, initial
- text = DMN136 ; Hey, why the cold shoulder?
- message = DML018 ; What makes you think you're worth giving the cold shoulder to?
- goto = convo
- entry = friends, initial
- text = DMN137 ; But we used to be friends back in high school--you, me, Jimmy, Rita.
- message = DML003 ; Used to be. Any friend of Rita's is no friend of mine.
- hide = why
- goto = convo
- node = convo
- fallthrough = 1, Test
- entry = pool, initial
- text = DMN140 ; So, what are you doing here in the pool hall. Seeing Jimmy?
- message = DML006 ; What are you insinuating? I'm a married woman, I'll have you know! I just came in here for a smoke.
- goto = Jimmy
- entry = smoke, initial
- text = DMN138 ; When did you take up smoking? Don't you know it's bad for your health!
- message = DML004 ; Yeah? Well, there's a lot of things that are bad for your health.
- goto = convo
- entry = shame, initial
- text = DMN141 ; Poor Rita. It's a shame what happened to her.
- message = DML011 ; Poor Rita? Ha! The little tramp has it coming to her.
- unhide = know
- goto = explain
- entry = know
- text = DMN142 ; Just how well did you know Rita?
- message = DML007 ; Not as well as some other people. Now stop bothering me!
- goto = exit
- entry = sorry, initial
- text = DMN139 ; Look, I'm sorry to have bothered you. I'll leave you alone.
- message = DML005 ; Nothing would make me happier.
- unhide = sorry
- goto = exit
- node = Test
- goto = (InvestigatingMurder) Rita
- goto = NoMore
- node = NoMore
- entry = shame, initial
- text = DMN141 ; Poor Rita. It's a shame what happened to her.
- message = DML011 ; Poor Rita? Ha! The little tramp has it coming to her.
- unhide = shame
- goto = explain
- entry = sorry, initial
- text = DMN139 ; Look, I'm sorry to have bothered you. I'll leave you alone.
- message = DML005 ; Nothing would make me happier.
- unhide = sorry
- goto = exit
- node = Jimmy
- entry = date, initial
- text = DMN146 ; Well, you did used to date Jimmy back when you were a cheerleader.
- message = DML012 ; That was a long time ago. We're not the same people we were in high school, you know.
- goto = Jimmy
- entry = Fleming, initial
- text = DMN143 ; I heard that you married Mayor Fleming. He used to be my dad's partner, you know.
- message = DML010 ; Oh, please don't give me that `he's old enough to be my father' routine. I've heard it all.
- hide = date
- goto = convo
- entry = married, initial
- text = DMN144 ; So, how is married life?
- message = DML009 ; Fine. Just fine. Now get the hell out of my life.
- goto = exit
- node = Rita
- entry = shame, initial
- text = DMN141 ; Poor Rita. It's a shame what happened to her.
- message = DML011 ; Poor Rita? Ha! The little tramp has it coming to her.
- unhide = shame
- unhide = know
- goto = explain
- entry = know
- text = DMN142 ; Just how well did you know Rita?
- message = DML008 ; Let's just say she wasn't the sweet innocent librarian a lot of other people thought she was.
- unhide = know
- goto = explain
- entry = car, initial
- text = DMN145 ; I heard that Rita was seen in your husband's car shortly before her death.
- message = DML017 ; Why, how dare you! Get the hell out of here!
- goto = exit
- entry = sorry, initial
- text = DMN139 ; Look, I'm sorry to have bothered you. I'll leave you alone.
- message = DML005 ; Nothing would make me happier.
- unhide = sorry
- goto = exit
- node = explain
- entry = how, initial
- text = DMN148 ; How can you say such things about Rita?
- message = DML014 ; Forget it, Dawson. Forget I even said it. Now buzz off.
- unhide = nasty
- unhide = mean
- goto = exit
- entry = nasty, initial
- text = DMN149 ; Why all this nasty talk about Rita?
- message = DML015 ; Ask around, Dawson. Just ask around. Now leave me alone.
- unhide = how
- unhide = mean
- goto = exit
- entry = mean
- text = DMN147 ; What do you mean?
- message = DML013 ; Just ask around. Talk to the Sheriff, or Doc Larson. Of course it's too late to talk to poor old Mr. Ramirez.
- assign = speaker, 0
- message = DMN150 ; What do you know about Rita and Mr. Ramirez?
- assign = speaker, 1
- message = DML016 ; Nothing. And you don't know anything either. Now beat it.
- unhide = how
- unhide = nasty
- goto = exit
- conversation = 032.txt ; Room 1003, Argran
- declare = ArgranGivesGun()
- import = ArgranGivesGun()
- declare = HaveJacksGun()
- import = HaveJacksGun()
- declare = Location0402()
- import = Location0402()
- declare = TalkArgran()
- import = TalkArgran()
- declare = TalkKeeperScrolls()
- import = TalkKeeperScrolls()
- speaker = 0, Mike
- speaker = 1, Weaponsmith
- node = choice
- goto = (ArgranGivesGun) Gun
- goto = options
- node = options
- entry = business
- text = DMD159 ; How is business these days?
- message = DAR008 ; Weapons orders are disturbingly high, but parts shipments are disturbingly slow. You haven't come across a trigger mechanism in your travels, have you?
- unhide = interesting
- unhide = (HaveJacksGun) gun
- goto = (HaveJacksGun) options
- goto = notrigger
- entry = gun
- text = DMD178 ; As a matter of fact, I do have a gun.
- message = DAR028 ; Oh, really? Where is it?
- unhide = business
- hide = interesting
- goto = exit
- entry = newdeath
- text = DMD174 ; What's new?
- message = DAR005 ; More orders, more death.
- unhide = interesting
- goto = options
- entry = newkeeper
- text = DMD174 ; What's new?
- message = DAR024 ; Ever since the Keepers were imprisoned, the only new is who is being executed today in the Hall of Justice.
- unhide = interesting
- goto = Sword
- entry = who, initial
- text = DMD157 ; Who are you?
- message = DAR006 ; I am a simple craftsman, skilled in the arts of binding metal with flesh. I build biomechanical appendages.
- unhide = appendages
- unhide = interesting
- goto = options
- entry = appendages
- text = DMD161 ; What are biomechanical appendages?
- message = DAR010 ; Organic and mechanical weapons that connect with -- and into -- your body. They are controlled by your nervous system, just like a normal muscle.
- unhide = wow
- unhide = interesting
- goto = options
- entry = wow
- text = DMD162 ; Hey, can I get one of these biomechanical appendages from you?
- message = DAR011 ; For a price. I trade and sell my work. Right now I could use a triggering device.
- unhide = trigger
- destroy = (TalkArgran) trigger
- unhide = interesting
- goto = options
- entry = trigger
- text = DMD163 ; Why can't you just build a triggering device?
- message = DAR012 ; Supplies of metal have been difficult to obtain since the Ancients took over. Everything is being reserved for the Power Center. But if you can find me a metal triggering device, I'll build you a weapon.
- assign = TalkArgran, 1
- unhide = interesting
- goto = options
- entry = what, initial
- text = DMD158 ; What is this place?
- message = DAR007 ; A weaponry and supply shop. I create powerful weapons, used by the lackeys that serve our masters.
- unhide = working
- unhide = masters
- unhide = lackeys
- unhide = interesting
- goto = options
- entry = working
- text = DMD164 ; What are you working on now?
- message = DAR013 ; I am building a grenade-launching crossbow -- a special order from the Drekketh Guard. Unfortunately, I don't have a trigger mechanism for it. Weapons are in such high demand these days, parts are hard to come by.
- unhide = trigger
- destroy = (TalkArgran) trigger
- unhide = interesting
- goto = options
- entry = masters
- text = DMD165 ; Who are your masters?
- message = DAR014 ; The Ancients. They force us to work for them or die, those monsters. But at least I am able to practice my craft.
- unhide = enslaved
- unhide = defeated
- unhide = interesting
- goto = options
- entry = enslaved
- text = DMD166 ; Are all the inhabitants of the Dark World enslaved?
- message = DAR015 ; All of us still alive. Those few of us the Ancients deemed valuable were spared and forced to work for them. Rather than kill us outright, they drain our life-force slowly. Offerings, they call it.
- unhide = interesting
- goto = options
- entry = defeated
- text = DMD167 ; Can't the Ancients be defeated?
- message = DAR016 ; I don't see how. There was one brave soul -- Goth was his name -- who tried to organize a rebellion, but the Ancients ordered me to build a power lock to confine him behind the Recreation Center.
- unhide = interesting
- goto = options
- entry = lackeys
- text = DMD168 ; Who are the lackeys?
- message = DAR017 ; We all are. Craftsmen like me, the Drekketh Guard, the Justices, Privileged Workers. We are all under the Ancients' rule, and we will remain so until we die.
