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<scene name="miguel" nextScene="end">
<line speaker="doolittle" style="skeleton">I do pity ill-fated Miguel — he was good company, and slow to anger. But, if we're speaking confidentially ...</line>
<line speaker="doolittle" style="skeleton">Well, with all that lost `product` to be repaid — bourbon and glass dashed across the interstate, and a few casks too — we're all just thankful he had no ... next of kin.</line>
But thanks for the kind words and I'm happy to see people are looking through the files and possibly discovering things they weren't aware of in terms of the story :)
http://i.imgur.com/wcW7Lem.png
These two:
(Stacks of boxes climb precariously to the ceiling. A worn writing table in the corner is the only evidence that this basement was ever used as anything but a staging area.)
(A clock hangs on the rear wall. The markings are faded, but it seems to have finally stopped just before a quarter past eleven. Morning or night; who can say?)
<?xml version="1.0" ?><conversation act="one">
<!-- Init routing -->
<scene name="intro">
<goto condition="shannon-companion" sceneName="returning-to-gas-station-with-shannon"/>
<goto condition="left-gas-station" sceneName="returning-to-gas-station"/>
<goto condition="marquez-address-retrieved" sceneName="after-address-retrieved"/>
<!-- intro and circuit breaker stuff -->
<goto condition="!met-joseph" sceneName="intro-first-meeting"/>
<goto condition="reset-circuit-breaker" sceneName="post-reset-circuit-breaker"/>
<goto sceneName="still-need-to-reset-breaker"/>
</scene>
<!-- First meeting -->
<scene name="intro-first-meeting">
<setGameVar name="met-joseph" value="true"/>
<line speaker="joseph">Damn! Did you hear that wreck? Truck full of bottles — I dunno, beer bottles? Whiskey? Lost a tire or something, and spilled booze and glass all over the interstate!</line>
<line speaker="joseph">What a mess! I hope they don't come down here looking for anything; we blew a damn fuse and it's all shut off!</line>
<line speaker="joseph">Did I hear a dog? What's your dog's name?</line>
<option goto="intro-dog-homer" speaker="conway">His name is Homer.</option>
<option goto="intro-dog-blue" speaker="conway">Her name is Blue.</option>
<option goto="intro-dog-nameless" speaker="conway">Just some dog; I don't know his name.</option>
</scene>
<scene name="intro-dog-homer" nextScene="intro-blind">
<setGameVar name="dog-name" value="Homer"/>
<setGameVar name="dog-nameless" value="false"/>
<line speaker="joseph">Bit of a shuffle or a drag in Homer's step — kind of an old one isn't he? Well, I guess he's got some stories then.</line>
https://i.imgur.com/FEbsyEK.png
Hey, eli! I would like it! I'm writing a research about the creation of mysteries on audiovisual media and I reference KR0 a lot. If you could share these .html files with me (or how I can extract them from my game) it would be immensely helpful!
http://elifessler.com/krz_fulltext/
Just a note I've moved the URL now to http://elifessler.com/krz/ … but the old one should redirect. I've also updated the page with the dialogue/text from The Entertainment, HATATE, and the new intermission episode Un Pueblo De Nada. :) The "notes & resources" page is now up to date through Act IV and a little more fleshed out with some other stuff as well.
Would love to hear how your thesis is going!
Thanks Eli! (Also sorry for not replying sooner).
My thesis is going fine for now. I'm reading about the relationship between mystery, religion and folklore in different times and places while I'm waiting for the final act.