# act2 `SceneSetup.act2();` {{if _.badnews && !_.factcheck}} (#act2-preamble-news1) {{/if}} {{if _.badnews && _.factcheck}} (#act2-preamble-news2) {{/if}} {{if _.catmilk}} (#act2-preamble-cat) {{/if}} (#act2-preamble-tinder) # act2-preamble-news1 ``` publish("act2",["dee",3]); ``` s: But did you *see* that "news story" about that horrible thing happening somewhere? ``` publish("act2",["dee",2]); publish("act2",["party_hong","next"]); ``` h2: h-hi... ``` publish("act2",["party_hunter",1]); publish("act2",["party_hong","next"]); publish("act2",["dum",3]); ``` a: God I hate the news. It's all sensationalism and clickbait. ``` publish("act2",["dum",2]); publish("act2",["party_hong","next"]); ``` h2: n... nice party... ``` publish("act2",["party_hong","next"]); publish("act2",["party_hunter",0]); publish("act2",["dee",1]); ``` s: True, but they're just following incentives. The *real* problem is people who click the clickbait. ``` publish("act2",["dee",3]); ``` s: Who would retweet a terrible news story, and make all their friends feel bad? ``` publish("act2",["party_hunter",1]); publish("act2",["dee",2]); publish("act2",["dum",3]); ``` a: Ugh, I know right? (#act2-preamble-end) # act2-preamble-news2 ``` publish("act2",["dee",3]); ``` s: But did you *see* that "news story" going viral? ``` publish("act2",["dee",2]); publish("act2",["party_hong","next"]); ``` h2: h-hi... ``` publish("act2",["party_hunter",1]); publish("act2",["party_hong","next"]); publish("act2",["dum",3]); ``` a: Yeah, totally fake. Who would fall for that and retweet it? ``` publish("act2",["dum",2]); publish("act2",["party_hong","next"]); ``` h2: n... nice party... ``` publish("act2",["party_hong","next"]); publish("act2",["party_hunter",0]); publish("act2",["dee",3]); ``` s: Seriously dude. Like, hello, open up Google and factcheck first? ``` publish("act2",["party_hunter",1]); publish("act2",["dee",2]); publish("act2",["dum",3]); ``` a: Ugh, I know right? (#act2-preamble-end) # act2-preamble-cat ``` publish("act2",["dee",3]); ``` s: Like I was saying, the Meme Industrial Complex exploits cats. ``` publish("act2",["dee",2]); publish("act2",["party_hong","next"]); ``` h2: h-hi... ``` publish("act2",["party_hunter",1]); publish("act2",["party_hong","next"]); publish("act2",["dum",1]); ``` a: Elaborate on this thesis. ``` publish("act2",["dum",0]); publish("act2",["party_hong","next"]); ``` h2: n... nice party... ``` publish("act2",["party_hong","next"]); publish("act2",["party_hunter",0]); publish("act2",["dee",1]); ``` s: Well, I saw someone retweet a GIF of a cat drinking milk yesterday. ``` publish("act2",["dee",3]); ``` s: They can't digest that ^crap^! Who would retweet *animal abuse* like that? ``` publish("act2",["party_hunter",1]); publish("act2",["dee",2]); publish("act2",["dum",3]); ``` a: Ugh, I know right? (#act2-preamble-end) # act2-preamble-tinder ``` publish("act2",["dee",1]); ``` s: So yeah they never replied back! ``` publish("act2",["dee",0]); publish("act2",["party_hong","next"]); ``` h2: h-hi... ``` publish("act2",["party_hunter",1]); publish("act2",["party_hong","next"]); publish("act2",["dum",1]); ``` a: Even though you both matched each other on Tinder? ``` publish("act2",["dum",0]); publish("act2",["party_hong","next"]); ``` h2: n... nice party... ``` publish("act2",["party_hong","next"]); ``` {{if _.serialkiller}} (#act2-preamble-serialkiller) {{/if}} {{if _.hookuphole}} (#act2-preamble-hookuphole) {{/if}} {{if _.pokemon}} (#act2-preamble-pokemon) {{/if}} # act2-preamble-serialkiller ``` publish("act2",["party_hunter",0]); publish("act2",["dee",3]); ``` s: Yeah I dunno! What, did they think I was a *serial killer* or something? So paranoid. ``` publish("act2",["party_hunter",1]); publish("act2",["dee",2]); publish("act2",["dum",3]); ``` a: Ugh, I know right? (#act2-preamble-end) # act2-preamble-hookuphole ``` publish("act2",["party_hunter",0]); publish("act2",["dee",3]); ``` s: Yeah I dunno! Maybe they think hookups can't fill the hole in their heart? s: Stop being such a prude! Open your mind, then open your legs! ``` publish("act2",["party_hunter",1]); publish("act2",["dee",2]); publish("act2",["dum",3]); ``` a: Ugh, I know right? (#act2-preamble-end) # act2-preamble-pokemon ``` publish("act2",["party_hunter",0]); publish("act2",["dee",3]); ``` s: Yeah I dunno! They weren't that hot, but they would have been a nice catch! ``` publish("act2",["party_hunter",1]); publish("act2",["dee",2]); publish("act2",["dum",3]); ``` a: Gotta Catch 'Em All!