- unhide = interesting
- goto = options
- entry = interesting
- text = DMD160 ; Well, this is all very interesting, but I must be leaving. I'm sure I'll be back.
- message = DAR009 ; Do you think you have a choice?
- hide = gun
- unhide = (TalkArgran) business
- unhide = newdeath
- destroy = (TalkKeeperScrolls) newdeath
- unhide = (TalkKeeperScrolls) newkeeper
- goto = exit
- node = Sword
- fallthrough = 1, options
- entry = tell, initial
- text = DMD169 ; Say, you're a weapons maker. What do you know about the missing Sword?
- . message = DAR018 ; I know it was taken from the Keeper of the Sword when she was caught, but it never made it to the Hall of Troopers for inspection. Someone has hidden it.
- unhide = who
- unhide = powerful
- goto = Sword
- entry = powerful
- text = DMD172 ; Do you know anything about the Sword itself?
- message = DAR021 ; I should! I was the one who made it, many, many years ago. It is the most powerful weapon I've ever constructed. And it is intelligent -- it can only sever that which should never have been joined.
- goto = Sword
- entry = who
- text = DMD170 ; Any idea who hid it?
- message = DAR019 ; A few days before the Sword was seized, a Dark Worlder was in here asking questions about it -- how it was made, and so forth.
- unhide = curious
- goto = Sword
- entry = curious
- text = DMD171 ; This Dark Worlder -- what did he look like?
- message = DAR020 ; It is difficult to say. At one point, he seemed biomechanical. At another, he looked organic like you. It was as though he could change his shape into a variety of forms. I've never seen anything like it.
- hide = powerful
- goto = options
- entry = keepers, initial
- text = DMD173 ; What do you know about the Keepers?
- message = DAR022 ; Not much. I try to stay away from politics. You best speak to the High Priestess in the Temple, if you want to learn more about them. Not that it matters. She's been confined in a power beam..
- goto = Sword
- entry = interesting, initial
- text = DMD160 ; Well, this is all very interesting, but I must be leaving. I'm sure I'll be back.
- message = DAR023 ; Whatever. Now, I am very busy and must get back to work.
- unhide = interesting
- goto = exit
- node = notrigger
- entry = busy, initial
- text = DMD175 ; Sorry. I've been busy with other things.
- message = DAR025 ; Typical attitude. The only important task for the Ancients is the one to which you've been assigned.
- unhide = busy
- goto = options
- entry = looked, initial
- text = DMD176 ; No. I've looked all over but can't find anything that resembles a trigger mechanism.
- message = DAR026 ; Pity. You looked like an off-worlder. I thought perhaps you had access to alien weaponry.
- unhide = looked
- unhide =(Location0402) rifle
- goto = options
- entry = rifle
- text = DMD177 ; Well, I do know where some rifles are -- large metal ones from the Normal World.
- message = DAR027 ; No, no, no! Too much metal. Creates a vortex around the trigger mechanism. It wouldn't work with my biomechanical weapon. No, I need a much smaller firearm.
- unhide = rifle
- goto = options
- node = Gun
- entry = well, initial
- text = DMD235 ; Well? Is it something you can use?
- message = DAR030 ; Why, yes! This will do quite nicely. It's a trade then. Here, let me attach your biomechanical arm.
- unhide = Thanks
- unhide = new
- goto = exit
- entry = Thanks
- text = DMD179 ; I just wanted to thank you for giving me this biomechanical arm. It's cool!
- message = DAR029 ; One warning, Organic One. This weapon is intelligent. It will only shoot at non-sentients. After all, I don't know who you are, and I don't want to know.
- unhide = Thanks
- unhide = new
- goto = exit
- entry = new
- text = DMD174 ; What's new?
- message = DAR004 ; Nothing. I'm one of the enslaved masses, remember?
- unhide = Thanks
- unhide = interesting
- goto = Gun
- entry = interesting
- text = DMD160 ; Well, this is all very interesting, but I must be leaving. I'm sure I'll be back.
- message = DAR023 ; Whatever. Now, I am very busy and must get back to work.
- unhide = Thanks
- unhide = new
- goto = exit
- conversation = 033.txt ; Room 1005, High Priestess
- declare = CredoLearned()
- import = CredoLearned()
- declare = IkandUkPass()
- import = IkandUkPass()
- declare = IkandUkRiddle()
- import = IkandUkRiddle()
- declare = Location0810()
- import = Location0810()
- declare = Location0904()
- import = Location0904()
- speaker = 0, Mike
- speaker = 1, High Priestess
- node = hello
- fallthrough = 0, options
- entry = hello, initial
- text = DMD112 ; Hello. I'm Mike Dawson. What is your name?
- message = DHP002 ; I am the High Priestess of the Temple of the Triangle. Welcome, and learn what I have to teach.
- hide = excuse
- goto = options
- entry = excuse, initial
- text = DMD113 ; Excuse me. Can you help me??
- message = DHP002 ; I am the High Priestess of the Temple of the Triangle. Welcome, and learn what I have to teach.
- hide = hello
- goto = options
- node = options
- fallthrough = 1, nomore
- entry = temple, initial
- text = DMD087 ; What is this place?
- message = DHP004 ; This temple was constructed eons ago as a place of worship for Dark World beings. Originally it was set up to honor the Points of the Triangle, but of course all that is now gone.
- unhide = aliens
- goto = temple
- entry = world, initial
- text = DMD088 ; What can you tell me about the Dark World?
- message = DHP005 ; The Dark World has existed alongside your Normal World ever since time began. It has evolved along with your Earth, a counterpart -- a negative image -- of your own world.
- unhide = passages
- goto = dark
- entry = passages
- text = DMD103 ; What can you tell me about the portals linking our two Worlds?
- message = DHP020 ; The portals have always been in existence. There are portals all over Earth. It was inevitable that a few humans would find some of them. We have had Normal World visitors for centuries.
- unhide = aliens
- goto = portals
- entry = aliens
- text = DMD091 ; Tell me more about the Ancients.
- message = DHP008 ; The Ancients are alien beings from another planet in our universe. They had depleted their home of its natural resources -- the life-force which sustained them -- forcing them to plunder other worlds.
- destroy = aliens
- goto = ancients
- entry = leave, initial
- text = DMD092 ; This is all making my head swim. I need some fresh air.
- message = DHP009 ; It is much to absorb in a single session. Return when you are ready to learn more. As you can see, I have nowhere else to go.
- unhide = leave
- goto = exit
- node = temple
- fallthrough = 1, options
- entry = point, initial
- text = DMD093 ; Tell me about the Points of the Triangle.
- message = DHP010 ; The Points of the Triangle were the basis of our religion. The three Points are Truth, represented by the Light; Knowledge, represented by the Scrolls; and Justice, represented by the Sword.
- unhide = light
- unhide = scrolls
- unhide = sword
- goto = temple
- entry = light
- text = DMD094 ; Tell me about the Light.
- message = DHP011 ; The Light illuminates our lives. It shines with Universal Truth. It will obliterate the darkness of all that is false or evil.
- goto = temple
- entry = scrolls
- text = DMD095 ; Tell me about the Scrolls.
- message = DHP012 ; The Scrolls contain the vast knowledge of our people. They are the foundation of our civilization. They represent order and stability.
- goto = temple
- entry = sword
- text = DMD096 ; Tell me about the Sword.
- message = DHP013 ; The Sword is a powerful weapon against injustice and fear. It is useless against the mundane but against evil, it is invincible.
- goto = temple
- entry = gone, initial
- text = DMD097 ; Why do you say that everything is now gone?
- message = DHP014 ; The Ancients have taken over our world. They have outlawed our religion and imprisoned spiritual leaders such as me.
- unhide = leader
- unhide = force
- unhide = leave
- goto = temple
- entry = leader
- text = DMD098 ; You're a spiritual leader?
- message = DHP015 ; I was the High Priestess. I conveyed the wisdom of the Keepers to all Dark Worlders who worshipped the Triangle. But now I am forbidden by the Ancients to instruct our people.
- unhide = why
- goto = temple
- entry = why
- text = DMD238 ; Why are you helping me if you are forbidden to do so?
- message = DHP003 ; Just because something is forbidden, does not mean it no longer occurs. It is my destiny to teach; it is your destiny to learn and act upon that knowledge. Restrictions only enhance the desire to fulfill that destiny.
- goto = temple
- entry = force
- text = DMD099 ; You don't look like you're imprisoned.
- message = DHP016 ; I am imprisoned here in a confinement beam. The Ancients thought it too dangerous to keep all the religious leaders imprisoned in the same area. Some are held in the prison, some under house arrest.
- unhide = lock
- goto = temple
- entry = lock
- text = DMD100 ; Some of you are held under house arrest? I expected worse from the Ancients.
- message = DHP017 ; It is more insidious than it sounds. The Ancients had their minions install power locks all over the area. The machines in the Power Center direct energy to various sections of the city to split us up and discourage rebellion.
