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The Beginner's Guide/Unused Text

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This is a sub-page of The Beginner's Guide.

Hmmm...
To do:
  • Are the other files in filecache.bin identical to their final versions?
  • Put the dialogue from House in the order it appears in the game, where possible.
  • Perhaps try to make this page more readable/easier to navigate, somehow.

Old and Unused Dialogue

Within the beginnersguide (usually the English localization) directory is the file filecache.bin, which, as the name suggests, contains cached versions of files, specifically the dialogue trees in the trees folder, as well as the game's subtitles. However, in addition to the text which appears in the final game, filecache.bin also contains references to the removed directory trees/old and unused/ and files within it. These mostly consist of a mixture of test dialogue, older versions of dialogue which is in the game, and dialogue from chapters which were cut. These unused bits are not in the localized caches.

Many of the dialogue trees have a number of blank lines at the end of the files, ranging from none, to a few, to several. They have been omitted here in order to save space.

Replaced and Removed Dialogue

Down

The unused text for Down consists of a few older versions of the interviews near the end of the chapter.

downchat.txt

Start
{
	[color f15822] 
	[fire speak1 trigger] Greetings! Tired traveler, speak to us, where have you come from?
		[wait 3 sec]
	[fire listen1 trigger] [play answer1]
		[wait 1 sec]
	[fire vo_9 start]
}

answer1
{
	[color ffcc00] 
	Opt1: I came from a world stamped flat with whiteness. [wait 2 sec] [Play down1a]
	Opt2: I am from a place where I was not permitted to speak. [wait 2 sec] [Play down1b]
	Opt3: Honestly I don't remember where I just was. [wait 2 sec] [Play down1c]
}

down1a
{
	[fire speak1 trigger] Has your journey been long? What have you seen?
		[Wait 3 sec]
	[Play answer1a] [fire listen1 trigger]
}

answer1a
{
	Opt1: I spent hours trapped in an enormous prison. [wait 2 sec] [Play down2e]
	Opt2: I solved a devious puzzle [wait 2 sec] [Play down2e]
	Opt3: There were these giant floating blocks. It didn't make sense. [wait 2 sec] [Play down2e]
}

down1b
{
	[fire speak1 trigger] How did you escape from there?
		[Wait 3 sec]
	[fire listen1 trigger] [Play 1bResponse]
}

1bResponse
{
	Opt1: I tunneled out through a cafe where I worked. [wait 2 sec] [Play down2e]
	Opt2: I escaped from the prison where they were holding me [wait 2 sec] [Play down2e]
	Opt3: Oh I didn't, they kicked me out. [wait 2 sec] [Play down2b]
}

down1c
{
	[fire speak1 trigger] Oh? You don't recall how you got from there to here?
		[Wait 3 sec]
	[fire listen1 trigger] [Play answer1c]
}

answer1c
{
	Opt1: I think there was a coffee shop? [wait 2 sec] [Play down2d]
	Opt2: There was some kind of prison, possibly. [wait 2 sec] [Play down2d]
	Opt3: Nope, drawing a blank. [wait 2 sec] [Play down2a]
}


down2a
{
	[fire speak1 trigger] You are unmarred by the past, free of expectation. This is truly noble. Please, stay and rest a while, you are welcome here.
		[Wait 5 sec]
	[fire nextroom1 trigger] [fire listen1 trigger] [clear]
}

down2b
{
	[fire speak1 trigger] We too have suffered persecution. You are in safe company now. Please, stay here and rest a while, you sound very tired.
		[Wait 5 sec]
	[fire nextroom1 trigger] [fire listen1 trigger] [clear]
}

down2c
{
	[fire speak1 trigger] What trials you have suffered! I commend your courage. Please, stay and rest a while, you sound very tired.
		[Wait 5 sec]
	[fire nextroom1 trigger] [fire listen1 trigger] [clear]
}

down2d
{
	[fire speak1 trigger] Your memory has suffered under the weight of your adventures. Please, stay and rest a while, you are welcome here.
		[Wait 5 sec]
	[fire nextroom1 trigger] [fire listen1 trigger] [clear]
}

down2e
{
	[fire speak1 trigger] What tremendous experiences! You must be brimming with knowledge! Please, stay and rest a while, you are welcome here.
		[Wait 5 sec]
	[fire nextroom1 trigger] [fire listen1 trigger] [clear]
}

[Start]

downchat2.txt

Begin
{
	[color f15822] 
	[fire speak1 trigger] Stop! In this place only the truly, genuinely wise are permitted to enter.
		[wait 3 sec]
	[fire listen1 trigger] [play answer3]
}

answer3
{
	[color ffcc00] 
	Opt1: I've traveled a great distance and seen many things, I am wise! [wait 2 sec] [Play down3a]
	Opt2: I was just talking with the people in the other room, they said I was welcome. [wait 2 sec] [Play down3b]
	Opt3: What are you talking about, I've lived here my entire life. [wait 2 sec] [Play down3c]
}

down3a
{
	[fire speak1 trigger] Experience means only as much as you learn from it. What have you learned?
		[Wait 3 sec]
	[fire listen1 trigger] [Play answer3a]
}

answer3a
{
	Opt1: That you die the minute you stop moving [wait 2 sec] [Play down3d]
	Opt2: That truth exists only in fragments [wait 2 sec] [Play down3d]
	Opt3: That you eventually become what you think of yourself as being [wait 2 sec] [Play down3d]
}

down3b
{
	[fire speak1 trigger] Oh? Do you know those people? Why do you think they let you through?
		[Wait 3 sec]
	[fire listen1 trigger] [Play answer3b]
}

answer3b
{
	Opt1: Because I have something to say [wait 2 sec] [Play down3e]
	Opt2: Because I have life experience and lessons they wanted to draw on [wait 2 sec] [Play down3e]
	Opt3: Because I am important [wait 2 sec] [Play down3e]
}

down3c
{
	[fire speak1 trigger] If that's true, then what is the guiding truth behind our society?
		[Wait 3 sec]
	[fire listen1 trigger] [Play answer3c]
}

answer3c
{
	Opt1: That progress means admitting you know nothing [wait 2 sec] [Play down3f]
	Opt2: That you cannot know others until you forget yourself [wait 2 sec] [Play down3f]
	Opt3: That truth only exists for a brief moment [wait 2 sec] [Play down3f]
}

down3d
{
	[fire speak1 trigger] This is nonsense, what are you talking about? You have learned nothing from your travels. Leave now, do not return to this place again.
		[Wait 5 sec]
	[fire openWall2 trigger] [fire listen1 trigger] [clear]
}

down3e
{
	[fire speak1 trigger] This is nonsense, what are you talking about? You know nothing about what this place is or the people who live here. Leave now, you are not welcome.
		[Wait 5 sec]
	[fire openWall2 trigger] [fire listen1 trigger] [clear]
}

down3f
{
	[fire speak1 trigger] This is nonsense, what are you talking about? You do not know our people. Leave now, do not return to this place again.
		[Wait 5 sec]
	[fire openWall2 trigger] [fire listen1 trigger] [clear]
}

[Begin]

downinterview1.txt

Text1
{
	[color f15822]
	[clear]
	[fire speak1 trigger] Greetings! Tired traveler, speak to us, where have you come from?
		[Wait 2 sec]
	[fire VO_9 start]
		[wait 1 sec]
	[fire listen1 trigger] [Play Response1]
	
}

Response1
{
	[color ffcc00] Opt1: I came from a world stamped flat with whiteness. [Play 1a]
	[color ffcc11] Opt2: I am from a place where I was not permitted to speak. [Play 1b]
	[color ffcc22] Opt3: Honestly I don't remember where I just was. [Play 1c]
}

1a
{
	[fire speak1 trigger] Has your journey been long? What have you seen?
		[Wait 3 sec]
	[Play 1aResponse] [fire listen1 trigger]
}

1aResponse
{
	[color ffcc00] Opt1: I spent hours trapped in an enormous prison. [Play 2e]
	[color ffcc11] Opt2: I solved a devious puzzle [Play 2e]
	[color ffcc22] Opt3: There were these giant floating blocks. It didn't make sense. [Play 2e]
}

1b
{
	[fire speak1 trigger] How did you escape from there?
		[Wait 3 sec]
	[Play 1bResponse] [fire listen1 trigger]
}

1bResponse
{
	[color ffcc00] Opt1: I tunneled out through a cafe where I worked. [Play 2e]
	[color ffcc11] Opt2: I escaped from the prison where they were holding me [Play 2e]
	[color ffcc22] Opt3: Oh I didn't, they kicked me out. [Play 2b]
}

1c
{
	[fire speak1 trigger] Oh? You don't recall how you got from there to here?
		[Wait 3 sec]
	[Play 1cResponse] [fire listen1 trigger]
}

1cResponse
{
	[color ffcc00] Opt1: I think there was a coffee shop? [Play 2d]
	[color ffcc11] Opt2: There was some kind of prison, possibly. [Play 2d]
	[color ffcc22] Opt3: Nope, drawing a blank. [Play 2a]
}


2
{
	[fire speak1 trigger] Well you need travel no more. You are welcome here. Please, stay and rest a while, you sound very tired.
		[Wait 7 sec]
	[fire listen1 trigger] [fire listen1 trigger]
}









[Text1]

downinterview2.txt

Text1
{
	[color f15822]
	[clear]
	[fire speak1 trigger] Greetings! Tired traveler, speak to us, where have you come from?
		[Wait 2 sec]
	[fire VO_9 start]
		[wait 1 sec]
	[fire listen1 trigger] [Play Response1]
	
}

Response1
{
	[color ffcc00] Opt1: I came from a world stamped flat with whiteness. [Play 1a]
	[color ffcc11] Opt2: I am from a place where I was not permitted to speak. [Play 1b]
	[color ffcc22] Opt3: Honestly I don't remember where I just was. [Play 1c]
}

1a
{
	[fire speak1 trigger] Has your journey been long? What have you seen?
		[Wait 3 sec]
	[Play 1aResponse] [fire listen1 trigger]
}

1aResponse
{
	[color ffcc00] Opt1: I spent hours trapped in an enormous prison. [Play 2e]
	[color ffcc11] Opt2: I solved a devious puzzle [Play 2e]
	[color ffcc22] Opt3: There were these giant floating blocks. It didn't make sense. [Play 2e]
}

1b
{
	[fire speak1 trigger] How did you escape from there?
		[Wait 3 sec]
	[Play 1bResponse] [fire listen1 trigger]
}

1bResponse
{
	[color ffcc00] Opt1: I tunneled out through a cafe where I worked. [Play 2e]
	[color ffcc11] Opt2: I escaped from the prison where they were holding me [Play 2e]
	[color ffcc22] Opt3: Oh I didn't, they kicked me out. [Play 2b]
}

1c
{
	[fire speak1 trigger] Oh? You don't recall how you got from there to here?
		[Wait 3 sec]
	[Play 1cResponse] [fire listen1 trigger]
}

1cResponse
{
	[color ffcc00] Opt1: I think there was a coffee shop? [Play 2d]
	[color ffcc11] Opt2: There was some kind of prison, possibly. [Play 2d]
	[color ffcc22] Opt3: Nope, drawing a blank. [Play 2a]
}


2
{
	[fire speak1 trigger] Well you need travel no more. You are welcome here. Please, stay and rest a while, you sound very tired.
		[Wait 7 sec]
	[fire listen1 trigger] [fire listen1 trigger]
}









[Text1]

Escape

An earlier version of the phone call at the end of the chapter.

old and unused/prisonphone.txt (Unused) prisonphone2.txt (Used)
past1
{
	[color f15822] 
	Hello? Who is this??
		[wait 2 sec]
	[play future1]
}

future1
{
	[color ffcc00] 
	Opt1: This is you from a future version of this game. [Play past2]
	Opt2: I was in the prison for a long, long time, [Play past3]
	Opt3: but I've figured out how to escape. [Play past4]
}

past2
{
	[wait 2 sec]
	You're...me? Were you trapped in this prison too? How were you able to call me?
	[wait 2 sec]
	[play future3]
}

past3
{
	[wait 2 sec]
	You were? Was it like the prison I've been trapped in? With all the furniture and shelves and everything?
	[wait 2 sec]
	[play future4]
}

past4
{
	[wait 2 sec]
	How to escape? From this prison that I'm stuck in?? Oh thank god, I've been here so long. What's the solution! How do I get out!
	[wait 2 sec]
	[play future5]
}

future3
{
	Opt1: It's because I have [Play past5]
	Opt2: begun to see across worlds, [Play past6]
	Opt3: many at once. [Play past6]
}

future4
{
	Opt1: Yes, although the [Play past8]
	Opt2: prison kept changing, [Play past9]
	Opt3: it was many prisons. [Play past10]
}

future5
{
	Opt1: I can tell you, [Play past11]
	Opt2: but it will be very [Play past12]
	Opt3: difficult for you to hear. [Play past13]
}

past5
{
	[wait 2 sec]
	...because you have what? Did you figure out how to escape? Please, can you just tell me what I have to do?
	[wait 2 sec]
	[play future6]
}

past6
{
	[wait 2 sec]
	...what does that mean? Did you figure out how to escape? Please, can you just tell me what I have to do?
	[wait 2 sec]
	[play future6]
}

past8
{
	[wait 2 sec]
	...although the what? What are you talking about? Did you figure out how to escape? Please, can you just tell me what I have to do?
	[wait 2 sec]
	[play future6]
}

past9
{
	[wait 2 sec]
	Changing into what? How did you escape? What do I have to do?
	[wait 2 sec]
	[play future6]
}

past10
{
	[wait 2 sec]
	What do you mean? How many prisons are there? How do I escape, please, what do I have to do?
	[wait 2 sec]
	[play future6]
}


past11
{
	[wait 2 sec]
	So tell me! Please!
	[wait 2 sec]
	[play future6]
}

past12
{
	[wait 2 sec]
	It will be very what? What do I have to do?? Please, can you just tell me how to get out?
	[wait 2 sec]
	[play future6]
}

past13
{
	[wait 2 sec]
	What do you mean? How did you get out? Can you tell me how to escape or not?
	[wait 2 sec]
	[play future6]
}

future6
{
	Opt1: You must learn to [Play past14]
	Opt2: be sincere. [Play past15]
	Opt3: This is so difficult, but so essential. [Play past16]
}

future6yes
{
	Opt1: Yes. You must learn to [Play past14]
	Opt2: be sincere. [Play past15]
	Opt3: This is so difficult, but so essential. [Play past16]
}

past14
{
	[wait 2 sec]
	Learn to do what?? Oh god, please help, please someone get me out of this place!!
	[wait 2 sec]
	[play futurefinal]
}

past15
{
	[wait 2 sec]
	Be sincere?? How on earth will that help! Oh god, please help, please someone get me out of this place!!
	[wait 2 sec]
	[play futurefinal]
}

past16
{
	[wait 2 sec]
	What is difficult? Can you not just tell me? Oh god, please help, please someone get me out of this place!!
	[wait 2 sec]
	[play futurefinal]
}

futurefinal
{
	Opt1: You [Play pastfinal]
	Opt2: will [Play pastfinal]
	Opt3: see. [Play pastfinal]
}

pastfinal
{
	[color ffcc00]
	You will see.
		[wait 2 sec]
	[fire VO_12 start]
		[wait 5 sec]
	Soon.
		[wait 4 sec]
	[fire endmap trigger]
}