™ (#act2-preamble-end) # act2-preamble-end ``` Game.clearText(); publish("act2-out-1"); music(null, {fade:1}); ``` (...3000) ``` music('battle', {volume:0.5}); publish("hp_show"); bb({body:"normal", mouth:"normal", eyes:"normal"}); ``` n: ROUND TWO: *FIGHT!* [Oh no they all hate us!](#act2a_social) [Were you *ogling* the redhead?](#act2a_perv) [Hey, let's talk about the meaning of life.](#act2a_meaning) # act2a_social `bb({eyes:"sad"})` b: We're bringing down the mood of this party by being such a sad lump! `bb({eyes:"shock", body:"two_up"})` b: We're killing the good vibes! We're committing first-degree vibe-murder! `bb({eyes:"normal", body:"normal"})` b: Human, we have to leave *now* before-- ``` _.a2_first_danger = 'social'; _.a2_attack_1 = "alone"; ``` (#act2b) # act2a_perv `bb({eyes:"suspect"})` b: They're more attractive than us, which means if we even *look* at them, then-- `bb({eyes:"shock", body:"two_up"})` b: WE'RE CREEPS `bb({body:"normal"})` b: We're creepy, evil, bad bad bad terrible terrible perv-- ``` _.a2_first_danger = 'perv'; _.a2_attack_1 = "bad"; ``` (#act2b) # act2a_meaning `bb({body:"one_up", eyes:"normal_r"})` b: At the end of it all, what can we possibly do that really matters? `bb({body:"normal", eyes:"sad"})` b: Contribute to humanity? All great works decay the way of Ozymandias. Love? Death will always do it part. `bb({eyes:"sad_r"})` b: And how much death there is! *We* will die. *Our loved ones* will die. `bb({eyes:"shock", body:"two_up"})` b: Heck, the Second Law of Thermodynamics means even our *universe* will die! `bb({eyes:"suspect", body:"normal"})` b: Oh, "death makes us appreciate life"? That's like saying slavery is good because it makes us appreciate freedom! `bb({body:"one_up"})` b: Oh, "you need to make your own meaning"? That's what cultists and conspiracy theorists do! `bb({eyes:"shock", body:"two_up"})` b: Life has no meaning, death has no meaning, even *meaning* has no meaning! What is a mortal soul supposed to-- ``` _.a2_first_danger = 'meaning'; _.a2_attack_1 = "bad"; ``` (#act2b) # act2b `bb({eyes:"normal", mouth:"normal", body:"normal", MOUTH_LOCK:true})` b: ... `bb({eyes:"suspect"})` b: Um... can you hear me, human? `bb({eyes:"normal", MOUTH_LOCK:true})` b: ... `bb({eyes:"shock", mouth:"small_talk", body:"chest", MOUTH_LOCK:true})` b: *GASP* `bb({mouth:"small_talk"})` b: I MUST WARN YOU ABOUT... [*More* of the same danger!](#act2b_louder) {{if _.a2_first_danger=="social"}} [A *different* social danger!](#act2b_different_social) {{/if}} {{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}} [A *different* moral danger!](#act2b_different_moral) {{/if}} [You're ignoring danger! That's dangerous!](#act2b_ignore) # act2b_louder `_.a2_first_choice = "louder"` {{if _.a2_first_danger=="social"}} (#act2b_louder_social) {{/if}} {{if _.a2_first_danger=="perv"}} (#act2b_louder_perv) {{/if}} {{if _.a2_first_danger=="meaning"}} (#act2b_louder_meaning) {{/if}} # act2b_louder_social `bb({eyes:"shock", body:"two_up", mouth:"normal"})` b: EMOTIONS ARE CONTAGIOUS! SO IF YOU DON'T LEAVE YOU'LL INFECT EVERYONE WITH YOUR MENTAL ILLNESS! b: You'll create a deadly outbreak of SAD LUMP SYNDROME `bb({eyes:"suspect", body:"normal", mouth:"normal"})` b: We need to get out of here and quarantine ourselves forever in a small room with Netflix and food delivery! ``` _.a2_second_danger = 'netflix'; _.a2_attack_2 = "alone"; _.a2_hoodie_callback = "a quarantine"; ``` (#act2c) # act2b_louder_perv `bb({eyes:"suspect", body:"two_up", mouth:"normal"})` b: DON'T BE A CREEP. IT'S AGAINST THE LAW! `bb({eyes:"judge", body:"judge_1", mouth:"normal"})` (...201) ``` bb({body:"judge_2"}, 0); sfx("gravel"); ``` (...168) `bb({body:"judge_1"}, 