- goto = temple
- entry = leave, initial
- text = DMD092 ; This is all making my head swim. I need some fresh air.
- message = DHP009 ; It is much to absorb in a single session. Return when you are ready to learn more. As you can see, I have nowhere else to go.
- goto = exit
- node = dark
- fallthrough = 1, options
- entry = negative, initial
- text = DMD089 ; Why do say that this place is a negative image of my world?
- message = DHP006 ; We are what you would consider to be the dark side of yourselves. What seems to be madness to you, we consider sane. What you perceive as pain, we feel as pleasure.
- unhide = evil
- goto = dark
- entry = evil
- text = DMD102 ; Now I understand why there are so many evil creatures here.
- message = DHP019 ; You have malevolent creatures in your own world, too. Do not confuse madness with evil. Most of us want to live in peaceful co-existence with the Normal World.
- goto = dark
- entry = counterpart, initial
- text = DMD090 ; How much is the Dark World a counterpart to my own?
- message = DHP007 ; People and places in your world have parallels here in the Dark World. There are differences, however. Sometimes the Dark World counterparts are missing -- killed by the Ancients or otherwise lost.
- unhide = actions
- goto = dark
- entry = actions
- text = DMD101 ; Can actions in the Dark World affect the Normal World?
- message = DHP018 ; Sometimes, but the rules governing these correlations are not understood. But yes, many times an action in the Dark World causes a reaction in its Normal World counterpart. Electromagnetic correlations seem to be the strongest.
- goto = dark
- entry = leave, initial
- text = DMD092 ; This is all making my head swim. I need some fresh air.
- message = DHP009 ; It is much to absorb in a single session. Return when you are ready to learn more. As you can see, I have nowhere else to go.
- goto = exit
- node = portals
- fallthrough = 1, options
- entry = visitors, initial
- text = DMD104 ; Have any Dark Worlders crossed a portal into the Normal World?
- message = DHP021 ; No, but it is more a matter of biology than physics. We would die immediately after crossing the barrier into your world. Our bodies require the chaos of our world; you humans are more adaptable.
- goto = portals
- entry = locations, initial
- text = DMD105 ; Do you know where all the portals are located?
- message = DHP022 ; No one knows where all the portals are. There is one located in the Power Center, inside a maze. I have heard that another exists elsewhere nearby, but the Ancients keep its location secret.
- goto = portals
- entry = leave, initial
- text = DMD092 ; This is all making my head swim. I need some fresh air.
- message = DHP009 ; It is much to absorb in a single session. Return when you are ready to learn more. As you can see, I have nowhere else to go.
- goto = exit
- node = ancients
- fallthrough = 1, options
- entry = where, initial
- text = DMD106 ; Where are the Ancients now?
- message = DHP023 ; The Ancients control things telepathically, using their psychically-evolved brains. They slumber in their spaceship, hovering over the Power Center. Few have ever seen them.
- goto = ancients
- entry = want, initial
- text = DMD107 ; What do the Ancients want?
- message = DHP024 ; They want to drain the life-force from sentient creatures to sustain them in their eternal slumber. We have tried to stop them but their minds are too powerful.
- unhide = stop
- goto = ancients
- entry = stop
- text = DMD109 ; How did you try to stop them?
- message = DHP026 ; A short time ago we staged an uprising. The Keepers of the Points led the rebellion, but they failed.
- unhide = keepers
- unhide = rebellion
- goto = ancients
- entry = rebellion
- text = DMD110 ; What happened to the rebellion?
- message = DHP027 ; It was crushed by the Ancients. You see, Michael, you are our only remaining hope for defeating the Ancients.
- unhide = know
- goto = ancients
- entry = know
- text = DMD240 ; You know who I am?
- message = DHP030 ; Of course, Michael. The story of your first battle against the Ancients is chronicled in our sacred book, The Necronomicon. It also foretells that you will defeat the Ancients once again. So you see, you can not escape your destiny.
- goto = ancients
- entry = keepers
- text = DMD111 ; What became of the Keepers?
- message = DHP028 ; The three Keepers went into hiding, but recently have been found. The Keeper of the Sword was killed and the Keeper of Scrolls imprisoned. I heard the Keeper of the Light has also been slain.
- unhide = scrolls
- destroy = (Location0810) scrolls
- goto = ancients
- entry = scrolls
- text = DMD239 ; Do you know where the Keeper of the Scrolls is imprisoned?
- message = DHP029 ; She is being held captive in the prison compound at the Ancients' power center. If you are planning to visit her, be warned that the biomechanoids guarding the prison will not be reluctant to kill organics like yourself.
- goto = ancients
- entry = leave, initial
- text = DMD092 ; This is all making my head swim. I need some fresh air.
- message = DHP009 ; It is much to absorb in a single session. Return when you are ready to learn more. As you can see, I have nowhere else to go.
- goto = exit
- node = nomore
- entry = more, initial
- text = DMD114 ; I have many more questions to ask you.
- message = DHP031 ; I am afraid I have nothing more to tell you. You should go before the Drekketh Guard return. They check on me regularly.
- unhide = (Location0904) credo
- destroy = (CredoLearned) credo
- unhide = (IkandUkRiddle) riddle
- destroy = (IkandUkPass) riddle
- goto = nomore
- entry = credo
- text = DMD108 ; Wait! Do you know what the Ancients' credo is?
- message = DHP025 ; Their credo is Death Provides Life. It is how they look upon the countless worlds they have plundered. The Ancients are parasites. They do not care who they destroy. Now leave before the Ancients find and destroy you.
- assign = CredoLearned, 1
- unhide = more
- goto = exit
- entry = riddle
- text = DMD241 ; One last thing. Can you tell me whether it is day or night?
- message = DHP032 ; Such temporal concepts only matter to soldiers such as the Drekketh Guard or biomechanical sentries. I'm sorry, that is an issue that is beyond the boundaries of my thoughts.
- unhide = more
- goto = exit
- entry = thanks, initial
- text = DMD242 ; Thank you for everything you have taught me.
- message = DHP033 ; The best way to thank me is to fulfill your destiny. Fare well.
- unhide = more
- unhide = thanks
- goto = exit
- conversation = 034.txt ; Room 502, Jack
- speaker = 0, Mike
- speaker = 1, Jack
- node = intro
- fallthrough = 0, exit
- entry = one, initial
- text = DMN249 ; What...what happened?
- message = DJK012 ;I told you not to trust those shrinks, didn't I?
- goto = intro
- entry = two, initial
- text = DMN248 ;Where am I? I thought I just blew up a spaceship...
- message = DJK011 ;You're in Dr. Sims' office. Don't you remember?
- hide = one
- goto = intro
- entry = three, initial
- text = DMN250 ; What happened to Dr. Sims? He's been stabbed!
- message = DJK013 ; You don't remember, Mikey boy? We killed him. He was getting in the way
- hide = one
- hide = two
- unhide = four
- goto = intro
- entry = four
- text = DMN251 ; What do you mean `we' killed Dr. Sims?
- message = DJK014 ;Don't you get it, Mikey boy? You and me, we're both one and the same.
- assign = speaker, 0
- message = DMN252 ; What are you talking about? Wait a minute! I get it! You're the Shape Shifter!
- assign = speaker, 1
- message = DJK015 ;Nope. You're wrong again, Mikey boy. In case you haven't figured it out, I don't exist at all! I am you, and you are me, and we are all together! Get it? Ha, ha, ha!
- assign = speaker, 0
- message = DMN253 ;No, I don't get it. How can you and me be the same person?
- assign = speaker, 1
- message = DJK016 ;I'm your Dark World counterpart, Mikey. A manifestation of your own sick mind. If you don't believe me, grab the knife and try to kill me. Come on, Mikey boy, give it a try!
- goto = exit
- conversation = 035.txt ; Room 1002, Biomechanoid
- declare = HaveDataCard()
- import = HaveDataCard()
- declare = BiomechanoidClue()
- import = BiomechanoidClue()
- declare = IkandUkRiddle()
- import = IkandUkRiddle()
- declare = BiomechanoidShoot()
- import = BiomechanoidShoot()
- declare = PriestessDoorUsed()
- import = PriestessDoorUsed()
- speaker = 0, Mike
- speaker = 1, Biomechanoid
- node = decision
- goto = (PriestessDoorUsed) halt
- goto = (IkandUkRiddle) riddle
- goto = options
- node = options
- fallthrough = 0, lastquestion
- entry = lost, initial
- text = DMD191 ; Can you help me? I think I'm lost.
- message = DBM004 ; Walk elsewhere, organic form. You do not belong here.
- unhide = leave
- goto = options
- entry = guard, initial
- text = DMD192 ; Are you one of the Drekketh Guard?
- message = DBM002 ; Hardly. I simply a biomechanoid, pulled off the assembly line for sentry duty.
