The Vampires got their name from the fact that they resided in metro and sewer tunnels underground, rarely leaving to visit the surface. It’s most likely that their “Scouts'' were the members that they sent to the surface to scavenge supplies. The maze-like tunnels made a safe home for them, where they established living spaces and a Cult Hall. The Vampires were considered a cult, although it’s not known what their beliefs or rules were. Like most other factions, they had a hate for Peacekeepers. Even capturing and holding Peacekeeper soldiers in the underground tunnels.
The Vampires storyline doesn’t have much left of it, but there are basic events known based on prefabs that were left in the files. Aiden would be captured by the Vampires, possibly while exploring the entrance to their sewer tunnels. Aiden willingly helps them with tasks, such as fixing a water pump and delivering antizin. This gains the current Vampire leader's trust, and he discusses the future of the Vampires with him. And about how Aiden is becoming adept at the tasks they give him. Eventually, the potential new Vampire leader begins arguing with the old leader, and because Aiden has gained reputation he is able to intervene. The Player would decide who becomes the new Vampire leader.
During development in 2019, The Smokers resided in R01 (Old Villedor). There are also mentions in a story draft from possibly around 2019-2020 mentioning them as a faction in R06 (The Citadel region.) It’s possible that Techland moved their location, or they resided in both of these regions. Leftover prefabs feature a “village”, which is only a classical building now. It’s likely that The Smokers’ hub (which has mentions in other prefabs) was an area of classical buildings converted into a livable space, similar to the Scavenger Island. It’s unknown what The Smoker’s ideals were, who their leader was or how they acted.
To progress through the story, the player had to gain reputation with The Smokers by completing tasks for them and taking over a Greenhouse belonging to another faction. The Greenhouse was a leisure center converted into a farming area after The Fall.
Before 2020, The Scavengers were the second main faction in the game. With the same power status as Peacekeepers. The Scavs were a capitalist faction that held internal businesses and jobs. Juan was the chief of this faction, and therefore had a more extensive involvement in the pre-2020 version of the game’s story. The faction had multiple ranks: Overseer, Specialist, Guard, Worker. Overseers were the rich owners of businesses that controlled workers. Specialists were runners and heavy soldiers. Guards defended hubs. And Workers constructed buildings.
The Scavengers believed that there was no point in trying to deal with the infected as there were too many of them, so instead they chose to accumulate as much wealth and material as possible and establish a safe haven. This directly goes against The Peacekeeper’s, who believe that the infection needs to be wiped out. In order to accumulate this wealth, Scavengers often release infected out of dark zones. This increased the infected population, leading The Scavs to be hated by Peacekeepers.
There are hundreds of prefabs left in the files involving the Scavengers, showing outposts, parts of their main hub, a version of the Elyseum prison that belonged to them, fuel production setups, unique Scavenger water collectors, and many other things.
They are also included in the Dying Light 2 artbook, but the text was removed from their page. Concept art of one of their hubs can also be seen in other pages.
A faction that lived under a Monarchy, their main hub being seated on the Triumphal Arch in Elyseum. The Nomads had a royal family, by the time Aiden enters the city, the previous Nomad King has died. And his two sons, Saban and Django are fighting over who gets to become the next king. Their mother, Carmen, has decided that Saban will be the next king, and the rest of the Nomads heavily oppose this decision. Aiden is hired by Saban to win a race against Django’s men, in exchange Aiden is given access to GRE terminals. Django’s ex-fiance, Mirriam, runs away. And Aiden has to go and save her. Depending on choices, either Saban or Django would die, which would affect the fate of the entire Nomad’s faction. This faction only became a thing in the 2020 version of the story.
The whole Nomad’s questline, called “Archers”, is still present in the files. With all dialogue and objective files being present but unused.
The entire Archers questline, along with the Blood Diamonds questline (Which the Nomads are involved in) can be found below in Chapter 3.
A bandit faction residing in Elyseum, who believed that the only way to salvation was getting out of your head. They grew psychoactive plants, and the player could buy these to buff their abilities.
They are described in detail in old press kits for the game, and their models could be seen up close in E3 2018 trailers.
The Vikings were a faction residing in the Central Loop. They used to be involved in the Delayed Delivery quest, and an old version of the Revolution quest.
Some prefabs still exist for basic hub logic for them, with a safe area, player bed/stash, and a questboard.
We don’t know what their ideals, characters, or appearances were.
The Scrubs were the name of the Survivors living in the Bazaar in Old Villedor, led by Carl. They are sometimes called Scum in old files. The Scrubs wanted to use Aiden’s strength and ability to gain a foothold against the Peacekeepers in Old Villedor.
A group mentioned in an old story draft. Aiden was tasked with killing members/leaders of the group for the Scavengers or Peacekeepers. They resided in the prison in Elyseum, a landmark that the Peacekeepers and Scavengers wanted.
There are no other mentions of them in objectives or dialogue.
One of the main groups involved in the Blood Diamonds quest (with a minor mention in the Archers questline), the Divers were a group of people who swam in the toxic water of The Floodlands to search for Crystals. It is revealed in the Blood Diamonds quest that they actually killed people and sunk their bodies in the toxic water to make the Crystals. The leader of the group was a female Diver by the name of Svetlana.
A faction only mentioned in the “The Man With No Name” quest, Nameless was a faction literally called Nameless. Although files initially make you think it was only one person named “Nameless”, the prefabs for the quest and the Elyseum Military Base show that there were multiple Nameless members involved. It’s unclear what their ideals or attitudes were. The small bit of character we do know about them, is that they instruct Aiden to kill Bandits and cut out their eyes, then bring the eyes back to them in exchange for information. The only named character is Nameless Albert.
A group mentioned in a small group of prefabs for a Bandit Camp. The bandit camp seemed to be converted from a military camp. Prefabs indicate that they had different ranks:
Elite
Range
Guard
Commoner
A group mentioned in the “Deciding The Fate” quest, which took place in the Old Villedor section of the story. They had taken control of an Electrical Substation in the region, and Aiden is tasked with wiping them out and giving control of the Substation to The Scrubs/Bazaarians. Old files also imply that they had taken over a metro station in Old Villedor.
A group that only has a few mentions left of them. Similarly to The Smokers, they had a “Village”. Although The Hunters Village is only a single cube now, and has nothing left. They are mentioned in the Old Villedor section of the story, back when Carl played a more important part in the story.
The Ikars Group was a group that played an important role in the game's old story at around the halfway mark. Aiden would first encounter them during the cut Communication Center quest, where he finds one of the members trapped inside. In the Lend a Hand Get a Wing quest, Aiden helped them escape the Communication Center, and in return they gave him a ride to the Citadel in the groups’ Airship. Shortly after this, the group supplied Aiden with a paraglider to help him get around the city. During the Sunken City portion of the old story, Aiden would perform various tasks and jobs for them to gain reputation with them. The group was stationed at the Elyseum Pumping Station, where they tied their airship down.
The group was not large, only having around 3-4 members. Their names were Dedal, Ikars, Vanda, and possibly Yana.
The Watchers were a group of people that dedicated themselves to guarding the quarantine wall that surrounded The City. In the 2019 version of the prologue, they would be using searchlights to look for people attempting to climb the wall. The player had to avoid the lights while climbing. The Watchers would reappear at the Citadel in the game’s epilogue, it’s unclear why.
List of POSSIBLE factions:
Some groups/potential groups are mentioned in old files, but it’s unclear whether they were ever actually factions. These are usually groups that only have 1 mention anywhere in the files, or just don’t have enough information to form a conclusion about them.
Beavers:
A possible faction mentioned in the cut And Yet It Moves quest. One of the objectives for the quest refers to the Beavers plurally:
“I need to talk to Mantis…
...or give the goods to Beavers”
However, other objectives for the quest refer to only one “Beaver”:
“I must speak to Beaver”
In the prefabs for this quest, there is only one “Beaver” character. The only dialogue line left for this quest refers to multiple people living at the dam that the Beavers would have controlled:
“Mantis: You did well. now the question is what do we do with the people on the dam. We can exterminate them or absorb them. It's your choice.”
Mantis was a Scavenger Dispatcher. And the use of “people on the dam” makes me believe there were multiple Beavers.
So it’s possible that there was a group called Beavers, or just one character called Beaver. It’s not entirely clear.
Conspirators:
A group mentioned in the old Assasination quest. They wanted to help the player eliminate Aitor to weaken the Peacekeeper presence in Old Villedor. To do this, they assisted Aiden in stopping a Peacekeeper Convoy so that he could access and kill Aitor. The only named member of the group was a character called Adso, who isn’t mentioned anywhere else in the games files. It’s possible that they were a group of deserting Peacekeepers.
All dialogue and objective scripts for this version of the prologue have been removed from the files, but a prefab containing the entire old map with all of its logic still exists. This logic includes things like character names and positions, dialogue names (which gives hints of what the dialogue is about) and some action triggers. Using this, it is possible to piece together a timeline of events.
(Note: This part of the story was not split up into multiple quests, as the Epilogue was. But the main map prefab has it split up into multiple sections. This helps the story make more sense.)
Village:
Aiden awakes in the “Sanctuary” part of the Village (the area in safe zones where Aiden can sleep and access his stash.)
He begins walking with a character called Jessie. They enter the Village Canteen, where they see “Giuseppe” and an unnamed “CampDweller”. Jessie speaks with Giuseppe, who is making pizza. Aiden and Jessie exit the Canteen and enter a more open area of the Village where Aiden is greeted by other Villagers. He then returns to Jessie. Aiden and Jessie walk to “line_park” where Jessie speaks to “Pati” and Aiden is given a basic movement tutorial.
He is first shown how to crouch, then climb, then jump. Pati follows alongside the course as Aiden goes through it. Aiden is shown how to use “village_use_parkour_item” at “Exit_The_Lake”. I suspect that the parkour item is a winch/rope lift.
Aiden engages in some sort of “contest” with someone, it’s unclear who it is or what the contest is.
Aiden can encounter a character named “Dick” fishing in the lake.
Some of the Camp Dwellers are now blocking an entrance into the Canteen, and a couple of them leave the camp area. Aiden can have a discussion with “mother” around this point.
Aiden can approach the Village Chief, who is leaning on a balcony railing overlooking a crowd of Villagers.
Near the crowd are “Mom” and “Father” who are idling next to each other.
Aiden then approaches 3 children (Theo, Pati, and “Boy”), who are next to “Ed”. Ed is holding a machete, in combat with a group of thieves. There is a behaviourplace for Ed shortly after the thief encounter called “Ed_at_thiefs_judgement”, it is unclear what this means.
Aiden is given a short tutorial on how to heal using taps, and then enters a scene called “Village_Thieves”. In said scene, Aiden follows a thief/thieves through a warehouse, speaking to them multiple times throughout. It is unclear what happens, but Aiden can find the Village Chief now standing outside of the Warehouse.
Aiden goes further through the Village, further uphill. He engages in a conversation with “Pino”.
Aiden is then given a combat tutorial by “Bob” where Bob takes various combat stances and teaches Aiden how to counter them.
Aiden then approaches a campfire, where a group of children approach. After talking with people at the campfire, Aiden approaches and talks with Jessie again.
Aiden then approaches the Village gates, where he can talk with the guard at the gate. Aiden would then leave the Village.
Forest:
Aiden continues up into a forest section, encountering deer as he approaches. He comes across the “Hendersons” who have just hunted and killed a deer with an arrow. Aiden would begin talking to them, and could make various dialogue choices such as:
beg
fight
no_fight
walk_away
2 Thieves (possibly the ones from the Village) then approach behind Aiden. The thieves “Join_Combat”, and afterwards Aiden escapes.
Fox Glade:
Aiden enters a peaceful glade called Fox Glade. Where he searches for his Father. He eventually finds him. He speaks to his father when he finds him, but it is unclear what happens during this time.
Canyon:
Aiden traverses through a canyon. He is able to take 1 of 2 separate climbing paths through to reach a Firewatch tower at the top of the canyon. He climbs it and rides a zipline down from it.
Sawmill:
It is hard to tell where the Sawmill fits into the prologue story, as it is hidden underneath everything else and clearly not in the correct spot. Although the events of it are clearly important.
Aiden enters the Sawmill, and parkours through the inside of the building. He jumps to a monkeybar to get across a lethal gap, and then to another platform. It isn’t entirely clear how, but Aiden is bitten, most likely by a Viral. It appears as if, when he lands on the platform, it collapses and Aiden lands in a room with 4 Virals. Aiden leaves the Sawmill.
Dark Path Back:
Aiden travels down a short path through a dark forest and then a cliffside. The change of mood possibly being because Aiden is now infected. During the walk, Aiden encounters 5 biters.
Highway:
Aiden travels across a highway, and into a tunnel. Aiden picks up a flashlight from the ground. There is a large number of infected in the tunnel, and Aiden would most likely have to just run past them.
After Aiden escapes the tunnel, he would go back into the Forest, this time through a different path. He would have to do basic parkour to cross this path.
It appears as if Aiden would attempt to get into the camp again, but would not be allowed to enter. Possibly related to the “return_to_camp” dialogues. It is possible that this is where a scene would play out where Aiden is pushed away by guards of the camp, and the chief comes out and threatens Aiden with a knife.
Cutscene Bridge:
There is a detailed bridge part of the map, most likely where Aiden would have ended up after being denied access to the Village. Due to many missing meshes, and seemingly no characters or dialogue. It’s unclear what happens here. But Aiden somehow went from here to the City.
The Wall:
Presumably part of the same version of the prologue, Aiden had to scale one of the quarantine walls while avoiding search lights to enter The City.
Old Villedor:
This part of the old prologue is quite similar to retail’s section. Abdul (now Hakon) finds Aiden and takes him to his hideout to escape Waltz’s men who are searching for him in the Bazaar. He explains the conflict between the Peacekeepers and The Scrubs in Old Villedor, and explains that Aiden needs a biomarker to enter the Bazaar. He helps Aiden find a biomarker in the “Baptism By Light” quest, so that Aiden can enter the Bazaar.
An older version of the game's epilogue remains in prefabs and a few objective scripts. It’s likely that this version was from 2019 - 2020, as the Citadel was cut around 2020. This version featured a climax in faction conflict, resulting in an all out war.
The Epilogue was split into multiple quests, I am still discovering that certain quests may have been in the epilogue. For example, Mother may have been the final quest in the game.
Hunting:
Presumably where the epilogue would begin, this quest took place in the Central Train Station in Elyseum. (This may solidify Elyseum’s place as the third main region the player would access in the story, followed by the Citadel region.) Prefabs show that Aiden would enter the station, finding the dead bodies of a group of Nightrunners. He would follow the trails to search for Waltz, who he would find in a different part of the station. A boss fight would take place, and would end with Aiden capturing Waltz and taking him to the Peacekeepers Citadel.
I personally believe that the player could choose to let Waltz go, and Waltz would then be captured and taken to the Citadel by She-Wolf and her Nightrunners. As there is an oddly placed prefab showing “People of She-Wolf”, called “Nightrunners” in the Hunting quest prefab. This would make sense, as the Battle Of Three Armies has two paths, one where you would help the Colonel in rescuing Waltz.
OBJECTIVES:
Enter Main Metro Station
Look for trails
Search for Waltz
Chase Waltz
Capture Waltz
Take Waltz to castle
Revolution:
Revolution is still a quest in retail, but the retail version takes place in Old Villedor at an early point in the story. The older version of this quest would feature a boiling point between the factions' conflict, as a result of the capturing of Waltz.
The quest played off of player choices heavily, seemingly being influenced by the faction you side with.
Here is what I believe would play out based on the faction you side with:
Renegades:
If you saved The Colonel when he is attacked at the Pumping Station, you would help him afterwards by taking over the Elyseum Military Base with his Renegades. Since the player did not help the Peacekeepers here, they would not attack the Scavenger Hub. And Juan would be present in the Battle Of Three armies quest, having his Scavengers attack the Citadel. You would help The Colonel attack the Citadel too. This quest most likely resulted in the most chaos, as all 3 factions and their leaders are present at the Citadel for the battle.
Scavengers:
If you side with the Scavengers, you would (for an unknown reason) help the Scavengers take over the Opera. This would then lead to you assisting the Scavengers in attacking the Citadel. A lot of it is missing and it’s confusing.
Peacekeepers:
If you sided with the Peacekeepers, and possibly killed The Colonel, you would assist the Peacekeepers in attacking the Scavenger hub. Juan is slaughtered by a large mob of Peacekeepers, and the player can assist in this. The player would then go to the Citadel, and assist in defending it with the Peacekeepers. The Scavengers most likely do not attack the Citadel in this path, instead the player would defend it from Renegades who storm it. If the Colonel was left alive, the player would be the one to kill him in this path.
Vikings (?):
A part of this quest involved the Vikings. The Vikings were a cut faction in the Central Loop, and it’s unclear how or why they were involved in the quest. They are simply mentioned in old prefabs for the quest.
DIALOGUE NAMES:
revolution_recap_of_events_nightrunner_dlg
revolution_recap_of_events_nightrunner_alt_dlg
revolution_enemy_with_pks_guard_dlg
revolution_friend_with_pks_guard_dlg
revolution_1st_talk_pks_dlg
revolution_2nd_talk_pks_dlg
revolution_3rd_talk_pks_dlg
revolution_pks_3rd_talk_renegades_friend_dlg
revolution_colonel_dead_explanation_gpl
revolution_after_assasination_dlg
revolution_2nd_talk_scavs_dlg
revolution_enemy_with_scavs_guard_dlg
revolution_friend_with_scavs_guard_dlg
revolution_enemy_with_renegades_guard_dlg
revolution_friend_with_renegades_guard_dlg
revolution_1st_talk_renegades_friend_dlg
revolution_2nd_talk_renegades_dlg
revolution_2nd_talk_renegades_friend_dlg
revolution_2nd_talk_renegades_enemy_dlg
revolution_3rd_talk_renegades_enemy_dlg
revolution_colonel_rescued_dlg
revolution_colonel_friend_dead_alarm_gpl
Negotiations:
Another main quest mentioned in the story draft, this one was also set in REG02 (Central Loop).
Some prefabs also mention this quest as being in REG06 (The Citadel District.) This quest seemingly took place before Battle Of Three Armies.
The prefabs also contain some removed dialogue names:
dlg_negotiations_beforecolonel
dlg_negotiations_beforepk
dlg_negotiations_fractions
dlg_negotiations_nightrunners
dlg_negotiations_pk
dlg_negotiations_scav
dlg_negotiations_scavcomplete
Battle of Three Armies:
Battle Of Three Armies featured an all out war between The Scavengers, Peacekeepers and Renegades, leading on from the initial Revolution. Prefabs for the quest show large groups of Scavenger and Peacekeeper AI battling each other.
The quest was split into two paths, based on the player's choices.
If the player had sided with the Colonel throughout the story, and chose to save him in the Revolution quest, the player would assist in attacking the Citadel and taking out the Scavengers and Peacekeepers battling inside.
The other path would involve the player helping defend the Citadel, and then killing the Colonel.
(There was another quest called “Castle Party” that involved the same concept. Although it seems like Castle Party was the quest that would play out if you sided with the Peacekeepers. The prefabs all indicate that it would involve defending the Citadel from Scavengers (Including Juan) and “Watchers”. The prefabs show a basic timeline of events, faction leaders arrive at the Citadel and try to negotiate. But battle breaks out, resulting in the Citadel gates being destroyed and enemies flooding inside.)
There is also an interesting prefab called “qst_battleofthreearmies_canteen.prefab”, it contains a dialogue name: “dlg_herolostanarm.” The player is often referred to in the files as “hero”, so in a strange course of events the player could have their arm chopped off at the Canteen.
OBJECTIVES (Split into two paths. Siding with the Colonel / Siding with the Peacekeepers.)
Talk with the Colonel
Attack the Citadel
Defeat the Peacekeepers
Defeat the Scavs
Randevous with the Colonel
Get away from The Citadel
Defend the Citadel
Kill the Colonel
Get away from The Citadel
DIALOGUE NAMES:
dlg_battleforpkhub_killingcolonel
dlg_battleforpkhub_dynamite
dlg_battleforpkhub_meetingcolonel
Castle Party:
Castle Party is a quest that seems to feature the Peacekeeper path of the epilogue. Although this still exists in the Battle Of Three Armies quest, it’s possible that at some point they had a separate quest for the Peacekeeper path. It features a battle with Juan, Rowe and his squad being killed in the attack, a large number of hostile Renegades. It also featured a group of “Saboteurs”, they were a squad of Scavengers who snuck into the Castle to give access to the Scavengers. They became trapped in the dark for too long and turned.
DIALOGUE NAMES:
castleparty_castle_guard_1st_gpl
castleparty_castle_guard_2nd_gpl
castleparty_castle_prison_dlg
castleparty_director_dlg
castleparty_finale_dlg
castleparty_castle_guard_1st_post_gpl
castleparty_castle_guard_2nd_post_dlg
castleparty_rowe_at_car_02_dlg
castleparty_scavs_dlg
castleparty_squad_eliminated_gpl
castleparty_explosives_01_dlg
castleparty_negotiations_dlg
Dark Forest:
Prefabs indicate that after the carnage at the Citadel (c_castle_r06_quest_darkwoods_aftercarnage), Aiden would escape from the Citadel and head to Dark Forest. Possibly with his newly gained knowledge of where X-13 is. He may have gained this knowledge from whichever faction leader he sided with and helped at the Citadel. Aiden gets a ride in the airship from Ikars, who takes him from the Citadel towards X-13. The Airship is shot down, and crash lands in Dark Forest.
The objective script for the quest is very confusing, and makes references to a lot of things that are from an early point in the story we don’t have access to.
For reference:
Ikars: A cut group who owned a large airship, Aiden becomes friends with them.
The cube: The GRE key that Aiden owns.
Alpha Zombie: “Alpha Zombies” are mentioned a few times in retail dialogue, and are seemingly very rare special infected that aren’t well known about. (I believe that this specific Alpha Zombie may have had a mutation that was the key to finding a cure. Cut dialogue from the Haunted Hospital quest implies that Kyle Crane was the key to finding a cure. I believe this “Alpha Zombie” may have been him as the Nightunter. As Aiden’s main objective in this version of the story was to find a cure. For example: Talk with faction leaders to find out more about the location of the cure.)
These objectives seemingly show different choices. Such as releasing the Alpha Zombie or killing it. Killing Waltz may also be optional.
OBJECTIVES:
Get to X13.
[TEMP] Talk with Ikars.
Find the entrance to the X13.
Talk with Waltz.
Kill Waltz.
Follow Waltz.
Release the Alpha Zombie.
Watch the City burning.
Take the cube.
Talk with Mother.
Kill the Alpha Zombie.
[TEMP] Take the truck.
[TEMP] Take the anabolics.
Catacombs:
A quest that could be seen as an active quest in old dev clips from early 2020.
Unfortunately, there is no longer any objectives file for it, and any reference to “catacombs” in the game is referring to the catacombs under Villedor and not the quest itself.
Many prefabs still exist for these Catacombs, showing incredibly large sets of underground tunnels and sewers. The Catacombs under Old Villedor featured player tutorials on diving underwater and crouching. Dylan was present in the catacombs.
Catacombs was a quest that took place during the Prologue upon the player's arrival into Old Villedor, before being introduced to Hakon and the members of the Bazaar.
One dialogue name for the quest still exists, but they are removed now:
catacombs_gettingout
Waltz’s People:
A quest that could be seen in screenshots of the old quest menu. The objectives are never shown, and dialogue and objectives for the quest don’t exist in files either. Although the name of a dialogue file of the same name still exists:
storyteller_waltzpeople_dlg.prefab
This dialogue no longer exists.
It’s likely that the quest played out close to the beginning of the Old Villedor section. As old cut dialogue mentions that Waltz’s people are looking for “someone without a biomarker” (Aiden). This indicates that the quest is from after 2019.
Baptism By Light:
A quest that may have been part of the prologue of the game. It involved Abdul (Now Hakon). All that is left is one dialogue name:
dlg_baptismbylight_meetingabdul
Bazaar:
A quest that still has an objective file, it’s seemingly from an early point in development. As characters such as Hakon are still called Abdul, and The Scrubs are still mentioned (The Bazaar faction from 2019). It also most likely took place right at the beginning of the game, possibly during or shortly after the prologue.
OBJECTIVE:
Bazaar
[TEMP] Find out more about Scrubs
[TEMP] Talk with local medic
[TEMP] Talk with someone who's in charge here
[TEMP] Talk to the medic about Abdul
[TEMP] Take Abdul's backpack to his trailer
Help people around The Scrubs bazaar.
[TEMP] Pogadaj z Carlem (Talk to Carl)
Talk to Aitor about cultivated fields.
Talk to Lawan.
Some dialogue names for this quest also exist:
bazaar_gettingout
bazaar_helperatbar
bazaar_introduction
bazaar_mechanicatbar
bazaar_meetguard
bazaar_returningthewrench
bazaar_speaker
bazaar_thinker
bazaar_wrench
bazaar_generator
bazaar_bonfire
bazaar_gasoline
Right To Defend Yourself:
A quest that still has the main dialogue left, but all the other quests and dialogue for it were never made.
The quest’s objective file is called “The Inalienable Right To Defend Yourself”. This quest was most likely part of the main story, taking place in the Old Villedor section near the beginning of the game. Back when Carl was a more major character.
right_to_defend_yourself_factionsteam.sloc:
Jacques: Hey, hey! Stop right there! No sudden moves!
Bruce: Lenka! We got company!
Jacques: Why are you here? Answer!
Bruce: C’mon, we know why! He’s not on a fuckin’ stroll.
Jacques: If he came to take us out, he’d have stayed quiet.
Bruce: Maybe that was his plan, but he messed up. Just look, everything about him screams “I’m one of those bandits”!
PLAYER CHOICE: {Attack} / Bandits?
Player: You’re right. I’m here to take you out.
Bruce: What’d I say?!
Lenka! Get him!
[QUEST END]
Player: What bandits?
Jacques: He means those crazy fucks from the Bazaar. They could come storming in any minute.
Especially if they knew it was just the three of us in here–
Bruce: Gus, shut the fuck up!
Jacques: I’ll talk all I want. And you quit panicking! It’s obvious this guy’s no trouble. Might even be able to help.
Player: Last I checked, you’re the ones who hang those ‘bandits’ from lamp posts…
Bruce: Who do we hang? Who?! Terrorists, that’s fucking who! We came to give them water, dammit, to deliver meds... and they tried to kill us all!
Jacques: Don’t believe us, go to the main metro station, there you can see for yourself what we were trying to do.
Bruce: In all its glory.
PLAYER CHOICE: How can I help you? / I’ll leave you alone. / {Attack}
Player: Mentioned I could help with something.
Jacques: the faction members tell the player to talk to their leaders at the metro main station.
{INFO: THE NEXT QUEST IS NOT YET IMPLEMENTED}
[QUEST END]
Player: I’ll leave you alone.
Bruce: Yeah, take a hike.
[QUEST END]
OBJECTIVES:
The factions sent their people to the nearby shopping center, where they keep watch over the second entrance to the metro tunnel.
Get rid of the factions outpost.
Report back to Carl with all the intel.
Meet factions that are staked out in the Metro.
Talk to the factions' leaders.
The second metro entrance is inside the nearby shopping center.
Open the mall's front door for Carl's people.
Investigate the factions' numbers in the mall.
Open the main door, so Carl's people can get inside.
Report back to Carl with all the intel.
Every Life Matters:
A quest from the Old Villedor portion of the story. It involved Aitor, and his desire to set up new fields (which is talked about in old prologue objectives.)
DIALOGUE NAMES:
dlg_everylifematters_talkinshop
dlg_everylifematters_talkaboutaitorsfield
dlg_everylifematters_returningtobandits
dlg_everylifematters_innocentsuspect
dlg_everylifematters_dealingwithbandits
dlg_everylifematters_backtoshop
dlg_everylifematters_anothersuspect
dlg_everylifematters_courtyard_ambusher
dia_everylifematters_courtyard_hostage
Sharpshooter:
A quest that took place in the main story, during the Old Villedor section. It involved Hakon. Some dialogue names exist for the quest, but that’s all:
sharpshooter_asking
sharpshooter_hideout
sharpshooter_jobdone
Devil’s Bridge:
A quest involving the Devil’s Bridge building, which can still be found in Old Villedor. This quest still has some audio files related to it, but the quest is not present in retail. Testmap and prefab names indicate that Techland may have planned to present this quest publicly at Gamescom to demonstrate choice and consequence. The player would decide which faction he would help.
Part of the main story, the quest was part of the Old Villedor section and took a detour from the main faction conflict with The Scrubs and The Peacekeepers.
If the player helps the Peacekeepers, Devil’s Bridge is destroyed which kills all the infected inside. But all the loot is lost.
If the player helps the Scavengers, Devil’s Bridge can be looted, but all the infected inside are pushed into the street. Which causes the infected population during the day to rise in that area.
Dialogue for agreeing to help the Peacekeepers still exists as generator test dialogue, same with dialogue for agreeing to help the Scavengers.
GeneratorTestTrio (Scavenger Route):
Alexandre: {laugh} Ha! Did I not say? Did I not say he'd come here? Pay up, pay up…
Jacques: 'Did I not say,' Jesus, give it a rest…
Alexandre: And did you not say he'd fall and break his ass? Or stay in the tower forever, like that peeker? {Alexandre:interest} {Jacques:annoyance} No, no, I saw his potential from a kilometer away. That takes talen–
Jacques: --takes luck. Dumb luck.
Johnson: {annoyance} And I say you can both shove these stupid bets up your... {acceptance} Just, shh. No one cares.
What about you - got anything to say, or just here to brood silently?
PLAYER CHOICE: What about YOU? / Got lots. / Looking for a job.
Player: And you? What're you doing here?
Johnson: {Alexandre:interest} We're sitting on our claim. Literally. The building below us is ours till we're done clearing it out. {Jacques:vigilance}
Alexandre: {distraction} Not only this building.
Johnson: True, we're gutting the whole district, really. Not many others willing to work in the south.
Player: You don't seem to be working too hard, to be honest.
Johnson: {Alexandre:anticipation} Oh, look, the foreman's arrived. There's no rush, the claim's ours, long as we sit tight. We can start looting once reinforcements arrive from Central.
Player: {Alexandre:interest} What about you? Just here to shoot the shit and make bets?
PLAYER CHOICE: Peeker in the tower? / Claim?
Player: Said something about a 'peeker' in the tower. What's that about?
Johnson: Once upon a time, firemen would rescue poor little kittens who climbed too high and got stuck.
Now it's Peacekeepers getting stuck and not a fireman to be found.
One of their kittens climbed up that tower three days ago, still hasn't climbed back down.
Player: Sitting on your claim' - what's that mean, exactly?
Johnson: It means a great deal, in terms of inter-faction relations. {with a slight wink, bit of an aside} And remember, those terms are the ONLY ones that matter. {end of aside} This place is important for us.
And we got here first, so, as per the mutual accords, everything inside is ours.
Player: Got lots. For starters, that the guy up in that tower isn't coming down. Ever.
Johnson: ...because?
Player: Because he's dead. Brutally murdered, to be precise.
Alexandre: Live by the sword…
Jacques: He was sitting atop a tower for days. How's that living by the sword? Living like a pigeon, more like.
Alexandre: You know what I mean. They are always picking fights, they should not be surprised when fights find them. I do not claim this is good. Just... life.