0)` (...168) `bb({body:"judge_2"}, 0)` (...168) `bb({body:"judge_1"}, 0)` (...501) b: Creep Law, Section 74.5: (1) Any Person who checks out (a) those muscular shoulders (b) that bubble booty (2) shall be hereby known as `bb({eyes:"shock", body:"two_up", mouth:"normal"})` b: "A BIG DISGUSTING TRASH PERVERT" ``` _.a2_second_danger = 'law'; _.a2_attack_2 = "bad"; _.a2_hoodie_callback = "the law"; ``` (#act2c) # act2b_louder_meaning `bb({body:"two_up", mouth:"normal", eyes:"shock"})` b: Actually, even if you find a noble purpose in life, you can *still* mess everything up! `bb({body:"normal", mouth:"normal", eyes:"normal"})` b: Alfred Nobel wanted world peace and for cultures to understand each other. So he decided to make travel easier. `bb({eyes:"normal_r"})` b: So he needed a way to cheaply create train tunnels. So he invented a new material called "dynamite"... `bb({body:"one_up", eyes:"normal"})` b: which was used in World War I to KILL MILLIONS OF PEOPLE `bb({body:"two_up", eyes:"shock"})` b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLING RIGHT NOW ``` _.a2_second_danger = 'butterfly'; _.a2_attack_2 = "bad"; _.a2_hoodie_callback = "World War I"; ``` (#act2c) # act2b_different_social `_.a2_first_choice = "different"` `bb({eyes:"normal_r", body:"point", mouth:"normal"})` b: Actually, you know what's worse than no-one liking you? *Everyone* liking you. `bb({body:"one_up", eyes:"suspect", mouth:"normal"})` b: That is, becoming one of *these* pleasure-chasing party animals. `bb({body:"normal", mouth:"small"})` b: A shallow life with shallow friends who only know the shallow you! `bb({body:"two_up", eyes:"shock", mouth:"normal"})` b: Human, we need to run away from these pleasure-zombies before they turn us into one of them! ``` _.a2_second_danger = 'zombies'; _.a2_attack_2 = "alone"; _.a2_hoodie_callback = "zombies"; ``` (#act2c) # act2b_different_moral `_.a2_first_choice = "different"` `bb({body:"two_up", eyes:"shock", mouth:"normal"})` b: People are dying in famines and genocides *right now* and we're just partying! `bb({body:"point", eyes:"closed", mouth:"small"})` b: A wise person once said, "the only thing necessary for the triumph of evil is for good folks to do nothing." `bb({body:"two_up", eyes:"shock", mouth:"normal"})` b: WE'RE DOING NOTHING. `bb({mouth:"small"})` b: BY PARTYING, WE'RE HELPING *HITLER*. ``` _.a2_second_danger = 'hitler'; _.a2_attack_2 = "bad"; _.a2_hoodie_callback = "Hitler"; ``` (#act2c) # act2b_ignore `_.a2_first_choice = "ignore"` `bb({body:"normal", mouth:"normal", eyes:"suspect"})` b: You think you're safe just because you took the batteries out of the carbon monoxide detector? `bb({eyes:"suspect_r"})` b: You won't even smell the poison! You'll just get sleepy and then you'll-- `bb({body:"scream_c_1"})` b: DIEEEEEEEEEEEEEEEEEE ``` _.a2_second_danger = 'ignore'; _.a2_attack_2 = "harm"; _.a2_hoodie_callback = "carbon monoxide"; ``` (#act2c) # act2c ``` hong({body:"ignore_sweat"}); bb({eyes:"normal", mouth:"normal", body:"normal", MOUTH_LOCK:true}); ``` b: ... `bb({eyes:"happy", mouth:"smile", body:"chest"})` b: Oh thank goodness human, I think you can hear me again! `bb({eyes:"closed", body:"point"})` b: I SHALL WARN YOU ABOUT... {{if _.a2_first_choice=="louder"}} [*Even more* of the same danger!](#act2c_louder) {{/if}} {{if _.a2_first_choice!="louder"}} [*More* of the same danger!](#act2c_louder) {{/if}} {{if _.a2_first_danger=="social"}} [A *different* social danger!](#act2c_different_social) {{/if}} {{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}} [A *different* moral danger!](#act2c_different_moral) {{/if}} [Did you check that punch before drinking?](#act2c_punch) #act2c_louder {{if _.a2_second_danger=="netflix"}} (#act2c_louder_netflix) {{/if}} {{if _.a2_second_danger=="law"}} (#act2c_louder_law) {{/if}} {{if _.a2_second_danger=="butterfly"}} (#act2c_louder_butterfly) {{/if}} {{if _.a2_second_danger=="zombies"}} (#act2c_louder_zombies) {{/if}} {{if _.a2_second_danger=="hitler"}} (#act2c_louder_hitler) {{/if}} {{if _.a2_second_danger=="ignore"}} (#act2c_louder_ignore) {{/if}} # act2c_louder_netflix `bb({body:"normal", mouth:"normal", eyes:"shock"})` b: Actually, Netflix & food delivery isn't quarantined enough! We'd still infect the delivery person! `bb({body:"one_up", mouth:"small"})` b: We need to move to the Canadian Yukon territories, and have our food delivered by drone! `bb({body:"two_up", mouth:"normal"})` b: And then they'd have to sterilize the drone to rid it of our SAD LUMP GERMS `_.a2_attack_3 = "alone";` `_.a2_hoodie_callback = "a quarantine";` (#act2d) # act2c_louder_law `bb({eyes:"judge", body:"judge_1", mouth:"normal"})` (...201) ``` bb({body:"judge_2"}, 0); sfx("gravel"); ``` (...168) `bb({body:"judge_1"}, 0)` (...168) `bb({body:"judge_2"}, 0)` (...168) `bb({body:"judge_1"}, 0)` (...501) b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 72 hours in one of those medieval public-humiliation devices b: unless they're secretly *into* that sort of thing `bb({body:"scream_a_1"})` b: because they're a BIG DISGUSTING TRASH PERVERT `_.a2_attack_3 = "bad";` `_.a2_hoodie_callback = "the law";` (#act2d) # act2c_louder_butterfly `bb({body:"normal", mouth:"small", eyes:"suspect"})` b: BUTTERFLY EFFECT! You're using a non-biodegradable plastic cup? `bb({body:"two_up", mouth:"normal", eyes:"shock"})` b: BAM, A LANDFILL LEAKS POISON AND KILLS A KID `bb({body:"normal", mouth:"small", eyes:"suspect"})` b: You're sweating and your heart's pounding? `bb({body:"scream_a_1"})` b: BAM, YOU BANKRUPT OUR HEALTHCARE SYSTEM AND MILLIONS DIE `_.a2_attack_3 = "bad";` `_.a2_hoodie_callback = "the butterfly effect";` (#act2d) # act2c_louder_zombies `bb({body:"normal", mouth:"small", eyes:"angry"})` b: These pleasure-zombies will stumble towards you mumbling, `bb({body:"normal", mouth:"normal", eyes:"shock"})` b: LIIIIIKES. LIIIIIIIIIIKES. `bb({body:"scream_a_1"})` b: Then they'll BITE YOU and turn you into a BRAINLESS BRO and/or THOUGHTLESS THOT! `_.a2_attack_3 = "bad";` `_.a2_hoodie_callback = "zombies";` (#act2d) # act2c_louder_hitler `bb({body:"scream_a_1"})` b: THE NAZIS ARE GOOSE-STEPPING BACK ON THE STREETS RIGHT NOW `bb({body:"one_up", mouth:"smile", eyes:"happy"})` b: Saying, *good thing those 'good folks' slacked off with stuff like 'relaxing' and 'self-care'!* `bb({body:"point", mouth:"smile", eyes:"happy_r"})` b: *Now our plans can go fourth, reich on schedule!* `_.a2_attack_3 = "bad";` `_.a2_hoodie_callback = "Hitler";` (#act2d) # act2c_louder_ignore `bb({body:"normal", mouth:"normal", eyes:"normal_r"})` b: Come to think about it, do we know if this building *has* a monoxide detector?! `bb({body:"two_up", mouth:"small", eyes:"normal"})` b: What if we're all being poisoned *RIGHT NOW?* `bb({body:"scream_a_1"})` b: WE WOULDN'T EVEN SEE DEATH APPROACH. WE'D JUST STOP EXISTING FOREVER AND EVER AND EV-- `_.a2_attack_3 = "harm";` `_.a2_hoodie_callback = "carbon monoxide";` (#act2d) # act2c_different_social `bb({body:"normal", mouth:"normal", eyes:"sad"})` b: What if we're just *fundamentally incapable* of ever being loved, or loving another? `bb({body:"normal", mouth:"small", eyes:"sad_r"})` b: What if something irreversibly broke inside of us a long time ago? Or never existed in us in the first place? `bb({body:"scream_a_1"})` b: AHH WE'RE BROKEN! SO BROKEN SO BROKEN SO BROKE-- `_.a2_attack_3 = "alone";` (#act2d) # act2c_different_moral `bb({body:"normal", mouth:"normal", eyes:"normal"})` b: What if we're just *fundamentally rotten?* `bb({body:"one_up", eyes:"sad"})` b: Others have an inner drive to do goodness, but we only do "good" out of guilt or shame, if at all. `bb({body:"normal", mouth:"small", eyes:"sad_r"})` b: What if it's in our nature to hurt others? What if we can't be anything *other* than a burden to those close to us? `bb({body:"scream_a_1"})` b: AHH WE'RE BROKEN! SO BROKEN SO BROKEN SO BROKE-- `_.a2_attack_3 = "bad";` (#act2d) # act2c_punch `bb({body:"normal", mouth:"normal", eyes:"normal"})` b: I'm not being irrational. People *do* drug punch bowls. That is an actual thing that actually happens. `bb({eyes:"suspect"})` b: Human, does your head hurt? Are your limbs limp? I think we're