- unhide = leave
- goto = options
- entry = building, initial
- text = DMD193 ; Why are you guarding this building?
- message = DBM006 ; It is the house of the High Priestess. It has been deemed off-limits to all personnel.
- unhide = (HaveDataCard) card
- unhide = why
- unhide = leave
- goto = options
- entry = why
- text = DMD194 ; Why is the house of the High Priestess off-limits?
- message = DBM007 ; I presume that Ancients believe that it still contains secrets hidden away--secrets that might undermine their authority.
- unhide = leave
- goto = options
- entry = card
- text = DMD198 ; Look. I have a Privileged Worker card.
- message = DBM011 ; No one may enter the house of the High Priestess! Not even Privileged Workers!
- unhide = leave
- goto = options
- entry = leave
- text = DMD195 ; I'm sorry to have bothered you. I'll leave immediately.
- hide = card
- goto = exit
- node = riddle
- fallthrough = 0, options
- entry = resemble, initial
- text = DMD196 ; You resemble some, uh, friends of mine. I bet you can tell me if it is day or night.
- message = DBM009 ; It is not my business to know.
- goto = riddle
- entry = news, initial
- text = DMD197 ; I have important news to give to the Ancients from Ik and Uk, but I can't tell if they are truthful.
- message = DBM010 ; Ik always tells the truth during the day but lies at night. Uk lies during the day but tells the truth at night. Now go away.
- assign = BiomechanoidClue, 1
- hide = resemble
- goto = exit
- node = lastquestion
- fallthrough = 0, vaporize
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DBM003 ; You ask too many questions for a Dark Worlder. Leave, before I vaporize you.
- hide = question
- goto = exit
- entry = question, initial
- text = DMD201 ; May I ask you another question?
- message = DBM003 ; You ask too many questions for a Dark Worlder. Leave, before I vaporize you.
- hide = answers
- goto = exit
- node = vaporize
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DBM005 ; You do not follow orders well. You are obviously not under the Ancients' control. You are to be vaporized.
- unhide = answers
- assign = BiomechanoidShoot, 1
- goto = exit
- entry = question, initial
- text = DMD201 ; May I ask you another question?
- message = DBM005 ; You do not follow orders well. You are obviously not under the Ancients' control You are to be vaporized
- unhide = question
- assign = BiomechanoidShoot, 1
- goto = exit
- node = halt
- entry = business, initial
- text = DMD199 ; I have urgent business inside that building. By order of the Ancients.
- message = DBM008 ; My orders are too keep all personnel away from the House of the High Priestess. And I am the one with the gun,
- assign = BiomechanoidShoot, 1
- assign = PriestessDoorUsed, 0
- unhide = business
- goto = (HaveDataCard) try
- goto = exit
- entry = leave, initial
- text = DMD195 ; I'm sorry to have bothered you. I'll leave immediately
- assign = BiomechanoidShoot, 0
- assign = PriestessDoorUsed, 0
- unhide = leave
- goto = exit
- node = try
- entry = card, initial
- text = DMD198 ; Look. I have a Privileged Worker card
- message = DBM012 ; There are not exceptions. You will be vaporized.
- assign = BiomechanoidShoot, 1
- unhide = card
- goto = exit
- entry = leave, initial
- text = DMD195 ; I'm sorry to have bothered you. I'll leave immediately
- assign = BiomechanoidShoot, 0
- unhide = leave
- goto = exit
- conversation = 036.txt ; Room 401, Telephone Call
- declare = DialedRing()
- import = DialedRing()
- declare = DialedBusy()
- import = DialedBusy()
- declare = DialedSheriff()
- import = DialedSheriff()
- declare = Dialed911()
- import = Dialed911()
- speaker = 0, Mike
- speaker = 1, Sheriff
- node = begin
- goto = (DialedSheriff) Sheriff
- goto = Dial
- node = Dial
- entry = Mom, initial
- text = DMN433 ; I wonder how Mom is doing.
- assign = DialedBusy, 1
- unhide = Mom
- goto = exit
- entry = Sheriff, initial
- text = DMN434 ; Maybe I can get the Sheriff out of his office.
- assign = DialedSheriff, 1
- unhide = Sheriff
- goto = exit
- entry = emergency, initial
- text = DMN435 ; Of course! I should dial 911.
- assign = Dialed911, 1
- unhide = emergency
- goto = exit
- entry = Sims, initial
- text = DMN436 ; I've got to talk to Dr. Sims.
- assign = DialedRing, 1
- unhide = Sims
- goto = exit
- entry = Rita, initial
- text = DMN437 ; I can't resist calling Rita's house.
- assign = DialedRing, 1
- unhide = Rita
- goto = exit
- node = Sheriff
- entry = one, initial
- text = DMN114 ; There's a big car accident out on Highway 71!
- message = DSB076 ; Where did it happen?
- goto = accident
- entry = two, initial
- text = DMN115 ; I want to report a robbery in progress. Come quick!
- message = DSB077 ; Who's being robbed?
- goto = robbery
- entry = three, initial
- text = DMN116 ; Help! Some guys are trying to kill me!!
- message = DSB078 ; Yeah, right. Look, I'm getting might tired of you teenagers and your crank calls.
- goto = kill
- entry = four, initial
- text = DMN117 ; I want to report a murder!
- message = DSB079 ; Oh yeah? This sounds like another crank call. Who was murdered this time?
- goto = murder
- node = accident
- entry = one, initial
- text = DMN118 ; Uh, out by the old abandoned gas station!
- message = DSB080 ; Okay. That's the state troopers' jurisdiction. I'll contact them right away. Thanks.
- assign = DialedSheriff, 0
- goto = exit
- entry = two, initial
- text = DMN119 ; Right near the interstate highway!
- message = DSB080 ; Okay. That's the state troopers' jurisdiction. I'll contact them right away. Thanks.
- assign = DialedSheriff, 0
- goto = exit
- node = robbery
- entry = one, initial
- text = DMN120 ; Some poor, old lady over at the ATM. She got roughed up pretty bad.
- message = DSB081 ; Thanks. I'll be there in a jiffy.
- assign = DialedSheriff, 1
- goto = exit
- entry = two, initial
- text = DMN121 ; The Dairy Freeze just outside of town!
- message = DSB081 ; Thanks. I'll be there in a jiffy.
- assign = DialedSheriff, 1
- goto = exit
- node = kill
- entry = one, initial
- text = DMN122 ; No, really. He's got a chain saw and a real wild look in his eye.
- message = DSB082 ; Har, har! Big laugh on the Sheriff. You better hope I never find out who you are!
- assign = DialedSheriff, 0
- goto = exit
- entry = two, initial
- text = DMN123 ;Ugh! I think they got me!
- message = DSB082 ; Har, har! Big laugh on the Sheriff. You better hope I never find out who you are!
- assign = DialedSheriff, 0
- goto = exit
- node = murder
- entry = one, initial
- text = DMN124 ;Uh, well, someone in town. Someone important.
- message = DSB083 ; Uh-huh. Look, punk, I'm busy with a real murder investigation here.
- assign = DialedSheriff, 0
- goto = exit
- entry = two, initial
- text = DMN125 ; I don't know! Come quick!
- message = DSB083 ; Uh-huh. Look, punk, I'm busy with a real murder investigation here.
- assign = DialedSheriff, 0
- goto = exit
- conversation = 037.txt ; Room 905, Keeper of Souls - Before sacrifice
- speaker = 0, Mike
- speaker = 1, Keeper of the Souls
- declare = ArgranStatus
- import = ArgranStatus()
- declare = BartenderStatus
- import = BartenderStatus()
- declare = GothStatus
- import = GothStatus()
- node = options
- entry = where, initial
- text = DMD214 ;Where am I?
- message = DKD004 ; You are in the Underworld, Michael. The River of the Dead.
- unhide = name
- unhide = underworld
- goto = options
- entry = name
- text = DMD226 ; You know my name!
- message = DKD002 ; Yes, Michael. I've been expecting you.
- goto = options
- entry = underworld
- text = DMD215 ;What is the Underworld?
- message = DKD005 ; It is that place where the beings of Dark World come when their bio-matter has expired. As the Keeper of the Souls, all those who die in the Dark World fall under my care.
- hide = who
- hide = keeper
- goto = options
- entry = who, initial
- text = DMD216 ; Who are you?
- message = DKD006 ; I am called the Keeper of Souls.
- unhide = keeper
- goto = options
- entry = keeper
- text = DMD217 ; Keeper of the Souls? What does that mean?
- message = DKD007 ; I am the guardian of the Underworld, and the keeper of the dead. All those who die in Dark World fall under my care.
- hide = where
- hide = underworld
- goto = options
- entry = what, initial
- text = DMD218 ;What happened to me?
- message = DKD008 ; You met with an unfortunate accident, Michael. You were killed.