Johnson: Well, least now it's clear why the others just stay put, scratching their arses. They're waiting for a scout who will never report in…
Player: The others'? Who do you mean?
Johnson: The other peekers - Peacekeepers, I mean. Those lads who just adore uniforms, medals and barking orders.
They're hunkered down nearby. You see enough fortifications to stop a tank, that's them.
Alexandre: Though you will no doubt hear them before you see them…
Johnson: Subtlety is not their strong point.
Player: Looking for a job, maybe–
Johnson: We look like people who've got too much to do?
Alexandre: {anticipation} Hey, Johnson, what about... Satan's Bridge, perhaps he can take care of it, no?
Johnson: {anticipation} On his own?
Alexandre: Well... he made it up here on his own.
Johnson: Maybe, but peekers have been snooping around down there…
Alexandre: All the more reason, perhaps him they won't bother.
Johnson: Point taken. Listen, how familiar are you with yanking wire? And I don't mean your own... Running electric cables. That's what I mean. There's a building we need to get power to.
This whole circus is necessary because the place has heavy-duty anti-theft shades. Which, of course, are drawn shut.
Yet if we plug the building in, a push of a button and, open sesame. All the biters are free to take a stroll.
Player: Sure that's a good idea? Letting biters out into the street?
Johnson: {annoyance} Listen, that building was once a service garage. Meaning it's chock-full of tools, technical diagrams, maybe even petrol... So yes. I think procuring those supplies is an excellent idea.
PLAYER CHOICE: Understood. / What do I get out of it?
Player: Understood. I'll help.
Johnson: {default} {Jacques:default} Naturally, we'll show our gratitude. We're creative around here, so count on us coming up with something fun.
I'll keep an eye on you. Soon as you're on site and at work, I'll be waiting by our generator in the building next door.
Player: All clear, except one thing - what's in it for me?
Alexandre: {default} Right to the point, this one...{Jacques:neutral}
Johnson: {default} Back off, Alex. Would you do it for free? Didn't think so.{Jacques:default} It's a fair question, and I think I can give a fair answer: You'll get a pat on the back and... ten percent of the take.
GeneratorTestDuo (Peacekeeper Route):
Player: Know something that might interest you.
Manuel: {interest} Got our interest the moment you showed up out of nowhere. But go on.
Player: That tower? Ran into one of yours up there. He's not comin' down. {Aitor:surprise} Someone offed him.
Bruce: Now who the fuck would do that...? {annoyance} Sure it wasn't biters?
Player: Not their style.
Erin: {annoyance} We buyin' this? He coulda done it himself!
Bruce: If he killed Lars, he wouldn't come here to brag about it, would he? {interest}
Got a mission to accomplish. {interest}
Player: No shame asking for help. A quid pro quo and everyone wins.
Henrik: {vigilance} Your fucking call, Bruce, but why not give him the IED, send him off to Devil's Bridge?
Then we can finally torch that garage.
Player: Destroy a garage? Why?
Henrik: It's a darkroom, now. Crawling with biters. Whatever tools or supplies it has, they're no use if we're dead, so we gotta eliminate the threat. That's what matters most.
Bruce: Yeah, yeah, I know…
Henrik: Especially since the Rats could fuck it all up at any moment…
Player: Rats? Yeah, heard them talking about looting a place called Satan's Bridge. They just need to wire it up.{RANDOM_pk_man01:laugh}
Henrik: Satan's Bridge' - fucking morons…
Bruce: You didn't have to tell us that. Help us out with this, and I'll give you Lars' gear.
Erin: {anger} Fucked one way or the other. Without Lars, we're good and stuck.
PLAYER CHOICE: I'll help. / Why won't you leave?
Player: Seems we can help each other. Tell me exactly what I gotta do.
Bruce: {acceptance} We'll give you an IED. Go to Devil's Bridge and drop the payload there, in the basement.
Just make sure the building's full of biters. And nobody alive.
Henrik: {annoyance} Just don't expect a pot of gold for your trouble. {neutral}
Bruce: True, but pull this off and they'll welcome you in the Citadel with open arms.
Come back once it's in place, and we'll watch Devil's Bridge go to hell together. {neutral}
Blaze can hook you up with the explosives.
They go in before we do, they'll chase all the biters into the streets. All our work in the South, down the fuckin' drain.
Player: Why can't you leave?
Bruce: {surprise} Why? 'Cause everything's fucked, that's why! {interest} Ergh, I gotta cool off.
Henrik: In my opinion, he was keepin' his cool pretty admirably.
But truth is, we really are fucked. Rats let all the biters out of Devil's Bridge. Means we gotta clean this place all over again.
Bruce'll calm down soon. I recommend you talk to him again. Maybe you can help us.
Bruce: {acceptance} This mission's been short-handed from the start. Losin' Lars just puts us further up shit creek.
OBJECTIVES: (Scav Path / PK Path)
Devil's Bridge
Scavs want to get rid of the infected and loot the building
I should reconnect the power grid first
Easiest way would be to open the workshop door
Looks safe enough, I should let the Scavs know
Finished, time to to talk with the Scavengers
Now I need to talk with Bruce about Devils Bridge
PKs want to destroy the building with the infected inside
Blaze should hand me the explosives
I can set up explosives somewhere inside
I should reconnect the power grid first.
I've planted the IED, time to report back to the PKs
Mission accomplished, should report to Bruce now
Maybe I could kill two birds with one stone
Image: the front shop area of
“devils_bridge_gamescom
_building.prefab”. The building had a different design back then, and a fully fledged interior.
Lots of meshes are missing now.
The names of dialogue for this quest still exist, unfortunately they are all removed:
devilsbridge_foundapk
devilsbridge_pk_backincamp
devilsbridge_pk_problem
devilsbridge_pkafter
devilsbridge_scavs_backincamp
devilsbridge_scavs_nearthegeneator
devilsbridge_injured
Right Into The Safezone:
A cut quest with only a few very basic cut lines of dialogue left. For reference, “Hank” is the old name for Cillian.
Right Into The Safezone Initial:
Oakland: [Oakland asks player to establish safezone]
Right Into The Safezone Overhear:
Oakland: [Player overhears Oakland talking to his henchmen about Hanks location]
Right Into The Safezone Card:
Oakland: [Oakland gives player the key card and asks him to retrieve valuables from safe downstairs]
Right Into The Safezone Treasure:
Oakland: [Oakland thaks player for delivering treasure and reveals Hanks location]
Fix Em Up:
Some dialogue names are still visible on old prefabs for this quest. Some of them do exist however, they give us a general idea of what would happen in the quest. It involved Oakland, from the Right Into The Safezone quest, and Hank.
DIALOGUE NAMES:
fixemup_medicice_crafted
fixemup_interrogation
fixemup_guard
fixemup_distraction
fixemup_collectmedicine
fixemup_interrogation:
Player: [Hank is being interrogated]
fixemup_collectmedicine:
Hank: [Hank asks player to collect ingridients and craft medicine]
fixemup_medicine_crafted:
Hank: [Hank asks player to distract bandits]
fixemup_distraction:
Player: Listen here miserable maggots!
I am the master of life and death in this town!
A new sheriff has arrived!
This town is too small for both of ... err…
Hank: You are fucking terrible at this, aren't you?
Player: Prepare to meet your maker!
Hasta la vista, kids!
Hank: Oh god.
Connecting Dots:
Taking place in the Old Villedor part of the story, the quest would be found at the Bazaar. It involved a group of “Radicals” that the player had to eliminate using stealth. A prefab containing all characters involved shows that it involved Carl, Hank, Veronika, Hilda (Sophie), and a few other minor characters. This quest is likely from 2020.
Tip The Scale:
A quest that was possibly part of the main story. It took place in Old Villedor, and involved faction politics to some extent. All that is left is a couple of removed dialogue names:
dlg_tipthescale_factions_start
dlg_tipthescale_bazar_start
Blue Casket:
This quest may have played out close to the introduction of Scavengers. It was a main quest, and involved important Scavenger and Peacekeeper characters such as Johnson and Bruce. These characters featured heavily in other 2019 Old Villedor quests. Other notable characters are Alexandre, Henrik, and Jacques. Who were all seen in the 2019 quest “Devil’s Bridge”.
DIALOGUE NAMES:
dlg_bluecasket_scavs_firstcontact
dlg_bluecasket_scavs_firstassignment
dlg_bluecasket_pk_firstcontact
dlg_bluecasket_pk_firstassignment
dlg_bluecasket_metrostationstandoff
Calm Like a Bomb:
All that is left for this quest is one dialogue name, which is now removed from the files. It involved Charles, Johnson and Bruce. Characters featured in many other 2019 Old Villedor quests.
DIALOGUE NAMES:
dlg_calmlikeabomb_end
Take A Look Around:
All that is left is the name of two removed dialogues. It involved Johnson, Bruce and Charles. Johnson and Bruce are both notable characters, who both featured heavily in Old Villedor quests in 2019. Bruce was a Peacekeeper, Johnson was a Scavenger.
DIALOGUE NAMES:
dlg_tala_scavs_start
dlg_tala_scavs_end
Water Problem:
Another quest that could be seen in old quest menu screenshots, again no objectives are shown. There also aren’t any prefabs relating to the quest. It’s likely that the quest was part of the Old Villedor section. As that part of the story still involved the feud over the water tower between Peacekeepers and Bazaarians. This quest is likely from 2020.
Deciding The Fate:
An old quest with an objective script and a few prefabs left for it, which give us the names of removed dialogue. It was included in the game's main story. (The mention of a “trafostation” refers to an Electrical Substation. Trafostation was the name they used at an earlier point of development.) The quest was probably close to the end of the Old Villedor section of the story, and would influence what would happen to the faction leaders.
OBJECTIVES:
Deciding The Fate
Restore the power at the metro building.
[placeholder] Talk with people in trafostation
Eliminate guerillas watching over the substation.
Get to the control room.
The power is now in my hands. I must decide what to do with it.
Talk to factions' leaders.
[placeholder] Talk with Carl
Find a control room.
I should give the power to the factions.
I should give the power to the Bazaar.
Take the inhibitor.
Cut the power at the metro station.
REMOVED DIALOGUE NAMES:
decidingfate_abdulattrafostation
decidingthefate_bazaarside
decidingthefate_playingcards
decidingthefate_playingcards_new
Assasination:
The old Assasination quest took place at the end of the Old Villedor section. Aitor and Carl would both separately go into hiding, and the player would either assasination Aitor, Carl or spare both of them.
The only dialogue left for the quest shows the Aitor assasination path. Some removed dialogue names exist, and are for the Carl assasination path.
Carl’s Assasination:
Some random parts of it still exist as prefabs, and show that Carl would go into hiding inside a shop.
He had, for some reason, bought drugs from a drug dealer. He would escape the shop when Aiden arrives, but would presumably be hunted down by the player and killed if the player chose this.
Aitor’s Assasination:
The Peacekeepers are driving a convoy consisting of two trucks through Old Villedor, presumably to pick Aitor up from his hiding place as they know Aiden is coming. The player would follow the truck inside, possibly by hijacking it, take out the Peacekeeper guards and then kill Aitor.
assd_initiation:
Abdul: [Abdul says how exactly I can stop the convoy]
assd_saboteurs:
Adso: [The conspirators thank me and tell me to wait for the night, meanwhile they will tell Carl and Aitor about the meeting]
assa_talkinhideout:
Aitor: [we talk about me]
[placeholder to move the player on position]
PLAYER CHOICE: I decided to spare you / I kill you after hearing your rationale / That's enough, fight
DIALOGUE NAMES:
assc_bodyguardinitial
assc_drugdealers
assc_leadertalk
A Place To Call Home:
While A Place To Call Home is still a quest in retail, it is mentioned in the story draft from possibly 2019-2020. Old Objectives also exist for this version of the quest, it seems as if Aiden would arrive in a region other than the Central Loop. There are also mentions of removed dialogue files for the quest, which give a very very rough idea of what the quest may have contained:
aptch_devils_acre_start_dlg
aptch_electrican_start_dlg
aptch_elevator_dlg
aptch_entrance_region2_post_gpl
aptch_jardin_suspendu_start_dlg
aptch_kill_or_not_start_dlg
aptch_tag_start_dlg
OBJECTIVES:
A Place To Call Home
I should look for shelter in a Faction Hub, the closest are
Peacekeepers Citadel
Scavenger Island
Open Your Eyes:
Another main story quest mentioned in the story draft, this quest also took place in R02 (Central Loop) presumably shortly after Aiden arrives.
There are no prefabs relating to it.
Meeting The Leaders:
Another main story quest mentioned in the story draft, this quest also took place in R02 (Central Loop).
There are no prefabs directly relating to this quest.
The Prisoner:
Another main story quest mentioned in the story draft, this quest also took place in R02 (Central Loop).
There are many miscellaneous prefabs relating to “prisoner” but none of them seem to be directly related to this quest.
New World:
Another quest mentioned in the story draft, this one was also set in REG02 (Central Loop). There aren’t any prefabs related to it unfortunately.
Greenhouse:
A quest that took place in R02 (Central Loop) that was part of the main story. Aiden was tasked with going to the Greenhouse by The Smokers.
There are prefabs for Greenhouse switchers, indicating you could set it up to produce anabolic stimulants or biofuel. This is similar to the Greenhouse from old press kits, in which Scavengers would produce biofuel using a Greenhouse, or the Untainted would produce anabolic stimulants.
OBJECTIVES:
Greenhouse
Go to the greenhouse
The Darkness:
Another quest mentioned in the story draft, this one was also set in REG02 (Central Loop).
Juan Rainer:
A quest with a few references to it in prefabs. It involved Juan traveling to the Citadel and trying to steal documents from an office.
Two scenes are mentioned: “juanrainer_citadel” and “juanrainer_mattscene”
These scenes contain some removed dialogue names that give some insight into what the quest consisted of
DIALOGUE NAMES:
dlg_juanrainer_pks_office
dlg_juanrainer_papers
dlg_juanrainer_kovalsky
dlg_juanrainer_have_you_seen_kovalsky_01_gpl
dlg_juanrainer_have_you_seen_kovalsky_02_gpl
dlg_juanrainer_have_you_seen_kovalsky_03_gpl
dlg_juanrainer_have_you_seen_kovalsky_04_gpl
dlg_juanrainer_dispatcher
Spy Game:
While Spy Game is still a quest in the retail game, some old unused dialogue for it demonstrates that the quest would involve Elyseum for a section of it. It would also involve the Nomads.
spygame_triumphal_arch_gpl.sloc:
I activated the antenna in the southern district.
Player: Okay, the antenna’s working.
Juan: Thank God! I knew you'd smarten up. Wait a sec.
After a moment, Juan starts talking again.
Juan: I was right.
The signal is weak, but I can clearly see it's coming from somewhere…
Can you go and check this place out?
Sarcastic.
Player: Sure. Just a leisurely stroll, really.
spygame_triumphal_arch_zone_gpl.sloc:
I reach the area specified by Juan.
Player: Juan?
The signal is indicating a location in the flooded district.
Juan: Fuck... but that's cut off! The train couldn't have gone any further, so it must be in a nearby tunnel.
Player: And... what's behind the chemicals?
Juan: Not what, but who. Nomads... they're an odd bunch. Isolated by choice.
Player: What would Matt want from them?
Juan: Could be anything... there's nothing the Nomads don't trade in.
They do business selling everything and do it with anyone…
Player: I see. Ok. I'll look for the train.
Juan: Get cracking. We almost have the son of a bitch.
Princess:
A quest mentioned in The Outpost objectives, although almost nothing is left of the quest now. All we have are two dialogue names:
princess_before_fight_dlg.prefab
princess_after_fight_dlg.prefab
From The Outpost objectives:
The Player needs to get to the prison and find a missing cube element in it. To do that, they have to co–operate with factions ("Opera House" or "Hive" Quests and "Princess" or "Quasimodo" accordingly). Hanging quest – ends through finishing other ones, it leads the Player to taking over the Prison.
Opera House:
A quest that strangely seemed separate from The Outpost, it is mentioned in The Outpost Objectives and only has one dialogue name left related to it:
operahouse_end_dlg.prefab
From The Outpost objectives:
The Player needs to get to the prison and find a missing cube element in it. To do that, they have to co–operate with factions ("Opera House" or "Hive" Quests and "Princess" or "Quasimodo" accordingly). Hanging quest – ends through finishing other ones, it leads the Player to taking over the Prison.
The Outpost:
A major cut questline that was repurposed into the first DLC for the game (Bloody Ties). The Outpost featured the same concept, the Opera house turned into a gladiator arena, with Astrid being one of the main characters. However, there are some key differences. Such as the character Quasimodo/Kurt being heavily involved.
Short synopsis: Aiden goes to Saint Paul's Cathedral in search of a GRE terminal. He finds Kurt/Quasimodo inside, who explains that he moved the GRE terminal to the Opera House. He explains that Astrid took over the Opera House from him, and captured his son Figaro. He says that if Aiden infiltrates the Opera House and short circuits the power, and defeats Astrid, Kurt will tell him the location of the GRE terminal. Aiden completes a challenge duel to gain access to the Opera House, and then becomes acquainted with Dave. Dave and BJ allow Aiden to compete in a proper duel in the Arena, after the duel he sees Astrid for the first time. Kurt contacts Aiden, and instructs him to short circuit the power in one control room. He does so, and then is told to go to the other and short circuit the power there. To enter the room, he must beat a wager with Hammer, the door guard. When Aiden gets access, he enters and activates Figaro, who turns out to just be a modified GRE machine that Kurt altered. Dave enters and reveals that he knows what Aiden is up to, Aiden kills Dave and his henchmen, then escapes. When Aiden finally battles Astrid, she reveals that Kurt was exiled for causing the deaths of 100 people because of Figaro. Aiden understands, and helps Astrid disable Figaro. Kurt arrives in the Arena, and Aiden almost kills him. Figaro reactivates temporarily, causing the infected to rush the Arena, injuring Kurt. After Aiden clears the infected, Guards come in and take Kurt away, Aiden gets to decide what happens to Kurt. If Aiden chooses to let Kurt live, Kurt tries to kill Astrid and everyone in the Opera, and Aiden has to defeat him.
After this, Astrid gives Aiden the location of the GRE terminal, and he goes and collects information from it.
OBJECTIVE: Find Quasimodo ['Hive']
OBJECTIVE: Check the Cathedral for GRE Terminal.
outpost_start_dlg.sloc:
I enter the room where I last saw Kurt. The dialogue begins at the door.
Quasimodo: Now what do you want?
Player: Don't be so happy to see me.
I was told there was a GRE terminal in here.
Quasimodo: There was. But I moved all the military equipment of value to the Opera House long ago.
But don't expect me to help you. You killed my Leto.
I interrupt him.
Player: I'm sorry. Tell me what you want... I'll give it to you.
Quasimodo: You're think everyone has a price, don't you?
After a while.
Quasimodo: Come. Let me show you something.
Player: Why did you try to kill me?!
Quasimodo: Why do you think? You broke into my home. Killed my Leto!
If you're gonna kill me, just get it over with, damn you!
I walk over. I give him my hand to get him to stand up.
Player: I won't hurt you. I promise.
Kurt looks at me for a long time. He stands up.
Same in both versions - Kurt starts, I follow him. He leads me to the window / balcony.
Incredibly agile, he goes almost to the top of the church tower. Really high. He is incredibly agile (like the original - Quasimodo;) I climb behind him.
outpost_introduction_dlg.sloc:
He points to the city view.
Player: Roofs... Streets... Buildings... Nothing special.
Quasimodo: "Nothing special." Are you blind? You gaze upon freedom itself!
Imagine being locked up for 5 years in a concrete box.
And all you can see are walls, one meter away on all sides.
A desolate cell that makes even a virus-devastated city seem like a paradise by comparison.
This may be nothing special to you, but as a former prisoner of Mamertine prison, the region's biggest prison…
The city is fucking Shangri-La!
And I'll never return to that hellhole ever again!
At least I vowed not to... but she... she ruined everything.
Player: What the hell are you talking about?
Quasimodo: She took control of the Opera House, lying to my people about me. And she separated me from Figaro.
Player: Your people? Who are they?
Quasimodo: Former Mamertine prisoners. I freed them in order to save them all from the infected invading the prison.
They were trapped. So I took over the security systems, deactivating the cell locks in the process.
I saved them all. Including Astrid. But she sure turned on me.
And imprisoned me. In a concrete box.
Player: What's the story of the Opera House?
Quasimodo: Once we were all free, the Prisoners took it over, made it their home.
I wanted to establish a safe haven for those who had been unjustly imprisoned in the first place.
But Astrid didn't want safety. She wanted power.
So she spread poisonous lies. Turned my people against me.
Astrid corrupted the safe haven, turning it into a charnel house:
A deadly fighting arena.
Player: Who's Figaro?
Quasimodo: Figaro... He... He's my son.
Player: Your son?! Astrid has your child?
Quasimodo: Yes. You see, he helped me escape the dungeon.
I live thanks to Figaro. But... I left him behind.
He goes silent.
He suddenly raises his voice.
Quasimodo: You think me a monster!
What kind of father am I? What father leaves his child at the mercy of his enemies?
Player: I'm not judging you, Kurt.
I left somebody once too.
Kurt looks up at me with interest.
Player: Why is Astrid holding your son?
Quasimodo: To use him. You see, Figaro is a special child. A genius.
But Astrid... She'll never control him... She doesn't know what love is.
Kurt stops. He's on the verge of crying.
Quasimodo: If you help me and free Figaro ... I'll tell you where I hid the GRE terminal.
Player: How do I do that?
Quasimodo: You must challenge Astrid to a fight…
And beat her.
Player: It can't be that easy.
Quasimodo: She rules by right of challenge. Anyone who defeats her usurps her position.
Tournament winners may challenge her, but the few who've dared have not survived the experience.
You could challenge her. But it would take battling through the entire tournament to earn the right.
Player: And your son? How do I free him?
Quasimodo: You need to disable Arena's security by shorting out its circuits.
That will allow me to enter the Opera House undetected. I'll deal with Figaro.
When you get to the Opera House, I'll guide you through disabling security.
outpost_enrolment_pre_dlg.sloc:
I come closer - I see a man wearing a bow tie, a hat - he is elegant - REFERENCE: a boxing announcer. I come to BJ. He speaks, he is outspoken.
BJ: If you're here for Sergey's fight, you're late. Got a sold out crowd.
Player: I'm not here to watch. I'm here to fight.
BJ looks at us dubiously.
BJ: A fighter? Not from what I can see, baby. And I've seen'em all.
Harshly.
BJ: What? You think this is some neighbourhood fight club and any poor schmuck can volunteer to take a punch?
Champions only, baby. Champs. Not chumps.
Player: I'm no chump. Whatever that is.
BJ looks at me. He gets a little respect.
BJ: Then you gotta prove you're a champ.
Player: How?
BJ: Chump question. Try the La Puerta arena. Or the PK ship at Sergeant Allen's. You also got Black Peter's at the Fish Eye Canteen.
Win in two of these places, might find a spot for you here.
Now get outta here and don't bother me again till you got some bruises on that baby face of yours.
Wait a minute. Aren't you that Aiden kid? Got the radio workin' for Matt?
Player: Yeah, that's me.
BJ: That's quite a boost for the PK. And what's good for the PK is good for the Opera House. Grows our audience.
Listen, so maybe you're no chump, but you're not champ yet, either. You gotta win a qualifying tournament.
Player: If it'll let me compete here. Where do I go?
BJ: You can try the La Puerta arena, or the PK ship at Sergeant Allen's, or even Black Peter's at the Fish Eye Canteen.
Normally, you'd have win two of them for a slot here, buuut…
Given who you are, I think just one'll do you for.
Come back to me after that, and we'll make room in the Warriors' Suite for ya!
OBJECTIVE: Win a local tournament
(Aiden has to complete one of the 3 challenges below, after this he can return to BJ to perform a proper fight.)
CHALLENGE 1, La Puerta Arena:
outpost_challenge_1_intro_dlg.sloc (This dialogue was translated from Polish to English using Google Translate:
Player: Aiden says he wants to fight.
Yoska: Yoska says you have to bet money. Such rules. The entry fee is 1000.
Yoska replies that with the Nomads - the tournament is 2x2. Yoska points to one gypsy - Ferk (appears in dialogue) and tells the player that he will be with us in the party.
Yoska says it's also a Nomad custom that at the beginning each team draws a weapon or item to fight with.
Player: Aiden accepts the rules and rushes Yoska.
Yoska: Yoska closes his eyes and his friend Boba says Stop. Then Yoska says, "Metal Pipe!"
Player: Aiden comments sarcastically - strange draw. Then Yoska closes her eyes and mutters something under her breath. Aiden must select the Stop dialogue option.
Yoska: She can also ask if it's a Circus, then Yoska opens her eyes for a moment. Aiden says stop. Yoska answers - a barrel of vodka!!!
Player: If Aiden did the Over The top quest early... he replies... he's done it before and doesn't have fond memories.
He also comments on the reliability of the draw.
If Aiden hasn't done the Over The top quest before - Aiden comments on the reliability of the draw
Yoska says - you drink or you fall.
outpost_challenge_1_after_1st_fight_dlg.sloc
Player: Aiden talks to Yoska and sees Ferka arguing with Yoska about betting all the money.
There will be no interest for the king of gypsies who will order them to be flogged - Ferka couldn't sit down after the last flop for a week ... That's why the gypsies want a rematch.
Aiden doesn't mean to. He says it was a scam. Ferka, instead of joining him, fought against him.
Yoska: Yoska asks for a chance for a rematch and comments that if we don't like Ferk, they will gladly take him in.
Player: Aiden says something like "oh nice".
Yoska: Yoska says - that now is the last fight. Revenge. Such rules. Ferka is happy that they will get their money back.
Now it won't be easy because I will be alone and there will be three of them.
Player: Aiden asks if this is really happening. Yoska closes her eyes and Boba says Stop.
Yoska: Yoska shouts: Machete!!
Player: Aiden sighs…
Yoska: Yoska counts again and Aiden has to say stop. Aiden selects the Stop dialog option.
Yoska says: 4 barrels of vodka!
Aiden laughs through his tears.
outpost_challenge_1_after_2nd_fight_dlg.sloc:
Yoska: Dialogue with Yoska. Yoska has a broken nose.
Ferka: Ferka says they're just screwed now. The gypsy king won't give them that. They lost all the money.
Player: Aiden can make a decision and let them keep the money.
If I agree not to take money - they offer vodka and call me chhavo.
If I don't agree - I'm a gadjo, and they're broken - they drink alone.
CHALLENGE 2:
outpost_challenge_2_pre_dlg.sloc (text is also translated from Polish to English using Google Translate):
Player: Aiden asks again - and says he wants to fight. Felix introduces the rules.
Feliks: You can wash as much as you want, but without sharp weapons. Well, not on the face…
outpost_challenge_2_intro_dlg.sloc:
Feliks: Felix tells him why he is laughing so much. He says he made a lot of money with his Champion and now he imagines what he can buy with that money.
And then he just cheers loudly. It's stronger than him.
Player: Aiden tells him that he has come to fight the Champion.
Felix laughs again. Aiden asks him why he's laughing now.
Feliks: He replies that he imagined what he would buy after this fight.
outpost_challenge_2_after_1st_fight_dlg.sloc:
Feliks: Felix is inconsolable that he has lost. After a while, Champion joins the table. This time without the helmet.
Brienne: Turns out my opponent is a woman (looks like Brienne from Game of Thrones). The drunk agent turns out to be her husband.
He threatens her and mocks her: “You got what you wanted. You thought you could fight like a man here?! So you want to keep us?! Now you see for yourself - the guy knocked you down.
Go back to the pots, that's what you know." The woman says she's had enough of him and leaves: "Face yourself, drunkard." The man becomes aggressive. He forbids the woman to leave.
Player: The player makes a decision.
A. I don't get involved, I leave with the money I earn.
B. I decide to intervene harshly, tell him to fuck off his wife.
Feliks: Drunk Felix says he'll show me how to fight and challenges me to a duel outside.
PLAYER CHOICE: I don't get involved, I leave with the money I earn. / I'm telling him to get away from his wife.
outpost_challenge_2_before_2nd_fight_dlg.sloc:
Feliks: Felix snarls and threatens Aiden. Felix's wife appears in the dialogue and says that her husband has never fought and saves the situation.
Felix says he loves her and she says she loves him. Aiden comments that it's a complicated relationship.
CHALLENGE 3:
outpost_challenge_3_intro_dlg.sloc: (also translated using Google Translate)
Ikeda: Hello - are you the Champion I'm about to fight? The girl replies yes. Aiden is confused.
Arya: The girl begins to explain the rules of the duel. Aiden is getting more and more confused.
Eventually, the girl starts laughing - and says he fooled me. The girl says that the Champion is her older brother. During the dialogue, the actual Champion appears.
Ikeda: Champion greets Aiden and introduces himself as Ikeda Atsushi, then explains the rules.
Ikeda is very honorable.
Aiden can interrupt and say that the other champion has already explained everything to him. Ikea laughs.
outpost_challenge_3_after_1st_fight_dlg.sloc:
Arya: After the first duel, Ikeda's sister appears and says that her brother will be coming soon.
outpost_challenge_3_after_2nd_fight_dlg.sloc:
Arya: Ikeda's sister reappears. Aiden asks why Ikeda disappears like that. From the dialogue, she learns that her brother must punish himself for failure.
Player: Aiden asks the girl what's going on, but she doesn't get an answer because Ikeda is already here. The girl counts down and we have another fight.
outpost_challenge_3_after_3rd_fight_dlg.sloc:
Player: The girl reappears. The girl is sad but congratulates Aiden.
Aiden asks what this punishment is about. The girl says her brother hurts himself when he loses.
He says he no longer has an ear, an eye, and a few fingers.
Ikeda: When Ikeda arrives, he demands a rematch. Aiden asks why he's doing this...he says it's for honor.
Nobody accepts losers.
When he fought in the Opera arena, he was called the Japanese Protector. One loss made him lose respect.
The sister asks John to stop fighting. Ikeda says to him - I promised you that Protector will return to the arena.
Arya: The daughter says that she will practice and become the protector's apprentice and respect will return.
Ikeda: Ikeda says it takes years for you to turn into a warrior.
Player: Aiden says he will be appearing in the Arena as the Protector's apprentice. Ikea agrees.
OBJECTIVE: Talk to BJ.
outpost_enrolment_dlg.sloc:
I go back to BJ after winning the local tournament. 3 NPCs around. There is a buzz of conversation. BJ notices me.
Player: Did it. I won.
BJ: Nice. But don't get too big for your britches. All you did was win playground brawls. These are the big boy fights!
So take your pick... who will you challenge first?
PLAYER CHOICE: I'll take on the Infected. / I will test myself against the warriors. / I wish to fight Astrid.
I’ll take on the infected:
Player: I'll take on the Infected.
BJ: An amuse bouche is a nice place to start.
I will test myself against warriors:
Player: I will test myself against the warriors.
BJ: Ah yes! An appetiser before the main course!
I wish to fight Astrid:
Player: I wish to fight Astrid.
BJ: Are you mad?! You would challenge... ASTRID?!
The chatter fades out. Complete silence. I hear whispers.
Outpost Man 1: He's insane!
Outpost Man 2: What newcomer would be so stupid to challenge the Chieftain?!
Outpost Man 1: An imbecile who'll soon be wearing his guts around his ankles.
BJ: Wait here.
Connects to Astrid via radio.
BJ: Your eminence, I have a surprise challenger for you... name of Aiden.
