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<p>Issues are !, possible changes are ?, issues that should be fixed and need testing are +</p>
<P>+ SPRITE VISIBILITY IN MAP SECTIONS 1/4/21<br>
sprites can't go from RESET to new value, sprite will jump into view instead of fading in<br>
sprites can't be made to fade in after RESET so avoid using only RESET to clear visibility<br>
SHOULD BE FIXED, CHECK 221B POINT-AND-CLICK</p>
<p>+ SCROLL LOG TO BOTTOM 1/3/21<br>
scroll to bottom of log keeps breaking, browser-specific?<br>
SOURCE FOUND, SHOULD NOW BE FIXED. PLEASE CHECK THE LOG OCCASIONALLY</p>
<p>+ SHOW/HIDE OF UI ELEMENTS 1/4/21<br>
should UI elements slide on/off of the screen instead of fading in/out?<br>
ELEMENTS SHOULD SLIDE, please check to make sure they disappear from view via sliding up and not blinking in/out</p>
<p>+ TYPING START<br>
this should now be fixed! please check typing delay at various speeds</p>
<p>! HEADER UI BARS/BUTTONS DISAPPEAR</p>
<p>! HOLDING SHIFT WHILE CLICKING TO "FAST-FORWARD" YIELDS WEIRD RESULTS 1/3/21<br>
"undefined" jumping in at the end of investigate blocks, possibly jumping lines?<br>
ANSWER FOR NOW: tell people not to hold shift and click. what a stupid resolution</p>
<p>! SPRITE SIZES 1/16/21<br>
Check that sprite sizes (actual character size) are all visually consistent.</p>
<p>! PUSHING TO LOG 1/5/21<br>
make sure that dialogue is pushed to the log in point-and-click sections (variable based on browser?)</p>
<p>! PRELOAD OF ASSETS 1/9/21<br>
asset preload should happen per chapter, but saves need to be coded to load the right chapter(s) worth of sprites on load<br>
check if no jumpy/snappy image loading happens</p>
<<link "In case you get stuck and can't reload the game, click this">><<run UI.restart();>><</link>>/* sprites */
<<set setup.sprites to [ "left" , "right" , "center" , "kaz" , "su" , "pros" , "aide" , "witL" , "witR" , "witC" , "judge" ]>>
<<set setup.spritePositions to [
{ name: "spriteL", selector: ".sprite-left" },
{ name: "spriteR", selector: ".sprite-right" },
{ name: "spriteC", selector: ".sprite-center" },
{ name: "spriteKaz", selector: ".sprite-kaz" },
{ name: "spriteSu", selector: ".sprite-su" },
{ name: "spritePros", selector: ".sprite-pros" },
{ name: "spriteAide", selector: ".sprite-aide" },
{ name: "spriteWitL", selector: ".sprite-wit-left" },
{ name: "spriteWitR", selector: ".sprite-wit-right" },
{ name: "spriteWitC", selector: ".sprite-wit-center" },
{ name: "spriteJudge", selector: ".sprite-judge" }
]>>
<<set $spriteL to "RESET" ; $spriteR to "RESET" ; $spriteC to "RESET">>
<<include "sprites1">>
/* text, bg, backlog */
<<set $chapter to 1>>
<<set $text to "Source1-1">>
<<set $lineConvo to 0>>
<<set $bg to "attic">>
<<set $backlog to []>>
/* court record */
<<include "court_record">>
/* maps */
<<set $textMap to "">> /* conversation text source, set in map area code */
<<set $lineMap to 0>>
<<set $mapDone to false>> /* unlocks the Back button in Investigate, set in map code */
<<set $clues to []>> /* clues found in an Investigate map */
<<set $visited to []>> /* areas visited in an Investigate map */
/* other processing */
<<set setup.preload.force to true>> /* only preload one chapter's worth of new images at a time */
<<run $("#story").wiki(Story.get("GameUI").processText())>> /* the conversation box */
<<addclass "#nav-map" "hidden">>
<<set $hidden to {
spriteL: { state: true, selector: ".sprite-left" },
spriteR: { state: true, selector: ".sprite-right" },
spriteC: { state: true, selector: ".sprite-center" }
}>>
/* end StoryInit */<<if tags().includes("noHeader")>>
<<addclass "#header-left" "slide">>
<<addclass "#header-center" "slide">>
<<addclass "#header-right" "slide">>
<</if>><div class="start">
<h1>The Case-Book of Kazuma Asougi</h1>
<<button "Read Before Playing">><<run setup.htpDialog()>><</button>><br>
<<button "New Game">><<run setup.warningDialog()>><</button>>
<<button "Load Game">><<run UI.saves()>><</button>><br>
<<button "Settings">><<run UI.settings()>><</button>>
<<button "Credits">><<run setup.creditsDialog()>><</button>><br>
</div><p>This fangame covers much of the same topics which DGS 1 and 2 cover, but will delve further into some topics such as grief, mental health, and physical and emotional trauma. There is also canon-typical violence.</p>
<p><em>This fangame will not discuss racism in much of the way the original games do.</em> A major aspect of the original story has been changed in a way that diverges from how DGS 1 and 2 handled the topic. This is a choice made to improve the narrative's handling of the topic. The writer's personal interpretations of DGS also play varying roles and cause some canon divergences as a result.</p>
<div class="start"><<button [[Continue|Intro]]>><<run Dialog.close();
>><</button>></div>__HOW TO PLAY__
<p>Press the <span class="gold">arrow button</span> to advance the text. The button is disabled while text is being typed out. Press the <span class="gold">SHIFT button</span> to skip the typing animation. While <span class="gold">examining</span>, click on areas of the background to inspect items and points of interest.</p>
__BUTTONS__
<p>At the top center, from left to right, are the <span class="gold">RESET</span>, <span class="gold">SETTINGS</span>, <span class="gold">SAVE/LOAD</span>, and <span class="gold">LOG</span> buttons. RESET will take you back to the main screen without saving. SETTINGS will open the visual setting options. SAVE/LOAD will allow you to save your game or load a saved game. LOG will display the game's text displayed so far, in each chapter.</p>
<p>The <span class="gold">COURT RECORD</span> button in the top right displays items in your inventory.</p>
__SETTINGS__
<p>You can adjust the typing speed of the game text, or turn off the typing animation. <i>It is highly suggested that you change your typing speed setting before starting your game.</i></p>
__SAVING YOUR GAME__
<p>To overwrite a save slot, first delete the data in that slot then save in the newly-cleared slot. You can download/upload your saved games, and donwloading your saved game is suggested to avoid losing progress if your browser's cache/temporary files are deleted.</p>
<p>The "A" slot is the autosave, and the game will try to autosave on each new line in the game and each end screen. <i>The autosave will not save your furthest progress, only your most recent progress.</i> If you close out of the game and end up at the start screen instead of where you left off, load your autosave from the start screen to avoid accidentally overwriting your autosave.</p>
__FOR PLAYTESTERS__
<p>Once you reach the end of the game's script, there is no normal way to reset the game. Click 'Continue' on the chapter end screen, then refresh the web page. This will lead to the normal game interface in an error state, where you can use the reset button at the top of the game's screen.</p>__DEVELOPMENT AND ORIGINAL ASSETS__
<p>Writing and coding by <a href="https://twitter.com/ghostchibi" target="_blank">ghostchibi</a>.<br>
Background art by <a href="https://twitter.com/grandreturn" target="_blank">grandreturn</a>.<br>
__ENGINE AND EXISTING ASSETS__
<p><a href="https://www.motoslave.net/sugarcube/2/" target="_blank">SugarCube</a> story format for Twine/Twee created by TheMadExile/Thomas Michael Edwards.<br>
Custom SugarCube macros made by <a href="https://twinelab.net/custom-macros-for-sugarcube-2/#/" target="_blank">Chapel</a>.<br>
Visual novel-style display code created by <a href="https://github.com/cyrusfirheir" target="_blank">CyrusFirheir</a>.<br>
UI icons from <a href="https://fontawesome.com/license/free" target="_blank">Font Awesome</a>, used under the CC BY 4.0 license</p> <<removeclass "#header-center" "slide">>
<<removeclass "#header-right" "slide">>
<<addclass "#header-left" "slide">>
/* code to pull from source */
<<set _source = Story.get($text).text.split("<!-- the separator -->")>>