- hide = name
- hide = underworld
- hide = keeper
- unhide = whatagain
- unhide = notyou
- goto = KillKeeper
- entry = whatagain
- text = DMD218 ;What happened to me?
- message = DKD003 ; Hello again, Michael. You have destroyed your bio-matter once more, I see.
- unhide = whatagain
- unhide = notyou
- goto = (BartenderStatus) ArgranTest
- goto = KillBartender
- entry = notyou
- text = DMD227 ; Oh, no! Not you again!
- message = DKD003 ; Hello again, Michael. You have destroyed your bio-matter once more, I see.
- unhide = whatagain
- unhide = notyou
- goto = (BartenderStatus) ArgranTest
- goto = KillBartender
- node = KillKeeper
- fallthrough = 0, KillBartender
- entry = dead, initial
- text = DMD219 ; Are you saying that I'm dead?
- message = DKD009 ; Not exactly. You are not of this world and hence not easily destroyed here. You will leave this place. It is your destiny.
- hide = what
- unhide = immortal
- unhide = destiny
- goto = KillKeeper
- entry = what, initial
- text = DMD202 ; What's going on?
- message = DKD011 ; You are destined to stand against the evil forces controlling the Dark World. You are charged with defeating the Ancients and saving your own world in the process. Some of the people of Dark World will aid you.
- hide = dead
- unhide = aid
- unhide = you
- goto = KillKeeper
- entry = immortal
- text = DMD220 ; Does that mean I'm immortal?
- message = DKD010 ; Hardly, Michael. You are still subject to the cold hand of death. But you are not easily killed. I foresee that you will again visit me in this place. One day you will stay permanently if you continue to be so careless.
- goto = KillKeeper
- entry = destiny
- text = DMD221 ;What is my destiny?
- message = DKD011 ; You are destined to stand against the evil forces controlling Dark World. You are charged with defeating the Ancients, and saving your own world in the process. Some of the people of Dark World will aid you.
- hide = immortal
- unhide = aid
- unhide = you
- goto = KillKeeper
- entry = aid
- text = DMD222 ; Who will aid me?
- message = DKD012 ; You will meet them in the course of your journey. They will extend the hand of friendship to you. But they will pay with their lives, and their souls be remanded to me. Attend!
- hide = immortal
- hide = you
- goto = exit
- entry = you
- text = DMD225 ; Why don't you help me? You're a Keeper, after all!?
- message = DKD014 ; If it were not for my intervention, you life fluids would now be flowing below in the River of the Dead.
- goto = KillKeeper
- node = KillBartender
- fallthrough = 0, ArgranTest
- entry = else, initial
- text = DMD228 ; Please don't tell me that someone else will be sacrificed because of me!
- message = DKD017 ; Attend!
- hide = blood
- goto = exit
- entry = blood, initial
- text = DMD229 ; Who's blood are you going to spill this time?
- message = DKD017 ; Attend!
- hide = else
- goto = exit
- node = ArgranTest
- goto = (ArgranStatus) GothTest
- goto = KillArgran
- node = KillArgran
- fallthrough = 0, GothTest
- entry = else, initial
- text = DMD228 ; Please don't tell me that someone else will be sacrificed because of me!
- message = DKD017 ; Attend!
- hide = blood
- goto = exit
- entry = blood, initial
- text = DMD229 ; Who's blood are you going to spill this time?
- message = DKD017 ; Attend!
- hide = else
- goto = exit
- node = GothTest
- goto = (GothStatus) KillMike
- goto = KillGoth
- node = KillGoth
- fallthrough = 0, KillMike
- entry = else, initial
- text = DMD228 ; Please don't tell me that someone else will be sacrificed because of me!
- message = DKD017 ; Attend!
- hide = blood
- goto = exit
- entry = blood, initial
- text = DMD229 ; Who's blood are you going to spill this time?
- message = DKD017 ; Attend!
- hide = else
- goto = exit
- node = KillMike
- entry = else, initial
- text = DMD228 ; Please don't tell me that someone else will be sacrificed because of me!
- message = DKD019 ; You have been too careless, Michael. There is no one else to sacrifice in your place. Now, alas, it is your turn to plunge into the River of Blood!
- unhide = else
- goto = exit
- entry = blood, initial
- text = DMD229 ; Who's blood are you going to spill this time?
- message = DKD019 ; You have been too careless, Michael. There is no one else to sacrifice in your place. Now, alas, it is your turn to plunge into the River of Blood!!
- unhide = blood
- goto = exit
- conversation = 038.txt ; Room 905, Keeper of Souls - After sacrifice
- speaker = 0, Mike
- speaker = 1, Keeper of the Souls
- declare = ArgranStatus
- import = ArgranStatus
- declare = BartenderStatus
- import = BartenderStatus
- declare = GothStatus
- import = GothStatus
- declare = ArgranSacrificed
- import = ArgranSacrificed
- declare = BartenderSacrificed
- import = BartenderSacrificed
- declare = GothSacrificed
- import = GothSacrificed
- declare = KeeperSacrificed
- import = KeeperSacrificed
- node = KillKeeper
- fallthrough = 0, BartenderTest
- entry = what, initial
- text = DMD230 ; What in God's name was that?
- message = DKD013 ; The life fluids of the Keeper of the Light now flows in the River of the Dead. Her bio-matter expired not long after she met you in the portal.
- unhide = terrible
- goto = KillKeeper
- entry = terrible
- text = DMD223 ; Why, you blood-thirsty monster! How could you do such a terrible thing!
- message = DKD015 ; Her blood is on your hands, Michael. She sacrificed herself so that you could fulfill your destiny and defeat the Ancients. If you fail to do so, death will eventually reach out and pull you into its bloody depths.
- goto = KillKeeper
- entry = creeps, initial
- text = DMD224 ; Jeez, this place gives me the creeps!
- message = DKD016 ; You need not linger here, Michael. I have my work to attend to, and you have yours.
- goto = KillKeeper
- entry = out, initial
- text = DMD231 ; How do I get out of this hell-hole?
- message = DKD018 ; Climb the staircase. It leads back to Dark World, near to where the Ancients have erected their power generator. Go, and fullfill your destiny.
- assign = KeeperSacrificed, 1
- hide = what
- hide = terrible
- hide = creeps
- goto = exit
- Node = BartenderTest
- goto = (BartenderStatus) ArgranTest
- goto = KillBartender
- node = KillBartender
- fallthrough = 0, ArgranTest
- entry = what, initial
- text = DMD232 ; Who was sacrificed this time?
- message = DKD020 ; The blood of the Food Hall proprietor now flows among the Dead. The Drekketh Guard executed him after learning he had provided you with food.
- unhide = terrible
- goto = KillBartender
- entry = terrible
- text = DMD233 ; Why, that's terrible!
- message = DKD021 ; Much blood is on your hands, Michael. If you continue to fail, their sacrifices will be in vain.
- goto = KillBartender
- entry = creeps, initial
- text = DMD224 ; Jeez, this place gives me the creeps!
- message = DKD016 ; You need not linger here, Michael. I have my work to attend to, and you have yours.
- goto = KillBartender
- entry = out, initial
- text = DMD234 ; Please, let me out of here!
- message = DKD022 ; You are free to go, Michael. Farewell, and do not forget those who have died so that you may carry out your quest to save both our worlds.
- assign = BartenderSacrificed, 1
- hide = what
- hide = terrible
- hide = creeps
- goto = exit
- Node = ArgranTest
- goto = (ArgranStatus) GothTest
- goto = KillArgran
- node = KillArgran
- fallthrough = 0, GothTest
- entry = what, initial
- text = DMD232 ; Who was sacrificed this time?
- message = DKD023 ; The Drekketh Guard disemboweled the weaponsmith after discovering he had provided you with a biomechanical arm. His entrails now float among the Dead.
- unhide = terrible
- goto = KillArgran
- entry = terrible
- text = DMD233 ; Why, that's terrible!
- message = DKD021 ; Much blood is on your hands, Michael. If you continue to fail, their sacrifices will be in vain.
- goto = KillArgran
- entry = creeps, initial
- text = DMD224 ; Jeez, this place gives me the creeps!
- message = DKD016 ; You need not linger here, Michael. I have my work to attend to, and you have yours.
- goto = KillArgran
- entry = out, initial
- text = DMD234 ; Please, let me out of here!
- message = DKD022 ; You are free to go, Michael. Farewell, and do not forget those who have died so that you may carry out your quest to save both our worlds.
- assign = ArgranSacrificed, 1
- hide = what
- hide = terrible
- hide = creeps
- goto = exit
- Node = GothTest
- goto = (GothStatus) exit
- goto = KillGoth
- node = KillGoth
- fallthrough = 0, exit
- entry = what, initial
- text = DMD232 ; Who was sacrificed this time?
- message = DKD024 ; Goth no longer serves the Keepers. I now have guardianship over his soul as it flows among the Dead.