Yes, that's the one... Yes... Yes. Of course, your eminence.
It stands to reason. I will.
To me.
BJ: You're fucked.
Player: She refused?
BJ: On the contrary, she accepted! You must await further instructions in the competitors' suite.
After a moment he turns and points to Dave standing a bit further behind him.
BJ: You see that rather seedy character over there? That's Dave.
A shady bastard, but also the Opera House's chief bookmaker. You can make a lotta cha-ching with him.
Or lose everything. But you've proven your appetite for risk, haven't you?
Dave waves at us friendly. A Contrast against BJ's words.
BJ: Best of luck, Aiden. Nice knowin' you.
OBJECTIVE: Meet Dave.
outpost_bookie_first_meet_dlg.sloc:
Dave: You seem more keen on sightseeing than preparing to battle Astrid. Looking for anything in particular?
Player: Just checking out the opera house. It's really gorgeous.
Dave: Architecture lover, huh? XIX century. It was commissioned by Emperor Xavier.
I lie.
Player: You. Was told you were looking for me.
Dave looks at me like he's watching a horse before a race.
Dave: I hope you fight better than you lie. Or you won't last three minutes.
Okay. Any injuries? Aches? Pains? Eyes good?
Player: What?
Dave: I accept bets. I need to know your earning potential.
Player: Look, I'm just here to fight Astrid. Can't we just skip to that part?
Dave: It's not that simple. You must defeat her champions first.
Dave hands us a tournament weapon.
Dave: You need a weapon. There are three rounds of fighting.
Dave points to the winch.
Dave: This will take you up to the Arena.
OH! And I'm taking bets on your fight. Care to place the first bet... on yourself?
PLAYER CHOICE: I bet I’ll win. / 10 to 1 that I won’t be injured. / I don’t want to bet.
Player: I bet I'll win.
Dave: You're being cautious. A wise choice for your first battle.
Player: 10 to 1 that I won't be injured? I'll bet on that.
Dave: How brash! Excellent. I always earn double from you cocky warriors.
Player: Not much of a gambler.
Dave: Fair enough. Can't spend it if you're dead, anyway.
outpost_first_duel_presentation_gpl.sloc:
BJ: 5 ... 4 ... 3 ... 2 ... 1 …
I'm in the arena. I can hear BJ drawing out his vowels from the loudspeakers like a boxing commentator.
BJ: Laaadiies and Geeeentlemen! Get ready for your favorite spectacle of blood, guts and raaaaaagging violence!
A young usurper, AAAAAAAAAIDEEEEEEN, stands up to fight!
Fight.
OBJECTIVE: Win a first duel.
During the first fight.
BJ: Not too flashy, but gets 'er done! Bravo Aiden!
After the first enemies - stage 1
BJ: First stage done. On to stage 2... Incooommmmiiinggg!
During the fight.
BJ: Our blood-soaked boy wonder is really warming up now! Aaiiddenn!
After defeating 3 stronger enemies.
BJ: C'mon everyone! Show some love for death from above--AAAIIDDEENN!
During the fight.
BJ: Hear that jangling sound? That's the sound of money being made by all those who bet on Aiden. Cha to the Ching!
outpost_first_duel_congratulations_dlg.sloc:
BJ: Aiden, you hunkahunka burning warrior, please! Allow me to present you.
I walk over to BJ. BJ turns to the audience.
BJ: And now, Ladies and Gentlemen, as is sacred tradition, Aiden will be declared tournament champion by our beloved Chieftain... AAAASSSTRRRIIIDDD!!
No one shows up in the arena, though. BJ looks around for Astrid.
To me.
BJ: Beloved chieftains... never on time. Am I right?
I can't see Astrid, but I can hear her voice.
Astrid: You would have me give medals to any beggar off the street?
I can't see Astrid, but BJ looks at the audience.
BJ: Ummm... okay... so maybe she's not coming to honour you.
Then it falls to me.
You are now part of an elite class of warriors. In keeping with another of our sacred traditions, you may choose your new name.
PLAYER CHOICE: Immortal Aiden. / Aiden The Deathslayer. / Aiden The Usurper.
A seller's tone.
BJ: A fierce young man, formidable newcomer, and first round winner... I give you... the Immortal Aideeen!
A seller's tone.
BJ: A fierce young man, formidable newcomer, and first round winner... I give you... Aideeen the DeaaaaathSlaaaaayerrrrr!!!
A seller's tone.
BJ: A fierce young man, formidable newcomer, and first round winner... I give you... Aideeen the Usuuuurpeeer!
The crowd cheers. BJ quieter to me.
BJ: Nice one, kid. You just filled the Opera House's coffers. I think this is the start of a beautiful relationship.
Wait in the suite while we scrape the gore off the arena floor. We'll call you for the next round.
outpost_radio_contact_01_gpl.sloc:
I go back to my room. Kurt gets in touch with me on the radio.
Quasimodo: Well done. I heard the crowd roaring over the radio. You won the hearts of the Mamertines.
Now, go to the control room.
Whispering.
Player: I can't talk right now.
Quasimodo: Okay, okay, let me know when you it's safe.
OBJECTIVE: Use power cable to make short circuit.
outpost_short_circuit_done_gpl.sloc:
Player: Kurt? I shorted out the system.
Quasimodo: Unfortunately, that was only step one.
Player: Right. Step one, short the system. Step two, defeat Astrid.
Quasimodo: No, the system's only partially disabled. You have to short another circuit in the upstairs control room.
Because if the resistors are connected in parallel, the direct current -
Player: Cut the tech talk. Second short, in the control room upstairs, right? Is that it?
Quasimodo: Should be.
Player: Okay, here I go.
OBJECTIVE: Infiltrate the security control room.
outpost_guard_second_floor_1_dlg.sloc:
I try to make my way to the upper floors to the control room. I meet Hammer. Hard. HAMMER - 30, MUSCLEMAN, he keeps getting his words wrong.
Hammer: And where do you think you're going?!
Player: Umm ... I wanted to...
Hammer: I don't give a shit. It was a rheumatic question.
Player: Rheumatic?
Hammer: Or was it a predatorial one. Who gives a fuck? It means: Leave!
Player: Sure I can't convince you to let me pass?
Hammer: How about I pass my fist through your face?
Wait, wait... You're not that Payton, are ya?
Player: Aiden... Yes, that's me.
Hammer: Dave's been looking for you.
Seems like you pissed him off or something. He's waiting for you in the suite.
outpost_radio_contact_02_gpl.sloc:
I leave the room, making sure no one can see me. I close the door behind me.
Player: I can't reach the control room. The entrance is guarded.
Quasimodo: All Astrid's guards are gambling addicts.
You can win him over easily. I'll wager.
outpost_guard_second_floor_2_dlg.sloc:
I go to Hammer. On the way, I notice pear-type punching bags - they have the image of Kurt. The contestants practice punches on them, so can I. I go to Hammer. I start a conversation with him.
Hammer: I'm a guard, you idiot. Not the doorman.
Player: I don't have much time.
Hammer: And I don't give much fucks.
Player: Look... I'm fighting shortly. Got good odds too... maybe... a wager?
Hammer: Now you're talking.
If you beat your next opponent within two minutes, I'll let you upstairs.
You lose, you come back and pay me twice the posted odds.
And don't think you can sneak away without paying me, either. I'll catch you... or my other guard buddies will.
Player: Fair enough. Then it's a deal!
I walk away from Hammer. After a while someone calls me from the hallway.
Dave: Aiden! Come here for a minute.
A bit further, Dave appears next to the (boxing) pears with Kurt's head.
Dave: Hop to it, boy! Time is money!
You seem brave. And bravery makes me a lot of money. But so does stupidity.
Seems you got both in spades. No one's challenged Astrid in ages.
Player: Maybe that's because it's a fixed fight. Didn't she trick her rival, and banish him?
Dave bursts out laughing. He picks up the "pear", snaps his finger at Kurt's nose, painted on it.
Dave: You mean Kurt? This freak?
Player: This hero, you mean. Didn't he save all the prisoners?
Dave: Perhaps. But he went batshit not long after.
Player: How do you mean?
Dave: I mean, he lost his mind. Had a psychotic break, you ask me.
Player: What's the story on his son? Why would Astrid be holding him?
Dave: Son? What're you talking about?
Dave looks at me, surprised at first, then bursts out laughing out loud.
Dave: Figaro? Oh, he's calling it his son now, is he? Hahaha.
Did he tell you about the boy's mother? Or... motherboard, to be more accurate.
Player: What are you...?
Dave: Kurt practically rebuilt the GRE security system from scratch. He tinkered with every little feature.
Electricity, fire suppression... plus new protocols to kill infected. Except, they often killed people, too.
He didn't care. He'd bizarrely fallen in love with creation and gave it a name.
Now you see... And I'm sure he's only gone crazier in his isolation.
Good thing Astrid banished him. Bet by now, he'd just be running around, humping everyone's toasters.
I hear BJ's voice from afar.
BJ: Are you ready for the floooooooddddd of more blooooooodddd?!!!!
The Immortal vs. The Invincible Mutilator! Soon! (The first name changes depending on the player’s choice of name.)
Dave: You'd better get out there. Make a bet first?
Player: I bet on myself.
Dave: Very good.
/
Player: I bet I won't be hurt.
Dave: Well oh well. If you say so!
/
Player: Nah, not a gamblin' man.
Dave: As you wish.
outpost_radio_contact_03_gpl.sloc:
We're in the arena. Kurt is on the radio.
Quasimodo: You in? How'd it go with the guard?
Player: You lied to me, Kurt.
Quasimodo: What? What are you talking about?!
The first wave of enemies appears in the arena.
Player: Hold that thought.
OBJECTIVE: Win the second duel.
outpost_radio_contact_04_gpl.sloc:
I defeated the first wave of opponents. I contact Kurt.
Quasimodo: What did they tell you?
Player: What you didn't tell me: that Figaro isn't a child, but a fucking electronic system.
Quasimodo: You don't understand. He's mine. I brought him to life.
With my own hands. Piece by piece. Don't you see?
I didn't lie to you. I consider Figaro my child.
Another wave of enemies appears.
outpost_radio_contact_05_gpl.sloc:
Quasimodo: Aiden? Aiden are you there?!
Cry from the stands.
Outpost Man 01: Mow'em down, Aiden! Make'em bleeeeeeedd!!
outpost_radio_contact_06_gpl.sloc:
Quasimodo: Aiden?! You can't abandon me.
Player: Uh, a little busy here…
Quasimodo: Why should only people be worthy of love?
People are monsters. Figaro was born of love!
Cry from the stands.
Outpost Man 02: Strangle'em with his own entrails!!! Woo woo wooo!!
outpost_radio_contact_07_gpl.sloc:
Quasimodo: Aiden... I'm begging you!
Cry from the stands.
Outpost Man 01: End them!
Player: I'll contact you when I get to the control room!
Cry from the stands.
Outpost Man 02: Send'em to their maker!!
OBJECTIVE: Talk to Hammer.
outpost_guard_irritated_dlg.sloc:
If I didn't beat the champion in under 2 minutes. I can see Hammer from a distance by my room.
Hammer: If it ain't my favourite loser!
I go over to Hammer
Player: You win some, you lose some.
Hammer: And you just lost a lot! Twice the odds. You can pay with money... or blood!
Both is also an option.
Let's start with money. You owe me 50,000. You payin' up or is this gonna get messy?
Player: Do we have to do this now? I need to get upstairs!
Hammer: 50,000. Money... or blood?
PLAYER CHOICE: I'm paying. / I'll come back.
Player: Here. Now will you let me upstairs?
Hammer: Now that we're square, I don't see why not.
Be my guest.
Player: I'll bring it to you later. I promise.
Hammer: You'd better. Remember, you ain't leaving me high and dry!
outpost_guard_paid_dlg.sloc:
After collecting the money, I go back to Hammer. I give him the money.
Player: Here you go. As promised.
Hammer: Jackpot! That's what I'm talking about.
Player: Will you let me upstairs now?
Hammer: Yeah but be quick. Dave was just here looking for you. He could come back at any time.
OBJECTIVE: Infiltrate the security control room.
outpost_bookie_blackmail_1_dlg.sloc:
I launched Figaro. I'm back. I see Hammer standing with Dave at a door to some room.
Dave: Get over here. We need to talk.
I follow Dave and Hammer into the room. It's a large room with some strong guests waiting inside.
Dave: You must think I'm some sort of goddamn idiot.
Player: Uh... not really...?
Dave: Hammer's never won a wager in his life. He'd bet on his next breath and lose!
He told me you fixed a fight.
No one fixes a fight around here without running it by me first!
I figured out what you're up to. Kurt sent you.
And you know what Astrid will do when I tell her?
Player: What do you want?
Dave: From now on, you'n me are gonna team up to fix fights.
Once I've made a reasonable amount of money, as in, a fuckload, only then will I let you in to Figaro.
Player: And if I'm not interested in a team-up?
Dave: Then I'll tell Astrid everything. And she'll make your impaling a special event at the arena.
And believe me, that would be a real crowd-pleaser!
Player: Okay. You win.
Dave: I'll send instructions before your fights. And you'd better follow them. To the letter.
Player: I'm not a cheater. And you fixed your last fight!
The fight with the brawlers, Dave and Hammer begins.
Outpost_bookie_blackmail_1_after_dlg.sloc: (translated using Google Translate.)
I fight and defeat Dave, his henchmen. Hammer doesn't fight, I can spare or not (Hammer swears he won't tell).
Hammer doesn't fight - I talk to him at the end.
I can spare him or not.
If I spared him, then in the same dialogue I contact Kurt via radio. I tell him what happened. peace. He had to escape.
He tells me to barricade the door from the inside so no one will discover the wreckage, and to kill Hammer if I don't - he will betray me for sure.
Then I'm supposed to sneak out of the room through the window and go to Figaro's. I follow Kurt's orders - but Hammer is not in the room - he must have escaped.
If I chose to kill Hammer, a fight ensues, I kill Hammer, and then I radio Kurt.
outpost_radio_contact_08_gpl.sloc:
I'm on the radio with Kurt.
Player: Dave figured things out. I had to kill him.
Quasimodo: Where are you?
Player: A large room, upstairs, with old furniture.
Quasimodo: The treatment room... Lock the door from inside, quick!
I go to the door to lock them.
outpost_radio_contact_09_gpl.sloc:
Player: Kurt? I blocked the door.
Quasimodo: Go out the window and return to the suite. You must not be seen!
outpost_coitus_interruptus_gpl.sloc:
I run into another room while escaping through the window. A GLADIATOR is in the process of trying to have a go at it with some lady there.
Player: Oops, sorry.
Outpost Gladiator 01: Fucking fans. This ain't a peep show. Get the fuck out!
outpost_radio_contact_10_dlg.sloc:
I'm in the control room. I get in touch with Kurt.
Player: I'm in the control room.
Quasimodo: Perfect! Now plug the control cable to the inactive module to engage the–
Player: Simple, Kurt.
Quasimodo: The thing with the red light.
I look around.
Player: Don't see anything like that…
Quasimodo: That's because it's on the other side of the Arena!
Player: Now you tell me... Maybe Astrid'll to bring it to me.
If I ask nicely. Nah... I'm on my way.
outpost_radio_contact_11_gpl.sloc:
Player: Okay, I was able to short circuit this panel.
Quasimodo: Well done. Go back to the suite. Stay invisible till you get there.
OBJECTIVE: Get back to waiting room.
(Some dialogue files seem to be missing during this section, but Aiden enters another duel in the Arena during this part.)
outpost_fight_of_decade_dlg.sloc:
The music stops. Astrid appears in the arena.
Astrid: Aiden! Come here.
I go over to Astrid.
Astrid: You're finally going to go down, Aiden.
For everyone in the audience, after a bottle of vodka, let your time run faster.
The crowd chants "A-strid, A-strid!"
Astrid: Two more opponents and I'll wipe that smug look off your face... against the arena floor!
OBJECTIVE: Win the final duel.
outpost_final_fight_dlg.sloc:
I go to the lying weapon. When I pick it up, Astrid jumps down and knocks me over. The fans go "booo". After a while, they start chanting my nickname.
Astrid: This is my arena. You'll not take it from me.
Player: I won't. But the one you stole it from wants it back. Kurt.
Astrid: Kurt?! If that idiot even tries to return, it'll be a bloodbath.
Did he not tell you why he was imprisoned in the first place?
Because a GRE system he designed malfunctioned, allowing infected in to a shelter instead of stopping them.
One hundred inhabitants died. Women and children…
Here, with Figaro, it'd be so much worse.
Player: Nonsense. All Kurt wants is to help people.
Astrid: Perhaps. But regardless of his intentions... his systems fail.
And with each failure, more and more people died.
Player: But I need his help to get to the GRE terminal!
Astrid: The terminal? I know where Kurt hid it…
Listen to me, Aiden... Kurt is a troubled creature... Are you sure you want to fight for him?
I nod my head. Astrid turns to talk to the crowd.
Astrid: Aiden... desists!
A murmur of surprise in the audience.
Outpost Man 01: What is this?! Some kind of scam!
Outpost Man 02: Give us our money back! Cheaters!
After a while, everything goes out. Dark. From the loudspeakers, the chorus of the opera aria of Barbeiro De Sevilla is heard. The exits from the Arena close. The hanging installations lower a bit. I hear Kurt's voice from the speakers.
Quasimodo: You have betrayed us, Aiden! You've all betrayed us!
We've made you a home, me and Figaro, and you?
You will die, Astrid! You and your people!
Screams of panic from the audience, people start to run away.
Astrid: Aiden, we have to shut him down. Come on, the Control Room!
Player: Enough talking. Let's do this already.
OBJECTIVE: Deactivate Figaro in control room.
outpost_final_fight_after_dlg.sloc:
Astrid: Aiden! Over here! Help me!
Good thing you turned it off. I told you, Kurt is a madman.
Astrid stops in mid-word, looks straight ahead. Her eyes get bigger and bigger.
Astrid: Fuck me.
Kurt appears in the arena in his electrocuted combat suit.
Quasimodo: You've killed Figaro. Now, I'm going to kill you.
Player: Holy shit …
OBJECTIVE: Defeat Quasimodo.
outpost_final_fight_glitch_dlg.sloc:
When Kurt has 1/3 of his health, Figaro turns back on. All the lights come on. A glitch. I'm back from the glitch, I'm in a different place.
Quasimodo: Figaro! My son! You're awake!
After a while, the lights start turning on and off. The sirens sound and stop. Kurt is confused by this.
Quasimodo: Figaro! Figaro, what's happening?
Astrid: You see? I told you Figaro was a genius. Mind of his own!
The door opens, more zombies rush into the building. One of the zombies jumps on Kurt. Kurt flies against the wall. He is injured from that point on.
OBJECTIVE: Survive
outpost_ending_astrid_dlg.sloc:
There are no more zombies in the arena, it's clean. I glitch again. It gets dark, everyone disappears. Silence. I wake up from the glitch. I see guards take Kurt out.
Astrid: A dungeon is better than he deserves. His life is forfeit for what's he done.
Player: He's sick, not evil. Let him go... far away from here. To be by himself.
Astrid: Look where that decision got us.
But, you won the fight. So the decision is yours.
PLAYER CHOICE: You’re right. / (Choice seems to be missing from dialogue)
Player: You're right. He is sick. And he'll never get better.
Astrid: We will seal the passage, trapping him. He won't escape from that.
Player: But I still need that GRE Terminal.
Astrid: There is a warehouse at the back of the Arena. All Kurt's equipment is stored there.
Player: Thank you. And Figaro?
Astrid: Bring Danior, a merchant from La Puerta. He and his men can dismantle this abomination. Maybe they can salvage something useful from it.
Player: Will you stay here?
Astrid: Where else would I go? This is my home. And these are my people.
Here, neither the PK, nor the Renegades or the Director interfere. We do as we please.
Player: Like gamble and fight for money?
Astrid: So we make some scratch in the process. What's wrong with that?
outpost_final_fight_post_glitch_dlg.sloc:
Astrid: Beeeehooold the Immortal! The new Maaaster! (Changes depending on player name choice.)
Off.
PLAYER CHOICE: I'm staying, I want to protect the people. / I'm leaving, I'm asking him not to hurt anyone.
Astrid: You alive? You won... but for a moment it looked like the effort killed you.
Astrid exits the arena. The crowd chants "Ai-den, Ai-den.
Player: Thank you!!! As your new Chieftain, I–
The crowd interrupts me, chants my nickname even louder.
Quasimodo: I saved you and you betrayed me! You will pay for this!
Kurt appears next to me.
Quasimodo: I'm going to kill them, Aiden. You should leave.
Player: No way, Kurt. I'm staying. You're not killing anyone.
Player: I'll go. But you're not killing anyone.
You said this was about saving them from Astrid. Not–
Quasimodo: Heroes... so easy to manipulate. You killed Leto.
I never forgave you for that. Now it's your turn to die!
OBJECTIVE: Defeat Quasimodo.
OBJECTIVE: Use the GRE Terminal.
outpost_terminal_dlg.sloc:
I go to the place indicated by Astrid. I use the Terminal. I put the cube into the terminal. The terminal fires up - I hear a voice.
Player: Crap.
In each language version, it is the language choice!
Player: English... I want English.
In the language version according to the localization.
Terminal: Please wait. The access opening procedure is in progress.
Suddenly - fanfare / funny music is heard from the terminal, an operatic melody - fitting the place.
Player: Hell. Nice vibe.
Terminal: Congratulations. The code has been loaded.
Haunted Hospital:
A cut main quest that took place in the Saint Joseph’s Hospital shortly before the Observatory quest. REMEMBER, this quest is from a point in development when the Mia storyline was created. So it is not representative of the plot from 2019 and prior.
OBJECTIVE: Search the GRE outpost.
hauntedhospital_vision_waltz_and_mia_1_dlg.sloc:
When I enter the lobby - a scene is triggered.
Aiden Kid: Mia! They're not here! Let's go back to the shelter -
Mia: In a second, you fraidy-cat!
Let's just find the crayons, then we'll go…
Aiden Kid: You promise?
Mia: I promise!
Aiden Kid: Mia! Hey!
At this point, a male voice is heard in the background.
Waltz: Who's there?!
Whispering.
Mia: Aiden! I know where we left them! Come on!
Aiden Kid: Forget it!
Mia: We used them to draw on the walls! We just gotta go up–
Aiden Kid: We're going to the shelter!
Mia: Uuuuhhh!!! Seriously, there's an elevator straight back to the shelter from there. Come ooon!
The kids run away. Waltz appears - looks around furiously and - goes after them.
hauntedhospital_vision_waltz_and_mia_2_dlg.sloc:
Through the terrace - I enter the room where Mia and Aiden were drawing their hands. I can see the drawing on the wall. At this point, it comes on and I can see the end of the flashback.
Mia: Give it, will ya!
I turn around. I see Little Mia take Little Aiden's hand. And copies a pattern of his hand on the wall.
Aiden Kid: We can't draw on walls! We're gonna get in trouble!
Suddenly a voice.
Waltz: Here you are!
The kids jump up and run towards the elevators ... Mia collects the crayons in a hurry.
Suddenly, another voice comes into the flashback.
I see a door and a bright, purple light.
Renegade 1: There's no one here!
hauntedhospital_vision_waltz_and_mia_3_dlg.sloc:
Aiden Kid: What now?
Mia: Hold on. I'm trying -
Aiden Kid: Mia! He'll find us soon …
At this point, Waltz reappears. He grabs Aiden! It seems like something bad is about to happen.
Waltz: Boo!
Aiden Kid: Aaaaah!
Mia: Let him go! Let go!
No hostility.
Waltz: I told you you wouldn't get away.
Aiden Kid: Let go …
Mia lunges at Waltz. And ... tickles him ... Waltz responds with the same - to her. The joyful madness lasts for a moment.
Waltz: Enough.
The kids bow their heads.
Waltz: Whose idea was this?
Aiden? Mia?
The kids won't admit it. Eventually, Aiden speaks.
Aiden Kid: Mine.
Waltz: This is the last time, all right? I am not joking!
Looking for words to explain.
Aiden Kid: Okay. Sorry, Dr. Waltz ....
Aiden Kid: The City is up in flames!!
There are people who want to hurt you.
You cannot... must not... leave the shelter.
Waltz himself - with a card - opens the door for us. The children, with their heads down, enter the room.
hauntedhospital_vision_waltz_and_mia_1_comment_gpl.sloc:
Player: So these are elevators to the shelter... I'm going.
OBJECTIVE: Find the shelter.
hauntedhospital_vision_room_dlg.sloc:
(Dialogue was only written in Polish. Translated using Google Translate.)
We see the room. From the intro, but suddenly it melts and we see the place as it really is. It is a very nice room with cots and toys scattered around. The layout of the rooms is correct.
hauntedhospital_vision_explosion_dlg.sloc:
I walk into the room. A beautiful room. Cots, toys. It's colorful here. Some sounds. A baby sobbing. And Dylan's calm voice.
Dylan: Stay calm! Everything will be fine…
Suddenly an EXPLOSION!
Smoke. Darkness. I see little Aiden. He's standing in a room full of smoke, fire. Aiden calls out.
Aiden: Mia! Mia!
Dust, smoke. Another bump. Dylan runs between the kids.
Now I see him saying that to Waltz. Waltz turns to the children.
Dylan: We're under attack! They've entered the building!
Waltz: Wait! You don't understand! It's not safe!
Young Aiden turns towards us, runs past us and runs into a street full of cars. Old Aiden follows him with his eyes. Everything melts and the player sees another door (an airlock in front of the parking lot entrance) with a mural with cars in the city on it. Reminiscent of the nightmare scene. You can see the word PARKING on top.
OBJECTIVE: Get to the underground parking.
hauntedhospital_bodies_gpl.sloc:
Player: Bodies, fresh. Someone's been through here.
hauntedhospital_climb_comments:
Player: Yeah, this ladder definitely wasn't here earlier.
Player: Ladders, crates, supplies…
Not sure if I like this.
hauntedhospital_renegades_chase/fight dialogue:
Player: I hear noises - renegades have stormed the parking lot.
Renegade 3: Get him! He can't escape!
Renegade 3: Just don't kill him, goddamn it!
Renegade 1: Give it up. You don't have a chance!
hauntedhospital_renegades_fight_after_gpl.sloc:
(A voice from the radio.)
Renegade 3: Pongo? Skinny! Come in!
(A voice from the radio.)
Renegade 3: Do you have Aiden?
(To someone who is with him.)
Renegade 3: Fuck ... Something happened to 'em.
(The signal stops. I approach the elevators.)
OBJECTIVE: Find the GRE terminal.
hauntedhospital_contact_with_frank_03_gpl.sloc
Frank: Aiden, you’ve been in there too long.
Player: The GRE containers are locked up tight. Seems the power’s out.
Frank: Patch around it. Drag a circuit from the building.
Player: That’ll take a bit.
Frank: So hurry.
hauntedhospital_terminal_dlg.sloc:
Terminal: Choisir votre langue préférée.
Player: Fuck me…
Terminal: Je ne comprends pas, je suis désolé.
Player: English... I want English, dammit!
Terminal: Please wait. Access procedure initializing...
Waltz: August 13th ... We had to evacuate the hospital.
Dylan: Doctor! They're coming here …
Waltz, faster!
Waltz: All test results, reports - are gone. And with them, the chance for a cure…
I've lost any hope of gaining access to Kyle Crane -
Player: Kyle Crane ... Who the hell is Kyle Crane?
Waltz: I couldn't tell you what happens next.
The only hope is to take the X13 key to the Observatory and use it on the GRE computer there.
But it's... probably too late for that.
Waltz: To Dr. Veronika Ryan ... If I don't make it to the Observatory and you're listening to this …
The key can only be accessed with codes …
Dylan: Doctor!
Waltz: One code can be found in each of three places -
Revolutionist 1: There they are! Get them!
Waltz: God help us –
Mia's not here. Why?
Veronika - it must be that doctor from the bazaar …
So she knows where the GRE computer is.
I need to find her.
Terminal: The code has been downloaded. Is there anything else I can do for you?
Have a nice day, goodbye.
OBJECTIVES: I got the code found and downloaded it to the key. Thanks to it, Veronika and I will gain access to secret information about GRE labs, including X-13.
OBJECTIVES: Get out of the hospital.
hauntedhospital_out_of_the_hospital_gpl.sloc:
Player: Veronika? I found Waltz's notes …
I know where the GRE computer is.
At the observatory.
Veronika: Good. Let us meet there.
OBJECTIVE: Get back to Veronika to integrate a code.
Crazy Chemist:
A quest mentioned in a story draft script, which was part of the main story. It is mentioned as a REG04 quest, REG04 being the area with the Observatory.
No prefabs directly relate to this quest, but there is a strange prefab called “regions_lvl2_chemists”. It only contains collision barriers.
Communication Center:
A quest that was a part of the main story, the Communication Center was an older version of the Observatory.
Prefabs indicate that near the end of the quest, Aiden would rescue Ikars who is trapped. Rescuing him would play the dialogue: “lend a hand, get a wing”, beginning the quest of the same name. This may be a reference to how Ikars would repay Aiden by giving him a ride to the Citadel in the airship. Aiden would be flown from the Communication Center to the Citadel via Ikars’ Airship/Zeppelin. Prefabs also indicate that Aiden would be driven to the Communication Center by a truck, and the truck would be ambushed during the ride.
OBJECTIVES:
Activate the communication center
[TEMP] Help Yana
[TEMP] Trun it on
[TEMP] Go to Communication Center
Get back to Frank and send the message
Get down to the bunker
Restore power in the bunker
Use cranes in metro station to get to the bunker
Open the elevator
Open the door to the Control Room for Yana
Wait for Yana to activate the communication center
Turn on the main switch
The Freak:
A main story quest that has many mentions in the story draft, I personally believe that “The Freak” is referring to Waltz.
References:
temp_storyprototype_draft.sloc:
REG04 - _prot - The Freak - Looking For Freak
REG03B - _prot - The Freak
REG04 - _prot - The Freak - Use keycodes to deactivate Drones
Look for the Freak
There are various prefabs directly relating to “The Freak”, including switchers for Old Villedor, Downtown, and The Smokers. They have variants of default, and destroyed. It’s unclear what exactly they mean.
Ikars:
A main story quest line split into multiple parts (Ikars, Ikars2, Ikars3, Ikars 4, Ikars 5.) They were set primarily in REG03 (The Sunken City.) Ikars is a cut character, possibly a cut group, and presumably the owner of the airship.
According to prefabs, Ikars resided in the Elyseum pumping station. (Or at least his airship was attached to the Elyseum pumping station with ropes.
Some quest objectives still related to this exist.
ikars_problem.sloc:
Lend a Hand Get a Wing
Help the Ikars group.
ikars_paraglider.sloc:
Paraglider
[TEMP] Ikars are going to help Aiden
ikars.sloc:
Ikars
Bring items form the Alaska outpost
[TEMP] Bring stuff form Alaska Outpost
REG03 - _prot - Paraglider
REG03 - _prot - Ikars4
REG03 - _prot - Ikars3
REG03 - _prot - Ikars2
Complete a job for the Ikars 2
Complete a job for the Ikars 3
Complete a job for the Ikars 4
Complete a job for Paraglider
Report back to Yana
Restore Communication Center
Restore Power
Get down to the bunker
Open Elevator
Turn on Communication Center
Try using metro cranes to get to the bunker
Water For The City:
The quest used in the E3 2019 gameplay demo, the objectives file for this quest still exists. Although strangely, Techland renamed the file to “metro_station.sloc”.