dying. `bb({body:"scream_a_1"})` b: AHHH WE'RE DYING! WE'RE DYING WE'RE DYING WE'RE DYI-- `_.a2_attack_3 = "harm";` `_.a2_hoodie_callback = "punch bowls";` (#act2d) # act2d ``` bb({body:"normal", mouth:"normal", eyes:"normal"}); hong({body:"attacked"}); attack("20p", _.a2_attack_1); ``` (...401) ``` hong({body:"attacked_2"}); attack("20p", _.a2_attack_2); ``` (...401) ``` hong({body:"attacked_3"}); attack("20p", _.a2_attack_3); ``` (...1001) h: F^AAACK^! h: F^ACK^ING F^ACK^-F^AKK^ITY *F^AAAAACK^* `bb({body:"two_up", mouth:"smile", eyes:"happy"});` b: Yay, human! I'm so happy you can hear me again! `bb({body:"normal", mouth:"small", eyes:"sad"})` b: Why were you ignoring me? `hong({body:"facepalm"})` h: Holy ^hell^, you absolute moron. `hong({body:"facepalm_2"})` h: You know that Native American story? h: "There are two wolves inside you, one is hope, one is despair, which wolf wins? The one you feed." ``` hong({body:"facepalm_3"}); bb({eyes:"normal"}); ``` h: I was trying to *starve* you, you sadistic ^asshole^! `hong({body:"smile", mouth:"smile"})` h: Screw it, I'll do positive affirmations instead. h: *I am loved. I am good. I am smart. I am beautiful. I am special.* `bb({eyes:"suspect"});` [Golly, that's so narcissistic!](#act2d_narcissist) [Y'know affirmations were *disproven?*](#act2d_disproven) [omg don't credit random stories to indigenous folk](#act2d_racist) # act2d_disproven `bb({body:"point", mouth:"normal", eyes:"closed"})` b: In fact, they actually *backfire* for people with low self-esteem! `bb({body:"one_up", mouth:"small", eyes:"normal"})` b: It was a well-designed study – randomized controlled trial, experimenter was blinded as to who was in which group. `bb({body:"two_up", mouth:"small", eyes:"normal_r"})` b: Results: if you already had low self-esteem, being asked to repeat affirmations makes you feel *worse* than if you'd said nothing at all! `bb({body:"point", mouth:"normal", eyes:"closed"})` b: Wood 2009, Psychological Science. Look it up on Google Scholar, human, `bb({body:"scream_b_1"})` b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS ``` hong({body:"attacked"}); bb({body:"normal", mouth:"normal", eyes:"normal"}); attack("10p", "bad"); ``` (...2500) (#act2e) # act2d_narcissist `bb({body:"normal", mouth:"normal", eyes:"normal"})` b: You *need* to humbly see your own flaws in order to grow as a person! `bb({body:"two_up", eyes:"suspect"})` b: You can't spray air freshener over a moldy room! Covering up your flaws makes you worse in the long run. `bb({body:"chest", mouth:"smile", eyes:"closed"})` b: Thankfully, I, as your loyal guard-wolf, can alert you to your flaws. And right now, it's- `bb({body:"scream_b_1"})` b: EVERYTHING. EVERYTHING IS WRONG ``` hong({body:"attacked"}); bb({body:"normal", mouth:"normal", eyes:"normal"}); attack("10p", "bad"); ``` (...2500) (#act2e) # act2d_racist `bb({body:"normal", mouth:"normal", eyes:"suspect"})` b: Native Americans are *actual people*, not some "noble savages" you can namedrop to make your fortune-cookie advice more *exotic*. `bb({eyes:"suspect_r"})` b: You're reducing individual persons & complex cultures to a Hallmark card! That's "benevolent racism"! `bb({body:"scream_b_1"})` b: STOP BEING RACIST YOU SQUINTY-EYED JERK ``` hong({body:"attacked"}); bb({body:"normal", mouth:"normal", eyes:"normal"}); attack("10p", "bad"); ``` (...2500) (#act2e) # act2e h: ^ASSDAMMIT^. `hong({body:"yell", mouth:"yell"})` h: You know what? You're *irrational*. h: Everyone knows emotions are irrational! Especially fear! `hong({body:"facepalm_2"})` h: You're a useless evolutionary leftover, like my appendix or wisdom teeth! `hong({body:"yell", mouth:"yell"})` h: ^Hell^, this whole wolf metaphor is stupid! You're just a bunch of neuro-chemicals in my head. `hong({body:"cross", mouth:"cross"})` h: So why should I listen to a worthless, irrational, non-existent piece of ^shit^ like you?! `bb({eyes:"sad", MOUTH_LOCK:true})` b: ... [Jeez, human. That's really hurtful.](#act2e_hurtful) [I'm a feeling. Feelings are valid.](#act2e_valid) [Human, we're *both* "just chemicals."](#act2e_rational) # act2e_hurtful `bb({body:"chest"})` b: I'm *part* of you, you know. When you say that, you're hurting *yourself*. `bb({body:"scream_a_1"})` b: Why are you hitting yourself, human? STOP HITTING YOURSELF. ``` music(null); hong({body:"attacked"}); bb({body:"normal", mouth:"normal", eyes:"normal"}); attack("10p", "harm"); ``` (...2500) (#act2f) # act2e_rational `bb({body:"normal", mouth:"normal", eyes:"normal_r"});` b: Your deepest motivations are dopamine, your richest joys are serotonin. `bb({body:"one_up"});` b: Your memories are synaptic weights, your reason is fault-prone electrical signals. `bb({eyes:"normal", body:"normal"});` b: So if me being "just chemicals" means *I'm* irrational... then that means *you're* irrational! `bb({body:"two_up", eyes:"shock"});` b: And if we're *both* irrational, then we'll *never* figure out how to be fulfilled and happy! `bb({body:"scream_a_1"})` b: AHHH WE'RE BROKEN! SO BROKEN SO BROKEN SO BROKEN-- ``` music(null); hong({body:"attacked"}); bb({body:"normal", mouth:"normal", eyes:"normal"}); attack("10p", "bad"); ``` (...2500) (#act2f) # act2e_valid `bb({body:"normal", mouth:"normal", eyes:"suspect"});` b: Hang on... "they" say that feelings are valid, that you should always accept your emotions. `bb({eyes:"suspect_r"});` b: But "they" also say emotions are irrational, that emotions are not to be trusted. `bb({eyes:"angry"});` b: Oh my gosh, "they" have been lying to us this whole time! `bb({body:"scream_a_1"})` b: "THEY" FEED US CONTRADICTIONS TO MAKE US DEPENDENT ON THE SELF-HELP INDUSTRIAL COMPLEX ``` music(null); hong({body:"attacked"}); bb({body:"normal", mouth:"normal", eyes:"normal"}); attack("10p", "harm"); ``` (...2500) (#act2f) # act2f `hong({body:"defeated", MOUTH_LOCK:true});` h: ... h: I hate this. God it hurts so much I *hate* this. h: I can't appease you. I can't ignore you. I can't fight you. `bb({eyes:"suspect"});` h: No matter what I do, I can't seem to get rid of yo-- `bb({body:"cry_1"});` b: Well maybe you're NOT *SUPPOSED* TO GET RID OF ME. `bb({body:"cry_2"});` b: How do you think *I* feel, human?! `bb({body:"cry_4", mouth:"cry", eyes:"cry"})` b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big Bad Wolf! b: So I try even *harder* to alert you to danger! *More* danger! *Different* danger! `bb({eyes:"cry_2"})` b: But no matter how hard I try to protect you, you *still* think I'm your enemy! `bb({body:"cry_5"});` b: What am I doing wrong?! `bb({body:"cry_2"});` b: I *know* I suck at my job. But I'm *trying*, human! `bb({body:"cry_3"});` b: ...I'm trying. `bb({body:"cry_6", mouth:"right", eyes:"cry_r_1"});` b: You don't have to heed my warnings, or agree with me, or even *like* me. `bb({eyes:"cry_r_2"});` b: I just... all I want is for you to be patient with me. `bb({eyes:"cry_r_3"});` b: I just want for you to sit with me for a while, instead of turning away and-- ``` bb({eyes:"cry_r_4"}); hong({body:"listen"}); ``` r: Hey. ``` hong({body:"look"}); Game.clearText(); publish("act2-in-2"); publish("hp_hide"); music('party1', {volume:0.4, fade:2}); ``` (...2000) ``` publish("act2",["party_hunter",2]); Game.WORDS_HEIGHT_BOTTOM = 230; ``` r: Looks like you're caught in a fight with yourself, kid. ``` publish("act2",["party_hunter",3]); publish("act2",["party_hong",13]); ``` h2: Was it that obvious? ``` publish("act2",["party_hunter",4]); publish("act2",["party_hong",14]); ``` r: You were, uh, mumbling at your hoodie about {{_.a2_hoodie_callback}} or something. ``` publish("act2",["party_hunter",13]); publish("act2",["party_hong",15]); sfx("rustle", {volume:0.6}); setTimeout(function(){ publish("act2",["party_hong",16]); sfx("concrete_step3", {volume:0.6}); },401); setTimeout(function(){ publish("act2",["party_hong",17]); sfx("concrete_step4", {volume:0.6}); },801); ``` h2: oh god i'm such a mess. ``` publish("act2",["party_hunter",7]); publish("act2",["party_hong",18]); sfx("squeak"); ``` r: Hey. You're not alone, friend. Anxiety's super common. ``` publish("act2",["party_hunter",5]); publish("act2",["party_hong",19]); ``` {{if _.act1_ending=="fight"}} r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone! {{/if}} {{if _.act1_ending=="flight"}} r: Heck, just yesterday, I heard someone curled up into an armadillo ball and cried in public! {{/if}} ``` publish("act2",["party_hunter",2]); ``` r: Listen: I know what it's like to have that animal in your head. ``` publish("act2",["party_hunter",8]); ``` r: We *all* do. That's why I throw these parties every weekend, to forget our worries, forget that animal. ``` publish("act2",["party_hunter",9]); publish("act2",["party_hong",20]); ``` h2: but my anxiety... ``` publish("act2",["party_hunter",2]); publish("act2",["party_hong",21]); ``` r: Don't worry, kid. I used to be like you. But then I found a little trick to get that negative voice to shut up forever... ``` publish("act2",["party_hunter",3]); Game.clearText(); music(null, {fade:1}); ``` (...2001) ``` publish("act2",["party_hunter",10]); publish("act2",["party_hong",22]); sfx("rustle"); ``` (...2501) ``` publish("act2",["party_hunter",10]); publish("act2",["party_hong",23]); sfx("rustle2"); ``` (...1001) ``` publish("act2",["party_hunter",11]); ``` r: My own specialty blend. It's a bit stronger than... well, anything legal really. ``` publish("act2",["party_hunter",12]); publish("act2",["party_hong",24]); ``` r: Bottoms up, ^bee-yatch^! ``` hong({body:"hold"}); bb({body:"normal", mouth:"small", eyes:"wat"}); Game.clearText(); Game.WORDS_HEIGHT_BOTTOM = -1; publish("act2-out-3"); publish("hp_show"); ``` (...3500) [Oh my God.](#act2g_1) `Game.OVERRIDE_CHOICE_LINE=true` [This is a bad coping mechanism.](#act2g_2) `Game.OVERRIDE_CHOICE_LINE=true` [Don't take drinks from strangers.](#act2g_3) `Game.OVERRIDE_CHOICE_LINE=true` # act2g_1 b: O-- (#act2g) # act2g_2 b: T-- (#act2g) # act2g_3 b: D-- (#act2g) # act2g ``` hong({body:"drink"}); bb({body:"attacked"}); attackBB("40p", "harm"); ``` (...2000) ``` hong({body:"forward", mouth:"forward"}); bb({body:"frazzled", mouth:"frazzled", eyes:"frazzled"}); ``` h: Mmm, what an exquisite palette! h: A full-bodied flavor of "shut your mind up," with a subtle aftertaste of "never feel anything ever again"! b: This is bad, human. This is really, really bad. [This is *actually* how addiction starts.](#act2h_opt1) `Game.OVERRIDE_CHOICE_LINE=true` [I *knew* the host was deeply messed up!](#act2h_opt3) `Game.OVERRIDE_CHOICE_LINE=true` [Also, they could have drugged that!](#act2h_opt2) `Game.OVERRIDE_CHOICE_LINE=true` # act2h_opt1 b: This is *actu*-- (#act2h) # act2h_opt2 b: Also, they co-- (#act2h) # act2h_opt3 b: I *knew* th-- (#act2h) # act2h ``` hong({body:"drink"}); bb({body:"attacked"}); attackBB("40p", "harm"); ``` (...2000) ``` hong({body:"back", mouth:"back"}); bb({body:"panicked", mouth:"panicked", eyes:"panicked"}); ``` h: Delicious, *and* cheaper than therapy! b: HUMAN PLEASE STOP h: Hehehe! h: And what are *you* gonna do about it, ^asshole^? b: I'm so sorry, human. b: I'm going to have to use my SPECIAL ATTACK ``` bb({body:"special_a"}); music('battle', {volume:0.5}); ``` `Game.OVERRIDE_CHOICE_SPEAKER = "fear_harm"` [](#act2h_attack) `_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true` `Game.OVERRIDE_CHOICE_SPEAKER = "fear_alone"` [](#act2h_attack) `_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true` `Game.OVERRIDE_CHOICE_SPEAKER = "fear_bad"` [](#act2h_attack) `_.SPECIAL_ATTACK="bad"; Game.OVERRIDE_CHOICE_LINE=true` # act2h_attack ``` bb({body:"special_b_1"}); hong({body:"forward", mouth:"forward"}); sfx("charging"); ``` h: What's this ^crap^? h: You're gonna yap more stupid *words* at me to-- ``` bb({body:"special_c"}); sfx("hadouken"); ``` (...901) (#act2i) # act2i ``` publish("hide_tabs"); publish("show_special_attack"); Game.FORCE_CANT_SKIP = true; music(null); stopAllSounds(); ``` (...5000) ``` publish("show_tabs"); hong({ body:"final", mouth:"final" }); bb({ body:"normal", mouth:"normal", eyes:"sad" }); attack("100p", _.SPECIAL_ATTACK); Game.FORCE_CANT_SKIP = false; setTimeout(function(){ publish("remove_special_attack"); },30); ``` (...2500) h: WHAT THE ^HELL^ WAS THAT b: I'm sorry. I needed to show you the consequences. {{if _.SPECIAL_ATTACK=="harm"}} h: I COULD *SEE* MY OWN CORPSE. I COULD *FEEL* THE SENSATION OF BEING ACTUALLY DEAD. {{/if}} {{if _.SPECIAL_ATTACK=="alone"}} h: I COULD *SEE* EVERYONE'S LOOK OF DISGUST. I COULD *HEAR* ALL THE THINGS THEY SAID. {{/if}} {{if _.SPECIAL_ATTACK=="bad"}} h: I COULD *HEAR* THE CRUNCHING OF RIBS. I COULD *TASTE* THE BLOOD IN THE AIR. {{/if}} b: I'm sorry, human. n: *FINISH THEM* [{FIGHT: Punch the host.