- unhide = terrible
- goto = KillGoth
- entry = terrible
- text = DMD233 ; Why, that's terrible!
- message = DKD021 ; Much blood is on your hands, Michael. If you continue to fail, their sacrifices will be in vain.
- goto = KillGoth
- entry = creeps, initial
- text = DMD224 ; Jeez, this place gives me the creeps!
- message = DKD016 ; You need not linger here, Michael. I have my work to attend to, and you have yours.
- goto = KillGoth
- entry = out, initial
- text = DMD234 ; Please, let me out of here!
- message = DKD022 ; You are free to go, Michael. Farewell, and do not forget those who have died so that you may carry out your quest to save both our worlds.
- assign = GothSacrificed, 1
- hide = what
- hide = terrible
- hide = creeps
- goto = exit
- conversation = 039.txt ; Room 308, Shooting Gallery Barker
- declare = GossipChildren()
- import = GossipChildren()
- declare = GossipGallery()
- import = GossipGallery()
- declare = GossipMoney()
- import = GossipMoney()
- declare = ShootingGalleryCount()
- import = ShootingGalleryCount()
- declare = ShootingGalleryWon()
- import = ShootingGalleryWon()
- speaker = 0, Mike
- speaker = 1, Barker
- node = decision
- goto = (ShootingGalleryWon) Won
- goto = options
- node = options
- fallthrough = 0, Shoot
- entry = excuse, initial
- text = DMN445 ; Excuse me, sir.
- message = DSG006 ; Step right up! Step right up! I see a man who looks like a good shot.
- unhide = excuseagain
- unhide = may
- unhide = (ShootingGalleryCount) cheat
- goto = Decoration
- entry = excuseagain
- text = DMN445 ; Excuse me, sir.
- message = DSG007 ; He's back again! Have you worked up a little more courage?
- unhide = excuseagain
- unhide = may
- unhide = (ShootingGalleryCount) cheat
- goto = Decoration
- entry = may
- text = DMD201 ; May I ask you another question?
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = excuseagain
- unhide = may
- unhide = (ShootingGalleryCount) cheat
- hide = later
- goto = exit
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- hide = excuse
- unhide = excuseagain
- unhide = answers
- unhide = (ShootingGalleryCount) cheat
- hide = later
- goto = exit
- entry = cost, initial
- text = DMN438 ; I want to try. How much does it cost?
- message = DSG004 ; Put your money away! All the attractions here are free!
- hide = excuse
- hide = excuseagain
- hide = ticket
- unhide = later
- goto = options
- entry = ticket, initial
- text = DMN439 ; Here's my admission ticket.
- message = DSG003 ; Big deal, you got a ticket! You want a prize or something? Pick up one of the guns and shoot!
- unhide = later
- hide = excuse
- hide = excuseagain
- goto = options
- entry = cheat
- text = DMN464 ; I think this game is rigged.
- message = DSG005 ; Are you nuts? Get out of here!!
- unhide = excuseagain
- unhide = cheat
- hide = later
- goto = exit
- entry = later
- text = DMN441 ; I don't think I'll take a shot right now. Maybe later.
- message = DSG009 ; What's the matter, tough guy? You scared of guns? Go on, walk away!
- unhide = excuseagain
- unhide = (ShootingGalleryCount) cheat
- goto = exit
- node = Decoration
- fallthrough = 0, DecorationTest
- entry = strange, initial
- text = DMN446 ; What's with all the strange decorations around this carnival?
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- hide = answers
- goto = exit
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = answers
- goto = exit
- node = DecorationTest
- goto = (GossipMoney) Money
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = Shoot
- node = Money
- fallthrough = 0, aftermoney
- entry = may, initial
- text = DMD201 ; May I ask you another question?
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = may
- goto = exit
- entry = one, initial
- text = DMN449 ; I understand that some money was stolen from the carnival not too long ago.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- hide = may
- hide = answers
- goto = exit
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = answers
- goto = exit
- node = aftermoney
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = Shoot
- node = Gallery
- fallthrough = 0, aftergallery
- entry = may, initial
- text = DMD201 ; May I ask you another question?
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = may
- goto = exit
- entry = accident, initial
- text = DMN440 ; I heard there was an accident here lately and that you almost got killed.
- message = DSG008 ; How did you find out about that?
- hide = may
- hide = answers
- unhide = heard
- unhide = happened
- unhide = story
- goto = Gallery
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = answers
- goto = exit
- entry = heard
- text = DMN442 ; I just heard it. Is it true?
- message = DSG010 ; It was just an accident. No big deal. All the lawsuits were settled.
- hide = heard
- hide = happened
- hide = story
- goto = Shoot
- entry = happened
- text = DMN443 ; One of your co-workers told me. What happened?
- message = DSG011 ; Somebody's been spreading rumors around this carnival. If I ever catch them, it'll make the Shooting Gallery Massacre look tame by comparison!
- hide = heard
- hide = happened
- hide = story
- goto = Shoot
- entry = story
- text = DMN444 ; It's all over the carnival. Everyone's heard the story.
- message = DSG011 ; Somebody's been spreading rumors around this carnival. If I ever catch them, it'll make the Shooting Gallery Massacre look tame by comparison!
- hide = heard
- hide = happened
- hide = story
- goto = Shoot
- node = aftergallery
- goto = (GossipChildren) Child
- goto = Shoot
- node = Child
- fallthrough = 0, shoot
- entry = may, initial
- text = DMD201 ; May I ask you another question?
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = may
- goto = exit
- entry = children, initial
- text = DMN448 ; What's this I hear about missing children?.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- hide = may
- hide = answers
- goto = exit
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = answers
- goto = exit
- node = Shoot
- entry = may, initial
- text = DMD201 ; May I ask you another question?
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = may
- goto = exit
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message = DSG012 ; Hey, just pick up a gun and shoot! You want me to lose my job?
- unhide = answers
- goto = exit
- entry = later, initial
- text = DMN441 ; I don't think I'll take a shot right now. Maybe later.
- message = DSG009 ; What's the matter, tough guy? You scared of guns? Go on, walk away!
- unhide = later
- goto = exit
- node = won
- entry = excuse, initial
- text = DMN445 ; Excuse me, sir.
- message = DSG013 ; Hey, pal, you've given me enough grief for one day. Get lost!
- unhide = excuse
- goto = (GossipGallery) GalleryAgain
- goto = exit
- entry = again, initial
- text = DMN463 ; I think I'd like to try it one more time.
- message = DSG013 ; Hey, pal, you've given me enough grief for one day. Get lost!
- unhide = again
- goto = exit
- entry = fair, initial
- text = DMN038 ; Look, I feel bad about shooting up your booth. I want to return the prize I won.
- message = DSG002 ; You can have your prize, but I don't want to see your face around here again!
- unhide = fair
- goto = exit
- node = GalleryAgain
- entry = answers, initial
- text = DMD200 ; Look, buddy, I need some answers.
- message DSG005 ; Are you nuts? Get out of here!
- unhide = answers
- goto = exit
- entry = accident, initial
- text = DMN440 ; I heard there was an accident here lately and that you almost got killed.
- message = DSG008 ; How did you find out about that?
- hide = answers
- unhide = heard
- unhide = happened
- unhide = story
- goto = GalleryAgain
- entry = heard
- text = DMN442 ; I just heard it. Is it true?
- message = DSG010 ; It was just an accident. No big deal. All the lawsuits were settled.
- hide = heard
- hide = happened
- hide = story
- unhide = answers
- unhide = may
- goto GalleryAgain
- entry = happened
- text = DMN443 ; One of your co-workers told me. What happened?
- message = DSG011 ; Somebody's been spreading rumors around this carnival. If I ever catch them, it'll make the Shooting Gallery Massacre look tame by comparison!
- hide = heard
- hide = happened
- hide = story
- unhide = answers
- unhide = may
- goto GalleryAgain
- entry = story
- text = DMN444 ; It's all over the carnival. Everyone's heard the story.
- message = DSG011 ; Somebody's been spreading rumors around this carnival. If I ever catch them, it'll make the Shooting Gallery Massacre look tame by comparison!
- hide = heard
- hide = happened
- hide = story
- unhide = answers
- unhide = may
- goto GalleryAgain
- entry = may, initial
- text = DMD201 ; May I ask you another question?
- message DSG005 ; Are you nuts? Get out of here!
- unhide = may
- goto = exit
- conversation = 040.txt
- ; Room 308, Wheel Barker
- declare = GossipChildren()
- import = GossipChildren()
- declare = GossipGallery()
- import = GossipGallery()
- declare = GossipMoney()
- import = GossipMoney()
- declare = SpinWheelCount()
- import = SpinWheelCount()
- declare = SpinWheelWin()
- import = SpinWheelWin()
- speaker = 0, Mike
- speaker = 1, Barker
- node = intro
- goto = (SpinWheelWin) won
- goto = options
- node = options
- entry = excuse, initial
- text = DMN456 ; Excuse me, sir.