[past1]
past1
{
[color f15822]
Hello?
[wait 2 sec]
Who is this?
[wait 3 sec]
[play future1]
}

future1
{
[color ffcc00] 
Opt1: Hey! It's me! I'm you from after you escape the prison! [fire dial1 playsound] [play past2]
}

past2
{
[wait 2 sec]
You're me?
[wait 2 sec]
...
[wait 2 sec]
So you were trapped in this prison too?
[wait 3 sec]
[fire 18delay trigger]
[play future2]
}

future2
{
Opt1: Yep, I was in the furniture maze. [fire dial1 playsound] [play past3]
Opt2: Yep, I was in the escape tutorial. [fire dial2 playsound] [play past3]
Opt3: Yep, I was in the reverse prison. [fire dial3 playsound] [play past3]
}

past3
{
[wait 2 sec]
That's where I am right now!
[wait 2 sec]
Oh I'm so glad to know that I get out eventually!
[wait 3 sec]
What's it like to escape?
[wait 3 sec]
[play future3]
}

future3
{
Opt1: Actually, I'm already forgetting what being in the prison was like... [fire dial1 playsound] [play past4a]
Opt2: It's strange, but in a way I kind of miss being in the prison. [fire dial2 playsound] [play past4b]
Opt3: It feels like being completely still and wildly in motion at the same time. [fire dial3 playsound] [play past4c]
}

past4a
{
[wait 2 sec]
Really? How long has it been since you got out?
[wait 3 sec]
[play future4a]
}

future4a
{
Opt1: Years! Like, I've been standing right here working up the nerve to call you! [fire dial1 playsound] [play past5a]
Opt2: Only a few minutes, but somehow it's already fuzzy, kind of like it never happened. [fire dial2 playsound] [play past5b]
}

past5a
{
[wait 2 sec]
Years?? I haven't been here for years, I don't think... 
[wait 3 sec]
[play future5a]
}

future5a
{
Opt1: This is really hard to admit, but I was afraid to make this call. [fire dial1 playsound] [play transition]
Opt2: Time moves differently for you than it does for me. [fire dial2 playsound] [play transition]
Opt3: Maybe the prison is just affecting you in a strange way. [fire dial3 playsound] [play transition]
}

past5b
{
[wait 2 sec]
But this is the worse, most desperate thing I've ever been through!
[wait 3 sec]
How could you possibly forget it? 
[wait 2 sec]
[play future6]
}

future6
{
Opt1: Haha, I promise it's not as bad right now as you think it is. [fire dial1 playsound]  [play transition]
Opt2: You don't ever forget it, you just stop identifying with it. [fire dial2 playsound]  [play transition]
Opt3: Anything can seem infinite when you're drenched in it. [fire dial3 playsound]  [play transition]
}

past4b
{
[wait 2 sec]
Why? Was there anything about it that you felt good about?
[wait 4 sec]
Being here sucks!
[wait 2 sec]
[play future7]
}

future7
{
Opt1: True, maybe I only like things once I don't have them any more. [fire dial1 playsound] [play past7a]
Opt2: It was comfortable, I knew its limits, I knew my place. [fire dial2 playsound] [play past7b]
Opt3: But don't you feel excited about getting out? The promise of freedom? [fire dial3 playsound] [play past7c]
}

past7a
{
[wait 2 sec]
I do that too I guess...
[wait 2 sec]
But is that just how I'm going to be forever?
[wait 2 sec]
I'd really like to change that.
[wait 2 sec]
[play future8]
}

future8
{
Opt1: Maybe? [fire dial1 playsound]  [play transition]
Opt2: No, I think you'll find a way to change. [fire dial2 playsound]  [play transition]
}

past7b
{
[wait 2 sec]
Is that good though?
[wait 2 sec]
It's comfortable, but it's inhuman.
[wait 2 sec]
I couldn't live this way...
[wait 2 sec]
[play future9]
}

future9
{
Opt1: You don't need to! You just need to be patient. [fire dial1 playsound]  [play transition]
Opt2: Having limits is way more important than you probably realize right now... [fire dial2 playsound]  [play transition]
Opt3: You'll see what I'm talking about when you've been there for a while longer. [fire dial3 playsound]  [play transition]
}

past7c
{
[wait 2 sec]
Excited? It's the only thing that matters to me!
[wait 3 sec]
It's the only thing keeping me going!
[wait 2 sec]
"Excited" doesn't really do it justice.
[wait 2 sec]
[play future10]
}

future10
{
Opt1: Exactly! You have something you care about! Something to look forward to. [fire dial1 playsound]  [play transition]
Opt2: You won't always have something that you care about as much as this. [fire dial2 playsound] [play transition]
Opt3: Just be with that enthusiasm for a bit, let it ooze into your flesh. [fire dial3 playsound]  [play transition]
}

past4c
{
[wait 2 sec]
Do you feel any different?
[wait 2 sec]
Some times I'm scared I'll get out and then things will be exactly the same as before.
[wait 4 sec]
[play future11]
}

future11
{
Opt1: No, I'm really the same person now as I was back then. [fire dial1 playsound] [play past11a]
Opt2: It actually does change, I don't feel like the same person at all. [fire dial2 playsound]  [play past11b]
}

past11a
{
[wait 2 sec]
Oh no, that's awful!
[wait 2 sec]
That's the worst thing I can imagine!
[wait 2 sec]
[play future12]
}

future12
{
Opt1: Don't worry! It's actually not a bad thing! I promise. [fire dial1 playsound] [play transition]
Opt2: Well, you get something else in exchange. [fire dial2 playsound] [play transition]
Opt3: The problem is that you don't actually know who you are right now. [fire dial3 playsound] [play transition]
}

past11b
{
[wait 2 sec]
Oh good!
[wait 2 sec]
That's so nice to hear.
[wait 2 sec]
That makes me feel...really happy.
[wait 2 sec]
[play future13]
}

future13
{
Opt1: Age just kind of does that, you know? [fire dial1 playsound] [play transition]
Opt2: I'm still me, but I'm not somehow. It's hard to describe. [fire dial2 playsound] [play transition]
Opt3: Remember to enjoy being who you are right now, it won't last. [fire dial3 playsound] [play transition]
}

transition
{
[wait 2 sec]
Wait, if you're me, then did you get a call from another version of you when you were trapped?
[wait 5 sec]
[play future100]
}

future100
{
Opt1: No, I think I'm the first person to call back. [fire dial1 playsound] [play past101]
Opt2: Yes, I did get a call, that's how I escaped. [fire dial2 playsound] [play past102]
}

past101
{
[wait 2 sec]
Then can you tell me how to get out?
[wait 2 sec]
Maybe I can come find you!
[wait 2 sec]
What do I have to do?
[wait 2 sec]
[play future101]
}

future101
{
Opt1: To get out, all you have to do is be sincere. [fire dial1 playsound] [play sincere1]
Opt2: To get out, you need to tell me how you feel right now. [fire dial2 playsound] [play feel1]
Opt3: To get out, just talk with me for a bit. [fire dial3 playsound] [play talk1]
}

sincere1
{
[wait 2 sec]
...what?
[wait 2 sec]
That will free me?
[wait 2 sec]
How does that work?
[wait 2 sec]
[play sincere3]
}

feel1
{
[wait 2 sec]
...what?
[wait 2 sec]
That will free me?
[wait 2 sec]
How does that work?
[wait 2 sec]
[play feel3]
}

talk1
{
[wait 2 sec]
...what?
[wait 2 sec]
That will free me?
[wait 2 sec]
How does that work?
[wait 2 sec]
[play talk3]
}

past102
{
[wait 2 sec]
What did they tell you?
[wait 2 sec]
What did you have to do to get out?
[wait 2 sec]
[play future102]
}

future102
{
Opt1: All they told me was to be sincere. [fire dial1 playsound] [play sincere2]
Opt2: They asked me how I felt about being imprisoned. [fire dial2 playsound] [play feel2]
Opt3: They just talked to me for a while. [fire dial3 playsound] [play talk2]
}

sincere2
{
[wait 2 sec]
...what?
[wait 2 sec]
That freed you?
[wait 2 sec]
How does that work?
[wait 2 sec]
[play sincere3]
}

feel2
{
[wait 2 sec]
...what?
[wait 2 sec]
That freed you?
[wait 2 sec]
How does that work?
[wait 2 sec]
[play feel3]
}

talk2
{
[wait 2 sec]
...what?
[wait 2 sec]
That freed you?
[wait 2 sec]
How does that work?
[wait 2 sec]
[play talk3]
}

sincere3
{
Opt1: Listen, you can't know until you're out, but I promise it works. [fire dial1 playsound] [play sincere4]
Opt2: Just be sincere. [fire dial2 playsound] [play sincere4]
Opt3: It will make sense. [fire dial3 playsound] [play sincere4]
}

sincere4
{
[wait 2 sec]
Sincere about what? [fire 19delay trigger]
[wait 2 sec]
[play sincere5]
}

sincere5
{
Opt1: That's exactly what you need to figure out in order to escape. [fire dial1 playsound] [play ending]
}

feel3
{
Opt1: Listen, you can't know until you're out, but I promise it works. [fire dial1 playsound] [play feel4]
Opt2: Just tell me how you feel. [fire dial2 playsound] [play feel4]
Opt3: It will make sense. [fire dial3 playsound] [play feel4]
}

feel4
{
[wait 2 sec]
Okay...I feel afraid that nothing will ever change. [fire 19delay trigger]
[wait 5 sec]
[play feel5]
}

feel5
{
Opt1: Go on. [fire dial1 playsound] [play ending]
Opt2: Go on. [fire dial2 playsound] [play ending]
Opt3: Go on. [fire dial3 playsound] [play ending]
}

talk3
{
Opt1: Listen, you can't know until you're out, but I promise it works. [fire dial1 playsound] [play talk4]
Opt2: Just talk to me. [fire dial2 playsound] [play talk4]
Opt3: It will make sense. [fire dial3 playsound] [play talk4]
}

talk4
{
[wait 2 sec]
Okay...I can talk
[wait 2 sec]
Let's just talk for a bit. [fire 19delay trigger]
[wait 2 sec`]
Will you be here?
[wait 2 sec]
[play talk5]
}

talk5
{
Opt1: I will be here for as long as you need. [fire dial1 playsound] [play ending]
}

ending
{
[wait 4 sec]
[clear]
[fire theend trigger]
}

[past1]

House

It would appear that the order that the tasks were performed in was changed at some point in development. Also, the chat system was given an updated look.

bedtotub.txt

old and unused/cleaning/bedtotub.txt cleaning/bedtotub.txt
Go
{
	[color f15822] 
	[fire tub_continue2 enable]
	[wait 0.1 sec]
	[fire tub_reset trigger]
	Looks like the tub has gotten rather dirty.
		[wait 1 sec]
	Would you mind giving it a good scrub?
}



[Go]
#modern

Go
{
	[color 00e53b] 
...
	[wait 2 sec]
Earlier, when I said I had a really cheesy thought...
	[wait 3 sec]
I was going to say that it occurs to me that one's house is a lot like one's soul.
	[wait 3 sec]
You take care of it, and it takes care of you.
	[wait 2 sec]
Heh.
	[wait 2 sec]
Don't know why I felt so weird about saying that.
	[wait 2 sec]
[fire VO_5delay trigger]
[play talk1]
}

talk1
{
[color ffffff]
Opt1: I get it, that's a weird thing to say to someone you just met. [play talk2]
Opt2: Yeah, you're right, that's pretty cheesy. [play talk2]
Opt3: But there's a bit of truth in it, no? [play talk2]
}


talk2
{
	[color 00e53b] 
	[wait 2 sec]
...
	[wait 2.5 sec]
Anyway.
	[wait 1.5 sec]
So.
	[wait 1.5 sec]
Housekeeping.
	[wait 1.5 sec]
Let's keep doing this.
	[wait 1.5 sec]
Tub. Would you please clean the tub.
	[wait 2 sec]
[fire tub_continue2 enable]
	[wait 0.1 sec]
Thanks.[fire tub_reset trigger]
}

[Go]

bookstotable2.txt

old and unused/cleaning/bookstotable2.txt cleaning/bookstotable.txt
Go
{
	[color f15822] 
	Perfect.
		[wait 2 sec]
	Now then, how about you come and clear these dishes off the table?
		[wait 1 sec]
[fire table_continue3 enable]
	[wait 0.1 sec]
[fire table_reset trigger]
}

[Go]
#modern

Go
{
	[color 00e53b] 
	Perfect.
		[wait 2 sec]
	Now then, how about you come and clear these dishes off the table?
[fire table_continue2 enable]
	[wait 0.1 sec]
[fire table_reset trigger]
	[wait 3 sec]
	[fire VO_4 start]
	[wait 1 sec]
}

[Go]

closettobed.txt

#modern

Go
{
	[color 00e53b] 
[fire bed_continue2 enable]
	[wait 0.1 sec]
[fire bed_reset trigger]
	[wait 1 sec]
It looks to me like the sheets on the bed are all out of place.
	[wait 1 sec]
Would you please make that look a little nicer?
}