<<set _dialogue to _source[$lineConvo]>>
/* pulling the speaker, sprites, and bg */
<<run _dialogue = _dialogue.replace(/\/\*\s*speaker:(.*)\*\//, function(match, p1) {
_speaker = p1.trim() || "";
return "";
})>>
<<set $speaker to _speaker>>
<<run [
"spriteL",
"spriteR",
"spriteC",
"bg",
"log"
].forEach(el => {
let esc = el.replace(/[.*+\-?^${}()|[\]\\]/g, '\\$&');
_dialogue = _dialogue.replace(new RegExp("\\/\\*\\s*" + esc + ":(.*)\\*\\/"), function(match, p1) {
variables()[el] = p1.trim() || variables()[el];
return "";
});
})>>
/* sprite swap */
<<for _s range setup.spritePositions>>
<<set _spriteTemp = variables()[_s.name] is "RESET" ? "" : "img/sprites/" + variables()[_s.name] + ".png">>
<<run
let images = $(_s.selector + ".crossfade img");
$(images.get(0)).attr("src", _spriteTemp);
$(images.get(1))
.fadeOut(400, function() {
$(images.get(1))
.prependTo(images.parent())
.attr("src", "")
.fadeIn(0);
});
>>
<</for>>
/* bg swap, if declared */
<<removeclass "html">>
<<addclass "html" $bg>>
/* speaker display container */
<<if _speaker !== "">>
<<removeclass "#speaker" "hidden">>
<<else>>
<<addclass "#speaker" "hidden">>
<</if>>
<<removeclass "#nav" "hidden">>
<<removeclass "#dialogue" "hidden">>
/* this updates sprite, speaker, and dialogue display, do not remove*/
<<update>>
/* hides and shows sprites as dictated */
<<liveblock>>
<<timed 0s>>
<<for _hidden range $hidden>>
<<capture _hidden>>
<<if _hidden.state>>
<<addclass _hidden.selector "hidden">>
<<else>>
<<removeclass _hidden.selector "hidden">>
<</if>>
<</capture>>
<</for>>
<</timed>>
<</liveblock>>
/* dialogue push to log */
<<if $log !== "false">>
<<run $backlog.push({
speaker: $speaker,
dialogue: _dialogue
})>>
<</if>> <<set $hidden.spriteL.state to true ; $hidden.spriteR.state to true ; $hidden.spriteC.state to true>>
<<update>>
<<addclass "#speaker" "hidden">>
<<addclass "#dialogue" "hidden">>
<<addclass "#nav" "hidden">>
<<addclass "#nav-map" "hidden">>
<<set $lineMap to 0>>
<<= '<<include "' + $bg + $chapter + 'Inv">>'>>
<<if $mapDone>>
<<removeclass "#header-left" "slide">> /* Back button only appears if the investigation is done */
<</if>> /* code to pull from source */
<<set _source = Story.get($textMap).text.split("<!-- the separator -->")>>
<<set _dialogue to _source[$lineMap]>>
/* pulling the speaker, sprites, and bg */
<<run _dialogue = _dialogue.replace(/\/\*\s*speaker:(.*)\*\//, function(match, p1) {
_speaker = p1.trim() || "";
return "";
})>>
<<set $speaker to _speaker>>
<<run [
"spriteL",
"spriteR",
"spriteC",
"bg",
"log"
].forEach(el => {
let esc = el.replace(/[.*+\-?^${}()|[\]\\]/g, '\\$&');
_dialogue = _dialogue.replace(new RegExp("\\/\\*\\s*" + esc + ":(.*)\\*\\/"), function(match, p1) {
variables()[el] = p1.trim() || variables()[el];
return "";
});
})>>
/* sprite swap */
<<for _s range setup.spritePositions>>
<<set _spriteTemp = variables()[_s.name] is "RESET" ? "" : "img/sprites/" + variables()[_s.name] + ".png">>
<<run
let images = $(_s.selector + ".crossfade img");
$(images.get(0)).attr("src", _spriteTemp);
$(images.get(1))
.fadeOut(400, function() {
$(images.get(1))
.prependTo(images.parent())
.attr("src", "")
.fadeIn(0);
});
>>
<</for>>
/* bg swap, if declared */
<<removeclass "html">>
<<addclass "html" $bg>>
/* speaker display container */
<<if _speaker !== "">>
<<removeclass "#speaker" "hidden">>
<<else>>
<<addclass "#speaker" "hidden">>
<</if>>
<<removeclass "#nav-map" "hidden">>
<<removeclass "#dialogue" "hidden">>
/* this updates sprite, speaker, and dialogue display, do not remove*/
<<update>>
/* hides and shows sprites as dictated */
<<liveblock>>
<<timed 0s>>
<<for _hidden range $hidden>>
<<capture _hidden>>
<<if _hidden.state>>
<<addclass _hidden.selector "hidden">>
<<else>>
<<removeclass _hidden.selector "hidden">>
<</if>>
<</capture>>
<</for>>
<</timed>>
<</liveblock>>
/* dialogue push to log */
<<if $log !== "false">>
<<run $backlog.push({
speaker: $speaker,
dialogue: _dialogue
})>>
<</if>> /* code to pull from source */
<<set _source = Story.get($text).text.split("<!-- the separator -->")>>
<<set _dialogue to _source[$lineConvo]>>
/* pulling the speaker, sprites, and bg */
<<run _dialogue = _dialogue.replace(/\/\*\s*speaker:(.*)\*\//, function(match, p1) {
_speaker = p1.trim() || "";
return "";
})>>
<<set $speaker to _speaker>>
<<run [
"spriteKaz",
"spriteSu",
"spritePros",
"spriteAide",
"spriteWitL",
"spriteWitR",
"spriteWitC",
"spriteJudge",
"log"
].forEach(el => {
let esc = el.replace(/[.*+\-?^${}()|[\]\\]/g, '\\$&');
_dialogue = _dialogue.replace(new RegExp("\\/\\*\\s*" + esc + ":(.*)\\*\\/"), function(match, p1) {
variables()[el] = p1.trim() || variables()[el];
return "";
});
})>>
/* sprite swap */
<<for _s range setup.spritePositions>>
<<set _spriteTemp = variables()[_s.name] is "RESET" ? "" : "img/sprites/" + variables()[_s.name] + ".png">>
<<run
let images = $(_s.selector + ".crossfade img");
$(images.get(0)).attr("src", _spriteTemp);
$(images.get(1))
.fadeOut(400, function() {
$(images.get(1))
.prependTo(images.parent())
.attr("src", "")
.fadeIn(0);
});
>>
<</for>>
/* bg swap, if declared */
<<removeclass "html">>
<<addclass "html" $bg>>
/* speaker display container */
<<if _speaker !== "">>
<<removeclass "#speaker" "hidden">>
<<else>>
<<addclass "#speaker" "hidden">>
<</if>>
<<removeclass "#nav" "hidden">>
<<removeclass "#dialogue" "hidden">>
/* this updates sprite, speaker, and dialogue display, do not remove*/
<<update>>
/* hides and shows sprites as dictated */
<<liveblock>>
<<timed 0s>>
<<for _hidden range $hidden>>
<<capture _hidden>>
<<if _hidden.state>>
<<addclass _hidden.selector "hidden">>
<<else>>
<<removeclass _hidden.selector "hidden">>
<</if>>
<</capture>>
<</for>>
<</timed>>
<</liveblock>>
/* dialogue push to log */
<<if $log !== "false">>
<<run $backlog.push({
speaker: $speaker,
dialogue: _dialogue
})>>
<</if>> <<for _i to 0; _i lt $backlog.length; _i++>>
<<capture _i>>
<span class="bold"><<= '<<nobr>>' + $backlog[_i].speaker + '<</nobr>>'>></span><br>
<<= '<<nobr>>' + $backlog[_i].dialogue + '<</nobr>>'>><br>
<hr>
<</capture>>
<</for>> <div class="court-record">
<<for _I range $courtRecord>>
<<capture _I>>
<div>
<div class="item">
<div style="height:130px;"><img class="item-image" @src="setup.items[_I].image"></div>
<div class="item-text">
<div class="bold border-bottom"><<= setup.items[_I].name>></div>
<<= setup.items[_I].desc>>
</div>
</div>
</div>
<</capture>>
<</for>>
</div> <<popover noclick>><<include $popover>><</popover>> <<timed 0.5s>>
<<addclass ".transOverlay" "hidden">>
<</timed>>
<<if $speed is "none">>
<<include $chapter>>
<div class="start">
<<button "Continue">>
<<removeclass ".transOverlay" "hidden">>
<<timed 0.5s>>
<<goto "Convo">>
<</timed>>
<</button>>
</div>
<<else>>
<<type $speed start 0s none>>
<<include $chapter>>
<</type>>
<span class="fade-in">
<div class="start">
<<button "Continue">>
<<removeclass ".transOverlay" "hidden">>
<<timed 0.5s>>
<<goto "Convo">>
<</timed>>
<</button>>
</div>
</span>
<</if>>/* hiding divs, resetting values */
<<removeclass "html">>
<<set $spriteL to "RESET" ; $spriteR to "RESET" ; $spriteC to "RESET">>
<<set $hidden.spriteL.state to true ; $hidden.spriteR.state to true ; $hidden.spriteC.state to true>>
<<update>>
<<set $courtRecord to []>>
<<set $bg to "">>
<<set $backlog to []>>
<<set $lineMap to 0>>
<<set $mapDone to false>>
<<set $clues to []>>
<<addclass "#speaker" "hidden">>
<<addclass "#dialogue" "hidden">>
<<addclass "#nav" "hidden">>
<<addclass "#nav-map" "hidden">>
<<set $textMap to "">>
<<timed 0.5s>>
<<addclass ".transOverlay" "hidden">>
<</timed>>
<<set $lineConvo to 0>>
<<set _nextChapter to $chapter + 1>>
<div class="center">
<br>
Chapter $chapter End
<br>
<<button "Save Game">>
<<run UI.saves();>>
<</button>>
|
<<button "Continue">>
<<set $backlog to []>>
<<set $chapter++>>
<<set $text to "Source" + $chapter + "-1">>
<<removeclass ".transOverlay" "hidden">>
<<goto "Intro">>
<</button>>
</div>This is the end of the story.
