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Diálogo·Misiones

Buried 3

dialogues/quests/main_arc_1/buried-3.dialogue

Misiones

Misiones ofrecidas

~ start a1f2793e…

si misión aceptada

The generator stands with its cover off and the cable box hanging open. Four leads out of the loom, none of them in a socket.

Open the cable boxir a init
Look at the diagramir a schema
Leave it for now

You go back up the rope. The dark keeps the door another night.

fin
si no

You get the cover off expecting rust and find grease. The block is clean. The plugs are seated. The tank has sludge in the bottom and fuel above it.

Somebody serviced this machine and then walked away from it.

The cable box on its flank is another matter. Four leads hang out of the loom - red, blue, green, black - and every socket in it is empty.

Nobody tore these out. Tearing leaves marks. These came out one at a time, by hand, by someone who had the time to do it properly.

There's a diagram stencilled inside the lid, faded but legible.

red > [ ] slot #1

blue > [ ] slot #2

green> [ ] slot #3

black> [ ] slot #4

It shows where the leads hang. It doesn't show where they go.

It looks like any wire can go in any slot

Two things you can see for yourself: the red lead is the longest of the four. The blue is the shortest.

sobre la misión Buried (Part 3)
si misión aceptada

quest: accepted

You set the lamp on the housing where it throws light into the box, and start with the leads.

Open the cable boxir a init
si no

quest: declined

You leave the leads hanging and go back up the rope.

fin
termina la conversación

~ init

set puzzle_a = "disconnected"
set puzzle_b = "disconnected"
set puzzle_c = "disconnected"
set puzzle_d = "disconnected"

~ box

Four leads, four sockets, and a lamp balanced on the housing.

Red: {{puzzle_a}}. Blue: {{puzzle_b}}. Green: {{puzzle_c}}. Black: {{puzzle_d}}.

Pick up the red cable ({{puzzle_a}})ir a pick_red
Pick up the blue cable ({{puzzle_b}})ir a pick_blue
Pick up the green cable ({{puzzle_c}})ir a pick_green
Pick up the black cable ({{puzzle_d}})ir a pick_black
Look at the diagram againir a schema
Try the generator [if puzzle_a != "disconnected" and puzzle_b != "disconnected" and puzzle_c != "disconnected" and puzzle_d != "disconnected"]ir a try_generator
Leave it for now

You leave the box open. Nothing down here is going anywhere.

fin
termina la conversación

~ schema

The diagram, stencilled inside the lid.

red > [ ] slot #1

blue > [ ] slot #2

green> [ ] slot #3

black> [ ] slot #4

Where they hang. Not where they go.

It looks like any wire can go in any slot

The red lead is the longest of the four. The blue is the shortest.

Back to the boxir a box
termina la conversación

~ pick_red

The red lead comes up with slack to spare. It's the longest in the box by a good margin.

Slot #1ir a red_1
Slot #2ir a red_2
Slot #3ir a red_3
Slot #4ir a red_4
termina la conversación

~ pick_blue

The blue lead barely clears the loom. Shortest of the four - it won't cross the box.

termina la conversación

~ pick_green

The green lead, stiff with age. It reaches where it reaches.

termina la conversación

~ pick_black

The black lead, tar-stiff, the printing on the sheath long gone.

termina la conversación

~ red_1

si puzzle_b == "slot #1"
set puzzle_b = "disconnected"
si puzzle_c == "slot #1"
set puzzle_c = "disconnected"
si puzzle_d == "slot #1"
set puzzle_d = "disconnected"
set puzzle_a = "slot #1"

~ red_2

si puzzle_b == "slot #2"
set puzzle_b = "disconnected"
si puzzle_c == "slot #2"
set puzzle_c = "disconnected"
si puzzle_d == "slot #2"
set puzzle_d = "disconnected"
set puzzle_a = "slot #2"

~ red_3

si puzzle_b == "slot #3"
set puzzle_b = "disconnected"
si puzzle_c == "slot #3"
set puzzle_c = "disconnected"
si puzzle_d == "slot #3"
set puzzle_d = "disconnected"
set puzzle_a = "slot #3"

~ red_4

si puzzle_b == "slot #4"
set puzzle_b = "disconnected"
si puzzle_c == "slot #4"
set puzzle_c = "disconnected"
si puzzle_d == "slot #4"
set puzzle_d = "disconnected"
set puzzle_a = "slot #4"