[Go]

pillowstocloset.txt

#modern

Go
{
	[color 00e53b] 
See isn't that better?
	[wait 2 sec]
Okay, I think the bedroom closet needs some tidying up, why don't you arrange the clothes in there.
	[wait 1 sec]
	[fire closet_continue2 enable]
	[wait 0.1 sec]
	[fire closet_reset trigger]
}

[Go]

tabletopillows.txt

old and unused/cleaning/tabletopillows.txt cleaning/tabletocloset.txt
#modern

Go
{
	[color ffffff] 
Opt1: Housecleaning is so difficult! How do you do it? [wait 2 sec] [play response1]
Opt2: Are all houses this easy to clean? [wait 2 sec] [play response2]
Opt3: Do these chores ever end? [wait 2 sec] [play response3]
}

response1
{
	[color 00e53b] 
Darling, let me tell you something.
	[wait 2 sec]
Your house is only as difficult to clean as YOU are.
	[wait 2 sec]
If you're finding the work hard, maybe you have a bit of housekeeping to do before you come to work.
	[wait 4 sec]
Ha! And here I go with another lecture. Of course I would.
	[wait 3 sec]
Don't you worry about all that nonsense, for now just arrange the pillows on the couch.
	[fire pillows_continue2 enable]	
	[wait 0.1 sec]
	[fire pillows_reset trigger]
}


response2
{
	[color 00e53b] 
Darling, let me tell you something.
	[wait 2 sec]
In your lifetime, you are going to clean a lot of houses.
	[wait 2 sec]
And among all of those, a few of them will stick out as truly wonderful, beautiful experiences.
	[wait 4 sec]
And none of them will be the ones that were easy.
	[wait 3 sec]
Just something to think about while you clean up the pillows on the couch.
	[fire pillows_continue2 enable]
	[wait 0.1 sec]
	[fire pillows_reset trigger]
}


response3
{
	[color 00e53b] 
Darling, let me tell you something.
	[wait 2 sec]
Whatever work you do, you have absolutely got to own it.
	[wait 2 sec]
Otherwise, it owns you.
	[wait 2 sec]
So why don't we be with the task at hand and leave the future chores to future you.
	[wait 2 sec]
Present you wants to tidy up the pillows on the couch, believe it or not.
	[wait 2 sec]
Trust me on this one.
	[fire pillows_continue2 enable]
	[wait 0.1 sec]
	[fire pillows_reset trigger]
}

[Go]
#modern

Go
{
	[color ffffff] 
Opt1: Housecleaning is so difficult! How do you do it? [wait 2 sec] [play response1]
Opt2: Are all houses this easy to clean? [wait 2 sec] [play response2]
Opt3: Do these chores ever end? [wait 2 sec] [play response3]
}

response1
{
	[color 00e53b] 
Darling, let me tell you something.
	[wait 2 sec]
Your house is only as difficult to clean as YOU are.
	[wait 2 sec]
If you're finding the work hard, maybe you have a bit of housekeeping to do before you come to work.
	[wait 4 sec]
Ha! And here I go with another lecture. Of course I would.
	[wait 3 sec]
	[fire VO_5delay trigger]
Don't you worry about all that nonsense, for now just smooth out the rug in the bedroom.
	[fire closet_continue2 enable]	
	[wait 0.1 sec]
	[fire closet_reset trigger]
}


response2
{
	[color 00e53b] 
Darling, let me tell you something.
	[wait 2 sec]
In your lifetime, you are going to clean a lot of houses.
	[wait 2 sec]
And among all of those, a few of them will stick out as truly wonderful, beautiful experiences.
	[wait 4 sec]
And none of them will be the ones that were easy.
	[wait 3 sec]
	[fire VO_5delay trigger]
Just something to think about while you smooth out the rug in the bedroom.
	[fire closet_continue2 enable]
	[wait 0.1 sec]
	[fire closet_reset trigger]
}


response3
{
	[color 00e53b] 
Darling, let me tell you something.
	[wait 2 sec]
Whatever work you do, you have absolutely got to own it.
	[wait 2 sec]
Otherwise, it owns you.
	[wait 2 sec]
So why don't we be with the task at hand and leave the future chores to future you.
	[wait 2 sec]
Present you wants to smooth out the rug in the bedroom, believe it or not.
	[wait 2 sec]
	[fire VO_5delay trigger]
Trust me on this one.
	[fire closet_continue2 enable]
	[wait 0.1 sec]
	[fire closet_reset trigger]
}

[Go]

tabletopillows2.txt

old and unused/cleaning/tabletopillows2.txt cleaning/tabletopillows2.txt
Go
{
Oh goodness, those pillows over on the couch are a real mess.
	[wait 3 sec]
Would you go over and straighten them up a bit? Can't have these folks coming home to a messy couch.
[fire pillows_continue3 enable]	
	[wait 0.1 sec]
[fire pillows_reset trigger]
	[wait 1 sec]
}


[Go]
#modern

Go
{
	[color 00e53b] 
Oh goodness, those pillows over on the couch are a real mess.
	[wait 3 sec]
Would you go over and straighten them up a bit? Can't have these folks coming home to a messy couch.
[fire pillows_continue3 enable]	
	[wait 0.1 sec]
[fire pillows_reset trigger]
	[wait 1 sec]
}


[Go]

tubtobooks2.txt

old and unused/cleaning/tubtobooks2.txt cleaning/tubtobooks2.txt
Go
{
	[color f15822] 
	[fire books_continue2 enable]
	[wait 0.1 sec]
	[fire books_reset trigger]
	Are there still books scattered on the floor of the bedroom?
		[wait 1 sec]
	If so, would you put them back on the shelf?
}



[Go]
#modern

Go
{
	[color 00e53b] 
...
	[wait 2 sec]
Earlier, when I said I had a really cheesy thought...
	[wait 3 sec]
I was going to say that it occurs to me that one's house is a lot like one's soul.
	[wait 3 sec]
You take care of it, and it takes care of you.
	[wait 2 sec]
Heh.
	[wait 2 sec]
Don't know why I felt so weird about saying that.
	[wait 2 sec]
[play talk1]
}

talk1
{
	[color ffffff] 
Opt1: I get it, that's a weird thing to say to someone you just met. [play talk2]
Opt2: Yeah, you're right, that's pretty cheesy. [play talk2]
Opt3: But there's a bit of truth in it, no? [play talk2]
}


talk2
{
	[color 00e53b] 
	[wait 2 sec]
...
	[wait 2.5 sec]
Anyway.
	[wait 1.5 sec]
So.
	[wait 1.5 sec]
Housekeeping.
	[wait 1.5 sec]
Let's keep doing this.
	[wait 1.5 sec]
Books. Would you please clean up the books.
	[wait 2 sec]
[fire books_continue2 enable]
	[wait 0.1 sec]
Thanks.[fire books_reset trigger]
}

[Go]

Lecture

An earlier version of Lecture with the lecturer discussing the work of a particular artist, as well as a longer version of the 'workshop' dialogue that's used in-game, some of which was split into the dialogue file counselorspeak1.txt, which is used in-game in place of the 'lectureinterrupt' trees.

lecture1.txt

Go
{
	[color f15822] 
	[fire lecture_head open]However, it is at this point in the artist's life that her work shifts away from being personal and vulnerable and authentic, and becomes instead clever and distant. 
		[wait 6 sec]
	[fire lecture_head close]Let us discuss for a moment the most poisonous of artistic inclinations: self-referentiality.
		[wait 6 sec]
	[fire lecture_head open]Self-referentiality is the illusion of depth. It conveys the vulnerability and wit of the author where, in fact, none exist.
		[wait 6 sec]
	[fire lecture_head close]Let us ask: what of herself is she risking here?
		[wait 5 sec]
	[fire lecture_head open]What does she stand to lose by publishing this meta-fluff?
		[wait 5 sec]
	[fire lecture_head close]Self-referentiality seeks not the wholeness of the self, but rather to convey to others the impression of wholeness.
		[wait 6 sec]
	[fire lecture_head open]It is focused primarily on appearances, 
		[wait 4 sec]
	[fire lecture_head close]it rejects expression because it worries that the audience will be scared by expression
		[wait 4 sec]
	[fire lecture_head open]It wishes only that its creator be known and loved for her cleverness.
		[wait 6 sec]
	[fire lecture_head close]It is, fundamentally, selfish.
		[wait 4 sec]
	[fire VO_3 start]
		[wait 4 sec]
	[clear]
		[wait 0.1 sec]
	[fire teleport_relay trigger]
}

[Go]

lecture2.txt

Go
{
	[color f15822] 
	We are looking at an artist who does not trust her audience. 
		[wait 3 sec]
			[color a64320] 
	Who feels a more subtle metaphor would be lost on them.
		[wait 7 sec]
			[color a64320] 
	Perhaps at this point in her work she has become afraid of their judgment, desperate for their approval.
		[wait 6 sec]
			[color 86371b] 
	She is afraid of them, and so becomes intricate, clever, distant, impervious to judgment.
		[wait 6 sec]
			[color 6e2d16] 
	There is no human being on the other end of this transmission,
		[wait 4 sec]
			[color 5a2512] 
	no one willing to be rough and imperfect and in-progress,
		[wait 3 sec]
			[color 461d0e] 
	all we are receiving is a symbol of a metaphor of an allegory.
		[wait 6 sec]
			[color 33150a] 
	This "talking to" is insufficient, pale in the face of a more meaningful "connecting with."
		[wait 6 sec]
			[color 200d07] 
	We are discussing true artistic expression here, a work which connects, which pervades.
		[wait 6 sec]
			[color 0c0502] 
	Her work, in favoring herself rather than something greater than herself, fails unequivocally. 
		[wait 8 sec]
	[clear]
		[wait 0.1 sec]
	[fire ending trigger]
}

[Go]

lectureinterrupt1.txt

Go
{
	[color e100b4] Opt1: HA! Wait you guys, hold on a tick. There's something I have to tell you. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt2.txt

Go
{
	[color ffcc00]
	Opt1: You see, I'm having a lot of issues with my boyfriend. [play wait]
	Opt2: Kids should not follow their dreams. [play wait]
	Opt3: On the way to work I asked an elderly person to start contributing to society. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt3.txt

Go
{
	[color ff0000] Opt1: You will come out of this class, perfect. [play wait]
	[color ec0000] Opt2: Anything less than perfection and I have failed as a teacher. [play wait]
	[color d30000] Opt3: I really really really hope that I'm a good person [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt4.txt

Go
{
	[color 5d00d1] Opt1: Ew. Bugs. Gross. [play wait]
	[color 5600c0] Opt2: Drinking isn't hurting my life, drinking isn't ruining my life.[play wait]
	[color 4f00b1] Opt3: Being alone must be awful.[play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt5.txt

Go
{
	[color 1cea00] Opt1: On the way to work I told an elderly person to start contributing to society. [play wait]
	[color 1adb00] Opt2: Kids should not follow their dreams. [play wait]
	[color 18c700] Opt3: Do you understand that you won't be happy until you love me? This is for you. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt6.txt

Go
{
	[color 0600ff] Opt1: I still love you, it's just that you make me feel cold on the inside. [play wait]
	[color 0600ff] Opt2: None of you get me! WHY DON'T YOU SEE HOW INTELLIGENT I AM??? [play wait]
	[color 0600ff] Opt3: Drinking is not hurting my life. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt7.txt

Go
{
	[color eb00f4] Opt1: HOLY SHIT you guys something is coming out of the back of the room! LOOK OUT!! [play wait]
	[color eb00f4] Opt2: It's coming for you! It's going to destroy you! [play wait]
	[color eb00f4] Opt3: Everyone run! RUN!!! [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt8.txt

Go
{
	[color 1cea00] Opt1: I still love you, it's just that you make me feel cold on the inside. [play wait]
	[color 1adb00] Opt2: Being alone must be awful. [play wait]
	[color 18c700] Opt3: HOLY SHIT you guys something is coming out of the back of the room! LOOK OUT!! [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

lectureinterrupt9.txt

Go
{
	[color 1cea00] Opt1: No I'm serious there is really something coming out of the back of the room!! [play wait]
	[color 1adb00] Opt2: It's coming for you! It's going to destroy you! [play wait]
	[color 18c700] Opt3: Everyone run! RUN!!! [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