OBJECTIVES:
Water for the City
Help Frank with peace meeting
Check out Frank's condition
Chase the Renegades' truck.
[E3 2019] Find Medic for Frank
Get to Renegades Castle
Find the Colonel.
[E3 2019] Kill Colonel
Turn on the water pumps.
Save Frank and Kill all Renegades
Look out for the Renegade Truck
Get to the high point
Catch the Renegades truck
Help Frank negotiate with the Renegades.
Protect Frank.
Catch the Renegades' truck.
Climb to a vantage point.
Get on the Renegades' Island.
A Double Agent:
Another main story quest mentioned in the story draft, this quest took place in R03 (Sunken City).
There are no prefabs directly relating to this quest.
Stimulants:
Another main story quest in the draft, this one set in REG03 (The Sunken City.) It has the same single objective as The Greenhouse mission (Go to the Greenhouse).
Solar Power Plant (VS):
Quest involving rescuing trapped Scavengers inside the Solar Power Plant (Cut location). A story draft implies that this quest was part of the main story and took place in The Sunken City.
Aiden had to search for a number (Possibly 2-3) of trapped Scavengers (one named Andreas)
It was somehow related to a bossfight in a large maze-like room in the SPP, with destructible walls, in which you fight against "Character;Juggernaut"
It is possible that after this quest the area could be given to the Peacekeepers or Scavengers as a facility (PKs_Area_facility/Scavs_Area_Facility)
Old Invokes imply that you had to complete this quest to progress with the main story.
In the files, the quest is often called “VS”. It’s not sure what the real title was, as this is just an abbreviation. Some dialogue names were leftover for this quest:
dlg_vs_trappedscaveger_34
dlg_vs_scavengerrescue_02
dlg_vs_scavangerrescue
dlg_vs_pk_interrogationparttwo
dlg_vs_pk_interrogationpartone
dlg_vs_pk_enteringcitadel
There are many different versions of the Solar Power Plant building:
The "PTV" Tower from Elyseum in 2018
An unused/partially unfinished, retail Central Loop looking building
An unfinished, more classical looking, large building with Solar Panels on the roof
Tunnels:
A quest taking place in REG03 (The Sunken City), most likely after the Solar Power Plant quest. There isn’t anything else directly relating to the quest so it’s unclear what took place in it. The player would most likely gain access to Elyseum after this section of the story.
The Man With No Name:
A quest taking place in the cut Elyseum military base location, which was previously a shopping mall. The player had to kill bandits and cut out their eyes and return these to the Nameless faction in exchange for information about “Joseph Skriver”.
OBJECTIVES:
Find Joseph Skriver
Gather six Bandit's eyes (item: bandit trophy)
Bring eyes to Nameless
Retrive the object without killing Innocents (easier at night)
Gather more eyes (item: bandit trophy)
Bring eyes and ask about Joseph
Ask about the Test
Save the Joseph's doughter
Get back to Joseph
Unlock Facility
Report to Nameless
Talk to Nameless
Breaking Point/Revenge:
The quest would open with Aiden entering St Igor’s Cathedral, the cathedral in Elyseum. A Peacekeeper is hiding somewhere in the church trying to avoid Sniper fire. Aiden would climb the tower to reach the Sniper, who is named Blaze. They would get into a fight, leading to Blaze being injured and running away.
Aiden would follow a blood trail leading into an intricate sewer tunnel. After following the blood trail through the sewer, he would come across Blaze’s Hideout, where Aiden would talk with him leading to Blaze making a decision.
The character Blaze is also mentioned in the cut Devil’s Bridge quest, seemingly a Peacekeeper.
OBJECTIVES:
That sounds urgent. I should head to the sniper's stakeout
I must get to the tower. The hostages need help
Report back to PK Camp
I must deal with the sniper
Get back for reward
I have to disarm the sniper
but I can gather more informations
Fight with Blaze
Maybe someone in second PK hub can help me
I can look after sniper as my own initiative or wait for the situation to unfold
I must find sniper
DIALOGUE NAMES:
breakingpoint_citadelinfo
breakingpoint_pkhiding
breakingpoint_pkradio
breakingpoint_playerreturnstopk
breakingpoint_sniperdeciding
breakingpoint_sniperfirsttalk
breakingpoint_talkhostage
Mehr Licht:
A quest taking place in the cut Downtown region, at the Downtown Bank. It was the first quest made for the cut Downtown region. An objectives file for the quest still exists. Some removed dialogue names are also listed in old prefabs.
OBJECTIVES:
Mehr licht
I need to visit Cantrell, it's urgent
I should get to the Scav hub to assist in negotiations - TEMP
There's a reward waiting for me at the Scav Hub
DIALOGUE NAMES:
dlg_mehrlicht_scavs_guard_invitationtoabeheading
dlg_mehrlicht_scavs_roundtable
I Want To Disappear:
The second quest in the cut Downtown region storyline, taking place after Mehr Licht. Aiden rests at the Bank after assisting in negotiations between Scavengers and another faction. At night, the Bank is under siege from an unknown group of enemies.
OBJECTIVES:
Defend HUB
Talk with the hub leader.
Investigate blackouts
Investigate generator room
[OPT] Clear rooftops form all enemies
[OPT] Repair UV lamps
Investigate blackouts - check power cord
Report back to Cantrell
Report back to Baker
A major cut questline that shows off the internal drama of the cut Nomads faction.
Synopsis: Aiden searches for a GRE terminal in a container, he contacts Lawan to tell her that it’s empty. She instructs him to go and ask the Nomads living in the Triumphal Arch if they know about it. Aiden is told he cannot enter because of the coronation, and is told about how Saban is to become the next Nomad king. When most people want it to be Django (Saban’s older brother.) Aiden is introduced to Saban, and agrees to run in the coronation race for Saban. Aiden wins the first race, and returns to find Saban kissing Mirriam, Django’s ex-fiance. Mirriam runs off. Aiden completes the final race at the fest, and comes first place. Mirriam is supposed to sing for Aiden at the festival, but she does not appear. Aiden goes to Saban, who is arguing with Django. It is explained that Mirriam is missing, and Aiden and Lawan devise a plan to search for her. They eventually find her at an abandoned residence, where she explains that she ran away on her own because she is tired of Django and Saban. The player has to make a choice, take Mirriam back to the Arch or allow her to leave. This choice massively impacts how the rest of the storyline plays out.
The Fall Of Saban:
If Mirriam is taken back to the Arch, Saban falls from his tower and dies. Aiden searches for clues, and it is revealed that Carmen (Django and Saban’s mother) was the one who pushed Saban from the tower. Django becomes king, and is forced to banish Carmen. Django gives Aiden access to the warehouse and the GRE terminal.
The Fall Of Django:
If Mirriam runs away, Django falls from his tower and dies. Aiden searches for clues, and it is revealed that Saban was the one who assassinated Django.
The player can either lie, and say that Carmen was the one who did it. If he does this, Carmen is hung by the Nomads and Saban becomes king. Aiden gets access to the warehouse and the GRE terminal.
If the player reveals that Saban killed Django, the Nomads murder Saban. Both princes are dead, and the Triumphal Arch is taken over by the Untainted faction, who turn it into their Black Market hub (This implies that the Nomads of La Puerta are completely wiped out.) Aiden pays for access to the warehouse and the GRE terminal.
archers_empty_container_dlg.sloc:
I stand outside an empty container. I contact Lawan over the radio.
Player: Lawan? It's empty. The GRE equipment is long gone.
Lawan: Hmm... that's Nomad territory. See what they have to say.
The La Puerta survivors get a bad rap, but they're good people, Aiden. Tough exteriors... warm hearts.
Player: So all I got to do is ask and they'll give me the GRE equipment? Out of the kindness of their hearts?
Lawan: Hardly. They'll do it cuz they know me. After Frank took me in, I spent a lot of time with them.
They taught me a lot.
Find them. Let them get to know you. I'm sure they'll help.
Player: Hope so. Thanks.
OBJECTIVE: Check the Triumphal Arch for GRE Terminal.
archers_entrance_renegades_dlg.sloc:
I walk up to the Arch. The winch takes me to the top. I arrive by the entrance. Outside it is a GUARD - he wears a shirt with wild patterns with a leather jacket on top. He has a gold incisor.
Dorman: Halt. We are on high alert. No gadjo allowed inside.
Player: Gadjo?
Dorman: Outsiders. Strangers. And that means you.
It's for our new king-to-be's safety. Any stranger could be an assassin.
Player: Uh, what exactly is going on here?
Dorman: It's nearly time for our new king's coronation. And renegades prowl the area.
You could be one. Come to kill our new king.
Player: Didn't know and don't care about any coronation. I'm after military equipment taken from GRE crates.
Dorman: A likely story. Just something a renegade would ask about.
Till we've cleared out the renegades, no gadjo gets in.
archers_entrance_renegades_eliminated_dlg.sloc:
I see Django. Next to him the Guard stands motionless while DJANGO peels an apple with a knife.
Dorman: A harmless looking ćhavo, yet he swatted those vermin like so many flies.
turns to me. with irony
Django: And here he is. The famous Mr. Aiden!
Player: And who might you be?
If water tower was given to Peacekeepers:
Django: Django, but a humble Nomad.
So maybe you can explain to a humble Nomad why you handed the nearby water tower to the PK?
Player: The PK keep the peace.
Django: Keep peace? Hardly. All they keep is us from trading. Making rules, that's all they do. We prefer our freedom.
Without freedom, there can be no peace, gadjo! Not for us!
Player: So what, you'd prefer the renegades controlled the tower?
Django: We'd prefer ignorant gadjo stop interfering in our lives!
If water tower was given to Survivors:
Django: Django, but a humble Nomad.
So maybe you can explain to a humble Nomad why you handed the nearby water tower to the survivors?
Player: I'm trying to help everyday people.
Django: Oh, so you aspire to be a folk hero, do you?
You call that 'help,' gadjo? Think the Renegades will just leave it at that?
They'll come take their revenge. Blood will flow. And whose fault will it be?
The Nomads', like always.
Player: Would you prefer the Renegades controlled the tower?
Django: We'd prefer ignorant gadjo stop interfering in our lives!
(Django walks off in a huff. Only when he is a decent distance away, the Guard turns to me.)
Dorman: Don't mind him, gadjo.
He is on edge these days. A new king is to be crowned... but not him, as it should be.
Player: Okay. But I need to get in there, find some GRE equipment.
Dorman: Not happening, gadjo. You can go in, but trade has been suspended for the coronation.
That said, if you propose a deal fit for a king, you could speak with Saban.
Player: Who's that?
Dorman: Our glorious fucking King of the Tower.
Ahem, glorious fucking boy king-to-be, that is.
Coronation or not, it remains to be seen whether anyone will accept him as our true king.
Crown fits him like a bra fits my ass.
Django: Kar... Pchande muj dziukli.
(Under breath)
archers_chatterscene_elections_comments:
I walk through the hub. I see the likenesses of missing Divers on the walls. DETAIL: They died diving for crystals. IF anyone has seen them, please contact. Next to it- another. And another. With a likeness.
Archer 01: My eldest ain't even seven, and even he's got more sense than to put Saban in charge.
Archer 02: He's not just unfit, he's a traitor. Wants to get in bed with the PK. And we'll be the ones who'll get fucked.
Archer 01: If Django's father wasn't already dead, it'd kill him to see his son denied the crown.
Archer 02: How'd that happen, anyway? Django... he's the first born, isn't he?!
Not that fucking dinlow... King of the Tower, my ass.
I walk through the hub. Two women are chatting by the wall: Nomadka 1 and Nomadka 2.
Archer Woman 01: Has Carmen gone mad with grief, mourning her husband? Why else would she even consider naming Saban the old king's heir!
(whisper)
Archer Woman 02: Been talkin' to the spirits too much, she has…
Archer Woman 01: Least the spirits tell her the truth.
Everything I had coming, she saw it: marriage, kids, even who'd steal my man.
Archer Woman 02: What damn good to me's a fortune teller who's always right? Whatever she says, there's fuck all I can do about it.
Archer Woman 01: You can tan yer man's hide in advance, that's what ya can do!
Archer 03: Since when does the younger son take the crown? Nobody respects tradition anymore.
Archer 04: Tradition's the fuckin' least of it! We're gonna be ruled by a pimple-faced cretin!
Archer 03: That's what you get, lettin' a daft woman like Carmen make decisions. Saban as king? That's insane!
Archer 04: It's cuz she's a fuckin' drabarni, I tell ya!
Reads her own fortune before every meal. Asks the spirits if she should make broth or stew. Pfeh!
archers_young_candidate_first_meet_dlg.sloc:
I enter Saban's room. Saban is inside (he's blond) and his mother Carmen (gray hair)
Saban: Aiden! The people's hero!
Player: It's weird that everyone here knows me…
You're Saban, the King of the Tower?
Saban: You say that as if it makes me less of a man. Is running around town beating people up more manly?
(aggressive)
Walks up and reprimands her son
Carmen: Saban, please…
Player: I meant nothing by it. I came only to pay my respects.
(Again smiles)
Saban: Ah, right. Good. As you should.
addressing Carmen
Player: We weren't introduced.
Carmen: I know who you are, Aiden. And who you are looking for…
Saban: Splendid. You're here because you want something. I want something, too. Let's talk, shall we?
In this moment the door to the room opens. There is a lovely young woman standing there - Miriam.
Mirriam: Saban, you sent for me?
Saban: Not now, Miriam!
When she notices me and Carmen, she immediately leaves without saying a word. Carmen looks at Saban, angry.
Carmen: What do you want with her?
Saban: Can't recall. Maybe it was something about performers for the ceremony…
Carmen: Saban... I warned you about–
Saban: Hush, mother. Don't concern yourself. Now get out. The men are doing business!
(turns to me, ignoring Carmen. Carmen leaves)
Saban: Aiden. What do you need, hero?
Player: The GRE equipment that was in the military containers.
Saban: We'll have it all, and much much more, in our warehouses.
But we Nomads have a saying: Giving somebody something for free is like spitting in their face. And I respect you, Aiden.
We have a tradition here: The Great Race!
In the olden days, we'd use chariots…
But horses have all been gone for years.
So now we hoof it on our own two legs. And you…
I heard you have a mighty fast pair of legs. So you can help me.
Player: You want me to run a race for you?
Saban: Not just run, but beat my brother for me. You think I'm a fool and don't know what people are saying?
My brother is a brain-dead moron.
So he's walked the earth a few years more than me, is that an accomplishment? Is being stronger so great... when it's brains that matter?
I must be seen as a winner. A king without the respect of his people tempts assassination!
You beat Django's team - I'll give you what you want.
If Blood Diamonds quest has not been completed:
I'll throw in the winner's crystals as well. I don't need riches, just glory.
If Blood Diamonds quest has been completed:
You'll have to make due with that. There were crystals but, well, you know what happened with them…
OBJECTIVE: Represent Saban at the fest.
archers_enrollment_dlg.sloc:
I walk up to the starting line. VANO handles signups.
Player: I'd like to run in the race.
Vano: Today's spots already filled up, gadjo. Stay close if you want in. We got a place nearby you can crash for cheap.
Get a good night's sleep and tomorrow your time will be even better.
PLAYER CHOICE: I'll pay $500. / I won't pay.
OBJECTIVE: Give money for sleep.
Player: Okay, but your prices aren't close to cheap!
Vano: Eh, maybe not. But it's cozy as hell. Make yourself at home, gadjo!
I go to sleep
Player: No thanks. I'll pass.
Vano: As you wish, gadjo. Don't know what you're missing.
Vano: Right, show me your ribbons.
I pull out the ribbons I got from Saban. Vano is surprised.
Vano: Wow... So kinda problems you got?
Missing a lung? One of those legs made of wood?
Player: What?
Vano: Usually, Saban can't get anyone with all their body parts to run for him, let alone basic skills.
Player: Maybe that's before he was next in line to be king.
Vano: Yeah. That's probably it.
RACER 1 passes us. He's going toward the starting line.
Vano: Good luck, Tash!
Remember, the most important thing is not to get hurt!
Racer 1 stands at the starting line. After a moment.
Vano: Not much competition this year, so you might just squeeze your way into the finals if you're lucky.
If Blood Diamonds quest completed:
Some of the best runners worked for the Crystal Divers, the poor souls.
But that nasty business over with, thanks to you.
If Blood Diamonds quest not completed:
Some of the best runners went to work for the crystal divers and disappeared without a trace.
Get warmed up and prepare your ribbons. You have to tie one to each of the check points.
The best time wins.
archers_startline_dlg.sloc:
I walk up to the man (PERHAN) who tells the contestants when to start.
Perhan: You ready?
PLAYER CHOICE: Yeah. / I need a bit more time.
Player: Yeah.
Perhan: I'll count to three, then you're off.
Yek! Duy! Trin!
Go!
Player: Not quite yet.
Perhan: So what're you dicking around here for? Come back if you change your mind.
Perhan: Done dicking around?
PLAYER CHOICE: Yes, I'm ready. / No, still not ready.
Player: Yeah.
Perhan: I'll count to three, then you're off.
Yek! Duy! Trin!
Go!
Player: Er... no.
Perhan: We don't send out engraved invites, gadjo.
Come back when you're ready.
Warmed up yet?
Geez, you the King's champion or what?! Well, that'd explain why you're so unprepared. Here's a tip:
It's better to stop smart than run dumb.
Player: What do you mean?
Perhan: It means that it's not the fastest runner who wins, but the smartest.
Think about that and come back when you're ready.
OBJECTIVE: Win the Tournament.
OBJECTIVE: Find Saban.
archers_brothers_confrontation_1_dlg.sloc:
I enter Saban's room. Barging in, without knocking. I start to talk before I see Saban.
Player: Saban? You won–
I cut off, because inside I see Saban, who is passionately kissing Miriam. She tries to push him away
Mirriam: Stop!! No!!
Saban relaxes when he sees me. But Miriam still holds him back.
Saban: Relax, Miriam. We have a guest. My friend and champion, Aiden!
After he wins the finals, I'm going to make him Captain of the Guard.
The door bangs open
Django: Saban, you fucking cheat, your gadjo ran across the rooftops, in a fair race he'd–
Django enters the room. Seeing Miriam, Django freezes.
Django: Miriam?! What's she doing here?!
Saban: She's my future queen.
Django looks - Miriam runs out, weeping
Django: You slime... you took the crown... now you're taking my fiancée–
Saban: Ex-fiancée.
Django: Is this you trying to humiliate me? Is that what this is?
Django rushes at Saban in a rage. Saban grabs his ornate dagger with a characteristic haft. Carmen enters the room.
Carmen: Stop it! Both of you! At once!
Carmen stands between Django and Saban. Saban still holds the dagger in his hand.
Carmen: You're brothers! Bound by blood. Act like it!
Saban still holds the dagger in his hand. He looks threatening.
Django: Look at what he's doing, Mother! How can you allow this?
Saban: Django's crying to mommy again. Typical.
Carmen: Stop it! Saban, put your shuri away! Wait on the terrace. Django, leave.
Django goes to the exit. Saban is unhappy but puts the dagger away and goes out onto the rooms terrace.
Django: Best be careful during the finals, gadjo.
A man could get hurt during these races…
Carmen is left alone with me in the room. She looks me over carefully.
Carmen: Thank you. You must win. It's the only way to help Saban and Django.
Player: Don't think it will help Django much…
Carmen: It will save his life.
Player: How?
Carmen: Do you believe in fate, Aiden? In curses? When I was a girl, I had a dream. I saw the blood of a king, spilled by a light-haired person…
And the murdered king in my dream, he was one of my sons.
Player: The light-haired killer... that was Saban?
Carmen: You see what he's like. Hot-headed. Vain. Jealous.
You see, if Django took the throne, Saban would surely kill him. And fulfil the terrible prophecy.
Player: That's why you chose Saban as king?
Carmen: You think I don't know Django would be a better ruler?
He's stronger, older... but this was the only way to break the curse.
Otherwise, Django would die, and I'd lose two sons…
Because as a murderer, Saban would be disgraced. A famoso.
Stay by his side, Aiden... you are a positive influence on Saban…
Help me break this curse and perhaps your fate too shall be avoided…
archers_fortune_telling_dlg.sloc:
If I walk up to Carmen.
Player: Hold on a minute. You mentioned my fate. What did you mean by that?
Carmen: You have a good heart. I see that.
But you are also cursed.
Player: Uhh, well…
Haven't had it easy, sure, but ‘cursed'...?
Carmen: I see your destiny, Aiden. If you want, I can tell it to you.
PLAYER CHOICE: I agree. / I don't agree.
Player: Okay... I'll listen.
Carmen walks up. She puts a hand on my shoulder. I see the whites of her eyes. She starts to tremble.
Carmen: You seek a girl…
A girl who lives in your dreams.
Player: Mia!
Carmen takes more deep breaths. Her vision goes on.
Player: Is she.... is she alive?
Carmen doesn't answer. She mutters under her breath.
Carmen: Yes. And that's your curse.
Player: Impossible. I have to find her!
Carmen: You will. But you will pay a terrible price.
After a moment, Carmen ‘returns' to normal. Her breathing calms
Carmen: I'm sorry.
Player: Thank you, Your Majesty, but maybe…
It's something for me to discover on my own.
Carmen: Perhaps that is for the best…
As you wish. Your fate is already sealed at any rate.
OBJECTIVE: Talk to Saban.
archers_young_brother_before_finals_dlg.sloc:
If I walk up to Saban. NEAR.
Saban: Fucking mama's boy. Always had everything handed to him.
Saban sighs
Saban: Fuck, I had to steal my first dagger, while Mommy bought him a new one every year.
He shows me his distinct-looking dagger. Saban gives me another set of ribbons.
Saban: But my time will come. Tomorrow, in fact.
You start under the arch. I’ll be waiting at the finish line.
You'd better win.
archers_finals_dlg.sloc:
I go to the starting line of the race. This time, the start is where the qualifying round ended.
Vano: How you feeling, gadjo?
Player: Optimistic.
Vano: Till this morning, I would’ve bet on you myself.
Odds were 2 to 1 in favor of your victory.
Player: What changed since this morning?
Vano: A new favorite entered the race.
Player: Who?
Vano: Django. He ran right before you.
But I still have faith in you. You've grown on me.
(quieter)
Vano: Just don’t tell the other Nomads…
Player: Thanks for the kind words…
Vano: Thank me with a victory! When Django entered the race, the odds jumped to 4 to 1 against you!
You win, and I earn a great deal. Understand me?
Player: I win, you win big. Got it. I'll do my best.
Vano: Not just your best, your all, gadjo!
I walk up to the starting line. Perhan greets me with a nod.
Perhan: Ready?
Yek, duy, trin!
OBJECTIVE: Win the Tournament.
archers_congratulations_gpl.sloc:
I pass the finish line and win the race. I hear congratulations from the onlookers.
Archer 01: Bravo! What a performance!
Archer 02: This gadjo runs like a ćhevo!
Archer 03: Comes outta nowhere and runs circles around our best!
Archer 04: Saban struck gold with this kid!
archers_finals_after_dlg.sloc:
I tie the last ribbon. I win the race. The crowd roars. From a speaker comes joyful Nomad music.
Vano: You did it! Way to go, kid! We won!
Player: The final supposed to be like running a gauntlet?
Vano: Gauntlet? What're talking about?
Player: Some check points were hidden in darkness, archers shot at me…
Vano: Strange, that's very strange what you say, gadjo... nothing like it ever happened before.
Player: Guess somebody really didn't want me to win.
Vano: I told you, they were paying 4 to 1 odds.
Fine. Doesn't matter. Now watch: Miriam will sing to the victor.
That means you, gadjo!
The stage where Miriam sang - is empty. Everyone is waiting for her performance. But Miriam doesn't step on stage. The accordionist builds the tension with music. Silence.
Vano: C'mon, where is she?
Player: Seen Saban anywhere around here?
Vano: He was here momentarily, then went back to his base.
Player: He was supposed to wait for me.
Vano: Maybe something happened. He left in a big hurry.
Ran almost as fast as you.
archers_chatterscenes_elections_aftes:
I walk through the Triumphal Arch. People cheer in my honor.
Archer Woman 02: Long live Aiden! Long live Saban!
Archer Woman 04: Young king, young champion! May they guide us to glory!
Archer Woman 03: Like I always said, Saban may be a young'un, but he's more than cut out to be king!
Archer Woman 01: He's not fit to wipe my ass! That gadjo cheated!
Django is our real king!
I continue walking through the arch. Residents applaud me - from their terraces / balconies they toss flowers?
Archer 02: Long live Saban! Long live our king!
Archer Woman 02: And his gadjo, swift as lightning!
Archer 02: He's no gadjo, he's one of us now!
I continue walking through the triumphal arch. I hear more conversations.
Archer 05: Sure it was just a race, but you know what they say…
Archer 06: Every great leader has won the race before his coronation! For hundreds of years!
Archer 05: Long live Saban and Aiden! Our future!
archers_brothers_confrontation_2_dlg.sloc:
I enter Saban's room. Inside I see Saban, Django, Carmen and also Lawan.
Django: It's all your fault! For bringing this damn gadjo into our lives.
Saban: Right. Blame it all on me. Like always. You gonna go running to mommy now to tell!
Player: Lawan! You're finally here! What happened?
Django: ‘Disappeared' - pff! Kidnapped by renegades, you mean!
I warned you! I told you they'd seek revenge.
You're responsible for this, Saban!
Carmen: Django! This is no time for petty quarrels. We must find her.
Together.
Django: If it was the renegades, they've probably deflowered her by now. Repeatedly.
I'll kill you for that... you disgusting–
Saban: Please do keep up the threats, dear brother.
Because tomorrow I'll be king and have you hanged for them.
Django: You'll never be king!
The way you treat Miriam. The way you speak of her even now. For that, you'll always be a disgrace.
Saban violently lurches toward Django and pulls out his knife again
Saban: Get out!
Django prepares for a fight, but Carmen stands in his way
Carmen: Django, no. Calm yourself... you know better. Stand down... please.
Django backs down
Django: Only because you ask, mother.
Django leaves the room.
Saban: Cowards always run.
Carmen: Silence, you fool! Raising your hand against your brother! Shameful!
Saban: But he insulted me, mother. I'm the king, aren't I? He can't–
Carmen: You're a bastard!
Saban: What?
Carmen: The Nomad King was not your father.
Not a drop of his blood flows through your veins.
Saban: Mother, what are you–
Carmen doesn't answer, she walks in a rage to the door and goes after Django.
archers_young_brother_after_finals_dlg.sloc:
I’m left in the room with Saban and Lawan. Saban is furious. If possible, he should toss his dagger into the wall.
Saban: Why does she hate me?
What did I do to her?
He tosses his characteristic dagger into the wall. He walks up to rip it out.
Saban: Django's behind all this!
Saban leaves. Lawan remains.
Player: Think Django kidnapped her?
Lawan: No. Django would never do something like that.
I’ve known them since we were kids…
Player: So maybe you know where to find Miriam?
Lawan: Maybe… The arekipe.
Player: Where?
Lawan: Arekipe. Our secret hideouts.
When we were kids and shit came down, we’d hide where the elders couldn’t find us.
One arekipe was in the junkyard, the other in the abandoned residence. Which do you want to search?
PLAYER CHOICE: Junkyard. / Abandoned residence.
Player: I’ll search the junkyard.
Lawan: Fine, I’ll check the residence. Contact me if you find anything.
Player: I’ll search the residence.
Lawan: Fine, I’ll check the junkyard. Contact me if you find anything.
Lawan: Hurry, Aiden.
We have to find her before these two numbnuts kill each other.
archers_chatters_before_the_scene_gpl.sloc:
Archer 01: You heard? Miriam’s disappeared!
Archer 02: Disappeared? When? I saw her just yesterday.
Archer 01: Maybe renegades abducted Miriam.
Archer 04: Renegades? Maybe. Or PKs. They're just common thugs in uniforms anyway.
Archer 03: I hope she's safe, and found quickly!
Archer 02: If anything's happened to Miriam, I blame "king" Saban!
Archers_chatterscenes_junkyard_cars (Junkyard path):
I reach the scrapyard. I see it is a renegade camp. I hear screaming and wailing from the delivery cars.
Archer Woman 03: Help! Someone!!! Help me!!
Anyone! Please, save me...!
Archer Woman 04: Quiet, you want them to find us?!
I move toward the car where the crying is coming from
I hear crying and wailing from another car.
Archer Woman 05: They’ll kill us. We’ll all die.
Archer Woman 06: I don’t want to die! Please!
I hear crying and wailing from another car.
Archer Woman 07: Gods, have mercy, gods, have mercy…
Archer Woman 08: Somebody, please, save us!
OBJECTIVE: Conquer the Renegades' camp.
archers_junkyard_no_success_gpl.sloc:
I check the cars one by one. There are survivors in them, not Miriam. I contact Lawan over the radio.
Player: Didn’t find Miriam. Just some survivors.
Lawan: That’s all?
Player: Well, renegades, too. But they’re gone.
Lawan: Okay, no need to brag…
Just come help me at the residence.
I can’t get inside.
Archers_girl_found_dlg.sloc (Residence path. This scene will also take place after the player visits the Junkyard first):
I find Miriam in the place where she would play with Lawan.
Player: Miriam! You're alright?
Mirriam: I'm fine. Now leave me alone.
Player: Lawan, I found her.
Lawan: Hang on, coming!
Player: What are you doing here?
Mirriam: I'm just here for the night, then I'll keep going.
Player: And leave Saban behind?
Mirriam: Why not? I don't love him. Never did.
Player: What about Django?
Mirriam: What about him? What makes you think this is about them at all? Ever consider that this might be about me?
I don't care any more about those two than they ever really cared about me.
Player: But they were at each other's throats over you!
Mirriam: Please. They were fighting over their adolescent pride. Me?
I'm a prize, proof that one can have better toys than the other. They care nothing for me.
Lawan appears in the room.
Lawan: Miriam, we go way back. I know the men in your life haven't been the most gentle or reliable.
And these two are raging idiots, to be sure, but…
Mirriam: I’m not going back!
Lawan: If you don't, one or both of them is going to end up dead. Is that what you want?
Mirriam: How could you put this on me? I just want to be free of all this.
Freedom is all Nomads desire. Do I not deserve this?
Please. Let me go.
I'd rather die than go back there…
PLAYER CHOICE: I take Miriam to the arch. / I let Miriam go.
Player: Sorry, the stakes are too high.
Lawan: He's right, Miriam.
C'mon, let's go home.
Player: We won't force you.
It's your choice. You're free to go.
Mirriam: Thanks. I'll pray for you - to all the gods.
Miriam walks off to the side, I'm left with Lawan.
Lawan: I get you're a big softie and treat women like people and not accessories. Good on you for that.
But this is a shitty idea.
Player: Why?
Lawan: Because being right is less important than lives.
And those idiots will kill each other.
Player: We'll tell them the truth: Miriam doesn't want either of them. Then they'll have nothing to fight about.
Lawan: Wrong again, Aiden. We'll just tell Saban we didn't find any trace of Miriam.
Player: Okay. So let's go back.
Lawan: Go. I'll make sure Miriam is safe.
archers_depressed_mother_dlg.sloc:
I walk into Saban's headquarters, but his room is empty. I find devastated Carmen there. The woman is crying.
Carmen: Aiden...?
Forgive me.
Player: What's wrong, your majesty?
Carmen: I thought I could change fate…
So old and so stupid.