}](#act2j_fight) `Game.OVERRIDE_CHOICE_LINE=true` [{FLIGHT: Let's get out of here.}](#act2j_flight) `Game.OVERRIDE_CHOICE_LINE=true` # act2j_fight `bb({ eyes:"angry" });` b: That psychopath was taking advantage of you. b: They were trying to corrupt you, make you as messed up as they are! `bb({ body:"yell_angry_1" });` b: Punch that jerk! Knock their friggin' lights out! `bb({ body:"final_1" });` b: PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THE-- `_.a2_ending = "fight";` (#act2k) # act2j_flight b: I *knew* all these partygoers were deeply messed up. They all dull their pain with horrible things! `bb({ body:"yell_1" });` b: And they're tricking you into doing the same thing! They're corrupting you! We need to get out! `bb({ body:"final_1" });` b: GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OU-- `_.a2_ending = "flight";` (#act2k) # act2k ``` Game.clearText(); publish("act2-in-4"); publish("hp_hide"); music('party1', {volume:0.6, fade:1.5}); ``` (...2001) ``` publish("act2",["party_hong",26]); sfx("slide"); ``` (...1001) ``` publish("act2",["party_hunter",14]); Game.WORDS_HEIGHT_BOTTOM = 230; ``` r: You alright, kid? `publish("act2",["party_hunter",13]);` {{if _.a2_ending=="fight"}} (#act2k_fight) {{/if}} {{if _.a2_ending=="flight"}} (#act2k_flight) {{/if}} # act2k_fight ``` Game.clearText(); publish("act2",["party_hunter",21]); publish("act2",["party_hong",33]); music(null); sfx("hit"); ``` (...1000) ``` sfx("record_scratch"); publish("act2",["party_hunter",22]); publish("act2",["party_hong",34]); publish("act2",["dee",6]); publish("act2",["dum",6]); ``` r: Y-you... ``` publish("act2",["party_hunter",23]); publish("act2",["party_hong",35]); publish("act2",["dee",5]); publish("act2",["dum",5]); music('party1', {volume:0.6, fade:6}); ``` r: are *kinky*. r: I like that. Come to my party next weekend, cutie. ``` publish("act2",["party_hunter",19]); publish("act2",["party_hong",36]); ``` h2: ok bye, ciao, adios, au revoir r: The animal might have won today, but come back, and I'll mix something even stronger for you! h2: sayōnara, auf wiedersehen, zài jiàn, shalom r: You and me, kid, we'll show that beast who's boss! (#act2k_end) # act2k_flight `publish("act2",["party_hong",36]);` h2: ok sorry i have to run `publish("act2",["party_hunter",16]);` r: ^Damn^ it. The animal won today, huh? `publish("act2",["party_hunter",15]);` h2: no no, just, uh, gotta run a marathon. gotta go fast. `publish("act2",["party_hunter",19]);` r: Come to my party next weekend, cutie. I'll mix something even stronger for you. h2: ok thanks gonna run run run run run r: You and me, kid, we'll show that beast who's boss! (#act2k_end) # act2k_end ``` Game.clearText(); publish("act2-out-5"); publish("act2-outro", ["end1"]); music("hum", {fade:2, volume:0.6}); Game.WORDS_HEIGHT_BOTTOM = -1; ``` (...2500) ``` publish("act2", ["act2_end",2]); sfx("whoosh"); ``` (...1000) b: Human! Are you okay?! ``` publish("act2", ["act2_end","next"]); ``` b: Gosh, that was *close.* We really could've-- ``` Game.clearText(); publish("act2", ["act2_end","next"]); music(null); sfx("squeak"); ``` (...1500) ``` publish("act2", ["act2_end","next"]); sfx("hit"); ``` (...1000) h: I'm coming back to the party next weekend. h: The next time we fight, I'm not just going to *defeat* you... h: I'm going to ^fuck^ing *kill* you. ``` Game.clearText(); publish("act2", ["act2_end","next"]); sfx("concrete_step1"); ```` (...901) ``` publish("act2", ["act2_end","next"]); sfx("concrete_step2", {volume:0.8}); ``` (...901) ``` publish("act2", ["act2_end","next"]); sfx("concrete_step3", {volume:0.5}); ``` (...901) `sfx("concrete_step4", {volume:0.25});` (...3000) `_.INTERMISSION_STAGE = 2;` (#intermission)