workshop1.txt

old and unused/workshop1.txt workshop2.txt
#modern

Go
{
	[color f8fc25] 
	[fire lecture_turn trigger]Why did you come here today?
		[wait 3 sec]
	[fire lecture_turn2 trigger]Was it to improve your life?
		[wait 3 sec]
	[fire lecture_turn trigger]Was it to get a better job?
		[wait 3 sec]
	[fire lecture_turn2 trigger]Was it to make your relationships more meaningful?
		[wait 2 sec]
	[fire lecture_turn trigger]No.
		[wait 3 sec]
	[fire lecture_turn2 trigger]You came here to become PERFECT.
		[wait 4 sec]
[fire teleport1 enable][fire lecture_turn trigger]This workshop is going to teach you how to be perfect. 
		[wait 3 sec]
	[fire lecture_turn2 trigger]I want your friends, the people in your life to look at you and think:
		[wait 3 sec]
	[fire lecture_turn trigger]"wow, this person is a better human being than I am."
		[wait 3 sec]
	[fire lecture_turn2 trigger]Right now, who do you think about that way in your own life?
		[wait 3 sec]
	[fire lecture_turn trigger]Who do you know who is so well developed as a person that they make you feel disgusted with yourself?
		[wait 4 sec]
	[fire lecture_turn2 trigger]Compared to whom, you feel useless.
		[wait 2 sec]
	[fire lecture_turn trigger]Selfish.
		[wait 1 sec]
	[fire lecture_turn2 trigger]Ungrateful.
		[wait 1 sec]
	[fire lecture_turn trigger]I intend to make you into that person.
		[wait 4 sec]
[fire teleport2 enable][fire lecture_turn2 trigger]Friends will come to you with problems and you will have answers.
		[wait 3 sec]
	[fire lecture_turn trigger]They will love you because being around you feels like being whole.
		[wait 2 sec]
	[fire lecture_turn2 trigger]You are the solution.
		[wait 3 sec]
	[fire telejitter enable]
		[wait 1 sec]
[fire telejitter disable][fire teleport3 enable][fire lecture_turn trigger]Perfection IS within your grasp.
		[wait 4 sec]
	[fire lecture_turn2 trigger]And the question is not how do we do it, but how do we do it EFFORTLESSLY.
		[wait 4 sec]
	[fire lecture_turn trigger]This is easy.
		[wait 2 sec]
	[fire lecture_turn2 trigger]It is so easy.
		[wait 2 sec]
	[fire lecture_turn trigger]It is so easy.
		[wait 2 sec]
	[fire lecture_turn2 trigger]Being perfect is effortless.
		[wait 4 sec]
	[fire teleport4 enable][fire lecture_turn trigger][fire transition trigger]This is the key: how do I achieve it with no effort.
		[wait 4 sec]
	[fire lecture_turn trigger]Well let me tell you right now:
		[wait 3 sec]
	[fire lecture_turn trigger]If it isn't effortless, then it's not the right answer.
		[wait 3 sec]
	[fire lecture_turn trigger]If you are torturing yourself trying to find the right solutions for your life, you're not doing it right.
		[wait 4 sec]
	[fire lecture_turn trigger]Seek out only one thing: what is the easiest, simplest path forward.
		[wait 4 sec]
	[fire lecture_turn trigger]Because the most effortless path is, 100% of the time, the right one.
		[wait 3 sec]
	[fire lecture_turn trigger]Otherwise, you'll convince yourself you ought to be working harder, doing something you're not, slaving away,
		[wait 4 sec]
	[fire lecture_turn trigger]you'll feel guilty if you're not doing these things.
		[wait 3 sec]
	[fire lecture_turn trigger]And that's your problem.
		[wait 2 sec]
	[fire lecture_turn trigger]There is no truth.
		[wait 2 sec]
	[fire lecture_turn trigger]There is no path.
		[wait 2 sec]
	[fire lecture_turn trigger]Stop seeking something that isn't there.
		[wait 2 sec]
	[fire lecture_turn trigger]Stop wasting all of this energy.
		[wait 2 sec]
	[fire lecture_turn trigger]Do what is easiest.
		[wait 1 sec]
	[fire lecture_turn trigger]Do what is simplest.
		[wait 1 sec]
	[fire lecture_turn trigger]Feel what is true.
		[wait 1 sec]
	[fire lecture_turn trigger]Nothing.
		[wait 1 sec]
	[fire lecture_turn trigger]No one.
		[wait 1 sec]
	[fire lecture_turn trigger]Perfect.
		[wait 1 sec]
	[fire lecture_turn trigger]Perfect.
		[wait 1 sec]
	[fire lecture_turn trigger]Perfect.
		[wait 6 sec]
	[clear]
		[wait 0.1 sec]
	[fire ending trigger]
}

[Go]
#modern

Go
{
	[color f8fc25] 
	[fire lecture_turn trigger]Why did you come here today?
		[wait 3 sec]
	[fire lecture_turn2 trigger]Was it to improve your life?
		[wait 3 sec]
	[fire lecture_turn trigger]Was it to get a better job?
		[wait 3 sec]
	[fire lecture_turn2 trigger]Was it to make your relationships more meaningful?
		[wait 2 sec]
	[fire lecture_turn trigger]No.
		[wait 3 sec]
	[fire lecture_turn2 trigger]You came here to become PERFECT.
		[wait 4 sec]
[fire teleport1 enable][fire lecture_turn trigger]This workshop is going to teach you how to be perfect. 
		[wait 3 sec]
	[fire lecture_turn2 trigger]I want your friends, the people in your life to look at you and think:
		[wait 3 sec]
	[fire lecture_turn trigger]"wow, this person is a better human being than I am."
		[wait 3 sec]
	[fire lecture_turn2 trigger]Right now, who do you think about that way in your own life?
		[wait 3 sec]
	[fire lecture_turn trigger]Who do you know who is so well developed as a person that they make you feel disgusted with yourself?
		[wait 4 sec]
	[fire lecture_turn2 trigger]Compared to whom, you feel useless.
		[wait 2 sec]
	[fire lecture_turn trigger]Selfish.
		[wait 1 sec]
	[fire lecture_turn2 trigger]Ungrateful.
		[wait 1 sec]
	[fire lecture_turn trigger]I intend to make you into that person.
		[wait 2 sec]
	[fire telejitter enable]
		[wait 1 sec]
[fire teleport2 enable][fire lecture_turn2 trigger]Perfection IS within your grasp.
		[wait 4 sec]
	[fire lecture_turn trigger]And the question is not how do we do it, but how do we do it EFFORTLESSLY.
		[wait 4 sec]
	[fire lecture_turn2 trigger]This is easy.
		[wait 2 sec]
	[fire lecture_turn trigger]It is so easy.
		[wait 2 sec]
	[fire lecture_turn2 trigger]It is so easy.
		[wait 2 sec]
	[fire lecture_turn trigger]Being perfect is effortless.
		[wait 4 sec]
[fire transition trigger]
}

[Go]

Theater

A version of Theater which played out very differently from the final version. As evidenced by the section of Interview (see below) which referred to this chapter, this earlier version of the chapter had the title "Just Being Yourself, And Other Impossible Acts of Self Mutilation". The final version of Theater is not given a title.

theatergun1.txt

Go
{
	[color f15822] 
We're starting! 
	[wait 2 sec]
The performance is starting!
	[wait 2 sec]
Places please!
	[wait 5 sec]
I'm going to give you some props to work with,
	[wait 3 sec]
try to incorporate them into your performance as much as possible.
	[wait 3 sec]
Alright, let's begin the first scene:
	[wait 2 sec]
You are at a pet shop looking for birds and you receive a phone call informing you that you have won $200 in the lottery.
	[wait 3 sec]
[fire cannonphase trigger]
	[wait 2 sec]
Show me the emotion of going through this.
	[wait 3 sec]
Let it all out, I want to see an honest performance.
[fire gun_switch1 trigger]
}

[Go]

theatergun2.txt

Go
{
	[color f15822] 
Could you do it again, but this time without the fear of being judged by the audience?
[fire gun_advance2 enable]
}

[Go]

theaterbounce1.txt

Go
{
That's it, that's great.
	[wait 1 sec]
[fire VO_3 start]
	[wait 26 sec]
Okay, I like what I'm seeing out there!
	[wait 4 sec]
Let's move on, please.[fire cannonphaseover trigger]
	[wait 3 sec]
[clear]
	[wait 2 sec]
This time, you're at a dinner party with your significant other.
	[wait 3 sec]
You've known for some time that the relationship is diminishing due to their shutting down of all communication between the two of you, which also deflects the possibility of reconnection.
	[wait 6 sec]
At the same time, you look across the restaurant and feel a true, deep, and lasting spark of connection with someone there who you've never seen before.
	[wait 6 sec]
And...go!
[fire bouncephase trigger]
	[wait 10 sec]
Please try to incorporate the prop a bit more.
	[wait 3 sec]
[fire bounce_advance1 enable]
}

[Go]

theaterbounce2.txt

Go
{
See, you're being far too subtle with this performance.
	[wait 3 sec]
Stop dancing around the issue!
	[wait 10 sec]
I want to expand on this scene a bit,
	[wait 2 sec]
Now all of your friends suddenly walk into the restaurant as well. [fire bouncephase2 trigger]
	[wait 5 sec]
Make me cry.
	[wait 1 sec]
[fire VO_4 start]
	[wait 24 sec]
[fire bounce_advance2 enable]
}

[Go]

theaterdoor1.txt

Go
{
Interesting, a rich interpretation.
	[wait 6 sec]
Okay, next scene. [fire musicphaseover trigger]
	[wait 3 sec]
[clear]
	[wait 2 sec]
This time, I want to see you simply being yourself.
	[wait 2 sec]
[fire doorphase trigger]
	[wait 2 sec]
Be yourself as much as honestly as you can really be.
	[wait 20 sec]
Hm.
	[wait 1 sec]
I'm not getting it, this isn't "you" enough.
	[wait 3 sec]
I want you to be a beacon of authenticity, your deepest most vulnerable state of being, unfiltered by ego.
	[wait 3 sec]
Can we have more of that please?
	[wait 2 sec]
[fire VO_5 start]
	[wait 10 sec]
Okay, I think the problem is that you're a bit too close to the audience. It doesn't look right.
	[wait 3 sec]
Would you please step back from the stage a bit?
[fire doorphaseover trigger]
}

[Go]

theaterdoor2.txt

Go
{
Yes, that's really great, you look much better from back there.
	[wait 2 sec]
Keep going!
	[wait 4 sec]
[clear]
}

[Go]

theaterdoor3.txt

Go
{
Wonderful, this is looking fantastic.
	[wait 5 sec]
[clear]
}

[Go]

Island

Mainly earlier versions of text found in-game, with minor changes. There are also, however, two files with 'test' in their names.

presence2b.txt

#modern

game1
{
	[color f85078] 
Okay, well where are you trying to go?
	[wait 2 sec]
Maybe I can point you in the right direction.
	[wait 2 sec]
[play dialogue1]
}

dialogue1
{
	[color ffffff]
	Opt1: I'm completely out of ideas. [fire pres4a enable] [fire block4fadeout trigger] [play transition1]
	Opt2: When I try to create I feel empty. [fire pres4b enable] [fire block4fadeout trigger] [play transition2]
	Opt3: I have nothing left to give to my work. [fire pres4c enable] [fire block4fadeout trigger] [play transition3]
}

transition1
{
	[wait 4 sec]
[fire presence3a enable]
	[wait 1 sec]
}

transition2
{
	[wait 4 sec]
[fire presence3b enable]
	[wait 1 sec]
}

transition3
{
	[wait 4 sec]
[fire presence3c enable]
	[wait 1 sec]
}


[game1]

presence2c.txt

#modern

game1
{
	[color f85078] 
You've failed?
	[wait 2 sec]
At what?
	[wait 2 sec]
[play dialogue1]
}

dialogue1
{
	[color ffffff]
	Opt1: I'm completely out of ideas. [fire pres4a enable] [fire block4fadeout trigger] [play transition1]
	Opt2: When I try to create I feel empty. [fire pres4b enable] [fire block4fadeout trigger] [play transition2]
	Opt3: I have nothing left to give to my work. [fire pres4c enable] [fire block4fadeout trigger] [play transition3]
}

transition1
{
	[wait 4 sec]
[fire presence3a enable]
	[wait 1 sec]
}

transition2
{
	[wait 4 sec]
[fire presence3b enable]
	[wait 1 sec]
}

transition3
{
	[wait 4 sec]
[fire presence3c enable]
	[wait 1 sec]
}


[game1]

presence3b.txt

#modern

game1
{
	[color f85078] 
Wow, that sounds frustrating.
	[wait 2 sec]
Since it sounds like you think of yourself and your work as being the same thing.
	[wait 2 sec]
If you work suddenly started to feel empty,
	[wait 2 sec]
then I can see how you'd think of yourself as empty.
	[wait 2 sec]
That's rough.
	[wait 4 sec]
[play dialogue1]
}

dialogue1
{
	[color ffffff]
	Opt1: Is this going to last forever? [fire pres5a enable] [fire pres5a2 enable] [fire block5fadeout trigger] [play transition1]
	Opt2: Can I even feel good if I'm not creating? [fire pres5b enable] [fire pres5b2 enable] [fire block5fadeout trigger] [play transition1]
	Opt3: Am I a bad person? [fire pres5c enable] [fire pres5c2 enable] [fire block5fadeout trigger] [play transition1]
}

transition1
{
	[wait 4 sec]
[fire presence4 enable]
	[wait 1 sec]
}


[game1]

presence3c.txt

#modern

game1
{
	[color f85078] 
Wow, that sounds frustrating.
	[wait 2 sec]
It sounds like your work is where you place your anxieties
	[wait 2 sec]
to get them outside of yourself.
	[wait 2 sec]
If you weren't able to give anything to your work, those anxieties would just have to sit inside you.
	[wait 2 sec]
That's rough.
	[wait 4 sec]
[play dialogue1]
}

dialogue1
{
	[color ffffff]
	Opt1: Is this going to last forever? [fire pres5a enable] [fire pres5a2 enable] [fire block5fadeout trigger] [play transition1]
	Opt2: Can I even feel good if I'm not creating? [fire pres5b enable] [fire pres5b2 enable] [fire block5fadeout trigger] [play transition1]
	Opt3: Am I a bad person? [fire pres5c enable] [fire pres5c2 enable] [fire block5fadeout trigger] [play transition1]
}

transition1
{
	[wait 4 sec]
[fire presence4 enable]
	[wait 1 sec]
}


[game1]

presence4.txt

#modern

game1
{
	[color f85078] 
Ah, now THAT I have the answer to. 
	[wait 2 sec]
But to get the answer you want, I'll need your help.
	[wait 2 sec]
There is a place I've never been able to access.
	[wait 2 sec]
It's protected by a difficult puzzle.
	[wait 2 sec]
If you can help me through it, I'll give you your answer.
	[wait 2 sec]
Deal?
	[wait 3 sec]
[play dialogue1]
}

dialogue1
{
	[color ffffff]
	Opt1: Deal. [fire block6fadeout trigger] [play transition1]
	Opt2: Deal. [fire block6fadeout trigger] [play transition1]
	Opt3! It doesn't matter what I say, does it? We're going to end up there one way or another. Right? [say2 Deal.]  [fire block6fadeout trigger] [play transition1]
}

transition1
{
	[wait 1 sec]
}


[game1]

presence6.txt

#modern

game1
{
	[color f85078] 
Here's the puzzle.
	[wait 2 sec]
What do you think?
	[wait 2 sec]
[fire puzzlestart enable]
}

[game1]

presencepuzzletest2.txt

#modern

p1i
{
.	[color ffffff]
	Opt1: First you have to close the door.
	Opt2: First you have to open the door. [play p1s]
	Opt3: First you press the switch on the inside.
}

p1s
{
	[color f85078]
[fire door1open trigger]
Okay, now what?
	[wait 1 sec]
[play p2n]
}

p2n
{
	Opt1: Now you have to close the first door. [play p2s]
	Opt2: Now you have to open the first door. 
	Opt3: Now you press the switch on the inside. 
}

p2s
{
	[wait 0.5 sec]
[fire door1close trigger]
	[wait 1 sec]
}


[p1i]

presencetest.txt

start
{
	[color f85078] 
	[wait 2 sec]
Why???
	[wait 2 sec]
}

[start]