- message = DSW015 ; Who's feeling lucky today? Who's feeling lucky? Come right up, sir.
- unhide = okay
- hide = (SpinWheelCount) okay
- unhide = (SpinWheelCount) again
- unhide = (SpinWheelCount) lose
- unhide = (SpinWheelCount) cheat
- unhide = noplay
- goto = (GossipMoney) Money
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = options
- entry = excuseagain
- text = DMN456 ; Excuse me, sir.
- message = DSW016 ; Why, it's the gentleman from earlier today. Feeling lucky yet, sir?
- unhide = okay
- hide = (SpinWheelCount) okay
- unhide = (SpinWheelCount) again
- unhide = (SpinWheelCount) lose
- unhide = (SpinWheelCount) cheat
- unhide = noplay
- goto = (GossipMoney) Money
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = options
- entry = cost, initial
- text = DMN455 ; How much does it cost to play this game?
- message = DSW012 ; Keep your quarter. Everyone with an admission ticket gets a spin at the wheel.
- hide = excuse
- hide = excuseagain
- hide = ticket
- unhide = okay
- hide = (SpinWheelCount) okay
- unhide = (SpinWheelCount) again
- unhide = (SpinWheelCount) lose
- unhide = (SpinWheelCount) cheat
- unhide = noplay
- goto = options
- entry = ticket, initial
- text = DMN454 ; I have an admission ticket.
- message = DSW011 ; You got an admission ticket? That entitles you to a spin at the wheel.
- hide = excuse
- hide = excuseagain
- unhide = noplay
- goto = options
- entry = okay
- text = DMN451 ; How does this game work?
- message = DSW014 ; All you have to do call out a number between zero and nine, and then give the wheel a spin. If your number comes up, you win a prize. What could be simpler?
- hide = excuse
- unhide = excuseagain
- hide = noplay
- goto = EndConversation
- entry = again
- text = DMN463 ; I think I'd like to try it one more time.
- message = DSW017 ; Go ahead, sir. Pick a number and give the wheel a spin.
- hide = excuse
- unhide = excuseagain
- unhide = again
- hide = okay
- hide = noplay
- goto = EndConversation
- entry = lose
- text = DMN462 ; I keep losing.
- message = DSW018 ; You're just running into a string of bad luck, that's all. Come back and give it another try later.
- hide = excuse
- unhide = excuseagain
- unhide = lose
- hide = okay
- hide = noplay
- goto = EndConversation
- entry = cheat
- text = DMN464 ; I think this game is rigged.
- message = DSW019 ; Hey, you callin' me a cheat? Take a hike, you loser!
- hide = excuse
- unhide = excuseagain
- unhide = cheat
- hide = okay
- hide = noplay
- goto = EndConversation
- entry = noplay
- text = DMN457 ; I changed my mind. I don't think I want to play.
- message = DSW020 ; Okay, but you're passing up the chance of a lifetime. We're practically giving our prizes away!
- hide = excuse
- unhide = excuseagain
- goto = EndConversation
- node = won
- entry = excuse, initial
- text = DMN456 ; Excuse me, sir.
- message = DSW009 ; Sorry, Mack. Only one win to a customer.
- unhide = excuse
- goto = (GossipMoney) Money
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = EndConversation
- entry = again, initial
- text = DMN463 ; I think I'd like to try it one more time.
- message = DSW009 ; Sorry, Mack. Only one win to a customer.
- unhide = again
- goto = EndConversation
- entry = fair, initial
- text = DMN452 ; I think I should return my prize. There's something wrong with the game.
- message = DSW013 ; You saying my game is rigged? Get out of here!
- unhide = fair
- goto = EndConversation
- node = Money
- fallthrough = 0, aftermoney
- entry = one, initial
- text = DMN458 ; I heard that some of the carnival receipts were stolen recently.
- message = DSW021 ; Listen, mister, the only financial harm that's come to this carnival is from the guy who's been spreading these rumors and driving customers away.
- goto = (SpinWheelWin) EndConversation
- goto = options
- node = aftermoney
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = (SpinWheelWin) EndConversation
- goto = options
- node = Gallery
- fallthrough = 0, aftergallery
- entry = one, initial
- text = DMN459 ; Someone told me that there was some kind of incident at the shooting gallery.
- message = DSW022 ; All blown out of proportion. But if I ever find out who's starting these rumors, he's going to have an incident of his own!
- goto = (SpinWheelWin) EndConversation
- goto = options
- node = aftergallery
- goto = (GossipChildren) Child
- goto = (SpinWheelWin) EndConversation
- goto = options
- node = Child
- fallthrough = 0, afterchild
- entry = one, initial
- text = DMN460 ; What's all this about children disappearing from the carnival?
- message = DSW023 ; No truth to it, none at all. All these stories floating around, it's driving me nuts. Look, pal, this is the most stable place I've worked at since leaving prison. You have my word on that!
- goto = (SpinWheelWin) EndConversation
- goto = options
- node = afterchild
- goto = (SpinWheelWin) EndConversation
- goto = options
- node = EndConversation
- goto = exit
- conversation = 041.txt
- ; Room 309, Ring Toss Barker
- declare = GossipChildren()
- import = GossipChildren()
- declare = GossipGallery()
- import = GossipGallery()
- declare = GossipMoney()
- import = GossipMoney()
- declare = RingTossCount()
- import = RingTossCount()
- declare = RingTossWon()
- import = RingTossWon()
- speaker = 0, Mike
- speaker = 1, Barker
- node = intro
- goto = (RingTossWon) won
- goto = options
- node = options
- entry = excuse, initial
- text = DMN456 ; Excuse me, sir.
- message = DRT008 ; Step right up! Step right up! You look like you have a good arm, sir!
- unhide = okay
- hide = (RingTossCount) okay
- unhide = (RingTossCount) again
- unhide = (RingTossCount) lose
- unhide = (RingTossCount) cheat
- unhide = noplay
- goto = (GossipMoney) Money
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = options
- entry = excuseagain
- text = DMN456 ; Excuse me, sir.
- message = DRT009 ; Well, well, he's back. Limber up the old pitching arm, did we? Ready for a try?
- unhide = okay
- hide = (RingTossCount) okay
- unhide = (RingTossCount) again
- unhide = (RingTossCount) lose
- unhide = (RingTossCount) cheat
- unhide = noplay
- goto = (GossipMoney) Money
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = options
- entry = cost, initial
- text = DMN455 ; How much does it cost to play this game?
- message = DRT006 ; I don't want your money. The game's free.
- hide = excuse
- hide = excuseagain
- hide = ticket
- unhide = okay
- hide = (RingTossCount) okay
- unhide = (RingTossCount) again
- unhide = (RingTossCount) lose
- unhide = (RingTossCount) cheat
- unhide = noplay
- goto = options
- entry = ticket, initial
- text = DMN454 ; I have an admission ticket.
- message = DRT005 ; Hold on to your ticket. You need it for re-admission into the carnival.
- hide = excuse
- hide = excuseagain
- unhide = noplay
- goto = options
- entry = okay
- text = DMN461 ; Okay, what do I do?
- message = DRT010 ; Just toss a ring around that metal pole over there. It's so simple a child could do it.
- hide = excuse
- unhide = excuseagain
- hide = noplay
- goto = EndConversation
- entry = again
- text = DMN463 ; I think I'd like to try it one more time.
- message = DRT010 ; Just toss a ring around that metal pole over there. It's so simple a child could do it.
- hide = excuse
- unhide = excuseagain
- unhide = again
- hide = okay
- hide = noplay
- goto = EndConversation
- entry = lose
- text = DMN462 ; I keep losing.
- message = DRT011 ; What's the matter? Your arm a little stiff? Come back and try later.
- hide = excuse
- unhide = excuseagain
- unhide = lose
- hide = okay
- hide = noplay
- goto = EndConversation
- entry = cheat
- text = DMN464 ; I think this game is rigged.
- message = DRT007 ; Are you crazy? There's no way to cheat at this game! Get out of here!
- hide = excuse
- unhide = excuseagain
- unhide = cheat
- hide = okay
- hide = noplay
- goto = EndConversation
- entry = noplay
- text = DMN457 ; I changed my mind. I don't think I want to play.
- message = DRT011 ; What's the matter? Your arm a little stiff? Come back and try later.
- hide = excuse
- unhide = excuseagain
- goto = EndConversation
- node = won
- entry = excuse, initial
- text = DMN456 ; Excuse me, sir.
- message = DRT004 ; Sorry, pal. You already won.
- unhide = excuse
- goto = (GossipMoney) Money
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = EndConversation
- entry = again, initial
- text = DMN463 ; I think I'd like to try it one more time.
- message = DRT004 ; Sorry, pal. You already won.