Player: Nothing's happened yet.
Carmen: It happened, oh, it happened. The curse is beyond time.
And it's coming true.
Player: We found Miriam. This will help.
Carmen: My sons have always hated each other. But it is over Miriam that they have finally come to blows!
It is because of her that the curse will come true
Player: Unfortunately, we found no trace of Miriam.
Carmen: They will continue to blame each other.
Hatred will spread like poison, until the curse is fulfilled.
Player: I don't believe in curses.
Carmen: You should. Because the girl you are looking for is your fate... your curse…
And it will destroy you.
Give me your hand.
I give her my hand. Carmen pierces my skin. And again - she reads blood.
Suddenly the chamber disappears. I'm in the forest. It's the Black Forest, but I don't know about it yet.
AIDEN'S VISION - BLACK FOREST
A bit ahead of me ... a woman is walking! She's grown up, but has the same clothes as little Mia in the flashbacks. Same hair color.
(Off.)
Carmen: You will find her. But you will no longer recognize her…
I keep running after Mia, who suddenly stops. She turns her face. I can see her. She's beautiful.
Carmen: And when you meet, you will not know yourself anymore…
(Off.)
Mia reaches out to me. I almost grab her hand, but then a SCREAM.
Mia_Adult: Aaaaaaaaaaaaah!
(Off.)
I wake up from the vision. I'm alone. There is no sign of Carmen. I run outside. It's early morning.
The Fall Of Saban (Quest plays out if Mirriam returns to the Arch):
archers_younger_brother_dead_dlg.sloc:
Archer Woman 01: He fell ... Flew from the tower!
If Miriam has returned. I am running under the tiumphal arch. On the ground lies ... the body of SABAN. Just under the triumphal arch. At the edge - there is a Woman standing in shock. Next to her, the Ranger, Django and other onlookers.
Dorman: I saw him leave his chamber last night.
Player: Was he with anyone?
Dorman: Alone. And he seemed sad.
I congratulated him on the race and he didn't reply.
As if he didn't hear me.
And today was supposed to be his coronation. The new king.
Django: There will be a coronation. I will become king.
Dorman: But -
Django: Of course, we'll bury my brother first.
Player: You think it's an accident?
Django: Suicide, more likely. Saban was weak in spirit.
Player: Weird.
Django: To you, gadjo, everything Nomad is weird.
Do not worry. I am aware of your deal.
I'll send you to our warehouse. You will find what you were looking for, take it and go.
Django leaves. Moments later Miriam and Lawan appear next to me. Miriam in tears.
Mirriam: Saban! Saban…
What happened?! Who did this to him ?!
Player: Apparently he jumped from the tower …
Mirriam: Saban wouldn't do that!
Not now. Not when he was about to become king!
This was the moment he dreamed about. It makes no sense…
Miriam stops, starts sobbing.
Lawan: We should look into this, if there's any chance this wasn't suicide…
PLAYER CHOICE: It's not my business. / I'll take care of it.
Player: It's a Nomad thing. They don't need a gadjo interfering. I'm going to the warehouse.
Player: Let's. This smells rotten to me, too. Let's investigate.
archers_vendor_dlg.sloc:
I go to Merchant Danior.
Player: Django gave me permission to enter the warehouse.
Danior: To get you out of here as soon as possible.
Player: Hey. He's clearly not a fan. Oh well…
Danior: But maybe there's another reason... so that you don't look into Saban's final flight.
Player: Why would I do that?
Danior: I was, as you say, not a fan of Saban. He would have made a terrible king. Yet, I cannot believe he took his own life.
Find the truth... and I will reward you with something additional of value from the warehouse.
(The player makes the same choice as before, but no matter what he picks you are tasked with investigating Saban’s death.)
archers_investigation_start_dlg.sloc (Plays out immediately if player chooses to investigate. Also plays out afterwards if the play chooses to go straight to the Warehouse.):
I go back to the arch. I go over to Lawan.
Player: You're right. Saban wouldn't kill himself.
We have to do something about this.
Lawan: I agree. Let's find the murderer who pushed him.
Let's start with Saban's quarters, maybe there are some clues there…
The queen'll want the fiend strung up by the balls in front of everyone.
OBJECTIVE: Search Saban's chamber for clues.
archers_tfos_repaired_doors_pre.sloc:
Going in - I can see quite a mess. Spilled wax.
Player: What a mess!
I notice a shoe mark in the wax.
Player: A footprint…
archers_tfos_repaired_doors_dlg.sloc:
I follow the traces of wax and reach a door where a man is standing.
Player: What are you doing here?
Archer 04: I'm fixing the door, someone broke the lock last night.
Player: Who?
Archer 04: I'm a locksmith, not a clairvoyant. My guess is that someone without a key tried to get in.
Player: Or get out …
archers_tfos_repaired_doors_after_gpl.sloc:
I contact Lawan on the radio.
Player: I think I found something.
Lawan: Told ya, didn't I?
I'm at the bar. Meet me here.
OBJECTIVE: Meet Lawan.
archers_tfos_first_clues_after_dlg.sloc:
I talk to Lawan at the bar.
Player: Anyone seen Saban leave?
Lawan: At least a few witnesses. He left through the main entrance.
Player: The lock on the second door was broken. Someone other from Saban came through here.
Any idea who that might be?
Lawan: Hell, it could be anyone.
Player: That doesn't narrow it down very much.
Lawan: Talk to Carmen. Maybe she saw something …
Or she will see something in her visions. She really has a gift.
Player: Okay. I'll go look for her.
OBJECTIVE: Talk with Carmen.
archers_tfos_fortune_telling_before_dlg.sloc:
Carmen is standing over the precipice - where her son fell. She holds a candle / torch in her hands. When I approach - she drops it down / or puts a candle like in a cemetery.
Player: Your majesty, sorry to bother you at a time like this…
But... someone was in your son's room last night.
Honestly concerned.
Carmen: Someone... else?
Player: There are no witnesses. But perhaps your visions…
Have they shown you anything?
Carmen: I haven't tried. I've been too afraid but... you're right. I must try.
I must have blood for divination …
The blood of my boy.
Player: I'll collect it.
Carmen: I will also need some herb for the censer.
Roselle. It grows on the border with the flooded district.
Player: I'll bring you what you need.
OBJECTIVE: Bring Herbs to Carmen
OBJECTIVE: Return to Carmen.
archers_tfos_entrance_to_arc_closed_dlg.sloc:
I go back to the triumphal arch with the herbs and Saban's blood. The guard blocks the entrance. Lawan next to him.
Dorman: Sorry, my friend, I can't let you in.
Player: Why is that?
Dorman: Order from King Django -
Lawan: Django's no king. He's an arsehole. What's this about?
Dorman: Please, friends. I'm just following orders.
Lawan: Come on, Aiden, we need to talk.
Lawan jumps down from a container with the Guard and a winch on it - she goes several meters away from the guard.
archers_tfos_entrance_to_arc_closed_after_dlg.sloc:
I go to Lawan. She points to the top.
Lawan: See that window over there? Those're Django's quarters.
We have to get up there and ask him what the fuck–
Player: You think he's hiding something?
Lawan: Fuckin' right I do.
Besides, it's the only way to get the key code.
OBJECTIVE: Climb to Django's chamber.
archers_tfos_investigation_comments.sloc:
I search Django's room. I notice a photo - young Django and Saban, standing hugged.
Player: To think those two ever got along…
I search Django's room. I find a lock of blonde hair.
Player: This looks like Saban's hair.
I search Django's room. I find a picture of Saban. Someone drew unknown symbols on it in blood.
Player: Someone's been working magic here…
I search Django's room. I find a small altar. Several candles in a circle, among them - Saban's knife.
Player: It's Saban's knife!
archers_tfos_final_confrontation_dlg.sloc:
As I pick up the Saban's knife (USE), Django enters the room. Seeing me, he stops dead.
Django: What are you doing here?
Player: Exposing a murderous king who's killed his brother!
Django: How dare you! I didn't kill Saban!
Player: Is that why you prevented me from entering the Arch?
Django: I don't like you, gadjo, but I haven't stopped you from going anywhere…
Player: What about Saban's knife? Why is it in your room?
Django: This is not a knife, but a shuri.
Every Nomad gets one on initiation.
I took it after Saban died.
If a Nomad dies, his Shuri must remain in the family.
Tradition.
Player: What does tradition say about fratricide?
Django starts walking towards me. There will be a fight. Suddenly Carmen enters the room.
Carmen: Django! Enough.
Django: But mother -
Carmen: You are a good son. Listen to me one last time.
after a while
Carmen: I was the one who ordered you to leave.
Player: You? But... why?
Carmen: Because I knew you'd uncover the truth.
Player: If Django killed Saban, you can't protect him.
Carmen: He didn't kill him.
Pause
Carmen: I did.
Django: What?! That can't be...!
Carmen: I killed Saban to protect you -
Django: From who?
Carmen: From yourself.
Patient as you are, Saban's provocations would have broken you down. The prophecy would be fulfilled.
You would end up in disgrace. A famoso.
Player: But didn't your vision have it the other way around? Saban was supposed to kill Django.
Carmen: No. The vision showed a blonde figure murdering the king …
Carmen picks up a handful of her gray hair.
Carmen: Blonde. Gray. All the same to the fates. So the prophecy was about me.
I was the one who pushed Saban from the tower.
Django: You must flee, mother. Otherwise, I'll have to…
Carmen: I know ... I know son …
I am the disgraced one.
Carmen leaves the room. Django devastated - leaves the other exit - the other way. I'm left alone. After a while I get in touch with Lawan.
(radio)
Player: Lawan. I know the whole story. Are you sitting down?
Lawan: Of course not. I'm running! What did you find out?
Player: I'll tell you, but you're better off sitting…
Carmen killed Saban.
Lawan: She killed her own son? But why?!
Player: To lift a curse. Only... she fulfilled it.
Lawan: Fuck me. I am gonna sit down. For a drink.
Player: Get in touch with me later. I'm going to the warehouse.
archers_tfos_vendor_after_investigation_dlg.sloc:
I stand in front of Danior at the entrance to the warehouse.
Danior: Mothers are supposed to be every Nomad's best friend. Good job, friend.
Sad, though. I would never have expected Carmen to do such a thing.
Player: She'd seen it in a vision.
Danior: She's always been a powerful seer. Predicted my father would die of a heart attack.
Though the way he ate and drank, you didn't need spirits to tell you how he'd end up.
Player: So... I'm looking for a GRE terminal.
Danior: As promised, you're welcome to it. And anything else that catches your eye.
archers_world_change_django_dlg.sloc:
I go into the room and find the decoder. I plug in the power cord, run the terminal, and insert the cube.
After downloading the codes, I see a video of the color change on the arch. Django's coronation is about to begin. The crowd cheers.You can hear shouts.
Archer 01: Long live the king!
Archer Woman 01: Long live Django!
(QUEST END).
The Fall Of Django (Quest plays out if Mirriam is let go.):
archers_older_brother_dead_dlg.sloc:
If Miriam DIDN'T come back. I run under the triumphal arch. On the ground lies ... DJANGO's body. Right under the triumphal arch. A WOMAN next to him. She found the body and that's why she screamed - now she's in shock. Next to her, the Ranger, Saban and other onlookers.
Archer Woman 01: He fell ... Flew from the tower!
Player: Was he with anyone?
Dorman: I saw him leave his chamber last night.
Alone. And he seemed upset. Probably about Saban.
Today was supposed to be the coronation…
Saban: It will take place as scheduled. Of course, we'll bury my dear brother first.
What a pity that he succumbed to his demons.
Player: You believe he killed himself?
Saban: You saw for yourself that he couldn't accept not becoming king. His lust for power drove him mad.
But you need not worry. Our contract is still valid.
You may enter the warehouse and take what you came here for.
Saban leaves. A moment later Lawan appears next to me
Lawan: Django ... You asshole, who did this to you?
Player: So, you don't think he did this to himself?
Miriam stops, starts sobbing.
Lawan: Django? Django was solid. Focused. Ambitious.
He would never, ever give up …
We should look into this. No way Django committed suicide...
PLAYER CHOICE: It's not my business. / I'll take care of it.
Player: It's a Nomad thing. They don't need a gadjo interfering. I'm going to the warehouse.
Player: Let's. This smells rotten to me, too. Let's investigate.
archers_vendor_dlg.sloc:
Player: Saban is allowing me to search the warehouse.
Danior: To get you out of here as soon as possible.
Player: What? He doesn’t like me after all?
Oh well. I’ll live.
Danior: Perhaps Saban doesn’t want you looking into his brother's death.
Player: Why would I?
Danior: Django was a pompous ass. No friend of mine. But I cannot believe his death was an accident.
Find the truth… and I will reward you with something of additional value from the warehouse.
(The player makes the same choice as before, but no matter what he picks you are tasked with investigating Django’s death.)
archers_investigation_start_dlg.sloc (Plays out immediately if player chooses to investigate. Also plays out afterwards if the play chooses to go straight to the Warehouse.):
I go back to the arch. I go over to Lawan.
Player: You're right. Django wouldn't kill himself.
We have to do something about this.
Lawan: I agree. Let's find the murderer who pushed him.
Let's start with Django’s quarters, maybe there are some clues there…
The queen'll want the fiend strung up by the balls in front of everyone.
OBJECTIVE: Search Django's chamber for clues.
archers_tfod_investigation_comments:
Using the Survival Sense, I check various items in Django's room. I find a picture of Saban. Someone drew unknown symbols on it in blood.
Player: Someone's been working magic here…
I continue searching Django's room. I find a lock of Saban's hair.
Player: Saban's hair. Why would Django have this?
I keep searching Django's room. I find Saban's knife.
Player: Saban's knife.
I find a small altar: a few candles in a circle. In the center, an inscription in blood: SABAN.
Player: And everyone said Django was so even-keeled…
Player: Django clearly wanted his brother dead.
Did Saban throw Django from the tower while he was defending himself?
When I look at the altar marked "SABAN" in blood, Carmen enters the room, she is crying.
Carmen: What are you doing here?
PLAYER CHOICE: I'm looking into Django's death. / I'm checking if it's really suicide.
Player: I'm looking into Django's death.
Player: Seeing if it really was a suicide... or murder.
Carmen: I've been afraid to see but... perhaps my visions can reveal something.
But I need an herb for the censer.
Roselle. It grows on the border with the flooded district.
And also…
Blood…
My boy's blood.
Player: I'll bring you what you need.
OBJECTIVE: Bring Herbs to Carmen.
OBJECTIVE: Return to Carmen.
archers_tfod_entrance_to_arc_closed_dlg.sloc:
I go back to the triumphal arch with the herbs and Saban's blood. The guard blocks the entrance. Lawan next to him.
Dorman: Sorry, my friend, I can't let you in.
Player: Why not?
Dorman: Order from the future king. Saban has decreed that you are no longer welcome here.
Lawan: He ain't no king, he's a fuckin' prick!
Dorman: My friends, no need for foul language, please. I'm just following orders.
Lawan: Aiden, we need to talk.
Lawan jumps down from a container with the Guard and a winch on it.
archers_tfod_entrance_to_arc_closed_after_dlg.sloc:
I walk over to Lawan.
Lawan: We have to get up to Saban's chamber and take out that piece of shit.
Player: Or he takes us out. Sounds like we're on his hit list.
Lawan: Yeah, well, see how he likes being on our shit list!
Besides, it's the only way to get the key code.
Can you make it up there?
Player: Mighty as well try.
OBJECTIVE: Get to Saban's chamber.
archers_tfod_younger_brother_singing_gpl.sloc:
I parkour-climb and enter Saban's chamber through the window. I can hear singing coming from the dressing room.
He sings.
Saban: Kiiiing, sweet as wine, good as bread…
He sings.
Saban: My Kiiiing, by Nomad songs may your praise be spread…
archers_tfod_younger_brother_confrontation_dlg.sloc:
I walk into the wardrobe. Saban leaps to his feet when he sees me
Saban: What are you doing here?
Very harshly.
Player: Sit. Stay.
Saban: Fucking gadjo. Are you mad ??
Player: You killed Django.
Saban: He took Miriam from me! He deserved to be punished.
Player: Still on that stupid idea? Idiot! Django didn't kidnap her.
Saban: No?!
Player: She ran off. On her own. Tired of being caught between you and your brother.
Saban: You're lying, gadjo... Miriam loved me... And Django deserved to die.
He wanted to kill me …
And there is one punishment for attempting to assassinate a king!
Player: Believe what you want, but you killed an innocent man.
Lawan enters the room.
Lawan: Knock knock, Saban. You got some guests outside, just dyin' to meet you.
Saban: Wait. Aiden... You can take what you were looking for. And just leave. It can end here.
In matters like this, you are still a gadjo, a foreigner. And I am my people's king. You cannot prevail.
Lawan: Think you can get away with murder cuz you're the king? Who knew a twerp like you could be full of so much shit.
Come on Aiden. Meet us in the hallway…
Lawan begins to leave. I talk to Saban.
Player: Don’t you fucking move.
archers_tfod_final_confrontation_dlg.sloc:
I leave the room behind Lawan. Lawan and a group of Nomads wait outside the door.
Archer 05: It's him, right?
Saban killed his own brother?!
Archer 06: We'll show him what happens to famosos!
Archer 05: He'll regret the day he was born. Or that he didn't jump from the tower himself.
(Off.)
I notice Carmen has appeared in the crowd. She squeezes towards me.
Archer 06: What? My queen, what are you talking about!
Archer 05: It cannot be, my queen. Even your own son is not worth such a sacrifice! Saban must pay!
PLAYER CHOICE: I confirm Carmen's version. / I tell the truth and leave Saban to their fate.
Player: She's telling the truth. The queen killed Django.
Archer 06: How could you? Your own son!
Archer 05: What could make a mother kill her own child?
Archer 06: Seize her!
Player: Queen, I understand you want to protect Saban. But he killed his brother.
He must be punished.
Archer 05: I knew it! Seize him!
Goes to the door.
Carmen: Saban ... Open up my son ... It's me.
It is done ... You cannot turn the tide.
Archer 06: Saban, we're coming for you, murdering coward!
Archer 05: You will hang, Famoso!
The door opens. Carmen walks in. The nomads walk in behind her. You can hear the sounds of a fight and Saban moaning.
Saban: Aaaahh!!! Stay baaccckkk!!! I'm the King... the kiiiinnnggg!!!
OBJECTIVE: Go to Gypsy Merchant.
archers_tfod_vendor_after_investigation_dlg.sloc:
I stand in front of Danior at the warehouse entrances.
Danior: Mothers are supposed to be every Nomad's best friend. Who would have thought?
Player: Will you let me in, now?
Danior: A deal is a deal, Gadjo. Be my guest.
Saban's always been such a weakling. Who knew he had the strength to kill his own brother?
I stand in front of Danior at the warehouse entrances.
Player: Carmen. She saw it in a vision.
Danior: She's always been a powerful seer. Predicted my father would die of a heart attack.
Though the way he ate and drank, you didn't need spirits to tell you how he'd end up.
Player: Will you let me in, now?
Danior: It's the king who made you a promise. And that king is gone.
And so, it's strictly business now.
You want to enter, you must pay.
(The player can make a choice between paying $500 or coming back later. It always plays out the same, as you have to pay the $500.)
Player: Strictly business, huh? Here's the money.
Danior: And I thank you for your business. Now, be my guest.
Archers_world_change_saban_dlg.sloc (If Carmen is killed by the Nomads, and Saban lives.):
I go into the room and find the decoder. I plug in the power cord, turn on the terminal, insert the cube.
After downloading the codes, I see a video of the color change on the arch. Saban's coronation is about to begin. The crowd cheers. Shouts can be heard.
Archer 01: Long live the king!
Archer Woman 01: Long live Saban!
(QUEST END).
archers_world_change_black_market_dlg.sloc (If Saban is murdered by the Nomads, and no one becomes king.):
I go into the room and find the decoder. I plug in the power cord, turn on the terminal, insert the cube.
After downloading the codes, I see a video of changing the colors on the arch. A video of changing the appearance of the arch. I see the Black Market.
(QUEST END).
She-Wolf:
A main quest mentioned in the story draft, taking place in R06 (The Citadel Region). Other old objectives indicate it may have involved sneaking into the Citadel to speak to She-Wolf. She-Wolf is a cut character, the leader of a group of Nightrunners.
Another Way To Die/Another Day To Die:
An important quest during the Central Loop section of the 2019 story. Surprisingly, this is the real version of the quest seen in the E3 2019 gameplay demo. It involved Aiden and Frank meeting Juan and Matt at the Canteen, to organize a peace meeting between all factions in The City. The quest seemingly played out in exactly the same way as it did in the trailer, however was not about water.
DIALOGUE NAMES:
anotherdaytodie_after_drones_dlg
anotherdaytodie_gather_factions_dlg
anotherdaytodie_preparations_dlg
anotherwaytodie_nightrunners
adtd_scavs_want_something_dlg
Stop The Revolution:
Another quest mentioned in the story draft, this quest was a part of the main story and took place in R02 (Central Loop).
Surprise:
A quest with a few remaining prefabs for it. I am unsure where it would take place in the main story, so I have placed it at the end of the list. It involved Hakon at the Canteen, there are many dead Peacekeepers lying around.
DIALOGUE NAMES:
surprise_end_dlg
surprise_optional_talk_with_hakon_dlg
Sunny Side of Hell:
A main quest taking place in REG07 (Currently unsure what exactly region 7 was, it was most likely the old area that X-13 was in.), a mention of it is mentioned in the story draft. Possibly taking place around the same time as the X-13 quest.
Mother:
An important quest near the end of the game, possibly part of the epilogue. Also mentioned in REG07, “Mother” is mentioned in objectives for the old epilogue. Possibly the final quest in the game. Based on the inclusion of Aiden’s mother in the game's old prologue, it’s possible that this “Mother” at the end of the game is Aiden’s.
Traitor:
This quest was seemingly important in the main story, but it’s unclear what exactly it was about. All that is known is that it began with Aiden meeting someone at a windmill, and then following Hank’s blood trail. Also fighting Renegades at a skyscraper bandit camp. I have placed it at the end as I am unsure when it would take place. Some removed dialogue names exist, along with an atlas that shows every character involved.
DIALOGUE NAMES:
traitor_spectator_2_dlg
traitor_spectator_1_dlg
traitor_nightrunner_dlg
traitor_meeting_pre_2_gpl
traitor_meeting_pre_1_dlg
traitor_meeting_dlg
CHARACTER ATLAS:
npc_lawan.model
npc_frank.model
npc_jack.model
npc_hank.model
A Bag For The Back:
A quest with only a few building prefabs and general logic. It involved the player infiltrating a clothing shop dark zone with a demolisher inside in order to retrieve travel bags.
The Abyss:
The Abyss was a quest involving Survivors, Nomads and Peacekeepers. Unfortunately there is no dialogue left for the quest, but there are a few prefabs. The quest involved a camp built in a military outpost that could be assigned to Nomads, Survivors or Peacekeepers. It was most likely Nomads by default. The quest involved Peacekeepers deserters who leave to go and help wounded Nomads at the camp. They most likely assign Aiden to go and look for medicine in large silos.
abyss_story_mockup:
M_000_Camp_Entering
M_010_Camp_Event_Wounded_People
Camp_M_020_Medicine_Wounded_People
Camp_M_30_Firest_Meet_With_Koni
Tunnel_M_000_Look_For_A_Patch
Tunnel_M_010_Exit
abyss_camp_nomads_logic:
abyss_medicine_wounded_people
AI_Peacekeeper
AI_Peacekeeper_Deserter
Alton
Amanda’s Collection:
This quest has very little left in the files.
There is a dialogue prefab leftover for the quest, but the dialogue inside has been removed. It was called:
“dlg_couchpotato_amanda_collection.prefab”
OBJECTIVES:
Amanda's Collection
Help Amanda complete her collection
New Objective
And Yet It Moves:
A quest involving Scavengers and “Beavers”. (The term “QM” used in the objectives means Quartermaster, something that Scavengers and Peacekeepers had.)
One dialogue line still exists for this quest, and has not been translated from Polish to English yet. I have used Google Translate for this.
"DLG_AyimScavsDispatcherattheend_Mantis_001" = "You did well. now the question is what do we do with the people on the dam. We can exterminate them or absorb them. It's your choice."
Some prefabs contain dialogue names for this quest, such as:
andyetitmoves_franklinhideout.prefab:
ayim_scavs_commanderfinal
ayim_scavs_commanderinitiation
ayim_scavs_commanderwarehouse
andyetitmoves.prefab:
scav_asp_bandits_chatter
andyetitmoves_thedam.prefab:
ayim_scavs_thedam
ayim_scavs_thedamdecision
ayim_scavs_thedamend
andyetitmoves_warehouse.prefab:
ayim_scavs_self_loot
OBJECTIVES:
And Yet It Moves
QM won't talk to me unless I donate blood
Blood donated, I can ask QM for an assignment
I need to check the river
I must find cm. Franklin
I must defeat this bodyguardos
I need to find the warehouse
I need to disable those guys
I need to talk to Mantis…
...or give the goods to Beavers
I must speak to Beaver
I must destroy this dam
Time to deliver good news to Mantis
Army Of Rats:
Unfortunately this quest only has a prefab called “qst_armyofrats” left. All it tells us is that the person giving the quest was sitting in a chair.
Back In Business:
Part of the Scavenger hub kitchen questline, along with quests Tastes Like Chicken, Long John Silver and No Free Lunch Policy.
OBJECTIVES:
The soup kitchen is going to shut down unless the player can convince Maggie to return as head cook.
Back In Business
Nowego szefa garkuchni poznamy dzięki konkursowi. Do rywalizacji stanęli Maggie, Ohmann i Heinrich. Nie chciałem nikogo faworyzować dlatego zdecydowałem się każdemu z nich dostarczyć składniki o które prosili.
Talk to the contestants.
We’ll find a new chef for the grubhouse through a contest. Joining it are Maggie, Ohmann and Heinrich. I didn’t want to play favorites, so I decided to bring each of them the ingredients they asked for.
Support Maggie.
Support Heinrich.
We’ll find a new chef for the grubhouse through a contest. Joining it are Maggie, Ohmann and Heinrich. I didn’t want to play favorites, so I decided to bring each of them the ingredients they asked for.
Support Overseer.
The whole affair ended in a predictable manner. Ohmann announced himself the winner, sending Maggie to the kitchen, while having Heinrich/Mrs. Goldfarb cook for the commanders.
Judge who cooks better.
We’ll find a new chef for the grubhouse through a contest. Joining it are Maggie, Ohmann and Heinrich. I didn’t want to play favorites, so I decided to bring each of them the ingredients they asked for.
Support Mrs Goldfarb.
Loot for some herbs.
Loot for some herbs.
Gather old preservers.
Find some old eggs.
Put old eggs in the soup.
Put old preservers in the soup.
Put the herbs in the soup.
Put the herbs in the soup.
DIALOGUE NAMES:
backinbuisness_helpmaggie_dlg
backinbuisness_judgewhowins_dlg
backinbuisness_startquest_dlg
backinbusiness_helpchef_dlg
backinbusiness_helpoverseer_dlg
Bag:
A very basic quest that was most likely just a test, the quest involved the player upgrading the size of their backpack.
OBJECTIVES:
[TEMP] Player can get bigger bag
Bag
[TEMP] Look for 4 fabric craft items
[TEMP] Bigger backpack
[TEMP] Talk with Eugenie
[TEMP] Take the Items to Eugenie
[TEMP] Give Euegnie time to prepare new backpack
Bart an’ Andy:
A quest that still has some building prefabs related to it. It’s just a hideout building.
Big Bang:
This quest would have taken place in Old Villedor, and would be given to the player at the Bazaar by a character called Bernhard. Other than that, there is only one removed dialogue name left for the quest.
DIALOGUE NAMES:
dlg_bigbang_decoytalk
Big Heart:
The Big Heart quest was a simple quest in which Manfred’s mother goes missing. Aiden goes and searches a dark zone and finds her looking after 3 teenagers.
big_heart_start_dlg.sloc:
Manfred: Mommy!! Mommy!!!
Player: Looking for your mother, are you?
Manfred: Yeah, I woke up... and she was gone!
I had a terrible dream last night. There was this monster. It was after my mother.
At least, I thought it was a dream, but then I woke up.
Breakfast wasn't ready. She wasn't at home.
Mommy!! Mommy!!!
Mom, where are you?!
Where'd you go, mommy?!
Mommy, noooo!
What should I do... mommy…
MAAAAAAAAMEEEEEE!!!!!
Then I realized... it was real... a monster took my mommy!!
Player: It's okay, tell me about this... monster.
Manfred: I only remember bits and pieces: it had like six eyes, blood between its teeth... all this crazed laughter…
Player: Sounds terrifying. Never heard of anything like it.
Manfred: I know... maybe it took her to the nearby video game arcade... “Player One”, I think.
adds
Manfred: Mommy used to say there's a bloodthirsty, three-headed beast in the arcade.
But the monster I saw had six eyes. That's gotta be what took my mommy!
Player: I'll take a look once it gets dark. Will you be okay in the meantime?
Manfred: I guess. But aren't you afraid of monsters?
Player: Of course. That's why I'm still alive!
big_heart_player_one_entrance_comm_gpl.sloc:
When I enter the first room, which looks like some bandit hideout
Player: Just your typical three-headed-beast lair.
big_heart_jackets_comm_gpl:
Searching, I find colorful children's coats
Player: Hmmm... does this 'monster' eat kids?
big_heart_ending_dlg.sloc:
I hear a woman HUMMING A LULLABY. When I finally get inside, I see three singing fifteen-year-olds and, sitting next to them, MANFRED'S MOM, humming a lullaby.
Manfreds Mom: ...humming a lullaby....
Player: Ah. Oh. Sorry, I just…
Manfreds Mom: Shh.
Player: Didn't mean to wake your... children. So... you weren't kidnapped?
Your... other... son is looking for you.
Manfreds Mom: -- shhhhh!!
Player: Wait... three boys... six eyes... this is the three-headed monster?
Manfreds Mom: Well... not really.
emphatic
Manfreds Mom: They're lost and scared. I'm just trying to comfort them.
Player: And the bandits outside? Where did they come from?
Manfreds Mom: I don't know.
But I was worried sick they'd find us. They must have seen me coming here to the boys.
Player: Those boys... they live here?
Manfreds Mom: Yes. The oldest one is Justin. He didn't have a biomarker. The Bazaar kicked him out.
His younger brothers decided to go with him. He's almost like a father to them.
Thank your for looking out for Manfred. Please tell him I'm okay and will be home soon.
Maybe I can get the boys to come with me. Manfred could some brothers.
Blackout:
A quest involving the cut Power Plant location. It was separate from the Solar Power Plant quest.
OBJECTIVES:
Blackout
Restore Power Plant
I should check what happened at the Power Plant
Reconect main power source to he main cable shaft
Get to the batteries room int he basement
Turn on batteries
Return to the roof
Survive the ambush
Talk to Baker
Help the man
Talk to the man
DIALOGUE NAMES:
blackout_foundbaker
blackout_insidecommandcenter
blackout_rooftop
A major cut questline that was originally going to be repurposed into the second DLC for the game. In 2023, Techland changed their minds and changed the story of the DLC somewhat, and renamed it to The New Frontier. All dialogue and objectives for the original Blood Diamonds were left in the files unused.