Machine

A much more complex and less linear version of the interrogation of the machine, and a slightly different version of the rallying of the press. Also, the return of the "one last question" from Interview (see below), which doesn't really seem to fit into the existing dialogue trees anywhere, but given the number of the file was likely at the end of the chapter.

machine2.txt

#modern

start
{
	[color ffffff] Opt1: They tell me you are called Coda. [wait 1 sec] [fire machine_music_start trigger] [wait 2 sec] [play calledcoda]
	[color ffffff] Opt2: Incredible. You actually are a machine. [wait 1 sec] [fire machine_music_start trigger] [wait 2 sec]  [play actuallymachine]
	[color ffffff] Opt3: I'm glad to see you again. [wait 1 sec] [fire machine_music_start trigger] [wait 2 sec]  [play seeyouagain]
}

calledcoda
{
	Opt1: Frankly, I don't care what anyone calls you. [wait 2 sec]  [play dontcare]
	Opt2: They also tell me you're hiding something. [wait 2 sec]  [play hidingsomething]
	Opt3: Coda. Did you think that a cute pseudonym would shelter you somehow? [wait 2 sec] [play pseudonym]
}

dontcare
{
	Opt1: As far as I'm concerned you've lost that right. [wait 2 sec]  [play lostthatright]
	Opt2: All that I see is your dishonesty. [wait 2 sec]  [play allisee]
	Opt3: I am only here to do a job. I am here to get you to speak to those people out there. [wait 2 sec] [play speaktothem]
}

hidingsomething
{
	Opt1: They tell me that beneath this machinery you've put on display, there is a person. [wait 2 sec]  [play beneaththemachinery]
	Opt2: You promised you would be there for us, and now we know this is a lie. [wait 2 sec]  [play bethereforus]
	Opt3: You realize that you're hiding, don't you? It's possible that you've truly convinced yourself you're not being dishonest. [wait 2 sec]  [play convincedyourself]
}

pseudonym
{
	Opt1: A fake name makes you less human, is that it? No one knows who you really are, so we can't hold you accountable. [wait 2 sec] [play fakename]
	Opt2: I knew this, I knew that you were not capable of connection. Beneath the mask is a mask still. [wait 2 sec]  [play beneaththemask]
	Opt3: Does it scare you that the world will know this name? Know exactly who Coda is? [wait 2 sec]  [play knowthisname]
}

actuallymachine
{
	Opt1: I always thought they used the word as a kind of euphemism. [wait 2 sec]  [play euphemism]
	Opt2: Or so you would like us to believe. [wait 2 sec]  [play believe]
	Opt3: I assumed that you were called The Machine simply because you couldn't feel, couldn't know what you were doing. [wait 2 sec]  [play couldntfeel]
}

euphemism
{
	Opt1: But the stories they tell about you...there's no way to soften those. [wait 2 sec] [play storiestheytell]
	Opt2: I guess you can't know a person until you face them. Fortunately, you're easy to read. [wait 2 sec]  [play easytoread]
	Opt3: Do you think that's how you'll be remembered after all this? As a machine? [wait 2 sec] [play remembered]
}

believe
{
	Opt1: But it is my job to know the truth, and I know that you have been hiding something. [wait 2 sec] [play jobtoknow]
	Opt2: A machine. Something reliable, something you could count on. This is what you wanted us to think, no? [wait 2 sec]  [play somethingreliable]
	Opt3: I don't buy it. I think beneath the gears is something far more weak and maleable. [wait 2 sec]  [play weak]
}

couldntfeel
{
	Opt1: A machine does not think about what it's doing, correct? It simply does. [wait 2 sec]  [play doesnotthink]
	Opt2: I like to imagine that if you could feel what I feel, what any of us feel, you would have acted very differently. [wait 2 sec]  [play feelwhatifeel]
	Opt3: But maybe it's just because you don't know how to admit that you screwed up. [wait 2 sec]  [play screwedup]
}

seeyouagain
{
	Opt1: Of course, I'd love it if there were still any trust between us, but you can't have everything. [wait 2 sec]  [play stillanytrust]
	Opt2: "Glad" is perhaps a funny word, conisdering you tried to kill us. [wait 2 sec]  [play glad]
	Opt3: I guess technically you are still a machine, but somehow...less so than before. [wait 2 sec]  [play stillamachine]
}

stillanytrust
{
	Opt1: If I could have everything, perhaps I'd be able to undo the damage you've done to us. [wait 2 sec]  [play undothedamage]
	Opt2: It's a reflection of me, really. That I placed so much trust in a carcass of metal and tubes. [wait 2 sec]  [play trustedyou]
	Opt3: Do you remember what you promised me? [wait 2 sec]  [play youpromised]
}

glad
{
	Opt1: But I'm glad that I get to finally hold you accountable. I have waited so long. [wait 2 sec]  [play accountable]
	Opt2: I don't know what I expected, it's not a machine's function to consider the wellbeing of others. [wait 2 sec]  [play wellbeing]
	Opt3: But I might, just might, be in a forgiving mood right now. [wait 2 sec]  [play forgiving]
}

stillamachine
{
	Opt1: There is a more human presence now. Something weaker, more consumed by fear. [wait 2 sec]  [play consumedbyfear]
	Opt2: A machine would be reliable, no? It would fulfill its promises? [wait 2 sec]  [play promises]
	Opt3: Perhaps I'm simply projecting what I know now, the cruelty of what I've seen you do. [wait 2 sec]  [play seenyoudo]
}






lostthatright
{
	Opt1: You lost it when you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: You lost it when you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: You lost it when you produced games that hurt us. [wait 2 sec]  [play talk]
}

allisee
{
	Opt1: I see that you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: I see that you lied to us, told us you were something you're not. [wait 2 sec]  [play talk]
	Opt3: I see that you started to produce games that hurt us. [wait 2 sec]  [play talk]
}

speaktothem
{
	Opt1: To admit that you stopped giving them the thing that kept them alive. [wait 2 sec]  [play talk]
	Opt2: To admit that you told them you were something you're not. [wait 2 sec]  [play talk]
	Opt3: To admit that you started to produce games that hurt them? [wait 2 sec]  [play talk]
}

beneaththemachinery
{
	Opt1: We don't need a human being producing for us! We need an engine! [wait 2 sec]  [play needanengine]
	Opt2: You were too proud to tell us this truth, too arrogant. [wait 2 sec]  [play mask]
	Opt3: Are you ashamed that you would lie to us in this way? [wait 2 sec]  [play ashamed]
}

needanengine
{
	Opt1: An engine that would give us the thing we need to stay alive. [wait 2 sec]  [play talk]
	Opt2: An engine that would not to lie to us. [wait 2 sec]  [play talk]
	Opt3: An engine that would produce games that would not hurt us. [wait 2 sec]  [play talk]
}

mask
{
	Opt1: So instead, you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: So instead, you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: So instead, you produced games that hurt us. [wait 2 sec]  [play talk]
}

ashamed
{
	Opt1: Are you ashamed that you stopped giving us the thing that kept us alive? [wait 2 sec]  [play talk]
	Opt2: Are you ashamed that you told us you were something you weren't? [wait 2 sec]  [play talk]
	Opt3: Are you ashamed that you produced games that hurt us? [wait 2 sec]  [play talk]
}

bethereforus
{
	Opt1: We now know that you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: We now know that you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: We now know that you produced games that hurt us. [wait 2 sec]  [play talk]
}

convincedyourself
{
	Opt1: Do you remember that you stopped giving us the thing that kept us alive? [wait 2 sec]  [play talk]
	Opt2: Do you remember that you told us you were something you weren't? [wait 2 sec]  [play talk]
	Opt3: Do you remember that you produced games that hurt us? [wait 2 sec]  [play talk]
}

fakename
{
	Opt1: Accountable when you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: Accountable when you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: Accountable when you produced games that hurt us. [wait 2 sec]  [play talk]
}

beneaththemask
{
	Opt1: And so you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: And so you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: And so you produced games that hurt us. [wait 2 sec]  [play talk]
}

knowthisname
{
	Opt1: What if they knew you stopped giving us the thing that kept us alive? [wait 2 sec]  [play talk]
	Opt2: What if they knew you told us you were something you weren't? [wait 2 sec]  [play talk]
	Opt3: What if they knew you produced games that hurt us? [wait 2 sec]  [play talk]
}

storiestheytell
{
	Opt1: They say you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: They say you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: They say you produced games that hurt us. [wait 2 sec]  [play talk]
}

easytoread
{
	Opt1: I know that you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: I know that you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: I know that you produced games that hurt us. [wait 2 sec]  [play talk]
}

remembered
{
	Opt1: We'll remember that you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: We'll remember that you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: We'll remember that you produced games that hurt us. [wait 2 sec]  [play talk]
}

jobtoknow
{
	Opt1: I know that you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: I know that you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: I know that you produced games that hurt us. [wait 2 sec]  [play talk]
}

somethingreliable
{
	Opt1: But then you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: But then you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: But then you produced games that hurt us. [wait 2 sec]  [play talk]
}

weak
{
	Opt1: And in that weakness you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: And in that weakness you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: And in that weakness you produced games that hurt us. [wait 2 sec]  [play talk]
}

doesnotthink
{
	Opt1: Without thinking, you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: Without thinking, you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: Without thinking, you produced games that hurt us. [wait 2 sec]  [play talk]
}

feelwhatifeel
{
	Opt1: Maybe you wouldn't have stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: Maybe you wouldn't have told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: Maybe you wouldn't have produced games that hurt us. [wait 2 sec]  [play talk]
}

screwedup
{
	Opt1: To admit that you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: To admit that you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: To admit that you produced games that hurt us. [wait 2 sec]  [play talk]
}

undothedamage
{
	Opt1: The damage when you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: The damage when you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: The damage when you produced games that hurt us. [wait 2 sec]  [play talk]
}

trustedyou
{
	Opt1: I trusted you to give us the thing that would keep us alive. [wait 2 sec]  [play talk]
	Opt2: I trusted you not to lie to us. [wait 2 sec]  [play talk]
	Opt3: I trusted you to produce games that would not hurt us. [wait 2 sec]  [play talk]
}

youpromised
{
	Opt1: You promised to give us the thing that would keep us alive. [wait 2 sec]  [play talk]
	Opt2: You promised not to lie to us. [wait 2 sec]  [play talk]
	Opt3: You promised to produce games that would not hurt us. [wait 2 sec]  [play talk]
}

accountable
{
	Opt1: Accountable for when you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: Accountable for when you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: Accountable for when you produced games that hurt us. [wait 2 sec]  [play talk]
}

wellbeing
{
	Opt1: But could I have expected that you'd stop giving us the thing that kept us alive? [wait 2 sec]  [play talk]
	Opt2: But could I have expected that you'd tell us you were something you're not? [wait 2 sec]  [play talk]
	Opt3: But could I have expected that you'd produce games that hurt us? [wait 2 sec]  [play talk]
}

forgiving
{
	Opt1: If you can admit that you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: If you can admit that you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: If you can admit that you produced games that hurt us. [wait 2 sec]  [play talk]
}

consumedbyfear
{
	Opt1: And in that fear you stopped giving us the thing that kept us alive. [wait 2 sec]  [play talk]
	Opt2: And in that fear you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: And in that fear you produced games that hurt us. [wait 2 sec]  [play talk]
}

promises
{
	Opt1: You promised to give us the thing that would keep us alive. [wait 2 sec]  [play talk]
	Opt2: You promised not to lie to us. [wait 2 sec]  [play talk]
	Opt3: You promised to produce games that would not hurt us. [wait 2 sec]  [play talk]
}

seenyoudo
{
	Opt1: I saw when you stopped giving us the thing that would keep us alive. [wait 2 sec]  [play talk]
	Opt2: I saw when you told us you were something you weren't. [wait 2 sec]  [play talk]
	Opt3: I saw when you produced games that hurt us. [wait 2 sec]  [play talk]
}

talk
{
	Opt1: I need you to step outside and confess this failure of yours to the people there. [wait 5 sec]  [play howtohurtyou]
	Opt2: You are going to admit this to them, that you deliberately hurt them. [wait 5 sec]  [play howtohurtyou]
	Opt3: Either you are going to go out there and talk to those people, and tell them the truth, or I'll do it for you. [wait 5 sec] [play howtohurtyou]
}

howtohurtyou
{
	Opt1: No? Nothing? [wait 6 sec]  [play speakforyou]
	Opt2: Think carefully, I know how to hurt you. [wait 6 sec]  [play speakforyou]
	Opt3: I have seen the thing you fear. [wait 6 sec]  [play speakforyou]
}

speakforyou
{
	Opt1: Alright then. I will speak to them for you. [wait 3 sec]  [play ending]
}

ending
{
	[clear]
	[fire machine_door_open trigger]
	[wait 1 sec]
}






[start]

machine3.txt

#modern

talk1
{
	[color ffffff] Opt1: MY FOLLOWERS! [wait 2 sec] [play talk2]
	[color ffffff] Opt2: MY FRIENDS! [wait 2 sec] [play talk2]
}

talk2
{
	Opt1: It falls on me to deliver bad news. [wait 2 sec] [play talk3]
	Opt2: I have a troubling revelation. [wait 2 sec] [play talk3]
}

talk3
{
	Opt1: I have discovered the source of the toxic games to which you have all been victim. [wait 2 sec] [play talk4a]
	Opt2: I have learned that the machine, that which we trusted, has been lying to us. [wait 2 sec] [play talk4b]
}

talk4a
{
	Opt1: The machine which produces them...it has become more and more human. [wait 2 sec] [play talk5]
	Opt2: The machine has intentionally begun poisoning them! It nakedly wishes to hurt you! [wait 2 sec] [play talk5]
}

talk4b
{
	Opt1: For you see...it has been slowly becoming more and more human. [wait 2 sec] [play talk5]
	Opt2: It told us these games it was producing would not hurt us. But in fact, it has been poisoning these very games. [wait 2 sec] [play talk5]
}

talk5
{
	Opt1: Friends, it is not our fault that this happened. It is the machine who is to blame! [wait 2 sec] [play talk6]
	Opt2: This is our mistake, we are the ones who gave the machine power. [wait 2 sec] [play talk6]
}

talk6
{
	Opt1: A machine cannot consider the good of another! [wait 2 sec] [play talk7]
	Opt2: A machine can not relate to the pain of another! [wait 2 sec] [play talk7]
}

talk7
{
	Opt1: An engine cannot stop to consider that it has abandoned you. [wait 2 sec] [play talk8]
	Opt2: After all, it can have no respect for itself, how can it have respect for you? [wait 2 sec] [play talk8]
}

talk8
{
	Opt1: Let us pay it retribution! [wait 2 sec] [play talk9]
	Opt2: Let us show it that we are not failures! [wait 2 sec] [play talk9]
}

talk9
{
	Opt1: Follow me! We will destroy the machine! [wait 4 sec] [play talk10]
	Opt2: Follow me! We will destroy everything that the machine has created! [wait 4 sec] [play talk10]
}

talk10
{
	[clear]
	[fire begin_theater trigger]
	[wait 1 sec]
}


[talk1]

machine5.txt

#modern

talk1
{
	[color ffffff] Opt1: One last question before I go: [play talk2]
}

talk2
{
	[wait 1 sec]
}



[talk1]

machine6.txt

#modern

talk1
{
	[color ffffff] Opt1: Are you a boy or a girl? [play talk2]
}

talk2
{
	[wait 1 sec]
}



[talk1]