- unhide = again
- goto = EndConversation
- entry = fair, initial
- text = DMN453 ; I want to return my prize. I didn't win it fairly.
- message = DRT007 ; Are you crazy? There's no way to cheat at this game! Get out of here!
- unhide = fair
- goto = EndConversation
- node = Money
- fallthrough = 0, aftermoney
- entry = one, initial
- text = DMN458 ; I heard that some of the carnival receipts were stolen recently.
- message = DRT013 ; Oh, that. The owners merely misplaced it for a couple hours. The money was found later, all of it.
- goto = (RingTossWon) EndConversation
- goto = options
- node = aftermoney
- goto = (GossipGallery) Gallery
- goto = (GossipChildren) Child
- goto = (RingTossWon) EndConversation
- goto = options
- node = Gallery
- fallthrough = 0, aftergallery
- entry = one, initial
- text = DMN459 ; Someone told me that there was some kind of incident at the shooting gallery.
- message = DRT014 ; I don't know if it's worth calling an incident. The shooting gallery barker got winged by a wild shot, but it was nothing serious.
- goto = (RingTossWon) EndConversation
- goto = options
- node = aftergallery
- goto = (GossipChildren) Child
- goto = (RingTossWon) EndConversation
- goto = options
- node = Child
- fallthrough = 0, afterchild
- entry = one, initial
- text = DMN460 ; What's all this about children disappearing from the carnival?
- message = DRT012 ; Oh, you must mean that kid they found curled up asleep behind a tent. A lot of fuss over nothing.
- goto = (RingTossWon) EndConversation
- goto = options
- node = afterchild
- goto = (RingTossWon) EndConversation
- goto = options
- node = EndConversation
- goto = exit
- conversation = 042.txt ; Room 307, Sheriff - Mike meets the Sheriff at the Shooting Gallery
- declare = HaveLoveLetter()
- import = HaveLoveLetter()
- declare = HeadacheTwo()
- import = HeadacheTwo()
- speaker = 0, Mike
- speaker = 1, Sheriff Butler
- node = options
- entry = hello, initial
- text = DMN277 ; Oh, hello, Sheriff Butler. What brings you down to the carnival?
- message = DSB033 ; I'm just checking out the area, looking for suspects. I'm not surprised to find you here.
- hide = want
- unhide = suspects
- unhide = murder
- goto = options
- entry = suspects
- text = DMN278 ; Suspects? For what? Rita's murder?
- message = DSB034 ; No, not for Rita's murder. For the murder of Mayor Fleming.
- goto = fleming
- entry = murder
- text = DMN279 ; I told you, I don't know anything about Rita's murder..
- message = DSB035 ; I'm not talking about that. I want to know who killed Mayor Fleming.
- goto = fleming
- entry = want, initial
- text = DMN280 ; What do you want now, Butler?
- message = DSB036 ; I want some answers, and I want them right now.
- hide = hello
- unhide = questions
- goto = options
- entry = questions
- text = DMN281 ;What do you want to know?
- message = DSB037 ; Where have you been the last few hours?
- goto = options
- entry = refuse, initial
- text = DMN282 ; Look, Sheriff, I'm getting tired of you hounding me.
- message = DSB038 ; Well, you better start getting used to it. The Mayor's been murdered.
- goto = fleming
- node = fleming
- entry = murdered, initial
- text = DMN283 ; Mayor Fleming's been murdered?
- message = DSB039 ; Have you been anywhere else in the park during last hour?
- unhide = park
- goto = fleming
- entry = know, initial
- text = DMN284 ; I don't know anything about it. What happened?
- message = DSB040 ;The FBI's examining the body right now. I'm on the lookout for suspects who've been to the park during the last hour.
- hide = murdered
- unhide = park
- goto = fleming
- entry = park
- text = DMN285 ;The last hour? Well, I've been busy doing some work.
- message = DSB041 ; Work? Oh, yes. I've heard that you've been playing detective today. And what evidence have you turned up, Sherlock?
- hide = murdered
- hide = know
- hide = who
- unhide = Jimmy
- unhide = letter
- goto = fleming
- entry = who, initial
- text = DMN286 ; Who do you think did it?
- message = DSB042 ; Like I said before, Dawson, you're my number one suspect. Nothing you've said or done convinces me otherwise. Maybe you knocked off Mayor Fleming because of Rita. Or maybe you had other reasons...
- hide = murdered
- unhide = Jimmy
- goto = fleming
- entry = Jimmy
- text = DMN287 ; I didn't do it, Sheriff. It was Jimmy Gardner.
- message = DSB043 ;Jimmy Gardner? Don't make me laugh. He's a two-big punk, not some psycho cutthroat.
- hide = murdered
- hide = know
- hide = who
- hide = park
- unhide= letter
- goto = fleming
- entry = letter
- text = DMN288 ; I've got a letter implicating Jimmy. Melissa hired him to kill Rita for having an affair with the Mayor.
- assign = HaveLoveLetter, 0
- ;WT bug? should be headachethree and set in the script! assign = HeadacheTwo, 1
- goto = exit
- conversation = 043.txt ; Room 501, Agent Gannon
- speaker = 0, Mike
- speaker = 1, Agent Gannon
- node = options
- fallthrough = 0, goodbye
- entry = want, initial
- text = DMN177 ; What do you want?
- message = DAG004 ; You're not leaving until I get some answers from you.
- unhide = questions
- unhide = me
- hide = nothing
- goto = options
- entry = nothing, initial
- text = DMN178 ;I have nothing to say to you!
- message = DAG004 ; You're not leaving until I get some answers from you.
- unhide = questions
- unhide = me
- hide = want
- goto = options
- entry = me
- text = DMN179 ;Why are you talking to me?
- message = DAG005 ; I'll ask the questions, Dawson. I'm the cop, you're the suspect. Got it?
- unhide = suspect
- goto = options
- entry = suspect
- text = DMN184 ; What am I suspected of?
- message = DAG010 ; You're suspected of a lot of things, Dawson. I've done some checking up on you. I know all about what happened to you last year.
- unhide = california
- goto = options
- entry = california
- text = DMN185 ; What do you know about what happened last year?
- message = DAG011 ; Enough to know that you're as nutty as a fruit cake. We've seen your psychiatric reports, Dawson. They have 'psycho' written all over them.
- unhide = loony
- hide = questions
- hide = mayor
- unhide = letter
- goto = options
- entry = loony
- text = DMN186 ; No, it's all true! There really is a Dark World!
- message = DAG012 ; Save your insanity defense for the jury, Dawson. The truth is that you killed both Rita Scanlon and Mayor Fleming.
- goto = options
- entry = questions
- text = DMN180 ; What do you want to know?
- message = DAG006 ;When was the last time you saw Mayor Fleming? Alive?
- unhide = mayor
- goto = options
- entry = mayor
- text = DMN181 ;You think I killed the mayor, don't you?
- message = DAG007 ; I don't think it, Dawson. I know it. We ran a background check on you. Our Behavioral Science people peg you as a psycho.
- hide = me
- hide = suspect
- hide = california
- unhide = loony
- unhide = letter
- goto = options
- entry = letter
- text = DMN182 ; But I found a letter that proves Jimmy Gardner killed Rita. I gave it to Sheriff Butler.
- message = DAG008 ; Butler's off the case. I'm in charge now. And as for your friend Jimmy Gardner, he's in the hospital. Coma. Furthermore, Doc Larson places the Mayor's time of death some time after you attacked Gardner, killer.
- unhide = larson
- goto = options
- entry = larson
- text = DMN183 ; Larson's lying! He was involved with Rita! He's the psycho!
- message = DAG009 ; Right, Dawson. Everybody's a psycho but you. No wonder Rita dumped you. Is that why you killed her?
- assign = speaker, 0
- message = DMN493 ;I loved Rita! I didn't touch her!
- assign = speaker, 1
- message = DAG013 ;Oh, yeah? It sure sounds like everyone else did. She dressed up in leather for the Mayor. She was doing the nasty with Doc Larson. But nothing for poor Mike. Makes you made enough to kill, doesn't it?
- goto = exit
- conversation = 023.txt ; Dark Mom
- node = intial
- entry=first, initial
- message=drz026
- goto=exit
- conversation = 023.txt ; Dark Mom
- node = intial
- entry=first, initial
- message=drz026
- goto=exit
- conversation = 023.txt ; Dark Mom
- node = intial
- entry=first, initial
- message=drz026
- goto=exit
- conversation = 023.txt ; Dark Mom
- node = intial
- entry=first, initial
- message=drz026
- goto=exit
- conversation = 023.txt ; Dark Mom
- node = intial
- entry=first, initial
- message=drz026
- goto=exit
- conversation = 023.txt ; Dark Mom
- node = intial
- entry=first, initial
- message=drz026
- goto=exit
- conversation = 030.txt ; Dark Mom
- node = intial
- goto=exit
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