~ blue_1

si puzzle_a == "slot #1"
set puzzle_a = "disconnected"
si puzzle_c == "slot #1"
set puzzle_c = "disconnected"
si puzzle_d == "slot #1"
set puzzle_d = "disconnected"
set puzzle_b = "slot #1"

~ blue_2

si puzzle_a == "slot #2"
set puzzle_a = "disconnected"
si puzzle_c == "slot #2"
set puzzle_c = "disconnected"
si puzzle_d == "slot #2"
set puzzle_d = "disconnected"
set puzzle_b = "slot #2"

~ blue_3

si puzzle_a == "slot #3"
set puzzle_a = "disconnected"
si puzzle_c == "slot #3"
set puzzle_c = "disconnected"
si puzzle_d == "slot #3"
set puzzle_d = "disconnected"
set puzzle_b = "slot #3"

~ blue_4

si puzzle_a == "slot #4"
set puzzle_a = "disconnected"
si puzzle_c == "slot #4"
set puzzle_c = "disconnected"
si puzzle_d == "slot #4"
set puzzle_d = "disconnected"
set puzzle_b = "slot #4"

~ green_1

si puzzle_a == "slot #1"
set puzzle_a = "disconnected"
si puzzle_b == "slot #1"
set puzzle_b = "disconnected"
si puzzle_d == "slot #1"
set puzzle_d = "disconnected"
set puzzle_c = "slot #1"

~ green_2

si puzzle_a == "slot #2"
set puzzle_a = "disconnected"
si puzzle_b == "slot #2"
set puzzle_b = "disconnected"
si puzzle_d == "slot #2"
set puzzle_d = "disconnected"
set puzzle_c = "slot #2"

~ green_3

si puzzle_a == "slot #3"
set puzzle_a = "disconnected"
si puzzle_b == "slot #3"
set puzzle_b = "disconnected"
si puzzle_d == "slot #3"
set puzzle_d = "disconnected"
set puzzle_c = "slot #3"

~ green_4

si puzzle_a == "slot #4"
set puzzle_a = "disconnected"
si puzzle_b == "slot #4"
set puzzle_b = "disconnected"
si puzzle_d == "slot #4"
set puzzle_d = "disconnected"
set puzzle_c = "slot #4"

~ black_1

si puzzle_a == "slot #1"
set puzzle_a = "disconnected"
si puzzle_b == "slot #1"
set puzzle_b = "disconnected"
si puzzle_c == "slot #1"
set puzzle_c = "disconnected"
set puzzle_d = "slot #1"

~ black_2

si puzzle_a == "slot #2"
set puzzle_a = "disconnected"
si puzzle_b == "slot #2"
set puzzle_b = "disconnected"
si puzzle_c == "slot #2"
set puzzle_c = "disconnected"
set puzzle_d = "slot #2"

~ black_3

si puzzle_a == "slot #3"
set puzzle_a = "disconnected"
si puzzle_b == "slot #3"
set puzzle_b = "disconnected"
si puzzle_c == "slot #3"
set puzzle_c = "disconnected"
set puzzle_d = "slot #3"

~ black_4

si puzzle_a == "slot #4"
set puzzle_a = "disconnected"
si puzzle_b == "slot #4"
set puzzle_b = "disconnected"
si puzzle_c == "slot #4"
set puzzle_c = "disconnected"
set puzzle_d = "slot #4"

~ try_generator

si puzzle_a == "slot #4" y puzzle_b == "slot #2" y puzzle_c == "slot #1" y puzzle_d == "slot #3"

You close the lid, set the choke, and pull.

It catches on the third pull and holds - a flat industrial note that fills the chamber and doesn't waver.

completa la misión

The panel beside the door comes up amber. Behind the concrete something heavy moves in its housing, travels a hand's width, and lets go.

The door swings out four inches on its own weight and stops there, waiting on you.

Air comes through the gap. Dry, still, and colder than the cave.

It has been on the other side of that door a long time, and it doesn't smell like rock.

Put your shoulder to it
ofrece la misión Buried (Part 4)
si no

You close the lid, set the choke, and pull. The generator catches, runs, holds its note.

The panel beside the door stays dead. Nothing sparks. Nothing burns. The current is going somewhere, and it isn't going there.