Maze

An unused ending wherein the player discusses Davey with some kind of professor. Of note: ending3.txt is set to start with "davey1", even though there is no dialogue node called that in the file. Also, test2.txt (see below) seems to be related to this chapter.

ending.txt ending2.txt ending3.txt
davey1
{
	[wait 5 sec]
	[fire Prof1 playsound]
	[Wait 35 sec]
	[play player1]
}

player1
{
	[color ffcc00]
	Opt1! Actually, I think you could say the same thing of Davey, right? Davey keeps talking about how entrapment, imprisonment, how do we know Davey isn't changing the games to be more like prisons? [clear] [Play davey2]
}

davey2
{
	[fire prof2 playsound]
	[Wait 15 sec]
	[play player2]
}

player2
{
	Opt1! But you can't separate them out. The way that Davey feels about the games is incredibly important, they aren't separate things at all. [clear] [Play davey3]
}

davey3
{
	[fire prof3 playsound]
	[Wait 14 sec]
	[play player3]
}

player3
{
	Opt1! No you don't understand, I'm saying this because Davey doesn't think that the games are about imprisonment any more. He's changed. [clear] [Play davey4]
}

davey4
{
	[fire prof4 playsound]
	[Wait 4.5 sec]
	[play player4]
}

player4
{
	Opt1! He changed his mind about what the games mean, we've actually spent a lot of time talking about them. [clear] [Play davey5]
}


davey5
{
	[fire prof5 playsound]
	[Wait 12 sec]
	[play player5]
}

player5
{
	Opt1! He's put in a lot of work, and not just at thinking about the games. It's everything, he's getting better in general, just at being a good person. He's really working at it. We're a lot better now. [clear] [Play davey6]
}

davey6
{
	[fire prof6 playsound]
	[Wait 10 sec]
	[play player6]
}

player6
{
	Opt1! Things have gotten a lot better, for both of us. It looked bad for a while, but we're a lot better now. [clear] [Play davey7]
}

davey7
{
	[fire prof7 playsound]
	[Wait 7.5 sec]
	[play player7]
}

player7
{
	Opt1! I'm sorry, I have to go now. I just wanted to tell you this. [clear] [Play davey8]
}

davey8
{
	[fire prof8 playsound]
	[Wait 35 sec]
	[fire thatsit trigger]
}

[davey1]
davey1
{
	[wait 5 sec]
	[fire Prof1 playsound]
	[Wait 37 sec]
	[play player1]
}

player1
{
	[color ffcc00]
	Opt1! Actually, I think you could say the same thing of Davey, right? Davey keeps talking about entrapment and imprisonment, how do we know Davey isn't changing the games to be more like prisons? [clear] [Play davey2]
}

davey2
{
	[fire prof2 playsound]
	[Wait 15 sec]
	[play player2]
}

player2
{
	Opt1! But you can't separate them out. The way that Davey feels about the games is incredibly important, they aren't separate things at all. [clear] [Play davey3]
}

davey3
{
	[fire prof3 playsound]
	[Wait 14 sec]
	[play player3]
}

player3
{
	Opt1! No you don't understand, I'm saying this because Davey doesn't think that the games are about imprisonment any more. He's changed. [clear] [Play davey4]
}

davey4
{
	[fire prof4 playsound]
	[Wait 4.5 sec]
	[play player4]
}

player4
{
	Opt1! He changed his mind about what the games mean, we've actually spent a lot of time talking about them. [clear] [Play davey5]
}


davey5
{
	[fire prof5 playsound]
	[Wait 11.5 sec]
	[play player5]
}

player5
{
	Opt1! He's put in a lot of work, and not just at thinking about the games. It's everything, he's getting better in general, he's actually started taking care of himself, treating himself well. We're a lot better now. [clear] [Play davey6]
}

davey6
{
	[fire prof6 playsound]
	[Wait 9.5 sec]
	[play player6]
}

player6
{
	Opt1! For a while it looked like things were really bad, for both of us, but it's gotten better. [clear] [Play davey7]
}

davey7
{
	[fire prof7 playsound]
	[Wait 7.5 sec]
	[play player7]
}

player7
{
	Opt1! I'm sorry, I have to go now. I just wanted to tell you this. [clear] [Play davey8]
}

davey8
{
	[fire prof8 playsound]
	[Wait 17 sec]
	[play player8]
}


player8
{
	Opt1! I just wanted to let you know that you're going to be okay. [clear] [Play final]
}



final
{
	[wait 1 sec]
	[fire finalsting trigger]
	[wait 1 sec]
}

[davey1]
player1
{
	[color ffcc00]
	Opt1! Davey, can you hear me? [clear] [wait 10 sec] [Play player2]
}


player2
{
	Opt1! I just wanted to let you know that you are going to be okay. [clear] [Play final]
}

final
{
	[wait 3 sec]
	[fire finalsting trigger]
	[wait 1 sec]
}

[davey1]

Cut Chapters

Interview

An interview between a journalist and Coda (played by the player), in which Coda is asked questions about four of their games. The first game seems to be the earlier version of Theater titled 'Just Being Yourself, And Other Impossible Acts of Self Mutilation' (see the 'Theater' section, above), the second one isn't immediately identifiable, the third one is one of the chapters that contained the puzzle, and the final one is Interview itself. The player's dialogue choices are ignored up until the last section of the interview (when the player's dialogue is ignored by the interviewer, instead).

It seems likely that this chapter was replaced with Machine, early on in development.

interview1.txt

go
{
	[color f15822] 
Ah, Coda, welcome! [fire speakbox01 open]
	[wait 5 sec]
I'm thrilled to finally be able to talk to you, one of the most influential and renowned game developers of this age, 
	[wait 2 sec]
[fire VO_2 start]
	[wait 2 sec]
to be able to pick your brain is a real treat. 
	[wait 2reoad sec]
There's so much to learn! 
	[wait 2 sec]
	[fire speakbox01 close][play coda1]
}

coda1
{
	[color ffcc00] 
	Opt1: Please, I'm hardly brilliant. [Play interview2]
	Opt2: Please, I'm hardly influential. [Play interview2]
	Opt3: Please, I'm hardly renowned. [Play interview2]
}

interview2
{
	[wait 2 sec]
Your modesty precedes you.  [fire speakbox01 open]
	[wait 2 sec]
Our publication's readership has been ravenous for months to hear from you, 
	[wait 4 sec]
even the smallest bit of insight into your mind, 
	[wait 3 sec]
"ravenous" is an undersell! 
	[wait 2 sec]
I can't tell you how happy this interview will make the readership.
	[wait 3 sec]
[fire speakbox01 close][play coda2]
}

coda2
{
	Opt1: What are we going to talk about today? [play interview3]
	Opt2: Tell me again how happy the readership is to hear from me. [play detour1]
}

detour1
{
	[wait 2 sec]
The readership is thrilled! [fire speakbox01 open]
	[wait 2 sec]
More than any other prominent figure in our industry, you specifically are referred to as the both the most artistically insightful, and the most humble, emotionally well-adjusted artist of this generation.
	[wait 3 sec]
[fire speakbox01 close][play detour2]
}

detour2
{
	Opt1: What are we going to talk about today? [play interview3]
	Opt2: Again, please tell me how excited the readership is. [play detour3]
}

detour3
{
	[wait 2 sec]
They love you! Adore you! [fire speakbox01 open]
	[wait 2 sec]
More than any other prominent figure in our industry, you specifically are referred to as the both the most artistically insightful, and the most humble, emotionally well-adjusted artist of this generation.
	[wait 3 sec]
[fire speakbox01 close][play detour4]
}

detour4
{
	Opt1: What are we going to talk about today? [play interview3]
	Opt2: Again, please tell me how excited the readership is. [play detour5]
}

detour5
{
	[wait 2 sec]
You are admired beyond further clarification! [fire speakbox01 open]
	[wait 2 sec]
More than any other prominent figure in our industry, you specifically are referred to as the both the most artistically insightful, and the most humble, emotionally well-adjusted artist of this generation.
	[wait 3 sec]
[fire speakbox01 close][play detour6]
}

detour6
{
	Opt1: What are we going to talk about today? [play interview3]
	Opt2: Again, please tell me how excited the readership is. [play detour1]
}


interview3
{
	[wait 2 sec]
I want to talk about your work and the meaning behind it,  [fire speakbox01 open]
	[wait 2 sec]
to give the readership an insight into the flesh and bone behind the creation of these games. 
	[wait 3 sec]
We're going to take a look at a few of your creations to understand and convey to the readership, "What did coda have in mind." 
	[wait 4 sec]
We are turning you from a series of ones and zeroes into a real person. 
	[wait 3 sec]
Does that sound good?
	[wait 2 sec]
[fire speakbox01 close][play coda3]
}

coda3
{
	Opt1: Sounds great, let's do it! [play interview4]
	Opt2: Tell me again how happy the readership is to hear from me. [play detour1b]
}

detour1b
{
	[wait 2 sec]
The readership is thrilled! [fire speakbox01 open]
	[wait 2 sec]
More than any other prominent figure in our industry, you specifically are referred to as the both the most artistically insightful, and the most humble, emotionally well-adjusted artist of this generation.
	[wait 3 sec]
[fire speakbox01 close][play detour2b]
}

detour2b
{
	Opt1: Sounds great, let's do it! [play interview4]
	Opt2: Again, please tell me how excited the readership is. [play detour3b]
}

detour3b
{
	[wait 2 sec]
They love you! Adore you! [fire speakbox01 open]
	[wait 2 sec]
More than any other prominent figure in our industry, you specifically are referred to as the both the most artistically insightful, and the most humble, emotionally well-adjusted artist of this generation.
	[wait 3 sec]
[fire speakbox01 close][play detour4b]
}

detour4b
{
	Opt1: Sounds great, let's do it! [play interview4]
	Opt2: Again, please tell me how excited the readership is. [play detour5b]
}

detour5b
{
	[wait 2 sec]
You are admired beyond further clarification! [fire speakbox01 open]
	[wait 2 sec]
More than any other prominent figure in our industry, you specifically are referred to as the both the most artistically insightful, and the most humble, emotionally well-adjusted artist of this generation.
	[wait 3 sec]
[fire speakbox01 close][play detour6b]
}

detour6b
{
	Opt1: Sounds great, let's do it! [play interview4]
	Opt2: Again, please tell me how excited the readership is. [play detour1b]
}

interview4
{
	[wait 2 sec]
Wonderful.  [fire speakbox01 open]
	[wait 2 sec]
There's a game of yours I'd love to ask you a few questions about.
	[wait 4 sec]
[clear]
	[wait 1 sec]
[fire transition1 trigger]
}










[go]

interview2.txt

go
{
	[color f15822] 
Just Being Yourself, And Other Impossible Acts of Self Mutilation, perhaps your biggest success. [fire speakbox02 open]
	[wait 3 sec]
It's known primarily as a game about pet shops and fancy dinners, but much of our readership believes there are other interpretations. 
	[wait 4 sec]
Take this cannon for example.
	[wait 1 sec]
[fire canonphase trigger]
	[wait 1 sec]
Could you tell me what it's ACTUALLY about?
	[wait 3 sec]
[fire speakbox02 close][fire VO3delay trigger][play coda1]
}

coda1
{
	[color ffcc00] 
	Opt1! Fear of bothering other people with my needs! It's about fear of conflict! [say2 Actually, the surface level interpretation was totally correct.] [Play interview2]
	Opt2! It's about the thing in your chest which you believe if you can ignore it, just for now, just for a few more minutes, it will go away. [say2 Actually, the surface level interpretation was totally correct.] [Play interview2]
	Opt3! Yes, I can tell you what it's about. [say2 Actually, the surface level interpretation was totally correct.] [Play interview2]
}

interview2
{
	[wait 2 sec]
Fascinating! We were right after all!  [fire speakbox02 open]
	[wait 1 sec]
[fire canonphaseover trigger]
	[wait 2 sec]
And what about these bouncers, can you elaborate on the meaning behind them?
	[wait 1 sec]
[fire bouncephase trigger]
	[wait 2 sec]
[fire speakbox02 close][play coda2]
}

coda2
{
	Opt1! It's about loneliness, I'm not even being that subtle here, how are you not seeing this? [say2 Gosh, I dunno, it just felt right.] [Play interview3]
	Opt2! Hang on, no, it's about fearing that if you respond to someone who is in emotional need, they might become irrevocably attached to you and you would have no more free time. [say2 Gosh, I dunno, it just felt right.] [Play interview3]
	Opt3! Wait, I need more time to think, I need to give you the exact right answer. [say2 Gosh, I dunno, it just felt right.] [Play interview3]
}

interview3
{
	[wait 2 sec]
	[color ffcc00] 
Basically a muse just speaks to me, tells me what to do.
	[wait 2 sec]
It's pretty effortless to be honest.
	[wait 3 sec]
	[color f15822] 
So to clarify: none of this game is about desperately trying to rid oneself of oneself, correct? [fire speakbox02 open]
	[wait 3 sec]
[fire speakbox02 close][play coda3]
}

coda3
{
	Opt1! I made this when I was untethered. [say2 That's correct!] [Play interview4]
	Opt2! I made this when I was at peace. [say2 That's correct!] [Play interview4]
	Opt3! I don't remember making this. [say2 That's correct!] [Play interview4]
}

interview4
{
	[wait 2 sec]
Wow, an incredible insight. [fire speakbox02 open]
	[wait 2 sec]
We're piercing an artistic membrane here, I can feel it! 
	[wait 2 sec]
The readership will really resonate with the brutal vulnerability in these answers you're giving me. 
	[wait 2 sec]
[fire cubephase trigger]
	[wait 2 sec]
Hang on, this pen's out of ink, 
	[wait 2 sec]
let me change pens and we'll look at a different game.
	[wait 4 sec]
[clear]
	[wait 1 sec]
[fire transition2 trigger]
}