[[The End|From the creator]] <<set $courtRecord to []>>
<<set setup.items to {
/* constant */
armband: {
name: "Defense attorney's armband",
desc: "Proof that I'm a certified attorney in the Great Japanese Empire.",
image: "img/court_record/armband.png"
},
ryuuWatch: {
name: "Naruhodou's pocket watch",
desc: "A watch that Naruhodou received from his grandfather. It's tarnished from exposure to sulfur.",
image: "img/court_record/ryuuWatch.png"
},
/* ch 1 */
irisNotes1: {
name: "Iris's notes (page 1)",
desc: "Page 1 of Iris's notes on Souseki-san's second case.",
image: "img/court_record/irisNotes.png"
},
irisNotes2: {
name: "Iris's notes (page 2)",
desc: "Page 2 of Iris's notes on Souseki-san's second case.",
image: "img/court_record/irisNotes.png"
},
irisNotes3: {
name: "Iris's notes (page 3)",
desc: "Page 3 of Iris's notes on Souseki-san's second case.",
image: "img/court_record/irisNotes.png"
},
irisNotes4: {
name: "Iris's notes (page 4)",
desc: "Page 4 of Iris's notes on Souseki-san's second case.",
image: "img/court_record/irisNotes.png"
},
irisNotes5: {
name: "Iris's notes (page 5)",
desc: "Page 5 of Iris's notes on Souseki-san's second case.",
image: "img/court_record/irisNotes.png"
},
irisNotesAll: {
name: "Iris's notes (all pages)",
desc: "Iris's notes on Souseki-san's second case, in proper page order.",
image: "img/court_record/irisNotesAll.png"
},
seldenNotes: {
name: "Selden file",
desc: "Summarized notes from Selden's trial, written down by Lady van Zieks and me.",
image: "img/court_record/seldenNotes.png"
},
/* ch2 */
rocoFile: {
name: "Lady van Zieks's file",
desc: "A file of newspaper clippings about the Professor Killings, compiled by Lady van Zieks at the time of the murders.",
image: "img/court_record/rocoFile.png"
}
}>>
<<run $courtRecord.pushUnique("armband")>>
<<run $courtRecord.pushUnique("ryuuWatch")>> <<nobr>>
<<preload `[
"img/bg/attic.png",
"img/bg/bars.png",
"img/bg/home.png",
"img/bg/jail.png",
"img/court_record/armband.png",
"img/court_record/irisNotes.png",
"img/court_record/irisNotesAll.png",
"img/court_record/ryuuWatch.png",
"img/sprites/Chrogray_bow.png",
"img/sprites/Chrogray_glare.png",
"img/sprites/Chrogray_handfront.png",
"img/sprites/Chrogray_handsside.png",
"img/sprites/Chrogray_handsup.png",
"img/sprites/Chrogray_neutral.png",
"img/sprites/Chrogray_sad.png",
"img/sprites/Chrogray_smile.png",
"img/sprites/Gina_angry.png",
"img/sprites/Gina_cross.png",
"img/sprites/Gina_hmm.png",
"img/sprites/Gina_laugh.png",
"img/sprites/Gina_neutral.png",
"img/sprites/Gina_sad.png",
"img/sprites/Gina_shock.png",
"img/sprites/Gina_sigh.png",
"img/sprites/Holmes_laugh.png",
"img/sprites/Holmes_neutral.png",
"img/sprites/Holmes_pointup.png",
"img/sprites/Iris_neutral.png",
"img/sprites/Iris_point.png",
"img/sprites/Iris_pout.png",
"img/sprites/Iris_sad.png",
"img/sprites/Iris_shrug.png",
"img/sprites/Iris_smile.png",
"img/sprites/Iris_surprised.png",
"img/sprites/Iris_think.png"
]`>>
<</nobr>><div class="center">
緋色の研究<br>
A Study in Scarlet
</div>
<p>"I must thank you for it all. I might not have gone but for you, and so have missed the finest study I ever came across: a study in scarlet, eh? Why shouldn't we use a little art jargon. There's the scarlet thread of murder running through the colourless skein of life, and our duty is to unravel it, and isolate it, and expose every inch of it. And now for lunch, and then for Norman Neruda. Her attack and her bowing are splendid. What's that little thing of Chopin's she plays so magnificently: Tra-la-la-lira-lira-lay."</p>
<p>Leaning back in the cab, this amateur bloodhound carolled away like a lark while I meditated upon the many-sidedness of the human mind.</p><div class="center">
バスカヴィル家の猟犬<br>
The Hound of the Baskervilles
</div>
<p>We sprang to our feet, and yet not one of us was capable of movement, paralyzed by the dreadful form which had appeared from within the fog. It was the hound in question, no doubt, an enormous beast that seemed more shadow than flesh. From its open mouth dripped and dribbled a liquid which I could not identify in the darkness, yet filled my mind with the thought of blood. Its eyes pierced the air as if made of pure light, utterly contrary to the rest of its form. Never had I seen such a beast in my life. And yet the most appalling sight of all was not the hound itself—the terror I felt multiplied manifold as I caught sight of a golden collar, laid with gemstones glittering so innocently as they adorned the hound's throat.</p>
<p>This abomination was guided by a human hand.</p>
/* chapter preload */
<<set $text to "Source2-1">>
<<run $courtRecord.pushUnique("armband") ; $courtRecord.pushUnique("ryuuWatch")>><div class="center">
恐怖の谷<br>
The Valley of Fear
</div>
<p>"A great brain and a huge organization have been turned to the extinction of one man. It is crushing the nut with the triphammer—an absurd extravagance of energy—but the nut is very effectually crushed all the same."</p>
<p>Lestrade beat upon the table with a clenched fist in impotent anger. "Do not tell me that we have to sit down under this? Do you say that no one can ever get level with this king devil?"</p>
<p>"No, I don't say that," said Holmes, and his eyes seemed to be looking far into the future. "I don't say that he can't be beat. But you must give me time—you must give me time!"</p>
<p>We all sat in silence for some minutes while those fateful eyes still strained to pierce the veil.</p>
/* chapter preload */
<<set $text to "Source3-1">>
<<run $courtRecord.pushUnique("armband") ; $courtRecord.pushUnique("ryuuWatch")>><div class="center">
四人の符号<br>
The Sign of the Four
</div>
<p>"You see," he said, with a significant raising of the eyebrows.</p>
<P>In the light of the lantern I read, with a thrill of horror, "The sign of the four</p>."
<P>"In God's name, what does it all mean?" I asked.</p>
<P>"It means murder," said he, stooping over the dead man. "Ah, I expected it. Look here!" He pointed to what looked like a long, dark thorn stuck in the skin just above the ear.</p>
<p>"It looks like a thorn," said I.</p>
<p>"It is a thorn. You may pick it out. But be careful, for it is poisoned."</p>
<p>I took it up between my finger and thumb. It came away from the skin so readily that hardly any mark was left behind. One tiny speck of blood showed where the puncture had been.</p>
<p>"This is all an insoluble mystery to me," said I. "It grows darker instead of clearer."</p>
/* chapter preload */
<<set $text to "Source4-1">>
<<run $courtRecord.pushUnique("armband") ; $courtRecord.pushUnique("ryuuWatch")>><div class="center">
亜双義一真の最後の挨拶<br>
Kazuma Asougi and His Last Bow
</div>
<p>And with that, the man of the hour took his deep bow, and exited the stage.</p>
/* chapter preload */
<<set $text to "Source5-1">>
<<run $courtRecord.pushUnique("armband") ; $courtRecord.pushUnique("ryuuWatch")>>/* a complete blackout screen to use for fade-in and fade-out */
<div class="transOverlay hidden"></div>
/* Investigate "Back" link on left*/
<div id="header-left" class="bold slide">
<<button "Back">>
<<set $lineConvo++>>
<<goto "Convo">>
<</button>>
</div>
/* mini-UI at center */
<div id="header-center" class="slide">
<<button '<img src="img/icons/undo-alt.svg" height="20px">'>><<run UI.restart();>><</button>>
<<button '<img src="img/icons/cog-solid.svg" height="20px">'>><<run UI.settings();>><</button>>
<<button '<img src="img/icons/save.svg" height="20px">'>><<run UI.saves()>><</button>>
<<button '<img src="img/icons/book.svg" height="20px">'>><<run setup.backlogDialog()>><</button>>
</div>
/* testing UI */
<div id="testing">
<<link "FOR TESTERS">>
<<run setup.testingDialog()>>
<</link>>
</div>
/* "Court Record" at right */
<div id="header-right" class="bold slide">
<<button "Court Record">>
<<run setup.inventoryDialog()>>
<</button>>
</div>
/* Convo and Court sprites */
/* setup.sprites is an array of all sprite classes (in the form of "sprite-[name]") */
<<for _i to 0; _i lt setup.sprites.length; _i++>>
<div @class="'sprite-' + setup.sprites[_i] + ' hidden crossfade'">
<img src="">
<img src="">
</div>
<</for>>
/* jail bars */
<div id="bars" class="hidden">
<img src="img/bg/bars.png">
</div>
/* speaker and dialog boxes */
<div id="speaker" class="hidden">
<<liveblock>>
<<= _speaker>>
<</liveblock>>
</div>
<div id="dialogue" class="hidden">
<<liveblock>>
<<if $speed is "none">>
<<= "<<nobr>>" + (_dialogue || "") + "<</nobr>>">>
<<timed 0s>>
<<run $('#nav button').ariaDisabled(false);
$('#nav-map button').ariaDisabled(false);
>>
<</timed>>
<<else>>
<<type $speed start 0s none>>
<<= "<<nobr>>" + (_dialogue || "").trim() + "<</nobr>>">>
<</type>>
<</if>>
<</liveblock>>
</div>
/* forward buttons */
<<disable $log is "false">>
<span id="nav" class="hidden">
<<button '<img src="img/icons/play-solid.svg">'>>
<<if $lineConvo < _source.length - 1>>
<<set $lineConvo++>>
<<goto `passage()`>>
<<else>>
<<if $ch is 5>>
<<goto "Finale">>
<<else>>
<<removeclass ".transOverlay" "hidden">>
<<timed 0.5s>>
<<goto "ChapterEnd">>
<</timed>>
<</if>>
<</if>>
<</button>>
</span>
<span id="nav-map" class="hidden">
<<button '<img src="img/icons/play-solid.svg">'>>
<<if $lineMap < _source.length - 1>>
<<set $lineMap++>>
<<goto `passage()`>>
<<else>>
<<goto "Investigate">>
<</if>>
<</button>>
</span>
<</disable>> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: true */
Naruhodou's daruma. He really limited himself to packing just essentials, but he couldn't leave this behind.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
One eye filled... and with the one who filled the eye gone, the other will never know sight.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I wish I knew what he'd wished for when he filled in that eye. What kind of hopes and dreams did he have that I never knew about?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $clues.pushUnique("daruma")>>
It's too late now. Maybe one day I'll find out. Until then, I have to keep this daruma. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: true */
A desk in disarray betrays a heart in disarray. Or so they say.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Naruhodou's desk was always a mess, but I doubt his heart was in disarray. One can't make assumptions like that.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I've spent so much time sitting here, working on my cases. Souseki-san's first case was the first time I used this desk to put together my case. And then there was his second case with that weird treasure in the wall.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Holmes had a reaction to that revelation... I'm not sure what it means yet.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
And then Gina's case. Poor Hatch. I hope his shop is in good hands now... a lot of people depended on him.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
And then Rupert's trial. That one got me a look from Lord Vortex. I suppose he expected I would only defend assuredly innocent clients. As if that's what being a defense attorney is only about.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I wish I could have done more, but at least Rupert will be a free man again one day. As long as he's alive, he can always petition. Lost years can't be gotten back, but dead men can't be un-hanged.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Then there was the case with "the Crow" and the medical exchange student. Then the one with that bizarre coroner. And now, nothing. I haven't had a case recently.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $clues.pushUnique("desk")>>
I was hoping to have something to work on, to distract me... I should find something to do. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: true */
London is always foggy. And when it's not, it's raining.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
At least there's sunlight in the attic. Rupert hasn't had any at the gaol. The man is going to turn whiter than a nurse's uniform at this rate.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
......