Open the box againir a box
Leave it for now

You kill the engine. The quiet comes back in like water.

fin
termina la conversación
Código fuente del diálogo
~ start a1f2793e-c09a-4764-9f10-624228b37d46
if is_quest_accepted
	Narrator: *The generator stands with its cover off and the cable box hanging open. Four leads out of the loom, none of them in a socket.*
	- Open the cable box => init
	- Look at the diagram => schema
	- Leave it for now
		Narrator: *You go back up the rope. The dark keeps the door another night.* [#end]
else
	Narrator: *You get the cover off expecting rust and find grease. The block is clean. The plugs are seated. The tank has sludge in the bottom and fuel above it.*
		*Somebody serviced this machine and then walked away from it.*
	Narrator: *The cable box on its flank is another matter. Four leads hang out of the loom - red, blue, green, black - and every socket in it is empty.*
		*Nobody tore these out. Tearing leaves marks. These came out one at a time, by hand, by someone who had the time to do it properly.*
	Narrator: *There's a diagram stencilled inside the lid, faded but legible.*
		[red  ]>       [ ] slot #1
		[blue ]>       [ ] slot #2
		[green]>       [ ] slot #3
		[black]>       [ ] slot #4
	Narrator: *It shows where the leads hang. It doesn't show where they go.*
		*It looks like any wire can go in any slot*
		*Two things you can see for yourself: the red lead is the longest of the four. The blue is the shortest.*
	Narrator: [#quest_info=6a1fd0e5-57c3-4b04-8ffb-c2dd4cce2d68]
	if is_quest_accepted:
		Narrator: [quest: accepted]
			*You set the lamp on the housing where it throws light into the box, and start with the leads.*
		- Open the cable box => init
	else:
		Narrator: [quest: declined] [#end]
			*You leave the leads hanging and go back up the rope.*
=> END

# Claims the four generic puzzle state slots (see docs/QUESTS_GUIDANCE.md).
# puzzle_a = red, puzzle_b = blue, puzzle_c = green, puzzle_d = black.
# Reached once per dialogue session, from ~ start only - never from ~ box,
# or it would wipe the player's progress.
~ init
set puzzle_a = "disconnected"
set puzzle_b = "disconnected"
set puzzle_c = "disconnected"
set puzzle_d = "disconnected"
=> box

~ box
Narrator: *Four leads, four sockets, and a lamp balanced on the housing.*
	*Red: {{puzzle_a}}. Blue: {{puzzle_b}}. Green: {{puzzle_c}}. Black: {{puzzle_d}}.*
- Pick up the red cable ({{puzzle_a}}) => pick_red
- Pick up the blue cable ({{puzzle_b}}) => pick_blue
- Pick up the green cable ({{puzzle_c}}) => pick_green
- Pick up the black cable ({{puzzle_d}}) => pick_black
- Look at the diagram again => schema
- Try the generator [if puzzle_a != "disconnected" and puzzle_b != "disconnected" and puzzle_c != "disconnected" and puzzle_d != "disconnected"] => try_generator
- Leave it for now
	Narrator: *You leave the box open. Nothing down here is going anywhere.* [#end]
=> END

~ schema
Narrator: *The diagram, stencilled inside the lid.*
	[red  ]>       [ ] slot #1
	[blue ]>       [ ] slot #2
	[green]>       [ ] slot #3
	[black]>       [ ] slot #4
Narrator: *Where they hang. Not where they go.*
	*It looks like any wire can go in any slot*
	*The red lead is the longest of the four. The blue is the shortest.*
- Back to the box => box
=> END

~ pick_red
Narrator: *The red lead comes up with slack to spare. It's the longest in the box by a good margin.*
- Slot #1 => red_1
- Slot #2 => red_2
- Slot #3 => red_3
- Slot #4 => red_4
=> END

~ pick_blue
Narrator: *The blue lead barely clears the loom. Shortest of the four - it won't cross the box.*
- Slot #1 => blue_1
- Slot #2 => blue_2
- Slot #3 => blue_3
- Slot #4 => blue_4
=> END

~ pick_green
Narrator: *The green lead, stiff with age. It reaches where it reaches.*
- Slot #1 => green_1
- Slot #2 => green_2
- Slot #3 => green_3
- Slot #4 => green_4
=> END

~ pick_black
Narrator: *The black lead, tar-stiff, the printing on the sheath long gone.*
- Slot #1 => black_1
- Slot #2 => black_2
- Slot #3 => black_3
- Slot #4 => black_4
=> END

~ red_1
if puzzle_b == "slot #1"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #1"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #1"
	set puzzle_d = "disconnected"
set puzzle_a = "slot #1"
=> box

