anxiety/scenes/act2.md

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# 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)