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $clues.pushUnique("window")>>
If I don't have anything to do, it might be worth visiting him instead of wasting time. I'm sure he's willing to talk some more. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: true */
A wood burning stove. After what Souseki-san went through, I'm glad that the attic doesn't have gas.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
London winters are colder than I expected. According to Iris, the warmest place in a house is the top floor. Something about hot air rising and cold air sinking?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
It sure doesn't feel that way, but at least my water isn't frozen when I wake up in the morning.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $clues.pushUnique("stove")>>
...I hope Holmes and Iris aren't cold. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: true */
Now that Susato isn't using the back room, Gina sleeps there sometimes.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Holmes tried to convince her to live here permanently, but being away from the street kids makes her anxious. She's worried that something will happen to them while she's away.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I understand what Holmes is trying to do, but it feels like he's trying a little too hard. Gina is his apprentice. If she wants to be his family, she'll open up eventually. All he needs to do is leave the door open, and she'll come inside when she wants to.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
That kind of trust takes time to build, especially for kids like her.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
......
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $clues.pushUnique("doorway")>>
I haven't seen her in a few days. I wonder how she's doing. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: true */
One of the few comforts of home that I have here in London.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
This is actually Susato's set. She left it here for me, to keep me from "getting lonely", she said.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I have to admit, being able to make green tea from time to time is nice. Iris's herbal teas are amazing, but... people tend to prefer what they grew up with.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $clues.pushUnique("tea set")>>
I hope I get another package from my cousin soon. I'm starting to run low on leaves. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: true */
Naruhodou fit in this, somehow. I was so nervous that someone would find him, but he promised that he wouldn't make a noise.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Seeing him leap out of the trunk when I opened it... I don't think I'd ever seen him look so happy.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
And now...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
*sigh* All because of that stupid steak. He didn't want to eat dinner because he felt too guilty over stealing the steak from a few days before that.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I should have insisted that he eat. He wouldn't have gotten up in the middle of the night, he wouldn't have panicked over me passed out at the desk, he wouldn't have opened the door for Nikomina.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
He wouldn't have...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
......
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $clues.pushUnique("trunk")>>
He was just trying to help. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
<<if $clues.length is 5>>
I wonder if Holmes ever thought about destroying the notes.
<<else>>
Do you think that Holmes might have destroyed any pages?
<</if>>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
/* log: */
<<set $hidden.spriteC.state to false>>
Oh, I don't think so.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
He told me that I couldn't write about the case, but he didn't destroy my manuscript about the Hound of the Baskervilles, even though he said I couldn't publish it.
<<if $clues.length lt 5>>
I think he just hid my notes.
<</if>>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
<<run $visited.pushUnique("fireplace")>>
The fire is still going, so I can't check the ashes. It doesn't look like there's anything salvageable in there anyway. /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
Maybe it's under the couch, or under the cushions.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
<<set $hidden.spriteC.state to false>>
Hmm, let's check!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I'll look underneath, you check the cushions?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
Sure!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
...
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
...
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
*THUNK*
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Ow.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_surprised */
/* log: */
Are you okay, Kazzie?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I just hit my head. There's nothing under the couch.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_pout */
/* log: */
Hmm, nothing under the cushions either...
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_surprised */
/* log: */
Oh, wait! I think I see something between the gap—
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
Aha! I got it!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
So, what's the verdict?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
...
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
Yup, this is one of the pages! It's one of the middle pages.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $visited.pushUnique("couch")>>
<<run $clues.pushUnique("irisNotes3")>>
<<run $courtRecord.pushUnique("irisNotes3")>>
Good catch!
<<if $clues.length is 5>>That's all five pages, then.<</if>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="gold">Iris's notes (page 3) retrieved by Iris.</span> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
The mantle has a lot on it. Are these "mementos" from Holmes's cases?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
<<set $hidden.spriteC.state to false>>
Some are! Some of these are just normal presents, though.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
<<set $hidden.spriteC.state to true>>
<span class="red">(Framed photographs of Holmes, Iris, and some people I don't recognize, a knife stabbed into the wall holding up some papers, a metronome, books, a pointed-toe shoe...)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Hm. This picture frame has less dust on it than the others. Is this a new photograph?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_shrug */
/* log: */
<<set $hidden.spriteC.state to false>>
No, that was taken last year. It's been up there ever since. Holmesie is supposed to dust the mantle because I can't reach.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
It seems like he's been neglecting that duty. This frame is the only one with less dust, though. I wonder...
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
<<set $hidden.spriteC.state to true>>
*click*
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Aha! There's something between the photo and the frame backing.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
<<set $hidden.spriteC.state to false>>
Oooh! Is it one of my notes?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Yeah, there's a heading here... titled "The Haunting of Natsume Souseki"?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_point */
/* log: */
Yup, that's the one! Nice thinking, Kazzie!
<<run $visited.pushUnique("mantle")>>
<<run $clues.pushUnique("irisNotes1")>>
<<run $courtRecord.pushUnique("irisNotes1")>>
<<if $clues.length is 5>>Looks like that's all of them!<</if>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="gold">Iris's notes (page 1) handed to Iris.</span> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
A combination trunk and dining table. The latter is unintended use. Say, what's in this trunk, Iris?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
<<set $hidden.spriteC.state to false>>
It has everything that my papa left for me when he went overseas. All of his case notes were in here. That's how I wrote about all of Holmesie's cases from before I was even born!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
So, you open this trunk all the time, then?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Not anymore, but I have the key. And if Holmesie opened it, I would know.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
Don't try to open it, okay Kazzie? I put a little something in it to make sure nobody opens it without my permission. Don't tell Holmesie!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I... I won't.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<<run $visited.pushUnique("trunk")>>
<span class="red">(I'll certainly respect her privacy, but... what kind of "safety mechanism" did she put on this thing!?)</span> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
A plush chair with a cushion. I usually sit here. This chair's seat cushion isn't removable, so there aren't any good hiding spots on this chair.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
/* log: */
<<set $hidden.spriteC.state to false>>
What about the cushion? That has a cover with buttons. Someone could slip something flat inside.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Well, it's leaking stuffing in the back, so I don't think it's a very good hiding spot.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_surprised */
/* log: */
<<run $visited.pushUnique("chair")>>
Oh no, the poor thing! /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
Shelves with a random assortment of items. It's out of Iris's reach without a ladder or a chair. Maybe the notes are hidden here?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
<<set $hidden.spriteC.state to false>>
Can you check, Kazzie?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Sure. Let's see...
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
<<set $hidden.spriteC.state to true>>
*rustle* *clink* *clunk* *rustle*
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
...Iris?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
/* log: */
<<set $hidden.spriteC.state to false>>
Uh-huh?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I don't think Holmes is very good at hiding things.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
What makes you say that?
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
<<set $hidden.spriteC.state to true>>
<span class="red">(I pull the sheet of paper off of the top of the shelf and show it to Iris.)</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_surprised */
/* log: */
<<set $hidden.spriteC.state to false>>
...
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_shrug */
/* log: */
Oh Holmesie.
<<run $visited.pushUnique("shelves")>>
<<run $clues.pushUnique("irisNotes4")>>
<<run $courtRecord.pushUnique("irisNotes4")>>
<<if $clues.length is 5>>Well, at least that's all of them!<</if>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="gold">Iris's notes (page 4) handed to Iris.</span> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
More books than I feel like can be reasonably read by one human being in a lifetime, stacked up or shelved in a haphazard order.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
<<set $hidden.spriteC.state to false>>
A lot of these are about chemistry. Holmesie went to university to be a chemist, before he started being a detective.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Does he read these anymore?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Sometimes. He says he needs them because he forgets what's in them to make room for more important things in his brain. He needs lots of space to memorize things that he can't keep written down.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Is that his excuse for not knowing how the solar system works?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
Oh Kazzie, if this globe wasn't here, Holmesie would probably forget that the earth is round!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="red">(Hmm.)</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
<<run $visited.pushUnique("books")>>
<<if $clues.length lt 5>>
Anyway, it would take too long to check all of these books... we should check somewhere else first, and then come back if we don't find my notes.
<<else>>
We don't have time to worry about these books right now. Let's get to my notes!
<</if>> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
A gramophone that doesn't get much use. I thought that Holmes would like to listen to music, but he prefers scratching away on his violin.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* log: */
<<set $hidden.spriteC.state to false>>
He likes hearing himself play more than he likes hearing other people play.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Mmhmm. I don't suppose it would be easy to hide something in this... You would jam the mechanism if you tried to put something inside.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_shrug */
/* log: */
And the noise would come out funny if you put it in the bell.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
But it hasn't been used in a while, right? I've never seen it turned on once in the entire time I've stayed here.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
/* log: */
Hmm.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Hmm.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="red">(But what if...)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
*rustle*
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_surprised */
/* log: */
<span class="red">(...You're joking.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I guess he really was counting on the fact that nobody uses the gramophone.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_pout */
/* log: */
Aww, it's all curled from being rolled up in the bell! I need to put some books on this to flatten it.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
At least we found it.
<<run $visited.pushUnique("gramophone")>>
<<run $clues.pushUnique("irisNotes2")>>
<<run $courtRecord.pushUnique("irisNotes2")>>
<<if $clues.length is 5>>And now that makes all five sheets.<</if>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="gold">Iris's notes (page 2) unrolled and handed to Iris.</span> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: true */
A bust of Napoleon, an hourglass, and other random knick-knacks strewn about.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_pout */
/* log: */
<<set $hidden.spriteC.state to false>>
Holmesie is so messy sometimes. He's like a little kid!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="red">(Not good to hear coming from a ten-year-old, for several reasons.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Everything here is dusted neatly. It seems like a bad place to hide something if there's always someone looking at it.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
Remember what I said, Kazzie? Holmes likes to hide things in plain sight! This might be just the place!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
You're right. Let's check the drawers, then.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Okay!
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
<<set $hidden.spriteC.state to true>>
*clunk* *clunk* *clunk* *clunk*
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
...