Short synopsis: Aiden is offered work in exchange for crystals by a diver named Svetlana. She asks Aiden to clear out a bandit camp for her. After doing so, he goes to find her at the Canteen, but instead finds George. The leader of the men Aiden killed, it turns out that the men Aiden killed were innocent Nomads. Aiden then confronts Svetlana, and can either agree to kill George, if he disagrees Svetlana tells the Nomads about what Aiden did. If Aiden agrees, he goes and finds George, and can either kill him or agree to collect evidence at the bottom of the river. If Aiden kills George, he returns to Svetlana and gets a reward, and the quest ends. If Aiden goes to collect evidence, he is captured by Divers, who steal the evidence. Aiden kills the Divers, and then Svetlana, taking the evidence and giving it to George. He explains to George that the crystals are made from bodies dissolved in the toxic water. The quest ends.
blooddiamonds_start_dlg.sloc
Player: Hey…
2 shady looking guys show up
Theif01: Svetlana! What? Your bodyguard take a night off?
Bet you got crystals with ya, though.
Svetlana pulls out a knife
Svetlana: Fuck off or die.
Walking up to the men
Player: There a problem?
Theif01: Crazy bitch. We were just looking for work…
The men back away. Svetlana puts her knife in her bag. I see there’s something sparkling in the bag, light streams out of it.
Player: Is everything all right?
Svetlana: Eh, same ol' same ol'!
Always got hyenas circling me. Mistakin' me for some wounded zebra.
Thinkin' they got a chance to steal from me. Morons.
Player: What do you have worth stealing? Crystals?
Whispering, irritated
Svetlana: Not just crystals. Honest to fuckin' God treasures! Most precious!
Scouted the diving spots myself. Spent hours submerged in toxins…
Til I found them... the motherlode... in the Floodlands.
They're more than rare. Unique. So I always got dogs circling. You'd better not be one of them.
Player: I'm not. That why your skin looks that way? The toxins in the water?
Touches her bald head
Svetlana: Not your typical beauty regimen, but it's fuckin' worth it…
You ever gotten anything in life without giving something up?
Literally...a piece of yourself... Aiden?
Player: How do you know my–
Svetlana: Why do you think I let you near me and not those hyenas?
Of course I know. Knowing about people is how I survive.
And I know you want something from me. Why else would you be here?
Player: I'd like to buy some crystals.
Svetlana: Not just crystals... unique treasures. Precious! Don't forget!
You know what makes them so unique, Aiden?
Their purity. So pure, in fact, that half the city would kill the other half to get them.
But you. I'll give them to you for free.
I just need a little help with something.
Player: How can I... "help?"
Svetlana: Lost my bodyguard. The hyenas are closing in. Can't move crystals under these circumstances.
Need someone to drive the hyenas away. Bandits…
A group tracked me to the Floodlands, to pick off my men and steal crystals.
Get rid of them. And I’ll give you a few of my more precious treasures.
OBJECTIVE: Get rid of the bandit base in the flooded district.
blooddiamonds_bartender_before_gpl.sloc
Nikolas: Oh! It’s the fortune hunter!
Looking for Svetlana?
OBJECTIVE: Talk with bartender.
blooddiamonds_bartender_dlg.sloc
Player: Where is she?
Nikolas: She was here…
But took off like a bat outta hell all of a sudden. Knocked over her beer on the way.
Player: Something happen?
Nikolas: Didn't see anything. 'Cept one guy who walked in not long before. That one there.
Points to George - in the corner.
Player: Who is he?
Nikolas: Name's George.
Another fortune hunter, I guess.
But don't think he'll find any fortune with Svetlana.
OBJECTIVE: Talk to George about the massacre.
blooddiamonds_george_chatter_dlg.sloc
George: I'm serious. They're all dead. Every last one.
George’s Friend: But you didn’t see the bodies?
George: No. But I heard. Oh lord, did I hear!
Screams over the radio. Each man, dying, one by one.
Slaughtered - like animals.
George’s Friend: That must have been... horrible!
George: I was paralyzed. Didn't know what to do.
But if I’d have been there, maybe I could have helped.
Or... maybe I'd be just as dead.
blooddiamonds_george_1_dlg.sloc
Player: What happened?
George: A massacre. They slaughtered my friends.
We’d taken over an old renegade camp, by the Floodlands…
We thought we'd only be there overnight.
I was scouting the area while the men set up camp. But someone attacked them.
It was supposed to be a rescue mission... I gathered our best men…
What am I supposed to tell their wives now?!
That I left them and only could listen over the blasted radio…
While some monster tore them apart?
Gulps
Player: Know who attacked them?
George: How could I? There were no survivors.
All because of those damned crystals…
Player: Who were you trying to rescue? And how'd you end up in an old renegade camp?
George: We were looking for some of our people. They'd hired as divers for Svetlana.
But that was months ago... and none of them ever came back.
So I gathered a rescue team. The best ćhavo of the best.
We found no sign of our missing people.
And now I've lost everyone else as well. I could kill myself!
Player: I don't know what to say. To lose so many friends, all at once…
George: You don't have to say anything... Aiden.
I know who you are. And what you’ve done.
Worried, intense
Player: You do...?
George: Yes. I’ve heard you’re a good man.
Help me find them. The ones who never returned to us.
Maybe some of them still live.
If not, I have proof that something terrible is happening in the Floodlands.
And perhaps the Peacekeepers will finally do something about it.
Player: Sure thing.
George: Thanks. I’m going to the Floodlands. To bury my brothers.
OBJECTIVE: Go to the crystal divers.
blooddiamonds_svetlana_1_dlg.sloc
Player: You used me!
Svetlana: Aiden... And I’m glad to see–
interrupts
Player: I killed innocent men - you told me they were bandits!
Svetlana: Aiden, Aiden…
You’ve been around long enough to know nobody - nobody who’s still alive - is innocent.
Not even you. After all, you killed innocent Nomads…
Player: You fucking–
Svetlana: Good thing this hasn't gotten out.
Don't worry boy, your secret is safe with me…
If you'll agree to work with me.
Player: So... you're blackmailing me now?
Svetlana: Such a dirty word. But since you mention it…
...Think of how the Nomads of La Puerta will take the news you killed their people.
So it's easy. Do as I say and they never find out.
Player: What if I just killed you instead?
Svetlana: You can. But that won’t help you.
If anything happens to me, my people will tell everyone what you did.
I'm sure the new Nomad King won't be pleased to hear you've slaughtered his people.
So let's keep things between you and me, shall we?
You’ve already met George.
Player: What about him?
Svetlana: He's a loose end, don't you think?
I need that loose end tied up... once and for all.
Player: You’re sick.
Svetlana: I prefer to think of myself as... effective.
I told you: nothing is gained without sacrifice. Very. Personal. Sacrifice.
You're looking for someone? Your long lost sister, correct?
If so, then what would you sacrifice to find her? What part of you would you give up?
Player: That's none of your business.
Svetlana: So you say... now…
But when the people of La Puerta find out what you did, it'll be too late to reconsider.
They'll hunt you down and kill you.
I need but give the signal - and my men will tell them every last detail.
You will be famoso - La Puerta enemy number 1.
PLAYER CHOICE: Okay, Svetlana... you've won. / I won't do it.
Player: Fine. I'll do it.
Svetlana: Now that's more like it!
You know, Aiden. This could be the start of a beautiful friendship.
A profitable one for sure.
OBJECTIVE: Check what George knows about Svetlana.
blooddiamonds_banditcamp_beforefight_gpl.sloc
George: Stay back! Don't come near me!!
BloodDiamondsBandit: Awww, Georgie... you treat all your guests this way?
George: Keep away, I told you. I've radioed the Peacekeepers!
BloodDiamondsBandit: Peacekeepers? Remind me to quake in my boots…
You comin' out or do we gotta burn your place down with you in it?
OBJECTIVE: Kill Bandits.
blooddiamonds_george_2_dlg.sloc:
After I kill the bandits, George walks out toward me. He looks at the dead bodies.
George: Maniacs! You see that, Aiden? How the crystals fuck with their heads?
They're Svetlana's men. Come to finish what they started with my men.
Player: You okay?
George: I'm fine. And I think I know what happened to my people.
uncertain
Player: What’d you find out?
George: Someone came to check my story but the bodies were missing.
Heard noises and saw what he thought were divers tossing bodies in the water.
It had to have been them, Aiden. Gotta search the bay.
What about you? What’d you find out?
PLAYER CHOICE: Nothing personal, but there's no other way. / Nothing, but I'll check out your trail.
Player: Nothing personal, George... There’s no other way–
George: What? What are you talking about?
Player: Defend yourself.
OBJECTIVE: Kill George.
OBJECTIVE: Return to Svetlana.
blooddiamonds_svetlana_end1_dlg.sloc:
Player: George is dead.
Svetlana: You see? Ain't this a beautiful relationship?
The more things change, the more they stay the same, even at the end of the world.
Despite what the bleeding hearts tell you, all men were not created equal.
The La Puerta rabble you killed weren't worth the muddy water dripping off my boot.
You, however, are a treasure of immense value!
Why, you're worth a whole bag of crystals, Aiden.
Take them. Enjoy.
She hands it to me - a whole lot of crystals.
Svetlana: Just harvested a new crop!
PLAYER CHOICE: Okay. / Fuck your trinkets.
Player: Fuck you, Svetlana. Keep your fucking pebbles.
Svetlana: As you wish. But remember, Aiden - your secret is still mine…
Safe... as long as I am safe.
(END OF QUEST)
Player: Give me the crystals and get out of my sight.
Svetlana: Of course. You worked hard for them.
Hands them to me
Svetlana: But remember, Aiden - your secret is still mine…
Safe... as long as I am safe.
(END OF QUEST)
Player: Nothing much yet. But I can search the bay.
George: Thanks. I'll wait here.
OBJECTIVE:Search the bottom near the diver base.
blooddiamonds_svetlana_end2_dlg.sloc:
Player: Oh my god…
The Player climb to reach surface. Before reaching the surface, he place the crystal on the edge to get out freely. Suddenly a figure picks up Aiden's crystal.
Player: Hey!!
Aiden climbs up. Svetlana and her folks are standing around Aiden.
Svetlana: Aiden, Aiden... now why did you go and do that?
Player: What the fuck’s going on here?!
What were you doing to those people?!
Svetlana: What do you think? Please, Aiden, you’re not an idiot.
This is where my little darlings are born…
Player: You drowned people in toxins to... make rocks?
Svetlana: The toxins don't bring death, Aiden!
They nurture life... evolve it to a new form!
One much lovelier and more lasting…
Crystals are produced by human bodies. Only I have discovered how to grow them.
Look at this marvel. Flesh is fleeting…
It rots and stinks... But here?
Each crusty scab turns into something beautiful.
Player: You’re sick. You know that?
Svetlana: Meh. The response of someone who lacks imagination. Devoid of vision.
Gentlemen?
Svetlana’s men surround me. BD_BANDIT_03, BD_BANDIT_04. Svetlana quickly walks away - toward her hideout.
Svetlana: Try not to kill him. The purest specimens come from those submerged while still alive.
Svetlana shuts herself up in her hideout. A fight breaks out.
OBJECTIVE: Survive the attack.
blooddiamonds_divers_finalfight_dlg.sloc:
Player: Svetlana? Your men are dead.
I just hear laughter
Player: Everyone will know the truth about your crystals!
Svetlana: You can't! You'd ruin everything!
These are my treasures. And mine alone! No one must know.
They are pure, innocent, beautiful. So... very... precious!
The Player plays a lock picking mini game. The Player opens the door.
Svetlana: You'd take away their innocence. I won't let you!
Aaaaahhhhh!!!!
Svetlana tries to attack the Player, but they dodge and she falls into the water. Bubbles appear on the surface. Svetlana drowns. We hear a scream muffled by water. I see a great deal of crystals in the place where Svetlana had her hideout.
OBJECTIVE: Get back the evidence from Svetlana.
OBJECTIVE: Bring evidence to George.
blooddiamonds_george_end_dlg.sloc:
Player: George - I got rid of the divers.
George: Tell me you found my men, at least.
PLAYER CHOICE: Yes. They're all dead. She drowned them alive / Yes... but I've learned something about the crystals.
Player: Yes. They’re dead, lost in the bay.
Silence
George: Thank you. I'll have their bodies recovered.
It's the least I can do...
Player: No need for that.
George: What are you talking about?
PLAYER CHOICE: I tell the truth / I hid the truth
Player: Their bodies are gone for the most part. Disintegrated by the toxins in the water.
Turns out, crystals are formed by a chemical reaction in the toxic waters–
With human bodies.
Svetlana farmed crystals from human bodies…
... from "workers" she recruited as a pretense…
To slowly drown them in the toxins to produce better crystals.
What's left of the bodies have sunk to the bottom of the bay.
Suddenly, George steps back, turns around. I hear him vomit. George coughs. I wait for him to stop.
George: Wha.... What?!
I have to tell Major Matt about this.
Everyone must find out.
Svetlana might have been doing this for years!
Thanks, brother.
Player: Yes. I found them... or rather, what’s left of them.
Turns out, crystals are formed by a chemical reaction in the toxic waters–
With human bodies.
Svetlana farmed crystals from human bodies…
... from "workers" she recruited as a pretense…
To slowly drown them in the toxins to produce better crystals.
What's left of the bodies have sunk to the bottom of the bay.
Suddenly, George steps back, turns around. I hear him vomit. George coughs. I wait for him to stop.
George is silent for a long time. He buries his face in his hands.
after a beat
George walks off.
Player: In your dreams. You can't blackmail me.
Svetlana: I’ve heard you were stubborn. But foolish... that I did not expect.
Player: Fuck off.
Svetlana: I warned you.
Signals one of her people.
Svetlana: Didn't think you'd come around.
That's why my men are already on their way to take care of George.
He'll soon just be one more of your victims, you monster.
to radio
Svetlana: Spread the word: Aiden killed the Nomads camped out on the Floodlands!
Blue Card Logic:
A quest with only an objective script. (I personally believe the quest may have just been for developer testing purposes.)
OBJECTIVE:
BlueCardLogic
Go get your blue card from Admin
Look for another job
Bonus:
A quest involving characters: Charlotte, Ava, Franz, Marcus.
Based on the involvement of the Dukes (The retail bandit faction in Old Villedor), I believe this quest would take place in Old Villedor. Many prefabs for this quest, such as ‘quest_reg01_bonus.prefab” also support this theory.
OBJECTIVES:
Bonus
Join the mission.
Open the door from the other side.
Turn on the UV light.
Talk to Franz.
Kill Charlotte.
Return to Franz.
Investigate the scene.
Check the map locations.
Kill the Dukes.
Return to Marcus.
Investigate Marcus' apartment for antidote.
Defend yourself.
Get back to Ava and Charlotte.
Show Franz what you found.
Give Marcus the news.
Wait for Charlotte's signal.
Find Charlotte's apartment.
Meet with Charlotte.
Bottle Of Amontillado:
Aiden would be given a task by a Scavenger shopkeeper.
He was to go inside a shop darkzone to retrieve a bottle of Amontillado (Wine).
The shop is being searched by Bandits as Aiden enters, he would kill them, retrieve a bottle of wine, and bring it back to the Scavenger shopkeeper.
DIALOGUE NAMES:
bottleofamontillado_bringingbackthebottles
bottleofamontillado_firsttalkwithkeeper
Breathe In:
The only thing left for this quest is a prefab for it of the same name. All it tells us is that it involved Scavengers, and a character called Arthur. It also most likely took place at the Scavenger Island hub.
Bulk It Up:
A quest that was part of the questline involving characters Gerard and Amanda, with the other quests being No Pain No Gain, and Cardio Power.
There is one dialogue name for this quest, “bulkitup_gerard_suplements”, although this dialogue is now removed.
OBJECTIVE:
Bulk It Up
Look for suplements
Look for backpack
Gerards request
Get back to Gerard
Cardio Power/Cardio Power Insanity:
Part of the questline involving characters Gerard and Amanda, with the other quests being No Pain No Gain, and Bulk It Up.
There are many prefabs for this quest, some contain dialogue names. Such as:
dlg_cardiopower_scav_amanda_welcomesus
dlg_cardiopower_scav_gerard_athegym
dlg_cardiopower_scav_minigame
dlg_cardiopower_scavs_amanda_afterfreeinggerard
dlg_cardiopower_scavs_bryson_gymdoors
dlg_cardiopower_scavs_gerard_aboutcollection
OBJECTIVES:
Cardio Power Insanity
Check strange building
Tell Amanda about Gerard
Find Gerard
Release Gerard
Talk to Amanda
VisIt the Gym
Talk with Gerard
Talk with Amanda
Talk with Gerard
Cinderella:
Most likely taking place in the cut Waterwheel Scavenger hub (scv_hub_07), Aiden would meet Sasha, Franco, Ottavio, and Heidegger in the courtyard below the tower. Aiden would be tasked with climbing the tower to rescue a “younger_brother” from the attic of the tower. At some point during the quest, they would be ambushed by bandits. The ending of the quest seems to be that the younger brother falls from the tower or is killed in the courtyard.
OBJECTIVES:
Thank craftsmen for repaired weapon.
Find out what happened to youngest brother.
Check area near the ambulatory.
Check what happened on the staircase.
Check what happened upstairs.
Find a way to a closed room.
Check the attic.
Talk to brother at workshop…
...or try to find work for Sasha in PK Hub.
Inform Sasha about job.
Talk to Sasha's father.
[TEMP] Talk to overseer about returning broken weapon.
[TEMP] Meet Sasha after midnight behind the HUB.
[TEMP] Defeat enemies.
[TEMP] Interrogate wounded bandit.
[TEMP] Meet Sasha after midnight behind the HUB.
[TEMP] Meet Sasha after midnight
[TEMP] Defeat hired thugs.
[TEMP] Interrogate wounded assassin.
[TEMP] Speak with Overseer about broken weapon.
DIALOGUE NAMES:
cindirella_ambush_bandits
cindirella_ambush_bandits_after
cindirella_courtyard_talk_weapon
cindirella_overseer_weapon
cindirella_pkdispatcher
cindirella_sonatpkhub
cindirella_workshop_returningweapon
cindirella_workshop_threebrothers
cindirella_youngerbrotherattic
cindirella_youngerbrotherreturn
Clear Rescue/Clear And Rescue:
A simple quest in which the player had to clear various areas of infected out. Some removed dialogue names still exist for the quest. It involved characters Doc Reynolds and Barry.
DIALOGUE NAMES:
clearandrescue_beginning_dlg
clearandrescue_quest_02_pks_dlg
Climber:
A quest that still used temporary objectives, meaning it most likely didn’t get very far through development.
Prefabs indicate this quest would take place in the Bazaar.
OBJECTIVES:
Climber
[temp] Talk with Climber
[temp] Reportback to Climber
[temp] Do something for Climber
[temp] Give Climber a Medkit
[temp] Find Meditt for Climber
Climbing That Ladder:
This quest only has an objective script of the same name, and contains no objectives. There are no prefabs related to it either.
Debaser:
A quest with a mostly empty objective script. There is nothing else left of this quest.
OBJECTIVES:
Debaser
Grady prepared a "surprise" for me…
Do-Gooder:
In this quest, Aiden arrives at Peck’s place and finds a character called Clyde tied up. Aiden releases him and Peck comes and explains that Clyde is a serial killer in league with the Renegades. Aiden goes and hunts him down, and has to eliminate Renegades. Dialogue in the quest implies that there was a previous quest involving Peck and Clyde.
Note: The dialogue was not translated out of Polish, so I did this myself using Google Translate. It is also out of order.
dogooder_start:
Player: [INFO] I'm asking what's going on.
I release him
COMES PECK
Player: [INFO] I'm asking if it's about the guy from a while ago and that I released him. He seemed to be in trouble.
[INFO] I understand my mistake, and I offer my help to fix it.
Clyde: [INFO] He says he has no time to explain and asks to cut the ties.
[INFO] He thanks me and immediately leaves the stage.
Peck: [INFO] Shocked, he looks around the situation - he sees me with a blunt face and the place where Clyde was tied up not long ago.
[INFO] He asks where Clyde is.
[INFO] He asks if I fell on my head and if he knows what I just did and who the man was.
[INFO] He's explaining Clyde's story to me - he's a serial killer, psychopath and in league with the Renegades.
[INFO] Peck tells me about the transmitter that Clyde had attached and instructs me to use the tracker to track his signal.
[INFO] He saw Clyde fleeing more or less towards the old platforms, by the Canteen.
Clyde: [INFO] He's screaming for me to release him.
[INFO] I'm in a hurry, there's no time, they'll be here soon.
OBJECTIVE: Find and recapture Clyde.
dogooder_ambush:
Player: [INFO] Got you!
More Renegades appear on the scene.
Clyde: [INFO] He says he expected someone to chase him - he knew about the transmitter.
[INFO] Informs me that my time is up.
OBJECTIVE: Fight Clyde for your life!
dogooder_ending:
Player: [INFO] I'm reporting to Peck that Clyde won't be bothering PK anymore. But he would rather die than be captured again
Peck: [INFO] Peck thanks us for fixing the issue.
Dog Tags:
Split into multiple quests, Dog Tags was simply a quest line about collecting dog tags.
1. Dog tags: Lurking in the dark
Collect dog tags at the old radio station.
Return the dog tags.
Collect Atom's dog tag.
Collect Brasco's dog tag.
2. Dog tags: Lab
Collect dog tags at the GRE Laboratory
Return the dog tags.
Collect Sierra's dog tag.
Collect Small Ron's dog tag.
Collect Kiddie's dog tag.
3. Dog tags: The Leg Day
Collect dog tags at the gym in Old Villedor.
Return the dog tags.
Collect Bartez's dog tag.
Don’t Panic/Panic Room:
This quest uses “dontpanicroom” as the name for the prefabs, but inside the prefabs it is referred to as Panic Room. The quest seemingly involved Meyer sending the player to explore a quarantine building to find a character called Jeremy, who has locked himself in a panic room.
Draft:
A quest that only has an objective script with 1 objective. There aren’t any prefabs related to it.
OBJECTIVE:
Draft
Anderson is waiting for me at the Yard
Europa Asia:
Another micro quest that is only mentioned in a file containing all characters from microquests. No other files are present for the quest.
Fallen Fallen Fallen:
This quest only has a prefab of the same name left for it. It involved player investigations, and speaking to a guard at a gate.
Garden:
A quest similar to The Man With No Name. All that is left for it is an objective script called facility_logic_garden. This means the quests real name is unknown. Similar to TMWNN, the player had to complete the quest to unlock a new facility. This quest may have been a part of the main story, but not much information is known about it.
OBJECTIVES:
facility Garden
Find a way to unlock facility
Talk with Garden leaders
Lead infecteds back to the cemetery
Talk with Burton
Deal with bandits
Report to Burton
Goblin:
A quest with only a few prefabs left for it. They tell us that it took place in Old Villedor, and involved bandits and a hideout.
God’s Word:
A quest involving a priest at a church, who is preaching to a bunch of tied up Virals.
godsword_start_dlg:
MQ_FatherEzehiel: ...therefore, remember always that you are your Savior’s children...
And your Savior shall not abandon you! He has made you fruits of the New Order! He has a glorious mission for you...
You, who are afflicted by the worst of plagues! Trust in your Savior... and the Truth shall rescue you.
Turn to your Savior and together we shall heal the sick old world!
Player: Interesting place for a sermon.
MQ_FatherEzehiel: All around, you can find lost ones who even in their slumbering hearts seek the Truth... and bring them to it.
Player: But there’s nobody here.
MQ_FatherEzehiel: These creatures are “nobody” to you?
Player: Creatures? Wha... Ah, you mean the... virals?
MQ_FatherEzehiel: The Savior denies no one a chance at redemption.
Player: Hm... they don’t look like they’re listening.
after a moment
MQ_FatherEzehiel: You are right. They do not seem focused... my Word is perhaps not reaching them…
Could it be they cannot hear...? But what if...?
If we turned on the generator connected to the UV lights outside the entrance to my old apartment…
Except it is a dark zone... I think, Pilgrim, the Savior wanted us to meet.
sighs
Player: Listen, I’m not the altar boy type. For one, I don’t work for free.
MQ_FatherEzehiel: Friends of the Savior shall be rewarded.
It is in the basement. You just need to follow the cable coming from the lamps…
OBJECTIVE: Find the switch and turn on the UV lights.
Player: Fucking wonderful, now every viral from the Caucasus to the Atlantic will come running.
OBJECTIVE: Turn on the lights.
Player: Okay, better get back. Hope virals haven’t torn the parson apart…
OBJECTIVE: Return to Father Ezehiel.
godsword_ending_dlg:
MQ_FatherEzehiel: You have gathered here today because you seek the Truth! You, who possess the greatest of life’s mysteries…
Did the Savior not say, “seek and ye shall find”?
Mankind... gorged itself... on sin! The Truth shall save us!
All that which we oppose is contained within one organization: the PK.
If we let the PK restore the corrupt rules of the Old Order, we shall receive a Second Scourge from the Lord.
There can be no dialog with those who place themselves above the laws of God. Unlike you, the PK cannot be saved!
Player: What do you think? Are they listening?
MQ_FatherEzehiel: The road to the Truth is rocky. The Savior has punished them once by sending the plague…
...but only so that they could help him now put an end to the Old Order. Thank you. The Truth shall save you.
The Goop:
The Goop quest is a quest with few files remaining in the current build of the game. The prefabs left for it indicate that a character named “Fadol” would task the player with sneaking into an infested building to burn “goop”. The Goop had an AI preset, indicating it was a sentient object that lived in the dark zone. When the player completed this task, Aiden had to return to the Canteen to speak to Frank for a possibly suggestive scene. This quest was seemingly cut in late 2021.
OBJECTIVES:
Speak to Fadol
Enter quarantine zone
Burn Goop
Return to Frank for your “prize”...~
Hell Is Empty:
A quest that only has a prefab of the same name, all it tells us is that it involved a character named Paul.
How The Wind Blows:
A quest with only prefabs relating to it left. The player had to collect stashes from a gym, and it involved a drama between different groups of thugs. Namely Frida’s Thugs and Callum’s Thugs.
DIALOGUE NAMES:
howthewindblows_meeting_kidnappers_dlg
howthewindblows_after_fight_dlg
howthewindblows_second_item_ambush_dlg
Human Bait:
(These dialogue scripts were translated from Polish using google translate.)
Layla: Help! Help me! Please, don't leave me here! Untie me! Untie me please. Do not leave me alone. Please release me. Please.
Player: Who did it to you?
Layla: Renegades.
Renegade_01: You will soon understand. Turn around.
Slowly. Hands up.
Renegade_02: It's not PK, I told you it looks different.
Renegade_01: Let the captain decide.
And you, Layla, where are you going? We're not done with you yet.
To each other
Player: I can't believe I was so deceived.
Renegade_02: What are you singing there?
Renegade_01: We'll interrogate him in the camp. take him!
OBJECTIVE: Defeat the Renegades.
OBJECTIVE: Talk to the woman.
PLAYER CHOICE: I won't be fooled a second time. / I'll help you. Where are they keeping her?
Layla: It's not my fault. They forced me.
Severely
Player: Do you know what you face for helping renegades?
Layla: Help? I hate these bastards! They killed my family and forced my little sister to do disgusting things. I did it to protect her.
Player: You are free now. Find some shelter.
Layla: Wait! Don't leave me like this!
Victoria is still in their hands. Help me get her out of there.
Player: Should I trust you after what you did?
Layla: I had no choice. They threatened to kill her.
You don't know what they're capable of!
Player: I won't be fooled a second time.
Report to the Peacekeepers. Maybe they'll believe your story.
Layla: What if they hang me?
Player: Nothing will happen to you. Just tell them the truth.
Player: I'll help you. Where are they keeping her?
Layla: In a prison barrack on the edge of the camp.
Please, get her out of this hell. I can't bear to see him suffer there.
with appreciation
Player: You really care about your sister.
emotionally
Layla: Victoria only has me. I will do anything for her.
OBJECTIVE: Find Layla's sister inside the Renegades' camp.
Merrily
Layla’s Sister: Did you bring presents? Tell the captain he's loved.
Player: I have come to set you free. Pack yourself.
Taken off guard
Layla’s Sister: I don't understand.
Player: Layla sent me.
Scared
Layla’s Sister: NO! Only not her!
Please, get out of here or you'll ruin everything.
Player: As long as you explain to me what's going on?
Layla’s Sister: Will you promise to leave me alone?
Player: If you tell the truth.
Layla’s Sister: Okay, here's the truth: I hate my sister.
After my parents died, she decided that she had the sole right to decide about my life.
It was a nightmare, I felt like a prisoner around her.
And then the renegades found us, handed us over to the captain, and everything changed.
I liked him, you know? We got our own place, lots of gifts…
But most of all, I felt that I could be who I wanted to be.
Layla, of course, complained. She said it was a prison and you had to escape.
She couldn't stand that I had found my piece of happiness.
Player: She sacrificed herself for you. They made her cooperate by threatening to hurt you.
Layla’s Sister: I know, I gave the idea to the captain myself. I wanted to get rid of her, preferably once and for all.
with a snack
Layla’s Sister: As you can see, it didn't help much. My protective sister has found a way to ruin my life again.
I've already said everything. Will you let me stay here?
Player: Well, I gave my word.
PLAYER CHOICE: I understand you. You have the right to live as you want. / You are living in an illusion and you will regret it.
Player: I think I know how you feel. No one is free if they don't feel free.
Layla’s Sister: She doesn't understand it.
Player: But in a way, she loves you.
Layla’s Sister: I don't want such love.
Player: Goodbye Victoria.
Layla’s Sister: Goodbye Pilgrim.
Player: You are living in an illusion and you will regret it.
Layla’s Sister: Why are you on her side?
Player: Because this is a prison. Your sister is wise to try to free you.
Sulky
Layla’s Sister: Let her keep her wisdom to herself.
Player: What if you ever want to leave here?
Layla’s Sister: Leave? I have everything I ever wanted here!
Now please leave me.
Player: You will have to find a new way of life.
scared
Layla’s Sister: You gave your word.
Player: I'll keep it, but the camp is empty now.
Nobody will take care of you anymore.
Layla’s Sister: A captain?
Player: I'm sorry.
In Sickness and In Health:
A quest in which the player must secure a mobile GRE laboratory. Some prefabs still exist for this quest.
OBJECTIVES:
I should check what happened to the med supplies.
The laboratory is crawling with infested. I should do something about that.
Reach to the lab
Talk with Becca
Give vial to Vincent
Give meds to Scav medic
I must find a mobile lab so the factions can be provided with medicine.
Fight the bandits
I should try and convience the bandits leader to give up the lab truck.
I must power up the mobile laboratory.
I should go help that stranger calling help on the radio.
I need to find the GRE Lab in this building.
Talk with the Bummer
Becca needs my help!
Vincent needs medicine badly. I should find some.
Talk back to scavenger
I Smell A Rat:
A prefab called “quest_reg01_ismellarat_bazaar.prefab”, meaning this quest existed in the bazaar. It involved the Bazaar merchant called Wiktor.
OBJECTIVES:
I Smell A Rat
[TEMP] Check out rat farm
I Spy:
All that is left of this quest is one removed dialogue name. It is obvious that there are other dialogue files that existed for the quest, but they have been removed.
DIALOGUE NAMES:
ispy_ending_dlg
Jailed Love:
One prefab, called “mq_jailedlove_npcboat.prefab” shows a female NPC on top of a makeshift raft. Some other prefabs show logic for the collection of seaweed for the quest.