~ red_2
if puzzle_b == "slot #2"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #2"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #2"
	set puzzle_d = "disconnected"
set puzzle_a = "slot #2"
=> box

~ red_3
if puzzle_b == "slot #3"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #3"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #3"
	set puzzle_d = "disconnected"
set puzzle_a = "slot #3"
=> box

~ red_4
if puzzle_b == "slot #4"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #4"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #4"
	set puzzle_d = "disconnected"
set puzzle_a = "slot #4"
=> box

~ blue_1
if puzzle_a == "slot #1"
	set puzzle_a = "disconnected"
if puzzle_c == "slot #1"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #1"
	set puzzle_d = "disconnected"
set puzzle_b = "slot #1"
=> box

~ blue_2
if puzzle_a == "slot #2"
	set puzzle_a = "disconnected"
if puzzle_c == "slot #2"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #2"
	set puzzle_d = "disconnected"
set puzzle_b = "slot #2"
=> box

~ blue_3
if puzzle_a == "slot #3"
	set puzzle_a = "disconnected"
if puzzle_c == "slot #3"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #3"
	set puzzle_d = "disconnected"
set puzzle_b = "slot #3"
=> box

~ blue_4
if puzzle_a == "slot #4"
	set puzzle_a = "disconnected"
if puzzle_c == "slot #4"
	set puzzle_c = "disconnected"
if puzzle_d == "slot #4"
	set puzzle_d = "disconnected"
set puzzle_b = "slot #4"
=> box

~ green_1
if puzzle_a == "slot #1"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #1"
	set puzzle_b = "disconnected"
if puzzle_d == "slot #1"
	set puzzle_d = "disconnected"
set puzzle_c = "slot #1"
=> box

~ green_2
if puzzle_a == "slot #2"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #2"
	set puzzle_b = "disconnected"
if puzzle_d == "slot #2"
	set puzzle_d = "disconnected"
set puzzle_c = "slot #2"
=> box

~ green_3
if puzzle_a == "slot #3"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #3"
	set puzzle_b = "disconnected"
if puzzle_d == "slot #3"
	set puzzle_d = "disconnected"
set puzzle_c = "slot #3"
=> box

~ green_4
if puzzle_a == "slot #4"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #4"
	set puzzle_b = "disconnected"
if puzzle_d == "slot #4"
	set puzzle_d = "disconnected"
set puzzle_c = "slot #4"
=> box

~ black_1
if puzzle_a == "slot #1"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #1"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #1"
	set puzzle_c = "disconnected"
set puzzle_d = "slot #1"
=> box

~ black_2
if puzzle_a == "slot #2"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #2"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #2"
	set puzzle_c = "disconnected"
set puzzle_d = "slot #2"
=> box

~ black_3
if puzzle_a == "slot #3"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #3"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #3"
	set puzzle_c = "disconnected"
set puzzle_d = "slot #3"
=> box

~ black_4
if puzzle_a == "slot #4"
	set puzzle_a = "disconnected"
if puzzle_b == "slot #4"
	set puzzle_b = "disconnected"
if puzzle_c == "slot #4"
	set puzzle_c = "disconnected"
set puzzle_d = "slot #4"
=> box

~ try_generator
if puzzle_a == "slot #4" and puzzle_b == "slot #2" and puzzle_c == "slot #1" and puzzle_d == "slot #3"
	Narrator: *You close the lid, set the choke, and pull.* [#complete_quest]
		*It catches on the third pull and holds - a flat industrial note that fills the chamber and doesn't waver.*
	Narrator: *The panel beside the door comes up amber. Behind the concrete something heavy moves in its housing, travels a hand's width, and lets go.*
		*The door swings out four inches on its own weight and stops there, waiting on you.*
	Narrator: *Air comes through the gap. Dry, still, and colder than the cave.*
		*It has been on the other side of that door a long time, and it doesn't smell like rock.*
	- Put your shoulder to it
		Narrator: [#load_quest=61b3716d-a2ab-462f-aaff-d35096986f18]
else
	Narrator: *You close the lid, set the choke, and pull. The generator catches, runs, holds its note.*
		*The panel beside the door stays dead. Nothing sparks. Nothing burns. The current is going somewhere, and it isn't going there.*
	- Open the box again => box
	- Leave it for now
		Narrator: *You kill the engine. The quiet comes back in like water.* [#end]
=> END