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
...All of these drawers are empty.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_pout */
/* log: */
<<set $hidden.spriteC.state to false>>
I thought we had some stationery in here... Holmesie must have moved it. Grr, now I can't write letters until Holmesie comes home!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
Wait, is there a gap between the cabinet and the wall?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I'm going to push this just a little. Stand back, Iris.
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* log: */
<<set $hidden.spriteC.state to true>>
*slide* *sliiiiiiiide*
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* log: */
<<set $hidden.spriteC.state to false>>
I see a paper! Let me see...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
The entire sheet, behind the cabinet...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="red">(I wonder if he hid it there, or if he just dropped it...)</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
I think this is the end page from my notes. Nice find, Kazzie!
<<run $visited.pushUnique("cabinet")>>
<<run $clues.pushUnique("irisNotes5")>>
<<run $courtRecord.pushUnique("irisNotes5")>>
<<if $clues.length is 5>>And now that's all of them!<</if>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* log: */
<span class="gold">Iris's notes (page 5) handed to Iris.</span> <<if $clues.length is 7>>
<<set $mapDone to true>>
<</if>>
<img class="position" src="img/bg/attic.png" usemap="#image-map">
<map name="image-map">
<<disable $clues.includes("daruma")>>
<area
data-passage="Map"
data-setter="$textMap to 'attic1InvTextDaruma'"
alt="daruma"
title="daruma"
coords="661,210,702,209,706,186,696,161,668,161,657,187"
shape="poly">
<</disable>>
<<disable $clues.includes("desk")>>
<area
data-passage="Map"
data-setter="$textMap to 'attic1InvTextDesk'"
alt="desk"
title="desk"
coords="569,366,557,283,608,253,847,259,855,286,842,329,820,333,818,366"
shape="poly">
<</disable>>
<<disable $clues.includes("window")>>
<area
data-passage="Map"
data-setter="$textMap to 'attic1InvTextWindow'"
alt="window"
title="window"
coords="268,38,269,235,220,233,214,143,165,125,164,92,229,24"
shape="poly">
<</disable>>
<<disable $clues.includes("stove")>>
<area
data-passage="Map"
data-setter="$textMap to 'attic1InvTextStove'"
alt="stove"
title="stove"
coords="386,0,376,51,408,331,400,341,403,440,429,448,514,447,547,424,570,400,566,345,535,334,514,284,477,271,457,292,460,336,441,336,432,206,409,49,428,0"
shape="poly">
<</disable>>
<<disable $clues.includes("doorway")>>
<area
data-passage="Map"
data-setter="$textMap to 'attic1InvTextDoorway'"
alt="doorway"
title="doorway"
coords="913,290,917,152,924,117,940,97,960,81,959,290"
shape="poly">
<</disable>>
<<disable $clues.includes("tea set")>>
<area
data-passage="Map"
data-setter="$textMap to 'attic1InvTextTeaSet'"
alt="tea set"
title="tea set"
coords="384,525,406,496,409,471,439,462,457,452,528,455,551,440,572,452,578,460,621,462,623,502,593,539,478,538,459,523"
shape="poly">
<</disable>>
<<disable $clues.includes("trunk")>>
<area
data-passage="Map"
data-setter="$textMap to 'attic1InvTextTrunk'"
alt="trunk"
title="trunk"
coords="853,295,919,291,915,364,888,382,819,377,823,332,849,334"
shape="poly">home1Inv
<</disable>>
</map> <<if $clues.length is 5>>
<<set $mapDone to true>>
<</if>>
<img class="position" src="img/bg/home.png" usemap="#image-map">
<map name="image-map">
<<disable $visited.includes("fireplace")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextFireplace'"
alt="fireplace"
title="fireplace"
coords="392,264,391,218,698,211,693,383,677,380,675,356,645,360,641,374,552,380,544,363,499,371,492,385,478,371,441,376,451,331,485,314,480,287,463,268"
shape="poly">
<</disable>>
<<disable $visited.includes("couch")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextCouch'"
alt="couch"
title="couch"
coords="0,324,66,291,130,287,176,244,218,231,272,223,321,240,351,266,464,268,484,292,483,320,451,330,431,384,371,396,345,425,232,442,198,426,181,444,133,452,131,504,107,499,111,455,66,448,62,430,0,428"
shape="poly">
<</disable>>
<<disable $visited.includes("mantle")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextMantle'"
alt="mantle"
title="mantle"
coords="401,165,722,163,698,91,658,108,592,106,584,69,537,54,492,70,466,27,436,91,409,51"
shape="poly">
<</disable>>
<<disable $visited.includes("trunk")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextTrunk'"
alt="trunk"
title="trunk"
coords="461,534,687,489,683,438,721,419,718,392,646,370,372,393,346,426,360,464,380,476,380,509"
shape="poly">
<</disable>>
<<disable $visited.includes("chair")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextChair'"
alt="chair"
title="chair"
coords="707,390,709,359,770,341,786,332,770,291,782,252,818,236,848,251,889,240,922,261,927,292,919,341,930,365,926,395,902,403,893,426,897,448,850,483,837,447,731,416"
shape="poly">
<</disable>>
<<disable $visited.includes("shelves")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextShelves'"
alt="shelves"
title="shelves"
coords="900,10,729,136"
shape="rect">
<</disable>>
<<disable $visited.includes("books")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextBooks'"
alt="books"
title="books"
coords="0,11,50,16,58,46,111,55,131,89,149,93,134,125,123,155,120,186,129,195,136,229,137,283,103,298,59,290,50,309,0,317"
shape="poly">
<</disable>>
<<disable $visited.includes("gramophone")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextGramophone'"
alt="gramophone"
title="gramophone"
coords="216,226,249,200,246,172,257,157,276,157,295,173,307,200,304,230,273,222"
shape="poly">
<</disable>>
<<disable $visited.includes("cabinet")>>
<area
data-passage="Map"
data-setter="$textMap to 'home1InvTextCabinet'"
alt="cabinet"
title="cabinet"
coords="712,354,715,253,770,249,767,224,819,219,820,163,867,171,878,216,894,162,915,161,934,189,935,251,940,289,960,293,960,396,931,397,922,348,913,334,926,287,916,255,884,239,847,250,812,241,783,253,770,296,782,331,766,344s"
shape="poly">
<</disable>>
</map> <<if $clues.length is 5>>
<<set $mapDone to true>>
<</if>>
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 960 540" id="home1Inv">
<image width="960" height="540" href="img/bg/home.png" />
<a data-passage="Map" data-setter="$textMap to 'home1InvTextCouch'">
<path
id="couch"
class="clickable"
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<a data-passage="Map" data-setter="$textMap to 'home1InvTextGramophone'">
<path
id="gramophone"
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<a data-passage="Map" data-setter="$textMap to 'home1InvTextChair'">
<path
id="chair"
class="clickable"
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<<timed 0s>>
<<run $("#home1Inv a").each(function () {
$(this).ariaDisabled($visited.includes($(this).children("path").attr("id")));
})>>
<</timed>> /* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: NONE */
/* log: false */
<<timed 1s>>
<<addclass ".transOverlay" "hidden">>
<<set $lineConvo++>>
<<goto `passage()`>>
<</timed>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: true */
<div class="center gold">January 9th, 1901<br>Asougi Law Consultation Office</div>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
.........
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(January 9th... It's been exactly a year since what happened on the Alaclaire.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(A whole year has passed, and I'm nowhere closer to reaching my goal.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(As if that's any reason to give up. As if that's any excuse to stop now.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: attic */
/* log: false */
<<addclass ".transOverlay" "hidden">>
<<timed 2s>>
<<set $lineConvo++>>
<<goto `passage()`>>
<</timed>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: true */
<span class="red">(My name is Kazuma Asougi. I'm a student at Teito Yuumei University, currently participating in an exchange program. I'm in London now, learning about the British legal system, hoping to bring some of that knowledge with me back to Japan.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(I'm going to reform Japan's legal system. But I have a long way before reaching that goal, and more immediate goals in the meantime. Over a year after I left Japan, here I am. Living in the attic of one Mr. Sherlock Holmes.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(This attic has a lot of memories... It's a visible reminder of everything I've done so far here in London.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: false */
<<addclass "#nav" "hidden">>
[[> Examine|Investigate][$log to "true"]]<br>
<<link "FOR TESTING ONLY: Click to skip the Investigate section.">>
<<set $lineConvo++>>
<<goto `passage()`>>
<</link>>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: attic */
/* log: true */
<<set $clues to []>>
<<set $mapDone to false>>
Kazzie! KAAAAAAAA-ZZIEEEEEEEE!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: true */
!
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Kazzie, breakfast is ready! Come downstairs!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I'll be right down!
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: attic */
/* log: false */
<<removeclass ".transOverlay" "hidden">>
<<timed 2s>>
<<set $lineConvo to 0>>
<<set $text to "Source1-2">>
<<goto `passage()`>>
<</timed>> /* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* bg: home */
/* log: true */
<<addclass ".transOverlay" "hidden">>
<<set $hidden.spriteC.state to false>>
<div class="center gold">January 9th, 1901<br>221B Baker Street, Holmes's room</div>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* log: true */
<<set $hidden.spriteC.state to false>>
Good morning Kazzie!
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/* speaker: Asougi */
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Good morning, Iris.
<!-- the separator -->
/* speaker: */
/* spriteL: */
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/* log: */
<span class="red">(This is Iris Watson, ten-year-old genius scientist, author of the Sherlock Holmes stories, and Holmes's... roommate, as both of them say.)</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* log: */
Did you sleep well last night?
<!-- the separator -->
/* speaker: Asougi */
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Somewhat.<br>
<span class="red">(It won't do to lie to her. She knows I've been having trouble sleeping.)</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_pout */
/* bg: */
/* log: true */
Kazzie! I told you to let me know if you have trouble sleeping! I have an herbal tea blend just for that!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
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/* bg: */
/* log: */
I know, but today is a... difficult day for me. But I'm not tired, so you don't need to worry.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: true */
Okay, if you say so. But I can still make you some tea that will wake you right up!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* bg: */
/* log: */
That sounds lovely. I'll have a cup with my breakfast, then.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* bg: */
/* log: */
Coming right up!