OBJECTIVES:
Jailed Love
Dive underwater to find the exotic seaweed.
Deliver the delicacy to the prisoner.
Swim back to the woman.
Jesus Saves:
All that is left of the “Jesus Saves” quest is an incredibly confusing and vague mess of strange prefabs. Personally, I suspect that the quest involved Aiden going through a drug trip because of how confusing it is. Make of it what you will:
DIALOGUE NAMES:
dlg_jesussaves_scavs_survivorinhell
dlg_jesussaves_scavs_survivorinheaven
dlg_jesussaves_scavs_mysteriouspackage
dlg_jesussaves_scavs_confessional
dlg_jesussaves_scavs_churchmeeting
dlg_jesussaves_scavs_backtothepriest
dlg_jesus_scavs_hunterafterhellfall
dlg_jesus_scavs_hunterafterheavenfall
dlg_jesus_scavs_backtothepriest_fail
ENTITIES:
Hell
Wilf_at_hell_Dialog
Jesus_Wilf_Conversation
Jesus_Ford_Hostile_HellFail
Jesus_WilfRoom_Door_to_Hatch
Jesus_WilfRemains01
Heaven
Jesus_Ford_Hostile_Heaven
Jesus_WaterTower_Light
Jesus_Sylvie_Conversation
Jesus_SylvieRemains01
Job Hunting:
A quest with only an objective script left. This may have been the quest that would lead into the Safecracker quest, given to the player by Ohmann.
OBJECTIVES:
Job Hunting
Malcolm, the guard, told me to look for Ohmann and ask him for an assignment.
I can ask Ohmann for an assignment…
I should look for another job
Maybe someone else has a job for me?
...Or find someone else in need.
Karma:
A quest involving a character called Maxwell. It also involved a bunker. All that is left is some prefabs that contain no useful information.
PREFABS:
karma_woods_office
karma_woods_bunker
karma_woods_apartment
karma_phone_logic
karma_maxwell
Knock Knock:
A quest that only has two dialogue names left, with no other references to it anywhere in the files.
DIALOGUE NAMES:
knockknock_firsttalk
knockknock_rescued
Long John Silver:
Part of the Scavenger hub kitchen questline, along with quests Tastes Like Chicken, Back In Business and No Free Lunch Policy.
OBJECTIVES:
The head cook, Maggie, quits after one too many complaints about her (terrible) cooking, and others in the tavern lament the loss of their former head cook, Heinrich. Mrs. Goldfarb tells the player where Heinrich is currently living and working, in a bandit camp.
Find out where Heinrich is being held.
Talk to Heinrich.
Escort Heinrich back to the faction hub.
Get back to the faction hub.
Talk to Scavs about Maggie.
Lost Boys:
All that is left of this quest is a prefab of the same name in the prefabs\story\sidequests folder.
The Lost Father:
Prefabs for this quest still exist, with all of the dialogue shown below.
lost_father_start_dlg.sloc
PK Guard: He's gone Evelyn. It's time you accepted what's happened, terrible as it is.
PK Daughter: I don't believe it. I won't believe it. Not til I see him!
PK Guard: You can't torture yourself like this, Evelyn!
PK Daughter: I'd rather feel the pain of hope than become numb like you.
PK Guard: That's unfair, Evelyn...!
Player: Everything okay?
weary
PK Daughter: Do I know you...? Ah... you’re that Pilgrim guy.
PK Guard: Evelyn's father is missing. Presumed dead. He lived at the Bazaar.
To me
PK Daughter: *He* presumes. Not me. But PK's aren't allowed in the Bazaar now since your trick with the Water Tower.
Pappa needs water or he'll die. I have to get him some.
PK Guard: Even if he's alive, it's dangerous for you to go. They almost killed Hughie just for approaching the gate!
PK Daughter: I posted signs at the Metro. That did no good. What else can I do?
Player: Where in the Bazaar would he be?
PK Daughter: Why... can you get in there?
Player: I think so. Tell me what you know.
sighs
PK Daughter: Pappa has a hiding place, behind the windmill. He told me he goes there when there's trouble.
Player: I'll take a look.
PK Daughter: Pappa’s name is Peter Adams. If--*when* you find him, please give him this…
She gives Aiden a jug of water
OBJECTIVE: Look for Evelyn's father around the windmill.
lost_father_ask_about_father_dlg.sloc:
Bazariaan 02: Eh, leave 'em alone. Those PK bastards took our water. The boys can kick the shit out of the PKs all they want, far as I'm concerned.
Bazariaan 01: But what good will more violence do at a time like this?
Bazariaan 02: You worry too much. We both know the boys are just tryin' to scare old man.
Player: You're not talking about Peter Adams, are you?
Bazariaan 02: So what if we are? His daughter's a PK and that makes him a traitor, too!
Player: Have a heart. He's an old man with a worried daughter. So where is he?
The women look at each other, then at me.
Bazariaan 01: You seem all right but you suck at picking friends.
Bazariaan 02: Promise that you won't hurt our boys? They're just... upset. And at a difficult age.
sighs
Player: If they haven't hurt him, I won't hurt them.
Bazariaan 02: They're holding him on the other side of the windmill. Just don't hurt them. They're idiots... but they're our sons.
(When I walk up)
lost_father_bazariaans_dlg.sloc:
BazariaanKidnapper 02: Hey, how ‘bout this - we make him dance on a water barrel.
BazariaanKidnapper 01: But what if he fell off?!
guffaws
BazariaanKidnapper 01: Or maybe let’s like fuckin’ train him and the fucker will go fetch for us!
BazariaanKidnapper 02: You're fucked in the head, man. Fucked.
BazariaanKidnapper 01: But wait, if he lives in the windmill, he's from the Bazaar right?
BazariaanKidnapper 02: Or so he *wants* us to think!
BazariaanKidnapper 01: I'm getting tired of this. Maybe we should just let him go.
BazariaanKidnapper 02: Fuck off. He's PK. He ain't going nowhere!
Player: Having fun, boys?
BazariaanKidnapper 01: Fuck yeah - so fuck off.
Player: You’re worse than virals.
BazariaanKidnapper 01: We're the bad guys? It's fuckers like gramps here who cut off our water supply!
Player: He's one of you and you know it. Just because his daughter's a PK doesn't make him one.
BazariaanKidnapper 02: I dunno. I hear it's hereda-hereda--in their blood. Like PK is a disease!
BazariaanKidnapper 01: We're gonna make an example of ole gramps here.
Player: I wouldn't bet on that.
thinking, looking at his friend and back at me
BazariaanKidnapper 02: Hmmm... you gave me an idea. You want'em? We'll sell 'em to you for two grand.
PLAYER CHOICE: I pay. (2000) / Don't have that much, but I'll do something in return.
Player: Ugh... Happy?
laughs, shocked
BazariaanKidnapper 01: Like a viral with the shits, you bet!
Player: Mr. Adams, you’re free now.
PK Father: Thought this would be a good place to hide. Boy was I wrong.
Player: It’s okay now... Evelyn sent me. Let her know you're safe.
I give him water
(QUEST END)
Player: Two thousand? Are you kidding me?!
BazariaanKidnapper 01: How 'bout you do us a favor? There's this old military camp nearby. Kill the infected in there and we'll hand over the old fart.
BazariaanKidnapper 02: The infected invinci... invinci... super tough! So ya gotta bring us his hat as proof.
Player: What's the catch?
BazariaanKidnapper 01: Mom says I'm quite the catch. But sides that, this infected only comes out at night.
Player: Or maybe I just kick your asses?
BazariaanKidnapper 02: Sure. Then everyone here will be out for your blood. Especially our mums - good luck with them.
OBJECTIVE: Kill the PK Infected at night.
lost_father_infected_looted_gpl.sloc:
Player: Shit, that's Evelyn's notice... This PK was looking for her dad too.
OBJECTIVE: Return to the bazariaans.
lost_father_return_to_bazariaans_dlg.sloc:
BazariaanKidnapper 02: Uh, don't you think we're gonna get in a shitload of trouble over this?
BazariaanKidnapper 01: Keep your diapers dry, man. Chill!
worried
BazariaanKidnapper 02: How’d he even know where to look for us?
conspiratorially
BazariaanKidnapper 01: Fuck if I know, what matters is we got rid of him.
BazariaanKidnapper 02: We should get outta here. Everyone's gonna know this place now.
BazariaanKidnapper 01: I dare'em to try and take it away from us!
I give them the cap.
Player: Here ya go!
BazariaanKidnapper 01: Oh fuck... how’d you…
Player: Found this notice with the PK.
Terrified
BazariaanKidnapper 02: Okay, listen. That... that was an accident!
BazariaanKidnapper 01: He came lookin' for the old man. Hadn't seen him yet, so we sent him on a wild goose chase.
BazariaanKidnapper 02: It was just a joke. Figured he'd turn around once he realized that we'd tricked him.
Player: A man's dead because of you two. Coulda killed me, too. Does that sound like a joke to you?
BazariaanKidnapper 02: We fucked up, man. But please, don't hurt us. I was gonna bail soon anyway.
BazariaanKidnapper 01: Wow. Way to stand your ground, pussy.
Pause.
Player: I'll let you go this time. But I ever run across a report that sounds like either of you two, there will be *hell* to pay. Trust me.
Mr. Adams, you’re free now.
PK Father: Thought this would be a good place to hide. Boy was I wrong.
Player: It’s okay now... Evelyn sent me. Let her know you're safe.
I give him water.
PK Father: Thank you. Wish you woulda kicked those punks' asses, but still... thank you.
I get a reward.
Love Birds:
Love Birds was a side quest that would be given to the player near the start of the game at the Bazaar. All that is left of it is a couple of removed dialogue names.
DIALOGUE NAMES:
lovebirds_firstchat
lovebirds_secondchat
Libra:
All that is left of this quest is two removed dialogue names.
DIALOGUE NAMES:
dlg_libra_pk_guard_firstime
dlg_libra_processingcenter
Master and His Disciples:
A quest that only has a few small mentions in prefabs.It took place in the Scavenger Island medical bay. The player had to search for Methadone and Dye for the doctor.
Some triggers exist for the quest, and give a small look into what the quest may have been about:
MahD_BloodBag
Mahd_Doctor_room_US
MahD_Goerge_Ending
MahD_Johnny_Initial
MahD_marker_George_Overdose
MahD_marker_medical_point
MahD_marker_surgery_entrance
MahD_marker_surgery_room
MahD_marker_tired_students
Mahd_Medkit
MahD_Morphine
MahD_Notes
MahD_Overdose_Johnny
MahD_Overdose_Midpoint_George
MaahD_Overdose_Steven
MahD_Recovery_George
Mahd_Sebastian
MahD_Steven_adept_room
MahD_Steven
MahD_Surgery_George
MahD_Surgery_Johnny
MahD_Tired_Johnny
Monk’s Mindfuck:
A micro quest mentioned in an old file containing all the characters for micro quests. It’s possible that this was the old name/old version of “The Ultimate Weapon” side quest.
Medic:
A quest that only has a few quest prefabs of the same name. The “medic” in the quest was a man named Steven.
PREFABS:
qst_medic_escort
qst_medic_canteen
qst_medic
Meds For The Dying:
A quest with an objective script, and all of the dialogue for it. The quest centered around a mean old woman, who needs the player to get medicine for her dying husband.
meds_calling_woman_dlg.sloc
Mean Old Woman: Hey, you! Monkeyboy!
Climbed any trees lately? Come closer!
Come closer dear, so I can see your monkey face!
Player: Do you have a problem with me, lady?
Mean Old Woman: No, no dear. Nothing like that.
I just though, that maybe you could, oh, I dunno, help those in need instead of climbing things?
Player: I assume you are the one in need? What do you want?
Mean Old Woman: You see, my husband is gravely ill, and will surely succumb to his sickness if he doens't get any medicine.
suddenly serious
Mean Old Woman: I'm too old and fragile to go to the pharmacy. It's crawling with infecteds you see.
Player: What kind of medicine does your husband need?
Mean Old Woman: It's in a purple box dear, it was displayed in the pharmacy not far away from here. I know they have at least a box there left!
Oh, please, please help me dear!
Player: Okay, go to your husband, I will meet you there once I get the meds.
Mean Old Woman: Thank you! I will be waiting by the windmill.
OBJECTIVE: Search the pharmacy for the medicine.
OBJECTIVE: Get back to the rude woman.
meds_back_to_woman_dlg.sloc:
Mean Old Woman: Oh! Monkeyboy!
Player: It's actually Aide–
Mean Old Woman: There's no time for that! Please give the meds to my husband! Hurry!
The hero gives the meds to the dying husband
Dying Man: Thank... you…
Dying noises
Player: Old man! Hey! Wake up!
Mean Old Woman: He is not going to wake up, Monkeyboy. Not after what you gave him.
Player: You tricked me! I poisoned him!
Mean Old Woman: Yes, you did. But look.
She shows the hero her husband's biomarker
Mean Old Woman: He was very sick, and about to turn. He wanted to die as a human being. But I just couldn't poison him.
So we decided to find someone capable. And I found you. You did a dying man a favour.
Player: But–
Mean Old Woman: No buts, Monkeyboy. Now run along. Leave an old woman to mourn. Oh and dear.
Here is your payment.
Metro Patrol:
This quest only has a few deleted dialogue names left relating to it. They give some insight into what it was about. It seemingly featured the player sneaking through a subway station to search for dog tags for a character named Gayoso.
DIALOGUE NAMES:
dlg_metropatrol_subway_theyheardme
dlg_metropatrol_subway_playerfoundalexclothes
dlg_metropatrol_subway_playerenterswagon
dlg_metropatrol_subway_dogtagsforgayoso
Missing Patrol:
A quest with only a few prefabs relating to it, and nothing else. It seems like a simple quest involving a feud between groups of Scavengers and Peacekeepers and a missing patrol.
DIALOGUE NAMES:
dlg_missingpatrol_scavfinish
missingpatrol_woundedpkfound
missingpatrol_woundedpkfinal
missingpatrol_transformingpk
missingpatrol_talkaboutescape
missingpatrol_scavfinish
missingpatrol_pkfinish
missingpatrol_antizindelivered
missingpatrol_angrypk
Mother:
Prefabs for this quest do exist, showing all NPC’s involved in the quest with the dialogue below.
(All dialogue scripts for this quest were translated from Polish to English using google translate. Some pronouns may be incorrect because of this.)
mother_start_dlg.sloc:
Player: [INFO] I'm asking if he needs help.
[INFO] She says she'll be fine, but she's very worried about her daughter - she needs medication.
[INFO] I offer my help in getting them.
[INFO] I say I will try to search this ambulance.
Worried Mother: [INFO] She thanks us (although she looks confused and unsure) and says she recently spotted an ambulance wreck not far from here. Chances are some drugs will be right there
[INFO] She is gasping and panting, appears to be injured or sick.
OBJECTIVE: Find the medicine in the wrecked ambulance.
mother_kidnappingscene_dlg.sloc:
Player: [INFO]Hello!
MotherRenegade1: [INFO] We got it! Go, go!
MotherRenegade2: (SOUND OF ENGINE STARTING AND NOW CHOKING)
[INFO] Oh shit, we're about to crash!
MotherRenegade3: [INFO] He comes to the conclusion that they have to improvise - they will finish Aiden on the spot.
OBJECTIVE: Escape the trap!
mother_aftertrap_gpl.sloc:
Player: [INFO] Concluding the fight.
[INFO] I want to pay a visit to the mother who deceived me and led me into a trap, and ask why.
OBJECTIVE: Confront the treacherous woman about the ambush.
mother_ending_dlg.sloc
Player: [INFO] I'm asking what the trap in the ambulance was about.
Worried Mother: [INFO] He tells his story, about his daughter and the Renegades threatening them. That she lied to her daughter about the apocalypse and gave her the illusion of living a normal life in a locked apartment.
the girl reappears in the dialogue
Fragile Daughter: [INFO] She reproaches her mother, and says her whole life has been a lie so far.
Worried Mother: [INFO] He tries to defend himself against the child's accusations.
PLAYER CHOICE: [INFO] I can uphold my mother's lie. [PROGRESS] / [INFO] I can tell the girl the truth about the world. [PROGRESS]
Player: [INFO] I interject into their conversation, and explain my appearance in a version supporting my mother's lie.
Fragile Daughter: [INFO] She believes me and is comforted that her world has not been ruined.
(GIRL COMES BACK INSIDE)
Worried Mother: [INFO] Thank you - thanks to my behavior, she is confirmed in her decision.
Player: [INFO] I'm interfering in their conversation, and dispelling the mother's lie. I'm talking about the apocalypse, and the world as it is now.
Fragile Daughter: [INFO] The girl is not terrified - on the contrary, she shows hope that maybe the world can then be rebuilt.
Worried Mother: [INFO] Thank you - now she sees that her lie would not be good for her daughter in the long run.
[INFO] He thanks me again for my help, asks for forgiveness for being lured into a trap, and gives me a small gift.
THE GIRL RUNS INSIDE
Fragile Daughter: [INFO] Squeals and screams.
New Blood:
A quest that has a very barebones prefab left for it. It involved fighting plenty of biters, and a character called “Prophet Ishaq”. It also involved Cantrell, a Scavenger Overseer mentioned in some other quests. Sadly there isn’t anything else left for the quest.
No Pain No Gain/Gym Minus One:
A quest that was part of the questline involving characters Gerard and Amanda, with the other quests being Cardio Power, and Bulk It Up.
There is a dialogue file name for this quest, although the dialogue is removed:
dlg_nopainnogain_amanda_aboutminusone
OBJECTIVES:
No Pain No Gain
Explore secret gym room
Talk with Amanda
Talk with Gerard
No Free Lunch Policy:
Part of the Scavenger hub kitchen questline, along with quests Tastes Like Chicken, Long John Silver and Back In Business
OBJECTIVES:
The player assists Mrs. Goldfarb in scavenging enough resources to afford a meal at the soup kitchen.
The woman revealed that the kitchen run by Maggie once belonged to her son. Her husband used to work for the Scavengers. He received a map from them leading to a supply stash. The woman can’t go to it herself, since she has poor eyesight. I was able to convince her to hand me the map.
In <location>, I witnessed a discussion between two women. One of them didn’t have money to buy food for her family.
Talk to Mrs. Goldfarb.
GetToTheArea
Gather resources from the scavenging area.
One of the Scavs combing the area mentioned a stash on the top floor of the building which proved difficult to access due to a large presence of infected in the area. Since the group did not want to take unnecessary risks, they left that stash in place.
Talk to the scavengers.
I gave the woman all I had gathered, save one item not on her list. We both considered that fair pay for a job well done. I feel bad for her. Her husband’s stupidity landed them both in a considerable amount of trouble she is unable to dig them out of.
Return to Mrs Goldfarb.
After a long time, I was able to find a few hidden objects, including cigarettes and aspirin. At the Bazaar, they should prove quite valuable. I also learned it was not without good cause the Scavengers wished to avoid crossing paths with a demolisher.
Scavenge the area.
Bring items back to Mrs Goldfarb.
Save an item for yourself.
No Dead Left Behind:
This quest involved Major Anderson tasking you with rescuing Pinchbeck from a Fire station. Where you would have to traverse through the fire station while it burns down around you.
OBJECTIVES:
Pinchbeck's last known position was around C-11, C-12
Pinchback should be in fire station...
...and binoculars will help me locate it
Talk to Pinchbeck
Got Pinchbeck, need to put him to sleep…
Go back to lt. Anderson
...or launch a flare to call for support
Should probably report to Anderson at the Citadel
The Quartermaster will give me a 'starting package'
DIALOGUE NAMES:
dl_ndlb_pk_middle
dlg_ndlb_pk_ending
dlg_ndlb_pk_initiation
dlg_ndlb_pk_quartermaster
dlg_nflp_startquest
People Power:
All that is left of this quest is an objective script that contains no actual objectives. It’s likely that everything else involving it was removed from the files.
Piwo:
Another quest that did not make it far through development, as there are no dialogue or objective files for it. It involved finding a character called Pearse who was fighting 3 bandits, you would help him by defeating the bandits.
Poisoned Blood:
A cut side quest that involved the characters “Roch”, “Sofia”.
Precious Past:
A quest involving a group of people from the Bazaar who are interested in old world artefacts. They task Aiden with collecting sculptures, old jewellery and old paintings. Aiden would collect them and sell them to the art seller, who would then sell them to an art collector.
Predator:
Predator was a questline split into 4 quests: Predator - Ernst, Predator - Jeager, Predator - Zeek, Predator - Thorsten. All that is left for all of these quests is an objective script for each, and a few prefabs that don’t give any information. However, there are some dialogue names. It seems that the quest would have the player go and retrieve debts from certain characters.
Predator - Ernst:
Talk to Ernst.
Talk to the loanshark.
Talk to Cantrell.
Predator - Jeager:
Talk to Jaeger.
Help Jeager by catching the golden infected.
I have to find job for Karen. Maybe overseer can help me with it?
Find a job for Karen.
Talk to the loanshark.
Get back to Karen.
Collect debt from Jaeger.
Wait until Jaeger sells his things.
Find Jaeger inside a dark place.
Tell Karen about job.
Talk to Jaeger about golden infected.
Predator - Zeek:
Talk to Zeek.
Go back to the loanshark.
Kill Lothar.
Take the goods.
Find Zeek.
Predator - Thorsten:
Talk to Thorsten.
Get back to the loanshark.
Take Thorsten's debt by force.
Find Roy.
Find precious loot underground.
Talk to Roy.
Take what's owed from Thorsten's stash.
DIALOGUE NAMES:
dlg_predator_finaldebtor
dlg_predator_scavs_case1_loanshark
dlg_predator_scavs_case8_loanshark
dlg_predator_scavs_exiledwife
dlg_predator_scavs_exiledwifeintroduction
dlg_predator_scavs_foundjobforwife
dlg_predator_scavs_herbalistathub
dlg_predator_scavs_herbalistintroduction
dlg_predator_scavs_hunterandwife_afterfoam
dlg_predator_scavs_hunterintroduction
dlg_predator_scavs_hunterswife_alone
dlg_predator_scavs_hunterswife_medicalbay
dlg_predator_scavs_husbandinmedicalbay
dlg_predator_scavs_informoverseeraboutloans
dlg_predator_scavs_injuredpk
dlg_predator_scavs_injuredpkaftertalk
dlg_predator_scavs_jobforwife_overseer
dlg_predator_scavs_liaraftersearch
dlg_predator_scavs_liarintroduction
dlg_predator_scavs_loansharkafterinforming
dlg_predator_scavs_pkatgates
dlg_predator_scavs_thugafterfight
dlg_predator_scavs_thugintroduction
Prom:
Prefabs for the quest give us the name of some removed dialogues, but that’s all.
DIALOGUE NAMES:
prom_roomchatter
prom_nearchatter
prom_meetingatdoor
prom_distantchatter
prom_deadbodyfound
prom_cableattached
Prometheus/Fading Light:
Prefabs for this quest indicate it took place in a chapel in region 1 (Old Villedor). It had a unique building made for it, with an intricate parkour route going up a tower.
OBJECTIVES:
I need to unlock the doors from inside.
There probably is a roof hatch.
Connect power generator to the electrical chase to run the Safezone.
I need to talk guys downstairs.
I should talk to Franz.
Acquire beans for Dirk.
Bring beans to Dirk.
Ask Marcus about the beans.
Steal the beans from Marcus Apartment.
Gather Cash for Marcus.
Pay Marcus for beans.
Propaganda:
This quest only has an objective file of the same name, but no objectives exist inside. Only the title of the quest. There are some prefabs for it, referring to it as a simple quest. Presumably, the player would have to raise Peacekeeper flags in a certain area. This may have been in the Bazaar, as the player used to be able to give the Bazaar to the Peacekeepers in an older version of the story.
Pump It Up:
There are no prefabs left for this quest. Only an objectives file.
OBJECTIVES:
I should pick up my reward from the Quartermaster
I should ask the Dispatcher for a mission briefing
I should donate blood at medical bay
Purple In The Morning:
Part of the Scavenger hub kitchen questline, along with quests Tastes Like Chicken, Long John Silver, Back In Business and No Free Lunch Policy.
OBJECTIVES:
Purple in the Morning
Talk to Harry
Find medicine for Harry
Find job for Goldfarbs
Talk to doctor in Scavengers hub
Talk to Steven
Find books about animals
Talk to Keeper
Inform Goldfarbs about new job
Help Goldfarbs
Talk to librarian
Talk to Tobias
Quarrel’s Quarrel:
A quest that simply involved wiping out “Bandit Outposts”. It’s unclear why, or what other characters were involved.
Quid Pro Quo:
This quest only has a prefab of the same name left. It involved exploring a quarantine building with “sidekick”, which was the name given to Abdul/Hakon before he had an actual developed character.
“RK”:
This quests title is abbreviated in the only file mentioning it, meaning there is no way of knowing what the quest’s actual name was.
DIALOGUE NAMES:
rk_scav_dispatcherend
Rooftop Safety:
All that is left of this quest is a prefab called “simplequest_rooftopsafety.prefab” in the sidequests folder.
Rook On Watch:
A quest that still has a few removed dialogue names for it. It involved characters Rook and “PK Foreman”.
DIALOGUE NAMES:
rookonwatch_meeting_point_dlg
rookonwatch_meeting_point_after_dlg
rookonwatch_1st_conscript_dlg
rookonwatch_2nd_conscript_dlg
rookonwatch_3rd_conscript_dlg
rookonwatch_foreman_dlg
Room Service:
Another quest that has an objective file for it, and a few dialogue files. The player was tasked with retrieving items for a tea party for an eccentric man.
room_service_dialogue.sloc:
Eccentric Man: Damn this leg. Can't stop hurting even for minute?
Player: Hey buddy. You okay? Can I help you?
Eccentric Man: Buddy? Who said I'm anybody's buddy, let alone your buddy?
Player: Uh, sorry? I just-
Eccentric Man: Don't trust people who act so familiar so quickly.
Player: Sorry, was just trying to be friendly.
Eccentric Man: Look, you want to earn my friendship, maybe you could do me a favor.
Player: I dunno. I just stopped because I thought you were hurt or something.
Eccentric Man: Please I... it's a small thing. And, I can't do it myself. Can't do anything for myself anymore.
People used to rely on me. Now... can't even rely on myself.
Can't even enjoy the simple pleasures, like a nice hot cup of tea.
Can't get good help these days. Pfeh!
Player: I see. What do you need?
Eccentric Man: Splendid! Now listen... down that road are the ruins of the Wallaby Arms. Used to be luxury condominiums!
The local home to the rich and famous from all over the world!
Player: Sounds swank. What do you need from the Wallaby?
Eccentric Man: A special tea service, my boy. A porcelain teapot, a teacup and of course, a saucer.
I can guide you to each item. Do this for me and you can expect a tip upon your return.
Player: Okay. But that tip better be hefty.
Eccentric Man: Don't worry... I've managed to squirrel away quite a bit over the years.
OBJECTIVE: Find all the items for fancy tea party.
Find a pristine tea cup.
Find an intricate silver tray.
Find a special teapot.
room_service_lastitemfound.sloc:
Player: Here's the last one. Huh... he really knows this place. Must have stayed here a lot.
Bet he was an important guy. One of the wealthy tenants. I hope he's still wealthy.
OBJECTIVE:Return to the old man.
Safecracker:
A quest involving Scavenger Quartermaster: Ohmann. Aiden is looking for Cantrell (possibly a Scavenger Overseer) and is not allowed access. Ohmann tasks Aiden with retrieving a box from a restaurant for him, and in return he will get access to where Cantrell is.
Aiden finds the safe, and has to escape with the box before the Peacekeepers burn down the restaurant. He returns with the box, and gets access to Cantrell.
The dialogue for returning to Ohmann with the box exists. The initial dialogue exists too, but is very out of order and hard to piece together.
safecracker_initial (I missed out a few lines of out of place dialogue, and odd choices. I decided to go with the most sensible lines.):
Ohmann doesn't even lift his eyes when the player initiates dialog. He's 'busy.'
Player: {Ohmann:interest} You must be Ohmann. The man to see about work, I hear.
Ohmann: You know my name, yet clearly have no idea who I am… hmm…
Player: I'm supposed to see Cantrell. How do I find him?
Ohmann: You need to secure higher access. Officially, there's no going around that.
Player: Is that your job, to grant me access?
Ohmann: I'm merely here temporarily, to check the books. Not to babysit random strangers.
Player: How can I get higher access?
Ohmann: Look around, ask around. Help someone, help someone again. Word will spread… Such is the way of the world.
Player: {Ohmann:acceptance} Maybe there's something I could do for you, \"unofficially\"…
Ohmann: Listen, this could be the sprouting of a beautiful friendship. Let's nurture it, ok? And not nip it in the fucking bud.
Player: Official or not - a job's a job. Long as I get something out of it.
Ohmann: {Ohmann bends slightly towards the player} There's a townhouse nearby that our boys cleaned out recently. For some fortunate reason, they decided the safe in the restaurant downstairs wasn't worth their trouble.
Personally, I cannot imagine a world where a safe is not worth one's trouble, but… In the safe there's a small box. And I want it.
Player: Fine, I'll do it.
Ohmann: If anyone gives you trouble, refer them to me.
OBJECTIVE: I was asked to retrieve a box from a security safe…
...And bring that box to Ohmann.
I need to hurry up before PK's will burn down the building
RUN
safecracker_backtoohmann:
Ohmann is still sitting where we last saw him, at the quartermaster's station. He might be napping. When the player initiates conversation, Ohmann greets him with subdued enthusiasm.
Abdul: Hmmm Officially welcome Unofficially how fares our little matter
PLAYER CHOICE: Done. / Not done yet. / A box of jewelry? Why?
Player: Here's your box.
Ohmann looks at the box, then nods with respect - it hasn't been opened.
Ohmann: All seals intact. Like the Royal Mail in the old world.
Player: Nothing to show yet…
Ohmann: Then I've got a great idea! Come back once you've got something, alright?
Player: A box of jewelry. Care to explain why I risked my life for worthless junk?
Ohmann: {Ohmann points at the player, is clearly mad} You were merely supposed to fetch the box, not gawk at its contents.
Next time you have trouble keeping your orders straight, take bloody notes!
PLAYER CHOICE: Got anything else for me? / What's in the box? / How'd you know about that safe? / See you later.
Player: Think we both agree I proved myself, right? So got anything else for me?
Ohmann: Listen, I'm not going to invent busywork. That would be so…. Official. But I see you're in the right frame of mind - it's not about pleasing everyone.
{Ohmann points to himself} You must please the right ones.
Player: Dying of curiousity - what's in the box I brought you?
Ohmann: Remember, it's not what's in the box that counts. What counts is I wanted it, and you brought it to me.
Don't believe those who say beautiful things hold no more worth. Women still love diamonds - nothing has changed in that regard.
This city is like a book. One written in a foreign language. You need to learn how to read it. Or find a dictionary.
Player: How did you know the box would be in the safe?
Player: Glad I was able to help.
Ohmann: Indeed you were. Go to Laura. Tell her I sent you. If she wants to test you, say: \"one pink piggy.\"
Don't ask why. Laura will grant you higher access. You've earned it.
Safezone:
Another quest that only has an objective file for it, and the names for some dialogue.
OBJECTIVE:
Safezone
Go to sleep
Runaway to the nearest Safezone
Talk to the hermint
Kill Bandits
Talk to Hermit
Some dialogue names exist for the quest:
safezone_bandit
safezone_hermittalk
safezone_meetinghermit
Scourer:
This quest did not make it far through development, or a lot was removed. It involved finding a character called “Tango” who was clearing out an area of infected.