[go]

interview3.txt

go
{
	[color f15822] 
Now this is the game we hear most about from the readership.  [fire speakbox03 open]
	[wait 3 sec]
Of course everyone knows that you made this game in order to become less of an utterly selfish person. 
	[wait 4 sec]
But the question I want to ask is: 
	[wait 2 sec]
did it work?
	[wait 2 sec]
[fire speakbox03 close][play coda1]
}

coda1
{
	[color ffcc00] 
	Opt1! Who are these readers of yours? [say2 What do you think the readers want to hear me say?] [Play interview2]
	Opt2! Can you tell me specifically what the readership thought of the game? [say2 What do you think the readers want to hear me say?] [Play interview2]
	Opt3! If I come right out and say it, will the readers despise me? [say2 What do you think the readers want to hear me say?] [Play interview2]
}

interview2
{
	[wait 2 sec]
Hm. That's an excellent question. [fire speakbox03 open]
	[wait 2 sec]
I think it's most important to the readership that you suffered for their sake, to prove that you care about them.
	[wait 4 sec]
[fire speakbox03 close][fire VO4delay trigger][play coda2]
}

coda2
{
	Opt1! If I say that will they like me? [say2 I suffered so much.] [Play interview3]
	Opt2! If I say that will it come back to hurt me? [say2 I suffered so much.] [Play interview3]
	Opt3! Tell me again how happy the readership is to hear from me. [say2 I suffered so much.] [Play interview3]
}

interview3
{
	[wait 2 sec]
	[color ffcc00]
So god damn much. 
	[wait 2 sec]
I killed myself over this. 
	[wait 2 sec]
Please, don't tell anyone that. Don't put it in your article.
	[wait 3 sec]
	[color f15822] 
Perfect. [fire speakbox03 open]
	[wait 2 sec]
I assure you that this will all make for a tremendous story.
	[wait 3 sec]
[color ffcc00][fire speakbox03 close] What does it mean? What does it mean that I was willing to destroy myself for this game?
	[wait 5 sec]
[color f15822][fire speakbox03 open] Obviously it means that you are not selfish, otherwise why would you have created all this wonderful content to make others so happy?
	[wait 4 sec]
Forgive me if this is presumptuous, but I sense that you're learning as much about yourself as I am through this process.
	[wait 4 sec]
Truly fascinating, the readership will really benefit from this line of inquiry. 
	[wait 3 sec]
Okay! Let's move on to another game!
	[wait 3 sec]
[clear]
	[wait 1 sec]
[fire transition3 trigger]
}


[go]

interview4.txt

go
{
	[color f15822] 
Now this one is very interesting.  [fire speakbox04 open]
	[wait 2 sec]
There's a question that we hear all the time from our readership: 
	[wait 3 sec]
Did you ever intend to make the puzzle harder? 
	[wait 2 sec]
[fire VO_5 start]
	[wait 4 sec]
[fire speakbox04 close][play coda1]
}

coda1
{
	[color ffcc00] 
	Opt1! But the point is that it isn't hard. [say2 Interesting suggestion, I'll incorporate that into my future work.] [Play interview2]
	Opt2! Why does it always have to be so difficult? [say2 Interesting suggestion, I'll incorporate that into my future work.] [Play interview2]
	Opt3! Why can't it ever just be easy for once? [say2 Interesting suggestion, I'll incorporate that into my future work.] [Play interview2]
}

interview2
{
	[wait 2 sec]
Wow, it's great to know you're so in touch with your fanbase! [fire speakbox04 open]
	[wait 4 sec]
You know, I think you and I are not so different.
	[wait 2 sec]
Everything we do is for the fans, it's not about us.
	[wait 3 sec]
Their love and adoration and clinging to our every word is merely incidental to our serving their every beck and call. 
	[wait 5 sec]
[fire speakbox04 close][play coda2]
}

coda2
{
	Opt1! The point is that the puzzle is NOT difficult. [say2 Yes.] [Play interview3]
	Opt2! The point is that it is safe. [say2 Yes.] [Play interview3]
	Opt3! The point is that it is okay, you will be okay. [say2 Yes.] [Play interview3]
}

interview3
{
	[wait 2 sec]
We have the most selfless professions. [fire speakbox04 open]
	[wait 2 sec]
We are perpetually humbled by this work. We are servants.
	[wait 3 sec]
Isn't it great? I love it.
	[wait 4 sec]
Also, did you ever notice that even after solving the puzzle, it's still a cage from the other side?
	[wait 3 sec]
Don't know why that came to mind. 
	[wait 3 sec]
Alright, that's all the questions I have here! 
	[wait 2 sec]
There's just one more game I want to ask you about.
	[wait 3 sec]
[clear]
	[wait 1 sec]
[fire transition4 trigger]
}


[go]

interview5.txt

go
{
	[color f15822] 
[fire interviewruption trigger]This one was an interview you constructed to examine a few of your previous games. [fire speakbox05 open]
	[wait 3 sec]
The readership imagines that you found it very difficult to do so.
	[wait 3 sec]
[fire VO_6 start]That you wanted to explain yourself to yourself, to be real and honest and open an untouched emotional vein,
	[wait 4 sec]
but somehow you still felt a need to deflect your actual feelings by shrouding it in meta-fiction.
	[wait 5 sec]
The readership realizes that on the one hand self-referentiality is a means to inward-seeking, stepping outside of oneself in order to better examine oneself,
	[wait 3 sec]
[fire drone playsound][fire drone_silence enable]
	[wait 1 sec]
but on the other hand can be used to continually step backward away from the real issue and avoid any meaningful introspection at all.
	[wait 4 sec]
Of course, since we are not you we have no idea which of these two it is
	[wait 3 sec]
The readership also imagines that even when you are making an honest effort at being genuine and saying the thing that is difficult to say,
	[wait 4 sec]
in the heat of the creative process it's common for a creator to lose sight of their initial vision,
	[wait 3 sec]
and so even having set the intention not to do so, one can still slip into perpetually deflecting the issue.
	[wait 4 sec]
And so now, since the game has been completed and you've had time to step away from it,
	[wait 3 sec]
to reflect on it from a distance,
	[wait 3 sec]
I want to ask you as concretely and directly as possible:
	[wait 3 sec]
Was this work truly honest?
	[wait 3 sec]
Or was it a deflection?
	[wait 2 sec]
[fire shake_relay trigger]
	[wait 2 sec]
Was the use of meta-fiction just a way to congratulate yourself on being clever?
	[wait 3 sec]
Did it keep you from having to dig?
	[wait 2 sec]
To say the terrible thing?
	[wait 2 sec]
Did you find a way to side-step the issue?
	[wait 2 sec]
Did it go away?
	[wait 1 sec]
[fire final_freedom trigger]
	[wait 1 sec]
Did it work?
	[wait 2 sec]
Was it what you expected?
	[wait 2 sec]
Were you happy?
	[wait 2 sec]
Well, I think I'm just about out of time, have to be running soon. 
	[wait 3 sec]
One last question before I take off. 
	[wait 2 sec]
Are you a boy or a girl?
	[wait 0.5 sec]
[clear][fire ending trigger]
}


[go]

interviewrupt1.txt

Go
{
	[color ffcc00]
	Opt1: Please, stop talking. [play wait]
	Opt2: You don't know what you're doing. [play wait]
	Opt3: Listen to me. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt2.txt

Go
{
	[color ffcc00]
	Opt1: There are too many words. [play wait]
	Opt2: I can't process all of this. [play wait]
	Opt3: It's too much. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt3.txt

Go
{
	[color ffcc00]
	Opt1: This isn't explaining anything. [play wait]
	Opt2: I thought we were supposed to be finding answers. [play wait]
	Opt3: I thought everything was supposed to be okay [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt3b.txt

Go
{
	[color ffcc00]
	Opt1: Stop. [play wait]
	Opt2: I can't hear. [play wait]
	Opt3: This isn't helping. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt4.txt

Go
{
	[color ffcc00]
	Opt1: Be quiet. [play wait]
	Opt2: Please. [play wait]
	Opt3: Be quiet. [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt5.txt

Go
{
	[color ffcc00]
	Opt1: Stop talking! [play wait]
	Opt2: Stop talking! [play wait]
	Opt3: Stop talking! [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt6a.txt

Go
{
	[color ffcc00]
	Opt1: I need silence [play wait]
	Opt2: I need space [play wait]
	Opt3: Go away [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt6b.txt

Go
{
	[color ffcc00]
	Opt1: Quiet [play wait]
	Opt2: Stop [play wait]
	Opt3: Be quiet [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt6c.txt

Go
{
	[color ffcc00]
	Opt1: No more talking [play wait]
	Opt2: No more explanations [play wait]
	Opt3: Please [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

interviewrupt6d.txt

Go
{
	[color ffcc00]
	Opt1: This is too much [play wait]
	Opt2: Too much [play wait]
	Opt3: Too much [play wait]
}

wait
{
	[wait 1 sec]
}

[Go]

Rotation

A game involving locked gates and silver keys.

Given the removed narration files and the specific chapters that had narration at specific stages of development, it seems possible that this chapter was replaced with Mobius, at around the same time that Interview was replaced.

rotation2.txt

Go
{
	[color f15822] 
I still can't get through this gate.
	[wait 1 sec]
What do you think its purpose is?
	[wait 1 sec]
[play response1]
}

response1
{
	[color ffcc00]
Opt1: I think it's guarding something. [fire gatechunk1 trigger] [play builder2]
Opt2: I think it was built by an ancient people. [fire gatechunk1 trigger] [play builder2]
Opt3: I think it's meant to be a warning. [fire gatechunk1 trigger] [play builder2]
}

builder2
{
	[wait 1 sec]
Wow, look at that! When you talked it destroyed a piece of the gate! Keep talking!
	[wait 1 sec]
[play response2]
}

response2
{
Opt1: Sure, blah blah blah blah blah. [play builder3]
Opt2: What? The gate didn't break because of me talking. [play builder4]
Opt3: The gate's purpose is to test how strong we are. [fire gatechunk2 trigger] [play builder5]
}

builder3
{
	[wait 1 sec]
No no, you have to talk about the purpose of the gate, why it's here.
	[wait 1 sec]
[play response3]
}

response3
{
Opt1: The gate is a gift from a higher power. [play builder6]
Opt2: But I don't know why it's here. [play builder7]
Opt3: The gate represents my fear of transition. [fire gatechunk2 trigger] [play builder6]
}

builder6
{
There! You see? It's working! Keep going!
	[wait 1 sec]
}

builder7
{
	[wait 1 sec]
So guess! Speculate!
	[wait 1 sec]z
Say something! Anything!
	[wait 1 sec]
}


builder4
{
	[wait 1 sec]
Yes it did! Try explaining the meaning of the gate, you'll see.
	[wait 1 sec]
[play response4]
}

response4
{
Opt1: Fine: The gate is just in our heads. [fire gatechunk2 trigger] [play builder6]
Opt2: No. [play builder7]
Opt3: There is no meaning. It's just a gate. [play builder8]
}

builder6
{
	[wait 1 sec]
You see?? It works! We're going to be free!
	[wait 1 sec]
}

builder7
{
	[wait 1 sec]
What?? Why not?
	[wait 1 sec]
Don't you want to get out of here??
	[wait 1 sec]
}

builder8
{
	[wait 1 sec]
No, there has to be a meaning!
	[wait 1 sec]
Everything has a meaning!!
	[wait 1 sec]
}


builder5
{
	[wait 1 sec]
You're doing it! You're destroying the gate! Keep going!!
	[wait 1 sec]
[play response5]
}

response5
{
Opt1: The gate is a god trapped here in this tunnel. [fire gatechunk3 trigger] [play builder9]
Opt2: The gate will unlock when we learn to communicate. [fire gatechunk3 trigger] [play builder9]
Opt3: Why don't you say something instead? [play builder10]
}

builder9
{
	[wait 1 sec]
It's working! We're going to be free!
	[wait 1 sec]
We're going to be free!!
	[wait 1 sec]
}

builder10
{
	[wait 1 sec]
But...
	[wait 1 sec]
But I don't know why the gate's here.
	[wait 1 sec]
}


























[Go]

rotation3.txt

Go
{
	[color f15822] 
Which path do you think we should take?
	[wait 2 sec]
[play response1]
}

response1
{
	[color ffcc00]
Opt1: Left. [wait 4 sec] [clear]
Opt2: Middle. [wait 4 sec] [clear]
Opt3: Right. [wait 4 sec] [clear]
}



[Go]

rotation4b.txt

Go
{
.	[color ffcc00]
Opt1: What are you doing? [play response1]
Opt2: The gate can be destroyed, I know how. [play response2] 
Opt3: I've already seen all of this, you need to stop building gates! It just keeps going forever!  [play response3]
}

response1
{
	[color f15822] 
	[wait 2 sec]
We're building a huge locked gate! 
	[wait 2 sec]
It came to me in a vision: the gate will be unbreakable, impossible to open! 
	[wait 2 sec]
Isn't that exciting? Do you think it's even possible? 
	[wait 2 sec]
The fun is to try to make something that should be impossible.
	[wait 2 sec]
[clear][fire speed_reset trigger]
}

response2
{
	[color f15822]  
	[wait 2 sec]
How? Did you find where the stash of silver keys is hidden? 
	[wait 2 sec]
Did you listen to me in the darkness explaining my deepest fears? 
	[wait 2 sec]
Did a future version of me show you how to do it? 
	[wait 2 sec]
Hello? Can you still talk?
	[wait 2 sec]
[clear][fire speed_reset trigger]
}

response3
{
	[color f15822] 
	[wait 2 sec]
No no no, don't worry! 
	[wait 2 sec]
This is the last gate, I promise. 
	[wait 2 sec]
We're going to make this one so unsolvable that it shuts the whole machine down. 
	[wait 2 sec]
We will stop the flow once and for all.
	[wait 2 sec]
[clear][fire speed_reset trigger]
}