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* bg: */
/* log: false */
<<set $hidden.spriteC.state to true>>
<<timed 0.1s>>
<<set $lineConvo++>>
<<goto `passage()`>>
<</timed>>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: true */
<span class="red">(She's a good kid. She uses her observation skills for helping others. Not that Holmes doesn't. But...)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
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/* log: */
<span class="red">(I don't know what to make of him, even now after living under the same roof as him for almost a year.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
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/* bg: */
/* log: */
<span class="red">(It feels a little too convenient that he was present on the Alaclaire, and that Susato and I came to live here.)</span>
<!-- the separator -->
/* speaker: Asougi */
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/* spriteR: */
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<span class="red">(But why? What would be the purpose of planning that out?)</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteR: Iris_pout */
/* spriteL: Holmes_neutral */
/* spriteC: */
/* bg: */
/* log: */
<<set $hidden.spriteL.state to false>>
<<set $hidden.spriteR.state to false>>
Holmesie! You should at least eat breakfast!
<!-- the separator -->
/* speaker: Holmes */
/* spriteR: */
/* spriteL: Holmes_pointup */
/* spriteC: */
/* bg: */
/* log: */
Ah, but time waits for no man! And I must be on my way, lest I lose the opportunity to make our rent!
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
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/* bg: */
/* log: */
<span class="red">(This is Sherlock Holmes, consulting detective and so-called brightest mind of England. Maybe they have brighter ones in Ireland, Scotland, and Wales.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
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<span class="red">(I've been living in the attic of his flat for about the past year, ever since Susato and I arrived in London.)</span>
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/* speaker: */
/* spriteL: */
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<span class="red">(He's an eccentric British gentleman with a goofy but polite demeanor... A very useful place to hide secrets. Lots of secrets.)</span>
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/* speaker: */
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<span class="red">(He's not a bad person, by any means. He's genuinely helpful, and he deserves all of the praise that his intuition and deduction receives. But he keeps secrets, and I know that for a fact.)</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteR: Iris_sad */
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/* log: */
Ooooooooh... but Holmesie...
<!-- the separator -->
/* speaker: Holmes */
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/* spriteL: Holmes_neutral */
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/* bg: */
/* log: */
Now now, I won't be long. I have been tasked with solving a kidnapping, and the safe return of the victim shall be rewarded handsomely. Why, it may cover our entire rent! I'm sure Mr. Asougi is happy to hear that.
<!-- the separator -->
/* speaker: Holmes */
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Is he not?
<!-- the separator -->
/* speaker: Asougi */
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/* log: */
...If you're low on funds, I would suggest saving it rather than paying my part of the rent. I still have my student stipend.
<!-- the separator -->
/* speaker: Holmes */
/* spriteR: Iris_surprised */
/* spriteL: Holmes_laugh */
/* spriteC: */
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/* log: */
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! You make a very good point, Mr. Asougi!
<!-- the separator -->
/* speaker: Holmes */
/* spriteR: Iris_neutral */
/* spriteL: Holmes_pointup */
/* spriteC: */
/* bg: */
/* log: */
Regardless, I shall be on my way! Please do watch over Iris for me. I believe she has shopping today!
<!-- the separator -->
/* speaker: Iris */
/* spriteR: Iris_surprised */
/* spriteL: */
/* spriteC: */
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/* log: */
But Holmesie, you didn't give me any money!
<!-- the separator -->
/* speaker: */
/* spriteR: */
/* spriteL: RESET */
/* spriteC: */
/* bg: */
/* log: false */
<<set $hidden.spriteL.state to true>>
<<timed 0.1s>>
<<set $lineConvo++>>
<<goto `passage()`>>
<</timed>>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: true */
...
<!-- the separator -->
/* speaker: Asougi */
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<span class="red">(He's gone. Of course.)</span>
<!-- the separator -->
/* speaker: Iris */
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/* spriteR: RESET */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
<<set $hidden.spriteR.state to true>>
<<set $hidden.spriteC.state to false>>
Oh, actually, I have something for you Kazzie!
<!-- the separator -->
/* speaker: Asougi */
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/* log: */
For me?
<!-- the separator -->
/* speaker: Iris */
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/* log: */
Yup! Susie sent us a letter in the mail! Here you go! I forgot to say anything about it to Holmesie.
<!-- the separator -->
/* speaker: Asougi */
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/* log: */
<span class="red">(Susato—! Maybe she has news about Dr. Mikotoba's condition... I hope he's okay.)</span>
<!-- the separator -->
/* speaker: Asougi */
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<span class="red">(His sudden illness... )</span>
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/* speaker: */
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/* log: */
*RIP* *RIP* *RIP*
<!-- the separator -->
/* speaker: Iris */
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/* spriteR: */
/* spriteC: Iris_smile */
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/* log: */
Ooooh, hurry up Kazzie! I wanna know what Susie wrote!
<!-- the separator -->
/* speaker: Asougi */
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/* bg: */
/* log: */
Let's see here...
<!-- the separator -->
/* speaker: */
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/* bg: */
/* log: false */
<<removeclass ".transOverlay" "hidden">>
<<timed 2s>>
<<set $lineConvo++>>
<<goto `passage()`>>
<</timed>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_surprised */
/* bg: */
/* log: true */
<<addclass ".transOverlay" "hidden">>
...Wow...
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/* speaker: Asougi */
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/* log: */
Yeah. I'm impressed. And... really proud of her.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* bg: */
/* log: */
Me too! That is so incredible! Susie is a lawyer, just like you!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Yeah, she really is. There's still more to the letter, actually.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
Oh, keep reading! What does it say?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
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/* log: */
It says...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
<span class="red">(...Something interesting. Even more interesting than the fact that Dr. Mikotoba <i>lied</i> about his illness.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
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/* log: */
<span class="red">(Should I read this to Iris?)</span>
<!-- the separator -->
/* speaker: Iris */
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/* spriteC: Iris_pout */
/* bg: */
/* log: */
Kazzie, c'mon!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
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/* log: */
It says...
<!-- the separator -->
/* speaker: Asougi */
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According to Souseki-san, Susato's father reacted oddly to the story about his second trial. He told her that it might have something to do with her father asking her to come home so quickly.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
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/* log: */
But did he say he was sick? Maybe he got better really quickly, before Susie could get back home.
<!-- the separator -->
/* speaker: Asougi */
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/* log: */
Maybe. Say, Iris, do you still have your notes about that case?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* spriteC: Iris_pout */
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/* log: */
I <i>did!</i> But Holmesie told me that I couldn't publish it, and took my notes!
<!-- the separator -->
/* speaker: Asougi */
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/* log: */
!
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_sad */
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/* log: */
He said I could publish the first trial with the stabbing, but he made me promise I wouldn't publish the second trial.
<!-- the separator -->
/* speaker: Asougi */
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Did he tell you why?
<!-- the separator -->
/* speaker: Iris */
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/* log: */
No... and I was gonna make a great story out of it, too... I had five pages, front AND back!
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* spriteC: Iris_neutral */
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/* log: */
Why do you ask, Kazzie?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
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/* log: */
I didn't keep any notes about after the trial, other than a diary entry for that day. I was wondering if you had better notes, since there's apparently something about that case that Susato's father noticed.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
Well, Holmesie probably hid them somewhere. He can't use Hatch's pawn shop anymore, so I guess the only safe place would be inside the house.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
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/* log: */
Are you sure? He wouldn't keep it somewhere more secure?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* spriteC: Iris_pout */
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/* log: */
There's no place more secure than 221B Baker Street!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
That's not what I meant, I meant— Well, what if he hid it, and you found it on accident?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
No, Holmesie would know how to hide something from me. If you want to see my notes, you'll have to help me find them!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
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/* log: */
Thankfully for both of us, I'm more than willing to help. Where do you suppose we should start?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
/* bg: */
/* log: */
Well, Holmesie likes to hide things in "plain sight" because that's the last place that anyone will look. So I think it's in this very room!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
/* bg: */
/* log: */
Let's get started then, shall we?
<!-- the separator -->
/* speaker: */
/* spriteL: */
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/* log: false */
<<addclass "#nav" "hidden">>
<<set $clues to []>>
[[> Examine|Investigate][$log to "true"]]<br>
<<link "FOR TESTING ONLY: Click to skip the Investigate section.">>
<<set $lineConvo++>>
<<goto `passage()`>>
<</link>>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* bg: */
/* log: true */
<<set $hidden.spriteC.state to false>>
<<set $clues to [] ; $visited to []>>
Yay, you did it, Kazzie!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
It was thanks your assistance, Miss Watson.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
Well, that's enough celebrating. We should go upstairs and read all of this!
<!-- the separator -->
/* speaker: */
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/* log: false */
<<removeclass ".transOverlay" "hidden">>
<<timed 3s>>
<<set $lineConvo to 0>>
<<set $text to "Source1-3">>
<<goto `passage()`>>
<</timed>> /* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: attic */
/* log: */
<<addclass ".transOverlay" "hidden">>
Okay, let's see... We should put these in order first. They won't make any sense otherwise.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
So here's the first and last page... we just need to put the other three in the right order.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* spriteC: */
/* bg: */
/* log: */
That might be easier said than done. So, this page ends with the word "seeking"...
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
The next word is probably a noun.
<!-- the separator -->
/* speaker: Asougi */
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/* log: */
But what if it says "seeking out"?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* spriteC: Iris_think */
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/* log: */
But I don't remember writing that in my notes.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
Hrrmh...
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: false */
<<removeclass ".transOverlay" "hidden">>
<<timed 3s>>
<<set $lineConvo++>>
<<goto `passage()`>>
<</timed>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* bg: */
/* log: true */
<<set $clues to [] ; $visited to []>>
<<set $mapDone to false>>
<<addclass ".transOverlay" "hidden">>
<<run $courtRecord.pushUnique("irisNotesAll")>>
<<run $courtRecord.delete("irisNotes1", "irisNotes2", "irisNotes3", "irisNotes4", "irisNotes5")>>
<span class="gold">Iris's notes placed in correct page order.</span>
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* spriteC: */
/* bg: */
/* log: */
There we go! All back in order.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
That took longer than I thought. Let's hurry up and figure out what Susato was trying to tell us before Holmes gets back.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
Oh, Holmesie is probably going to be away all day. It takes more than a few hours to solve a kidnapping!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
True. I hope the victim is alright.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_sad */
/* bg: */
/* log: */
Me too...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
Hmm. Now we have to figure out what the critical part of this whole case was. Let me get my trial notes.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* bg: */
/* log: */
<span class="red">(That was a fairly normal trial, the victim aside... Something is going on here, though. Both Holmes and Dr. Mikotoba are worried about it.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
<span class="red">(Dr. Mikotoba is concerned, but why? There's no reason for him to care about what happens in London. Other than Susato and me, of course. But we were never in any danger during the case.)</span>
<!-- the separator -->
/* speaker: Asougi */
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/* log: */
<span class="red">(Holmes did act strangely at one point in the case, though...)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
Here we go, my case notes. Everything I wrote down about the incident and the trial is in this notebook.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* bg: */
/* log: */
Is it in English? If so, we can trade!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
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/* log: */
Unfortunately, I wrote all of my notes in Japanese. I only wrote down testimonies in English.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_sad */
/* bg: */
/* log: */
Aw... well, maybe I can read those while you read my notes.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
I suppose.
<!-- the separator -->
/* speaker: */
/* spriteL: */
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/* spriteC: Iris_neutral */
/* bg: */
/* log: */
<span class="red">(Iris and I exchange notes, and I start reading hers. We spend a long time in silence. Iris re-reads her own notes over my shoulder when she can't find any more English in my notes to read.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
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/* log: */
I... don't know what to pull from this. I can't find anything that Holmes or Dr. Mikotoba would find alarming. Other than the entire attempted murder situation.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_think */
/* bg: */
/* log: */
Why would Susie's dad be worried about this case anyway?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I think we're asking the wrong questions to wonder why he's worried. We need to find out why he knew about the case before Souseki-san told him about it. If that's the first time he's heard of it, then nothing should have caught his suspicion.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
So that means he knows something about the case?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
Maybe one of the people involved, or the location...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Wait.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
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/* log: */
?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
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/* log: */
The treasure.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_shrug */
/* bg: */
/* log: */
Treasure? What are you talking about, Kazzie?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Holmes got nervous after we found the treasure in Souseki-san's flat. He tried to keep us from getting a good look at it.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_pout */
/* bg: */
/* log: */
Yeah, I wanted to see! But he said it needed to be handed to Scotland Yard immediately.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
That was so weird... Holmesie doesn't like giving anything to the police. He says once they take it, you'll never get it back.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(That's not really an exaggeration. I'm sure that makes handling evidence annoying for Holmes in his private investigations.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_neutral */
/* bg: */
/* log: */
I wonder if something about that collar was odd. If Holmes reacted to it, I think maybe that's what Dr. Mikotoba reacted to as well.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
But why would Dr. Mikotoba care about a heavily jeweled dog collar?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
A dog collar...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(A dog...)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
...
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_sad */
/* bg: */
/* log: */
Kazzie?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Sorry, I was thinking.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I think... I might know what's going on. But I have to check something first.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Can we stop by the prison after we go shopping? I need to talk to someone there.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_point */
/* bg: */
/* log: */
No need, Kazzie! I can do the shopping myself. You should go follow that thought you had!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Are you sure? I can go with you-
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_smile */
/* bg: */
/* log: */
Don't worry about me! I've always gone shopping by myself, so I have a secret trick to carry all of it home!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Well, if you have a secret trick, I guess can leave it up to you.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(I already know that her "secret" is just a little wagon, but I'll pretend like I don't know. She's giving me a chance to go investigate.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I'll head out right now, then. I'll see you back home in maybe an hour. I'll help you put away groceries and clean up the kitchen.
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Okay! And I'll see you for—
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_surprised */
/* bg: */
/* log: */
AH! WAIT!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
What? What's wrong?
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: Iris_pout */
/* bg: */
/* log: */
You didn't eat breakfast yet!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Ack!
<!-- the separator -->
/* speaker: Iris */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
You better eat breakfast first! I'm not letting both you and Holmesie leave the house without eating!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Alright, I'll have breakfast, I promise!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(She's very insistent on taking care of people... I better go eat.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: false */
<<set $hidden.spriteC.state to true>>
<<removeclass ".transOverlay" "hidden">>
<<timed 2s>>
<<set $text to "Source1-4">>
<<set $lineConvo to 0>>
<<goto `passage()`>>
<</timed>> /* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* bg: bakerStreet */
/* log: true */
<<addclass ".transOverlay" "hidden">>
<div class="center gold">January 9th, 1901<br>Baker Street</div>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Bacon, eggs, toast, potatoes, ketchup, ham... Iris doesn't cut any corners on <i>any</i> meal she prepares, does she?)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Now, time to visit the </span><span class="gold">gaol</span><span class="red">...)</span>
<!-- the separator -->
/* speaker: ??? */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
HEY, KAZ!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Oh no.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_angry */
/* bg: */
/* log: */
<<set $hidden.spriteC.state to false>>
"Oh no"? What's that supposed to mean!?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
It means exactly what you think it does.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
You really don't know how to treat a lady, do you?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I know exactly how to treat a lady, Lestrade. You are more of a weird little sister, that's all.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_angry */
/* bg: */
/* log: */
*thbbbbbbbt*
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(This is Gina Lestrade: one of London's many street kids, a former pickpocket, and an apprentice detective to Holmes.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_neutral */
/* bg: */
/* log: */
<span class="red">(Actually, I'm not sure about the pickpocketing. She's probably still sneaking coins out of unsuspecting well-dressed pockets.)</span>
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Where are you sneaking off to without me?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Sneaking? I prefer to stroll.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_sigh */
/* bg: */
/* log: */
Yeah, a fancy-shmancy foreign exchange student like you needs to look proper and all that.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Says the apprentice detective with a new coat and matching hat.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
Hey, I look good like this!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I agree, it covers up your forehead well.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_angry */
/* bg: */
/* log: */
Says the guy who hides his with the world's longest ribbon!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(One of these days she's going to make a devastating comment, and I'm going to be glad Naruhodou isn't here to see me so thoroughly embarrassed. Thankfully, today isn't that day.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_neutral */
/* bg: */
/* log: */
I'm going to the gaol. I don't think you would be interested in coming with me.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_sigh */
/* bg: */
/* log: */
Really? You're gonna go see <i>that</i> guy again?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
He's a good source of information. That was the basis of our agreement.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
I thought you defended him because you were being <i>nice</i> or whatever.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
The guilty deserve legal counsel as well. That's the basis of equitable law. He decided he wanted to pay me with more than money.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_sigh */
/* bg: */
/* log: */
Well, have fun talking about boring stuff with him. I'll be around if you want to do something fun for once.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
What, have you heard new gossip?
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
No no, run along now Mr. Asougi! You'll miss your very important meeting with another big grown-up!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_shock */
/* bg: */
/* log: */
<i>You</i> are also a grown-up now, remember?
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_hmm */
/* bg: */
/* log: */
Aw man, now I feel old. I'm gonna crumble to dust at any second! Too bad you're too busy to hear my big news before they gotta sweep me off of the street and dump me in a grave plot.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I don't think you know how funerals work.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
Whatever. I'll stop at 221B later for some stuff. I'll tell you then.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Does "some stuff" include dinner?
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
No, I'm stealing your pens. I'm teaching the kids how to write!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
...I'll go buy you some writing supplies on my way back.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_laugh */
/* bg: */
/* log: */
Thanks Kaz!
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_hmm */
/* bg: */
/* log: */
Oh, actually, I gotta go now, for real. I left Toby with the kids because they wanted to take him on a walk, but he's pretty strong...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
He's only a puppy, he can't possibly cause that much damage.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
No, he yanked one of the younger kids right off her feet...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Oh.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I'm sure they're fine. But, uh, I'm gonna go check anyway.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_laugh */
/* bg: */
/* log: */
Bye!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* bg: */
/* log: */
<span class="red">(...And just like that, she's gone. Just like her teacher.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(I should get going before I cut too much into visiting hours.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: false */
<<removeclass ".transOverlay" "hidden">>
<<timed 2s>>
<<set $text to "Source1-5">>
<<set $lineConvo to 0>>
<<goto `passage()`>>
<</timed>> /* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_neutral */
/* bg: prison */
/* log: true */
<<removeclass "#bars" "hidden">>
<<addclass ".transOverlay" "hidden">>
<div class="center gold">January 9, 1901<br>Newgate Prison</div>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(I always worry about the state of these places, but Mr. Chrogray has looked relatively well since I first saw him here. Maybe I'll sneak him one of Iris's breakfasts one day.)</span>
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Mr. Asougi. An unexpected visit, I must admit.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I wasn't planning to come today, but something caught my eye today, and... well, you know why I come to ask you questions.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Yes, I do.
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(This is Rupert Chrogray. An English gentleman who clawed his way out of poverty and, in his desperation, landed himself in a situation that led to murder.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(He isn't innocent, by any means. But he's doing his penance, and there was far more at play than simple murder for greed.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Everyone deserves an honest, serious defense. Many suffer without one.)</span>
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Have you discovered a clue regarding the mystery of your father's death?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Mr. Chrogray turned out to be an unforeseen ally in the midst of this mess. All I mentioned was a dead father, and he was immediately ready to assist.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I may have, but even if I did, I don't know what it means.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_handsside */
/* bg: */
/* log: */
That is the nature of a mystery, Mr. Asougi. How might I assist?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
This will take some explanation.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I am certainly not going anywhere.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
A few months ago, I defended a client whose case led to the discovery of a stolen treasure that was purported to be near priceless. The treasure in question was a collar, probably meant for a dog.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
It was heavily jeweled, likely made of high-quality leather. But it didn't make any sense to me for something even as ornate as that to be "priceless". More importantly, though, Mr. Sherlock Holmes had quite the averse reaction to it.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_neutral */
/* bg: */
/* log: */
?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
He clearly recognized the collar, and its worth beyond just money. He was quick to hand it over to Scotland Yard.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
A bizarre course of action for Mr. Holmes. Although I do admit that my knowledge of him comes purely from a fictionalized depiction with a certain disdain for the police.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
It's not entirely fictionalized. Other than Holmes's bizarre behavior, though, there's something else unexplainable. Do you remember my legal aide, Miss Susato Mikotoba?