[Go]

rotation4c.txt

Go
{
	[color f15822] 
I'm installing a silver lock. 
	[wait 2 sec]
Would you please hide this silver key so that no one ever finds it?  
	[wait 2 sec]
I want to make sure that this gate is really unsolvable.  
	[wait 2 sec]
I want it to be as difficult as possible.
	[wait 2 sec]
[clear][fire speed_reset trigger]
}



[Go]

rotation4d.txt

Go
{
	[color f15822] 
The most important part of building a good gate is knowing what to remove. 
	[wait 2 sec]
Young builders, they just want to add gears and locks, and those gates get cracked open right away.
	[wait 2 sec]
But watch, I say, you start taking this stuff away, 
	[wait 2 sec]
and just like that, people can't figure out how to open it.
	[wait 2 sec]
[clear][fire speed_reset trigger]
}



[Go]

rotation4e.txt

Go
{
	[color f15822] 
They hired me because I'm a master puzzle solver. 
	[wait 2 sec]
For years I've been cracking open gates and doors and locks all over the world. 
	[wait 2 sec]
The goal here is to create a gate so tough to open that even I would be stumped by it. 
	[wait 2 sec]
Of course, that won't happen, but it's a nice goal to shoot for.
	[wait 2 sec]
[clear][fire speed_reset trigger]
}



[Go]

rotation4f.txt

Go
{
	[color f15822] 
At the beginning of building one of these, it's the most exciting thing in the world. 
	[wait 2 sec]
Then time goes by and it stops being magical. 
	[wait 2 sec]
Then time goes by and all you want is for it to be over. 
	[wait 2 sec]
Then it's finished, and you forget.
	[wait 2 sec]
[clear][fire speed_reset trigger]
}



[Go]

Testing and Miscellaneous Text

Various dialogue trees (and a few other files in the same folder), mainly used for testing various aspects of the dialogue system.

aaThis should be read only.txt

You can't edit this!
YOU CAN'T TELL ME WHAT TO DO!

bomcop.txt

wheeoowheeoo
{
	Opt1: i wonder if
	[color ff0000]
	sup
	[color 000000]
	black text
	Opt3: weird stuff works
	[color ffffff]
	white text
	Opt2: this kind of

	// i think this crashes the game
}

[wheeoowheeoo]

canceltest.txt

test
{
	[color ff00ff]
	test
	Opt1: shut up [cancel] [play fail]
	Opt2: hi [play fail]
}

fail
{
	dude what the fuck it didnt work
}

[test]

crash.txt

CrashMe
{
	[Color ff00ff]
	I have a new mission for you. mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah mm bop mm bop mm bop doodiabop mm bop mm bop mm yeah yeah!!

}

[CrashMe]

crashthegame.txt

Unlike the other files here, this one is not located in the trees/old and unused/ folder, but is instead located in the trees/ folder, and is present in the final game, though not viewable in-game.

#modern

go
{
	Make sure you are running the game at 1280x800
	Opt1: Please! Where is the machine! [play game6a]
	Opt2: Please! Where is the machine! [play game6a]
	Opt3: Please! Where is the machine! [play game6a]
}

game6a
{
	i ate it
}



[go]

loopy.txt

Bollocks
{
	[color ff00ff]
	Bollocks.
	Opt1: Bollocks. [play Bollocks]
	Opt2! Not bollocks. [say2 Bollocks.] [play Bollocks]
}

[Bollocks]

realmockup.txt

#modern

_
{
you need to put #modern on every file that needs the modern look. no exceptions.
even if you invoke another file from an already-modern file, it won't get the modern look
if you don't put #modern.

(also, since when do //comments outside blocks crash the game?? that's such bullshit)
}

test
{
	[clear]
	[color 80dd22] What's wrong? You look lost. In the mean time could you please clear the table?
	[color ffffff] I'm completely out of ideas.
	[color 80dd22] Oh no!
	What's happened? Did something change?
	[color ffffff] I'm trying to find this engine that used to protect me, to start it again.

	Opt1: Yes, there was a world stamped with whiteness [play test2]
	Opt2: Yes, there was an enormous prison I spent hours in. [play test2]
	Opt3: And lousy homes make... home-loners-thistext-is-too-long! It's actually gonna appear as 2 lines in the middle display too! [play test3]
}

test2
{
	Why would you even mix dialogue from two different parts in the game?!?!
	[clear]
}

test3
{
	We all do.
}

[test]

smg*

These three files were part of a console command which appears to have been used for testing purposes, which can still be used if these files are extracted from filecache.bin and placed back in the 'trees' directory, as detailed on the main page.

smg0.txt

bullet
{
	[color 00ff00]
	pew
}

[bullet]

smg1.txt

bullet
{
	[color ff00ff]
	pew
}

[bullet]

smg2.txt

bullet
{
	[reset]
}

[bullet]

test1.txt

Text1
{
	[color f15822]
	[clEAR]
	Hello, good to see you. [fire VO1_Hello start]
		[Wait 2 sec]
	I have a new mission for you. [fire VO2_NewMission start]
		[Wait 2 sec]
	[Play Response1]
}

Response1
{
	[color ffcc00] Opt1: What is the mission? [Play Text2] [fire VO_response playsound] //The sound 'vo_response' sound here shouldn't play until this option is actually pressed, as opposed to the last few lines, where the sound ought to play as soon as the text is printed.
	[fire VO_response playsound] [color ffcc11] Opt2: I've already completed it. [Play Text3]
	[fire VO_response playsound] [color ffcc22] Opt3: Well, uh, YOU'RE a mission!! [Play Text4]
}

Text2
{
		[Wait 1 sec]
	It's to kill yourself. [fire VO3_KillSelf start]
		[Wait 1 sec]
	Do it! Do it because I told you to!!. [fire VO4_DoIt start]
		[Wait 2 sec]
	[Play Response2]
}

Text3
{
		[Wait 1 sec]
	Good Report back to base. [fire VO5_MissionAccomplished start]
		[Wait 3 sec]
	[fire t_EndScene trigger]
}

Text4
{
		[Wait 1 sec]
	Oh shit. [fire VO6_Shit start]
		[Wait 1 sec]
	HOW DID YOU KNOW. [fire VO7_HowHowHow start]
		[Wait 2 sec]
	[Play Response3]
}

[Text1]

test2.txt

player1
{
	[color ffcc00]
	Opt1: Test test test [clear] [Play davey2]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey2
{
	[fire VO_2 start]
	[Wait 15 sec]
	[play player2]
}

player2
{
	Opt1: The people who don't lose themselves to it are probably just the people who have trained themselves to be aware of it. [clear] [Play davey3]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey3
{
	[fire VO_3 start]
	[Wait 19 sec]
	[play player3]
}

player3
{
	Opt1: Well, not really. You don't just make art and then your problems go away. You do understand that, right? [clear] [Play davey4]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey4
{
	[fire VO_4 start]
	[Wait 5 sec]
	[play player4]
}

player4
{
	Opt1: Here's your problem. You're hoping that if you just one day create something magically beautiful and true that it will just release you from yourself, but it doesn't work that way. You have to continue to be conscious and loving in other parts of your life too. [clear] [Play davey5]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}


davey5
{
	[fire VO_5 start]
	[Wait 26 sec]
	[play player5]
}

player5
{
	Opt1: Sounds to me like you're just a normal person! Maybe the issue isn't that you're a sociopath, it's just that you spend way more of your time talking than listening. [clear] [Play davey6]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey6
{
	[fire VO_6 start]
	[Wait 24 sec]
	[play player6]
}

player6
{
	Opt1: Have you ever considered that the things about you which you cannot control are probably the things that are most interesting to other people? [clear] [Play davey7]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey7
{
	[fire VO_7 start]
	[Wait 5 sec]
	[play player7]
}

player7
{
	Opt1: Well let me put it this way: are you afraid that after I play this game I will think you're an ungrateful and selfish person and way less wise than you think you are? [clear] [Play davey8]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey8
{
	[fire VO_8 start]
	[Wait 6 sec]
	[play player8]
}

player8
{
	Opt1: Right, but look at where we are. We're having a conversation. I could not have pointed out that fear of yours if I had not come to know you on some deeper level through playing this game. [clear] [Play davey9]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey9
{
	[fire VO_9 start]
	[Wait 21 sec]
	[play player9]
}

player9
{
	Opt1: Do you really think you're that different than other people? [clear] [Play davey10]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey10
{
	[fire VO_10 start]
	[Wait 4 sec]
	[play player10]
}

player10
{
	Opt1: I can tell you, I have played this entire game, you've demonstrated pretty clearly what kind of person you are. And I promise, at the core you and I are very similar. [clear] [Play davey11]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey11
{
	[fire VO_11 start]
	[Wait 4 sec]
	[play player11]
}

player11
{
	Opt1: Yes. [clear] [Play davey12]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey12
{
	[fire VO_12 start]
	[Wait 24 sec]
	[play player12]
}

player12
{
	Opt1: The cheesy stuff is usually the truest, it's the simplest language to explain what all of us feel. Isn't that what Coda was getting at? [clear] [Play davey13]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey13
{
	[fire VO_13 start]
	[Wait 6 sec]
	[play player13]
}

player13
{
	Opt1: Typically a person's art and life do tend to reflect one another, yes. [clear] [Play davey14]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey14
{
	[fire VO_14 start]
	[Wait 19 sec]
	[play player14]
}

player14
{
	Opt1: That's what I'm here for. I'm just mirroring back at you what you already know. [clear] [Play davey15]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey15
{
	[fire VO_15 start]
	[Wait 8 sec]
	[play player15]
}

player15
{
	Opt1: Yes. [clear] [Play davey16]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey16
{
	[fire VO_16 start]
	[Wait 3 sec]
	[play player16]
}

player16
{
	Opt1: Yes. [clear] [Play davey17]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey17
{
	[fire VO_17 start]
	[Wait 4 sec]
	[play player17]
}

player17
{
	Opt1: Yes. [clear] [Play davey18]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey18
{
	[fire VO_18 start]
	[Wait 2 sec]
	[play player18]
}

player18
{
	Opt1: Yup. [clear] [Play davey19]
	Opt2: null [clear] [Play davey2]
	Opt3: null [clear] [Play davey2]
}

davey19
{
	[fire VO_19 start]
	[Wait 22 sec]
	[fire thatsit trigger]
}

[player1]

theaterbounce3.txt

While the name of this file seems to imply that it should succeed theaterbounce2.txt and precede theaterdoor1.txt (see above), it doesn't seem to relate to the surrounding files, and is also not even slightly in the correct dialogue tree syntax.

I'm an artist.

That means I have a sacred connection to the human spirit. That means I'm better than the common man.

The common man needs me, to express to him the true value of being human.

Without me, he is but a wild animal.

An animal with no soul.

Jesus loves me.

...

why don't.

untitled.txt

Go
{
  If only I were more popular, I would be happy.
}

[Go]
(Source: Original TCRF research)

Unused Notes

The following notes (located in beginnersguide\resource\basemodui_english.txt) are not used in-game:

"note022"		"Amazing chest ahead."
"note029"		"Don't touch the grass"
"note051"		"lmao wild"
"note054"		"I can positively say I just did"
"note057"		"How many years had it been? Eleven or twelve?"
"note070"		"because he knew, that there was nothing out there to be afraid of any more."
"note073"		"I love you"
"note086"		"AAAA THE PRESSURE! SOMETHING FUNNY!"
"note105"		"how big is this?"
"note107"		"so this is it huh?"
"note109"		"I escaped! I did it!!"
"note111"		"How much do you wish you were on a boat right now?"
"note115"		"I ended up here"
"note117"		"see you on the other side"
"note119"		"I was here!"
"note120"		"games are fun!"
"note129"		"How do u open the door???"
"note130"		"stuck"
"note135"		"Broken."

It should be noted however that, although note022 is not present as an entity in the BSP file for Notes, it is present in the VMF (src) file for Notes. None of the other unused notes here are present in the VMF.

There are also a few that appear twice in-game:

"note062"		"cabbage shapes our nation"
"note063"		"Devil Tower Star"
"note087"		"Scared of writing something. Don't want to feel judged."
"note127"		"HALP"
(Source: Original TCRF research)

Chapter Titles

Hmmm...
To do:
Make sure that it's actually UI_ChapterIntro that's used.

The file resource\basemodui_english.txt contains most of the game's UI text, including the chapter titles used in the chapter select menu. However, present alongside the 18 chapters that can be selected from, there is also an unused chapter name for Maze. Additionally, there is an unused Intro chapter title, labelled "UI_Chapter_Intro"; the game uses "UI_ChapterIntro".

"UI_ChapterIntro"	"Intro"
"UI_ChapterWhisper"	"Whisper"
"UI_ChapterBackwards"	"Backwards"
"UI_ChapterEntering"	"Entering"
"UI_ChapterStairs"	"Stairs"
"UI_ChapterPuzzle"	"Puzzle"
"UI_ChapterExiting"	"Exiting"
"UI_ChapterDown"	"Down"
"UI_ChapterNotes"	"Notes"
"UI_ChapterEscape"	"Escape"
"UI_ChapterHouse"	"House"
"UI_ChapterLecture"	"Lecture"
"UI_ChapterTheater"	"Theater"
"UI_ChapterMobius"	"Mobius"
"UI_ChapterIsland"	"Island"
"UI_ChapterMachine"	"Machine"
"UI_ChapterTower"	"Tower"
"UI_ChapterEpilogue"	"Epilogue"
"UI_ChapterMaze"	"Maze"

"UI_Chapter_Intro"	"Intro"
(Source: Original TCRF research)