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_handsup */
/* bg: */
/* log: */
A young woman, eager to step beyond the boundaries drawn around her, scissors in hand as she embarked on her path through a corridor tangled with the so-called strings of fate.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
...Yes, her. My client from the case spoke to her father about it, and her father was visibly alarmed by the story.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_handsside */
/* bg: */
/* log: */
And not due to the undoubtedly harrowing experience as a defendant in the High Court?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
No. I received Legal Aide Mikotoba's letter today, where I found out about this oddity. And when I asked Iris for her notes on the case, she told me that Holmes took them from her and hid them.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_neutral */
/* bg: */
/* log: */
A suspicious series of behaviors, including from a man who should have no connection or knowledge to this case whatsoever.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
The thing is, I don't know if it's the case that I should be paying attention to. Holmes reacted to the treasure, that dog collar. What if Legal Aide Mikotoba's father was reacting to that, as well?
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
But he is in Japan, yes? What knowledge of a lost English treasure would he have?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
He could potentially have knowledge of lost English treasures if they were lost between ten and sixteen years ago. He was in London as an exchange student then.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
But even that makes no sense. He was a medical student. Why a dog collar would trouble him, I can't imagine. Holmes could have any number of possible scenarios to know this treasure, being a consulting detective.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_glare */
/* bg: */
/* log: */
My friend, you are overthinking this situation.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
!
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_neutral */
/* bg: */
/* log: */
You have before you two leads. They simply both happen to involve the same item.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
The reason for Mr. Sherlock Holmes and Miss Susato's father expressing apprehension for this dog collar may or may not be the same. They may not even be related at all.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Miss Susato's father may not even be expressing apprehension for this dog collar. That is only a theory, correct?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Right.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_handfront */
/* bg: */
/* log: */
You have one certain truth, and another uncertain possibility. You will likely reach another certain truth by following the one you already hold.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Allow it to lead you! The uncertain possibility is a cane, the certain truth a path. A cane will assist you, but it is no wayfinder.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
...I see. Thank you, Mr. Chrogray.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_bow */
/* bg: */
/* log: */
You are very welcome, Mr. Asougi.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_neutral */
/* bg: */
/* log: */
Now, regarding Mr. Sherlock Holmes and the odd reaction to the collar... There is a possible reason.
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/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
What?
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/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
During my dealings with Cosney Megundal, I overheard a brief mention of a priceless dog collar. Cut from the finest leather, inlaid with gemstones in gold settings.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
!
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_handsup */
/* bg: */
/* log: */
It was priceless not just for the quality of the material, but for the importance placed upon it by the British government.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
This treasure was akin to a government secret. It was a treasure because it could never see the light of day, and the British government would do anything to secure it.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Most critically, this treasure was <i>lost</i>. Whoever first laid hands on it would become the most powerful person in Britain, bringing even the government to its feet in desperate begging for the treasure's return.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_sad */
/* bg: */
/* log: */
However, I had no desire to search for such a treasure for money. I disregarded the topic, unfortunately for us now.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_neutral */
/* bg: */
/* log: */
I see.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Thank you, Mr. Chrogray. I don't know what all of this means, but at least I can work using more certain theories.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_bow */
/* bg: */
/* log: */
This is simply part of my payment for your legal counsel, Mr. Asougi.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_neutral */
/* bg: */
/* log: */
Speaking of legal counsel, I hope you're working on your appeal. My words will sound unnatural coming from your mouth.
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/* speaker: Chogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Of course I am. I have no intention of wasting my opportunities for lesser sentencing.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_handsside */
/* bg: */
/* log: */
The sooner I am freed, the sooner that the milk delivery company can begin its operations.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
It's a shame you won't be here to see it. Your exchange will likely end before the company can begin.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I'll return to London just to purchase a year's supply to Holmes's house.
<!-- the separator -->
/* speaker: Chrogray */
/* spriteL: */
/* spriteR: */
/* spriteC: Chrogray_smile */
/* bg: */
/* log: */
We appreciate your business, Mr. Asougi.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(That's as much as I'll get for today. I'll let Mr. Chrogray get back to writing his appeal, and planning his milk delivery company.)</span>
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/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Gina was going to tell me something. I should go back to 221B and see if I can catch her.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: RESET */
/* bg: */
/* log: false */
<<set $hidden.spriteC.state to true>>
<<removeclass ".transOverlay" "hidden">>
<<addclass "#bars" "hidden">>
<<timed 2s>>
<<set $text to "Source1-6">>
<<set $lineConvo to 0>>
<<goto `passage()`>>
<</timed>> /* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: home */
/* log: true */
<<addclass ".transOverlay" "hidden">>
<div class="gold center">January 9th, 1901<br>221B Baker Street, Holmes's room</div>
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/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(I hope these are enough pencils for the kids. Gina never tells me how many she needs.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Now, to wait for her "not-gossip"...)</span>
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/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Iris! Are you home?
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/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(No response... Maybe she's still out shopping.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
*knock knock knock*
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Coming!<br>
<span class="red">(Is that Gina?)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
*click*
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_neutral */
/* bg: */
/* log: */
<<set $hidden.spriteC.state to false>>
Oh, Kaz. Thought you'd be longer at the gaol.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
It wasn't a very complicated conversation. It was more of... bouncing an idea off of him, actually.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Let me know if you need anything else bounced off of him. Like a rock off his head.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
...Sure.<br>
<span class="red">(It's going to take a very long time for her to forgive him, if ever.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
So, I did grab you some pencils—
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_laugh */
/* bg: */
/* log: */
Really? Nice! Thanks Kaz, you're the best!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
—but I'd like to hear about that oh-so-very important not-gossip you were telling me about earlier.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_angry */
/* bg: */
/* log: */
Oh, you're a no-good rotten adult too, aren't you! Holding the education of homeless orphans hostage for my information!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
That's quite the way to put it for something that was apparently so unimportant that you didn't need to tell me.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_neutral */
/* bg: */
/* log: */
Really though, pencils. Need 'em.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Have at 'em. And the information, I need that.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_sigh */
/* bg: */
/* log: */
Saw some weird fella in a big ol' cloak following the Grim Reaper around earlier.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
It wasn't his assistant?
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_neutral */
/* bg: */
/* log: */
Yeah, definitely not her. She's too tall for that to be her.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_hmm */
/* bg: */
/* log: */
It was really weird. I couldn't see the person's face, but they might have been wearing a mask? And the whole time Grim Reaper was talking, they never replied. Just stood there and listened.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
That... <i>is</i> bizarre.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
They fit right in with the Grim Reaper and the Angel of Death, though. The cloak and mask and all.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Arguably...
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_neutral */
/* bg: */
/* log: */
That's all I got. It was just weird enough that I thought you might wanna know.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Especially with the supposed Reaper's curse following van Zieks... more odd characters in his vicinity isn't going to help him avoid that image.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_hmm */
/* bg: */
/* log: */
Maybe he's embracing it?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I doubt that a prosecutor of the High Court would want to promote vigilante justice.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_laugh */
/* bg: */
/* log: */
Well, yeah, that just gives them more work, right?
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I was thinking more along the lines of a prosecutor being concerned for law and order, but that too, I guess.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
That's boring.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
That's law for you. Boring and terrible.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
You don't need to tell me!
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_neutral */
/* bg: */
/* log: */
Anyway, I gotta go. Pencils for the kids, y'know.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Hey, hold on.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Aren't you going to stay for dinner?
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_sad */
/* bg: */
/* log: */
...
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
Gina... come on. Stay for dinner. I know you need to get back, but you can stay for an hour. And when we're done, you can take the leftovers with you.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
.........
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
...Fine.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
Just an hour. That's it.
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
I'm sure Iris and Holmes will be thrilled to hear that.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_shock */
/* bg: */
/* log: */
Hey, that's unfair! You can't use that against me!
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
What, my smile? If that's not working, I can use other tactics too.
<!-- the separator -->
/* speaker: Gina */
/* spriteL: */
/* spriteR: */
/* spriteC: Gina_cross */
/* bg: */
/* log: */
*thbbbbbbbt*
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(I've managed to convince her to stay for dinner. Today was a relatively productive day after all.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Tomorrow... I should see what I can find out about that dog collar. Either I can strike it from my concerns, or it becomes a vital clue.)</span>
<!-- the separator -->
/* speaker: Asougi */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: */
/* log: */
<span class="red">(Whatever the case... it can wait until after dinner.)</span>
<!-- the separator -->
/* speaker: */
/* spriteL: RESET */
/* spriteR: RESET */
/* spriteC: RESET */
/* bg: */
/* log: false */
<<removeclass ".transOverlay" "hidden">>
<<timed 2s>>
<<set $hidden.spriteL.state to true>>
<<set $hidden.spriteR.state to true>>
<<set $hidden.spriteC.state to true>>
<<set $lineConvo++>>
<<goto `passage()`>>
<</timed>>
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: NONE */
/* log: false */
<<addclass "#header-center" "slide">>
<<addclass "#header-right" "slide">>
<<addclass ".transOverlay" "hidden">>
To be continued...
<!-- the separator -->
/* speaker: */
/* spriteL: */
/* spriteR: */
/* spriteC: */
/* bg: NONE */
/* log: false */
<<link "> Save Game">>
<<addclass "#header-center" "slide">>
<<addclass "#header-right" "slide">>
<<run UI.saves();>>
<</link>><br>
<<link "> Continue">>
<<removeclass ".transOverlay" "hidden">>
<<set $text to "Source1-7">>
<<set $lineConvo to 0>>
<<goto `passage()`>>
<</link>>
/* speaker: */
/* spriteKaz: */
/* spriteSu */
/* spritePros */
/* spriteAide */
/* spriteWitL */
/* spriteWitR */
/* spriteWitC */
/* log: */
<<addclass ".transOverlay" "hidden">>
<<set $hidden.spriteL.state to false>>
This is a test with a <span class="blue">speaker</span>.
<!-- the separator -->