There was a map made specifically for this quest, “Scourer_testmap”. With this name, and the simplicity of the objectives, I believe this quest was only for testing.
OBJECTIVES:
Clear marked area of the infecteds.
Return to the Citadel for a reward.
See No Evil:
While no dialogue or objectives are left for this quest, we do have dialogue names. It is hard to discern what the quest is about.
Dialogue names:
dlg_seenoevil_gallows
dlg_seenoevil_initation
dlg_seenoevil_talkwithbrother
dlg_seenoevil_clue02
dlg_seenoevil_clue01
dlg_seenoevil_aboutshoes03
Sewers:
A quest that unfortunately only has one objective left for it.
OBJECTIVE:
Sewers
Get out of the sewers
Symptoms:
A quest that involved Rowe, Joan, Gideon, and Grady. It possibly involved Rowe defending Joan after she was injured by Bandits. It also involved a large group of dead bodies that the player stumbles across. The prefabs for the quest are confusing.
Tastes Like Chicken:
Part of the Scavenger hub kitchen questline, along with quests Long John Silver, Back In Business and No Free Lunch Policy.
OBJECTIVES:
Everyone is happy to have their old cook back, but Maggie, the former cook, is suspicious. The food is excellent, but cheaper than it used to be.
Follow Heinrich
Get to the apartment
Talk to Heinrich
Wait for a night
Taxi Driver:
Prefabs exist for this quest, indicating that the player would enter a truck that was ambushed during the drive.
Tools Of The Trade:
A quest with only prefabs relating to it, unfortunately there is no dialogue or objectives for it. It involved a warehouse, Bandits, Scavengers, and a character called Rosenkrantz. Without any dialogue or objectives it is very hard to discern how exactly the quest played out, or even what it was about.
Training Grounds:
A quest that took place at the cut Fire Station landmark. The player would train parkour and combat while being watched by characters Gayoso and Lester. It’s possible that the quest took place in Old Villedor early in the game as a way to teach the player more intricate combat/parkour moves such as opportunity weapons and molotovs.
Untapped:
Prefabs tell us the names of some removed dialogue for this quest, they give a small bit of insight into what the quest was about.
DIALOGUE NAMES:
untapped_talkingwithhusband
untapped_rescue
untapped_meetinghusband
untapped_givingpills
untapped_bythesafe
untapped_bytheboard
Wall of Valor:
Wall of Valor was a simplequest most likely just used for testing purposes. Specifically for testing looting objectives.
OBJECTIVES:
Wall of Valor
Collect the PK dog tags.
Report back to the Quartermaster for a reward.
We Hold The Future:
A very unfinished quest with only an objective script for it. “TEMP” usually just means that they planned on changing the text around slightly, but it is still somewhat representative of what the quest is about. The “placeholder” objectives are just that, placeholders. They are usually completely random and don’t have anything to do with the actual quest.
OBJECTIVES:
[placeholder] I need to do something for factions to prove my worth
[placeholder] Job A
[placeholder] Job B
I should report back to the factions leaders.
[placeholder] I need to get pump spare parts from workshop.
[placeholder] Clear garage
[placeholder] Anderson asked me to restore water tower.
[placeholder] I need to acquire UV lamps from workshop.
[placeholder] I can try to repair pump at the water tower.
[placeholder] Mount UV lamps to clear the water.
Talk to second in command
[placeholder] I need to hung up faction flags all over the water tower.
[placeholder] I need to get back to Willie.
[placeholder] Unlock garage door
[placeholder] I need to take faction flags.
[placeholder] Take spare UV bulbs.
[placeholder] I must kill PKs
[placeholder] I need to find two alcohol bottles for PKs
[placeholder] Romer showed me way through dark zone
[placeholder] I should go back to Romer
[placeholder] I should find chain for Romer
[placeholder] I need to deliver alcohol to PKs
[placeholder] There should be spare parts in PK controlled garage
[TEMP] Activate UV windmills
[TEMP] Destroy Hives
[TEMP] Factions aked me for help
[TEMP] Report back
Who’s There?:
This quest only has an objective file of the same name, but no objectives exist inside. Only the title of the quest. No prefabs exist for it.
The Wife:
Prefabs exist for this quest, but because there are no dialogue or objectives for it it is hard to discern what the quest was about.
Untitled Cut Quest 1:
Some files reference that there are cut quests that we know almost nothing about. For example, the objective script for “We Hold The Future” contains objective scripts from other cut quests, this includes objectives such as:
Romer showed me way through dark zone
I should go back to Romer
I should find chain for Romer
These objectives are not used for any known cut quest, meaning that quest existed but had all other references removed.
Untitled Cut Quest 2:
Using the objectives from We Hold The Future we can also find evidence of more untitled cut quests. Such as:
I need to get pump spare parts from workshop.
Clear garage
I need to acquire UV lamps from workshop.
I need to get back to Willie.
Unlock garage door
Untitled Cut Quest 3:
Another cut quest, that involved restoring a water tower for Anderson, is also referenced in We Hold The Future.
Anderson asked me to restore water tower.
I can try to repair pump at the water tower.
Mount UV lamps to clear the water.
I need to take faction flags.
I need to hung up faction flags all over the water tower.
Untitled Cut Quest 4:
Other cut quests may exist based on the existence of a cut character called Percy, who can be seen in the E3 2019 trailer. It’s unclear what the quests he was involved in were called, or even about. All that is known is that he was a Scavenger.
A finalised list of all cut quests, and synopsis’ of certain story sections based on old quests.
Updated list of cut quests. Top section is main quests, bottom section is side quests. However, it is possible that some of the listed side quests may have been part of the main story, it is just unclear.
The main quests are listed in a somewhat logical order of when they would take place. The side quests are in alphabetical order.
Cut quest count: 162+
Catacombs
Waltz's People
Baptism By Light
Bazaar
The Inalienable Right To Defend Yourself
Sharpshooter
Devil's Bridge
Right Into The Safezone
Fix Em Up
Connecting Dots
Every Life Matters
Take A Look Around
Calm Like A Bomb
Blue Casket
Tip The Scale
Water Problem
Deciding The Fate
Assassination
Open Your Eyes
Meeting The Leaders
The Prisoner
New World
Greenhouse
The Darkness
Juan Rainer
Princess
Opera House
The Outpost
Crazy Chemist
Haunted Hospital
Communication Center
The Freak
Lend a Hand Get a Wing
Paraglider
Ikars
Water For The City
A Double Agent
Stimulants
Solar Power Plant
Tunnels
The Man With No Name
Breaking Point
Mehr Licht
I Want To Disappear
Archers: Over The Top, Where Is Mirriam?, The Fall Of Saban, The Fall Of Django
She-Wolf
The Smokers
Another Way To Die/Another Day To Die
Stop The Revolution
Hunting
Revolution
Negotiations
Battle Of Three Armies
Castle Party
Dark Forest
Surprise
Traitor
Sunny Side of Hell
Mother
--------------------
A Bag For The Back
The Abyss
Amanda's Collection
And Yet It Moves
Army Of Rats
Back In Business
Bag
Bart an’ Andy
Big Bang
Big Heart
Blackout
Blood Diamonds
Blue Card Logic
Blue Casket
Bonus
Bottle Of Amontillado
Breathe In
Bulk It Up
Cardio Power
Cinderella
Clear Rescue
Climber
Climbing That Ladder
Debaser
Do-Gooder
Dog Tags: Lurking In The Dark, Lab, The Leg Day
Don’t Panic
Draft
Europa Asia
Fallen Fallen Fallen
Garden
Goblin
Gods' Word
Hell is Empty
How The Wind Blows
Human Bait
In Sickness and In Health
I Smell A Rat
I Spy
Jailed Love
Jesus Saves
Job Hunting
Karma
Knock Knock
Long John Silver
Lost Boys
The Lost Father
Love Birds
Libra
Master and His Disciples
Medic
Meds For The Dying
Metro Patrol
Missing Patrol
Monk’s Mindfuck
Mother
New Blood
No Pain No Gain
No Free Lunch Policy
No Dead Left Behind
People Power
Poisoned Blood
Piwo
Precious Past
Predator: Ernst, Jeager, Zeek, Thorsten
Prom
Prometheus
Propaganda
Pump It Up
Purple In The Morning
Quarrel's Quarrel
Quid Pro Quo
"RK"
Rooftop Safety
Rook On Watch
Room Service
Safecracker
Safezone
Scourer
See No Evil
Sewers
Symptoms
Tastes Like Chicken
Taxi Driver
Tools Of The Trade
Training Grounds
Untapped
Vampires
Wall Of Valor
We Hold The Future
Who's There?
The Wife
Untitled Cut Quest 1
Untitled Cut Quest 2
Untitled Cut Quest 3
Untitled Cut Quest 4
Synopsis’:
Dying Light 2’s story changed a lot throughout development, even between 2018 and 2019. This part of the document covers various versions of the story, when they were changed and why.
2018:
Not much is known about the game’s story prior to 2019, as it was not very developed. However, we can assume that they were planning on a very similar story to what was produced in 2019. We know that characters like Juan and Abdul were already being implemented, along with quests surrounding them. However, we know that some characters had slightly different names. Aitor was called Aitorek. Carl was called Karl (to elude Karl Marx). Waltz was called Sam O Waltz. We can also assume that the prologue was near finished by this point, as Aiden’s mother is mentioned as following Aiden throughout Old Town. There are also a few cut characters mentioned that didn’t make it into 2019. Such as Gvidas, a Scrub from the start of the Old Town section. Gideon, who was a character in Elyseum who lived in his own Tower. Collin, who also lived in a hideout in Elyseum.
While most important characters were planned in 2018, almost no real quests had been implemented, so it’s impossible to tell if the game had a majorly different plot. It likely was not very different to 2019.
2019:
An updated version of the 2019 story synopsis can be found at this link:
2020:
After early 2020, and the firing of Chris Avellone, the story began undergoing heavy changes. The main plot objective was shifted to Aiden trying to find Mia. However, the story at this point was still longer than the final release. It included other cut regions, such as Elyseum and The Citadel. However, the writers were struggling with reasons for Aiden to go to these regions in the story, and so they were fully removed in 2021.
2021:
2021’s story is basically 2020’s story, but shorter and without Elyseum or The Citadel. It’s ALMOST the same as what we got in 2022, however a lot of quest names were changed, and various minor details and cutscenes. For example, the 2021 version of The Only Way Out quest had a cutscene where Aitor would enter The Bazaar and chop the hand off a Survivor woman. Sounds and cutscene files for this scene still exist, but it isn’t present in retail. The retail quest Into The Dark, in 2021 was called Bad Boys. In the 2021 version of it, it had a scene where Aitor would brutally interrogate Aiden. This was because in 2021/2020, Waltz was the person who killed Commander Lucas. Aitor interrogates Aiden, as he believes that Aiden knows where Waltz is. There are still sound effects for this cutscene.
storytellers_bankupt:
A woman is on her knees, sobbing, while a PK stands nearby and counts out something.
Oleksandr: This is less than you owe. Don't you know how a fine works?
Jolee: It's all I have, please... I-I gave you so much Antizin last month, I had less and got sicker, so I can't keep getting more…
Oleksandr: That isn't my problem. You broke the law, and you can't pay the fine for it.
Jolee: Please, if you could just let me skip a month, I could get better and get back to paying you in full.
Oleksandr: Skip a month? This is a fine, not a bank.
PLAYER CHOICE: Defend her. / Tell her to pay. / Stay out of it.
Player: She's sick. She can't pay you if she dies.
Oleksandr: Then she shouldn't have broken the law.
Player: Show some damned compassion! Give her a month off, and she can get back to paying off her fine.
I thought your job was to protect people, not fine them into the grave.
Oleksandr: Fine! Christ, bleeding hearts everywhere. You're off the hook for now.
to player
Oleksandr: And you'd better move along, or there'll be trouble.
Jolee: Thank you, thank you so much. I don't have anything to give you, but I used to scout around here and find some good stuff.
Please... I hope it helps you.
Player: You need to pay up.
Jolee: I would if I could! But…
Player: It sounds like you still can, you just don't want to.
She hands over the rest of her Antizin.
Oleksandr: It's all there. Good. You're set for this month.
to player
Oleksandr: And you, thanks for upholding the law. Here, for your help.
The Player walks away, and Jolee hands over her Antizin. The PK counts it.
Oleksandr: It's all there. Good. You're set for this month.
storytellers_firepower:
A Peacekeeper is found alone, sobbing. The Player can stop to interact with him.
Davenport: [sobbing]
Player: Are you okay?
Davenport: I-I- my knife, it's... it's…
PLAYER CHOICE: Pull it together! / Take your time. / [Walk away.]
Player: Pull yourself together, man!
Davenport: I— you're right, I just…
He stands.
Davenport: My.. my sister. She got infected and I, and I had to put her... put her down with this knife.
Agh, I can't stand to look at it anymore! I—
Davenport turns the knife on himself and commits suicide. The player can retrieve the weapon from his body.
Player: Take your time.
Davenport: I-I just. My sister. She got infected, and I had to... I had to put her down. [deep breath]
He stands.
Davenport: I just— I can't stand to look at my knife anymore.
Here, take it. I can't... I can't stand it.
And... thank you.
He leaves. The Player now has a knife.
The Player walks away, and Davenport continues sobbing.
storytellers_freebies:
Sandra: He keeps his books so messy, he hasn't even noticed what's missing.
Delvin: We should still start doctoring them. Don't want Rowe to get suspicious.
Sandra: Rowe? He wouldn't do anything about it even if he knew.
Delvin: True. Nothing wrong with helping yourself to a little extra here and there.
Player: I overheard you. I know you're skimming off supply lines— something your commander wouldn't approve of.
Delvin: Yeah? What are you gonna do about it?
PLAYER CHOICE: Nothing, if you give me a cut. / Report you. / Not my business.
Player: I won't do anything, so long as you give me a cut.
Delvin: Why would I pay off some snot-nosed—
Sandra: Wait, Del. I've heard of this guy. Just give him the cut.
Delvin: What?!
Sandra: I'm serious. Hand it over.
Delvin: ...fine. But you better be right about this.
Now run along, little birdy, and don't go singing songs in the wrong ears, alright?
Player: People like you give Peacekeepers a bad name. I'm reporting you.
Laughs
Delvin: No, I don't think that'll go well. You see, Rowe—
Sandra: Wait, shit, I've heard of this guy. Del, we've got to take him out.
Delvin: What?!-
Player: Never mind. It's not really my business what you choose to steal.
Delvin: Damn right it isn't. Now get out of my face.
storytelers_uncommonthievery:
A mob has formed around Brandon, a merchant who sells (fake) Antizin in the Hub.
Sakoto: Your “Antizin” killed my son! Who knows what's in there?!
Brandon: If you'd all calm down…
Hasan: Calm down?! You've been selling us fake stuff for months!
Sakoto: Your fake drugs got people killed! You deserve to die!
crowd cheering
Brandon: Please, help me!
PLAYER CHOICE: Leave him to the Peacekeepers. / Kill him. / This isn't my fight.
Sakoto: Deserved to die…
Hasan: He'll be out in a month, getting more good people killed…
Player: He deserves to die. Kill him.
Shrieking
Brandon: NO!
crowd cheering
They descend on Brandon and kill him brutally, leaving his body in the street. A woman from the mob approaches the Player.
Sakoto: His stall's open now. You should take whatever you can scrounge before someone else does.
The player can loot Brandon's stall for supplies (including fake Antizin, but there are real supplies there, as well).
Player: This isn't my fight.
They descend on Brandon and kill him brutally, leaving his body in the street. A woman from the mob approaches the Player.
The player can loot Brandon's stall for supplies (including fake Antizin, but there are real supplies there, as well).
storytellers_spiritsandletters:
Ari: You know the law, and you broke it. That area is off-limits—
Ruben: I didn't go inside! I had to briefly— briefly— cross the border just to get back into a safe zone.
I wasn't breaking the law, and you know it!
Ari: I don't care if you only dipped a toe in. Rules are rules.
PLAYER CHOICE: Go easy on him. / He broke the law. / [Stay out of it]
Player: He wasn't intending to break the law. It was a brief oversight.
It's not worth punishing him.
Ari: Rowe would say it doesn't matter. You break a rule, you pay the price.
Player: You have more discretion than that, and Rowe isn't here.
Ari: Fine, but if I catch him breaking it again, I'm hauling him away.
Ruben: Thanks, you saved my skin. Here— this place has a good haul I didn't get a chance to reach, thanks to that idiot. Loot's yours.
Player: He broke the law. Do what you have to.
Ruben: What?! Will you say that when they come after your sorry ass for some archaic rule no one remembers?
Ari: Stay out of this, citizen. It isn't your business.
The Scavenger takes off running, and the PK follows. The PK guns him down.
storytellers_withoutacause:
A woman is in the Hub, yelling about corruption. It is annoying.
Krista: These factions, they're all alike! Peacekeeper, Scavenger…
Soon we'll be so polarized that nothing can get done! It'll be civil war! We'll tear apart our entire city!
to player
Krista: You! And it's people like this who let it happen!
Powerful enough that all the factions know them, but does nothing to stop it!
PLAYER CHOICE: I'm doing all I can. / You're right, I could do more. / Shut up.
Player: I'm doing everything I can to help this city!
Krista: You only help yourself!
Tadeusz: That isn't true and you know it, Krista! Leave him alone!
Memet: Come off it, Krista!
Krista: Fine, if you won't listen to reason...
She leaves.
Player: You're right. I could be doing more to help the city.
Krista: I... didn't expect you to agree.
Player: You made a good point. I'll try to bear it in mind going forward.
Krista: Thank you. That's all I ask.
The crowd disperses peacefully.
Player: I suggest you shut up. Now.
Krista: You can't silence me with threats!
Player: I'm fairly sure I can.
Krista looks terrified... then turns and sprints away.
storytellers_fromthetop:
The Player overhears two Scavs talking and can choose to intervene.
Summer: I know I'm getting better at this, but I could use some tips. You've seen me out on a job— what am I missing?
Baron: Listen, there's only one thing you've got to know. That's destiny.
Summer: What do you mean?
Baron: I mean some folks are destined to do well. Live another day, take in a big haul. And some just aren't.
Doesn't matter how much you prep. If you're destined to die, you'll die. If you're destined to win, you'll win.
Stop twisting yourself into knots over what you can't change.
Player: I couldn't help hearing your conversation.
Baron: Yes, and? Something you would like to add? Or are you barging in for no good reason?
PLAYER CHOICE: Your advice is terrible. / It's good advice. / Forget I said anything.
Player: That's terrible advice. You should be working hard and making plans, not just chalking everything up to “destiny.”
Baron: Destiny's got me this far. Who's to say it's not the only reason we're all still alive? You want to tell me you didn't have a few lucky misses?
Times where something should've chomped you but just happened to look the other way, for no good reason?
Summer: No offence, Baron, but I'm going to plan out as much as I can. I don't want to just leave it in fate's hands.
Player: Fate only works if you help it along.
Baron: Huh. Fine, waste your energy. It's not my business.
Baron leaves.
Summer: Thanks for your help. It's— well, maybe this is strange, but this is the place we were just looting together. We couldn't carry everything, so... take whatever you want.
Player: Thanks.
Player map is marked with a loot stash.
Player: He's got a point. I've seen well-armed people die of something random, and people who couldn't find a gun with two hands and a flashlight survive for years.
Baron: See what I mean? Life is random, and destiny either has it in for you, or lets you go.
Not just something, everything.
to player
Baron: You seem like a smart man. Here. We were just poking through this spot, finding treasures. We couldn't carry it all, so take your fill.
Player: Thank you.
Player map is marked with a loot stash.
Player: Never mind, forget I said anything.
Baron: Okay, then.
storytellers_hoarder:
Louise: No! Get out! This is mine, all mine!
Player: Where did you get it?
Louise: Collected! I did it, all me! I got it myself, it's for me!
The Player stumbles on a woman in the corner of a rooftop. She's a hoarder and has a ton of supplies and Antizin.
Player: It would take years for you to get through all those supplies. Other people could use it.
Louise: Pah, no! Scavs didn't want me, Keepers didn't want me, so I take all that's mine and set up pretty.
PLAYER CHOICE: Convince her to share her supplies. / Kill her and take the supplies. / Leave her alone.
Player: You need to share those things. You don't need all that stuff, and other people do.
Louise: No! Mine!
Player: Do you really want to live with the fact that you could've saved people, and you didn't just so you could hoard it all for yourself?
Louise: I... I... no. No I…
Okay I... I take some down to market. Sell at the Hub. For other supplies! But I'll help.
Here. You're the first to get helped.
She pays the Player. She relocates to the Hub, where she is trading.
Louise: No! Mine mine mine mine!
Player: Fine, forget it.
Louise: Mine mine mine mine…
storytellers_manyforms:
Two Scavs are arguing and about to come to blows. The Player can intervene.
Karly: You weren't specific, you don't get paid! End of discussion!
Annie: That's horseshit and you know it! You said I'd—
Karly: I didn't say anything!
Annie: I've got a right to get paid for the work I did!
Karly: And you will. Just not the way you wanted.
If the player doesn't intervene, they start fist-fighting until one collapses and the other walks off.
Player: What's going on? You're both Scavengers?
Annie: Yes! And this filthy liar promised me fair pay for getting her a stash she never would've found on her own!
Karly: I said I'd pay her what I thought was fair, not what she thought was fair, and we never agreed to a price. It's not my fault she's a bad negotiator.
PLAYER CHOICE: Pay her whatever she asks for. / You get to decide what to pay her. / I'm not getting involved.
Player: She risked her life for those supplies. You should pay her whatever she asks for.
Karly: That's crazy! She could ask me to cut out my heart and hand it to her, based on that logic!
Player: Why would you hire someone you didn't trust?
Annie: I'll give you a fair price— but I'm charging for all the work I did, not just what you ended up with.
Karly: Fine, fine! Jesus, this is the last time I hire help.
Carly pays Annie and stalks off.
Annie: Here. You should get a cut, since you helped and all. Thanks.
Player: You're the one who hired her. You should get to decide what to pay her.
Karly: Thank you! Exactly!
Annie: What? But I—
Karly: Take it or leave it.
Annie: ...fine. But this is the last job I run for you.
Carly pays Annie. Annie stalks off.
Karly: Here. This is leftover from what I was planning on paying her, until she raised a fuss.
Player: You mean you expected to pay her more?
Karly: Yeah, but she didn't get it in writing, and she pissed me off. It's like you said, I get to name the price, right? Anyway, thanks. I really didn't want to make a scene with her.
The player is paid.
Player: I'm not getting involved in this.
Annie: Then piss off.
They break into a fistfight.
storytellers_nextstep:
A man is trying to talk to passersby, but no one is listening.
Hoss: History is just a series of repeats! A cycle!
Everything we're seeing now, we've seen before!
The Scavengers will fall. The Peacekeepers will fall.
All will be replaced with a new system, though not necessarily a just one.
You there! You look like a thinker. Care to discuss the eventual end of the Scavengers as predicted by Carl Marx?
PLAYER CHOICE: Sure. / Pass.
Player: Absolutely not.
Hoss: [sigh]
He goes back to hailing down others with the lines above.
Player: Okay, I'm listening.
Hoss: There was a time when hunter-gatherer societies were structured so economic and political forces were the same— both at the beginning of history, and just after the outbreak.
Thanks to the Scavs, we have now progressed to a feudal system that separates owners and workers.
Going by Marx's theory, the next stage in our development as a City is capitalism.
What say you to that?
PLAYER CHOICE: At least it's better than feudalism. / So it'll get worse. / Who cares?
Player: At least capitalism will be better than the system we're living in now.
Hoss: For some, yes. Others will suffer under it, but isn't that always the way?
But I've used up enough of your time. Here, for your trouble.
And might I suggest dropping by the library? A bit decrepit these days, but you can still scavenge some remarkable works.
Player: I'll think about it.
The player can collect books throughout the city and sell them to Hoss for additional supplies.
Player: So it's going to get even worse, if capitalism is up next.
Hoss: A matter of perspective, but yes, production, ownership, and governance will all be separated into their own categories.
An interesting opinion, thank you for sharing it with me. Here, for your time.
And might I suggest dropping by the library? A bit decrepit these days, but you can still scavenge some remarkable works.
Player: I'll think about it.
The player can collect books throughout the city and sell them to Hoss for additional supplies.
Player: I mean, who really cares? Survival is what matters.
Hoss: Yes, but how does a community survive? By building a system of trade, production, and sustenance.
If we ignore the systems others are constructing around us, we leave ourselves vulnerable to being trapped within them.
At any rate, thank you for stopping to chat with me, even for a little while. Here, for your time.
And might I suggest dropping by the library? A bit decrepit these days, but you can still scavenge some remarkable works.
Player: I'll think about it.
The player can collect books throughout the city and sell them to Hoss for additional supplies.
storyteller_aaryn_skyscrapers:
Aaryn: Do you see them? Do you see these great, big tall buildings?
They call them skyscrapers. Did you know that?
They're beautiful. Miraculous!
Player: Yeah, they're very tall, indeed.
Aaryn: Have you been up there?
Player: No, not yet.
Aaryn: I'll go there one day. My father told me I'd probably never leave Bazaar.
He never has. But that's his business. Me, I'll leave one day and…
Aaryn sighs
Aaryn: It is just a better world out there. I can tell.
PLAYER CHOICE: I'm sure you will get there one day. (This response was not written in the dialogue.) / How do you know it's better out there?
Player: How do you know it's better out there?
Aaryn: Well, can't you see? Whoever built those buildings musta also built that part of the town.
Besides, I met one trader who was travelling back and forth. Can you imagine? Every week!
It's like having a two-way ticket to paradise!
He told what it's like out there. How much better it is. People are rich and colorful!
Do you know there's a Canteen there? It's like a place with theatre and music. Something is going on there every night.
Can you imagine that? Oh... I'd give anything to be able to go there for even just one day.
Player: Well, I'm sure if you work at it, you'll get there one day.
Aaryn: You think so? I hope you're right. I'll work and work and work!
Player: Do you know how to get there, by any chance?
Aaryn: Not exactly.
Player: And trader you mentioned? How does he travel back and forth?
Aaryn: Probably through the tunnel, but the PK closed it off. He's probably stuck there.
Player: I see. Don't give up on your dreams, kid. Bye.
Leaving:
Aaryn: One day, I'm gonna leave this place!
They skyscraper's the limit! Ha ha!!
storyteller_lionel_carriers:
Lionel: The Carriers are probably laughing their asses off right now.
No tunnel, no problem! You can't stop those guys. No way.
Man, wish I needed a package delivered, just to prove my point.
Player: Who's laughing their asses off?
Lionel: Who else? The PKs are just plain asses, so it must be the Carriers who're laughing.
PLAYER CHOICE: Carriers? / Ways around the city?
Player: Who are these Carriers? You mean they carry disease?
Lionel: No, ya dope! The Carriers... they're like the unsung heroes of the city. Deliver letters, packages, anything... all over!
Player: I get the concept.
Lionel: I don't think you do, friend. These aren't just mailmen…
They got discipline the PKs only dream about and the sheer physical presence of Renegades…
Maybe only the Nightrunners had a higher sense of duty and calling.
Player: There are other ways around the city? And these guys know them?
Lionel: You kidding me? See those buildings over there? To them, that's a 3D map of paths and routes that these guys all got in their heads!
And they know the history of this city better than anyone else. History of the world, you ask me. Ain't nothing they don't know.
It's like God decided to turn a bunch of smartphones into flesh and blood men!
Player: Smartphones?
Lionel: Anyway... you wanna really learn your way around the city? You should check out the Carriers.
Player: Maybe I'll check 'em out.
Lionel: If you were a Carrier, you probably could right now. But you aren't. Oh well... But don't sweat it, I ain't a Carrier either. Or... am I?! Ha hahaha!!
Player: Right, buddy. Thanks. Later.
Lionel: Course, an outfit like that don't take just anyone. And you can't get to them now anyway, on account of the PKs and the tunnel and all.
Lionel: Carriers are the shit, man. Seriously.
Can't be no chickenshit and be a Carrier, I'm telling you.
singing ... badly
Darlin' you... send me! Ha! Get it!?
storyteller_casper_library:
Casper: I have read every book there is!
Each and every single one of them!
But I will go to the library one day! Yes! To the library in the Center! My mecca!
Player: So you say you've read every book ever written?
Casper: Yes. Some of them, twice. Dostoevsky, Tolstoy, Shakespeare, Steinback and Fitzgerald, of course.
You can skip Bulgakov. He's way overrrated. Oh! And I've read Nabokov's Lolita at least four times.
It's so... ah... progressive, even today. Don't you think? What have you read recently? Do you read a lot?
Player: No... not really.
Casper: That's a shame. I do. But there aren't many books around here anymore.
But one day I'll find Albert and his library.
PLAYER CHOICE: Where can I find this Albert? / This Albert collects books, yes?
Player: So this Albert has a kind of library somewhere?
Casper: Yes. In the City Center. Inside the Peacekeepers' headquarters, to be precise. It's smart, I think. At least the books are safe.
I can't get there now but maybe the passage opens up again, my parents would let me.
Although, they don't quite get my passion for reading. It's impractical, they say. I tend to disagree. You?
Player: Nothing that makes you happy is impractical. I say keep reading!
Casper: Thank you for understanding. And take care. Bye.
Player: So this Albert... he collects books, yes?
Casper: Oh, yes! That's what I heard. All kind of books. He's creating a library.
Casper: Ah, the smell of a book. Heaven!
Can you believe some people read books on little screens? No thank you!
One day, I hope to find a book I HAVEN'T read!
storyteller_louise_windmills:
Louise: You're new around here, I can tell.
You probably don't know you should always head for the Bazaar once the sun starts to set.
Never go into the city when it's close to the nightfall. Never.
Player: Well, I'm new to the city but I know how take care of myself after dark.
Louise: Had a friend, used to say the same thing. But believe you me, that's your ego talking. You better be careful, my friend.
Ever since the windmills stopped working, the only safe place around is the Bazaar.
PLAYER CHOICE: Windmills? / What about your friend?
Player: What windmills are you talking about?
Louise: They were all around the city once. Like a bunch of lighthouses with UV lamps.
When you were lost in the night, you could always find light and safety under one of those. But now…
Windmills are all dead. Power stations are powerless. And darkness has fallen upon the whole city.
Player: I see.
Louise: So let me give you a piece of advice. If you hear a bell, run as fast as you can toward the Bazaar.
You never want to find yourself deep in the city after the sun sets. Trust me.
Player: What's this about your friend?
Louise: Oh... yeah. Her... she–
She was the bravest person I ever met. Bar none.
We were gonna blow this popsicle stand, this close to leaving the city when... night fell!
We knew the location of a nearby windmill but... y'know. They don't work anymore so... we ran!
I barely managed to get back to the Bazaar but she... she didn't. And she turned.
Player: Thank you for the advice.
Louise: Good luck.
Glenda was brave and stupid in equal measure.
Don't underestimate the dark. Just don't.
Remember the bells. Might save your life!
storyteller_miranda_the_butcher:
Miranda: They're monsters. That's what they are. What he is!
It's inhumane!
They skinned him alive! Alive! While he was still screaming!
Player: Who are you talking about?
Miranda: About the Butcher. Haven't you heard of him?
My husband went to the Central Loop some time ago.
The last I heard from him, he was near the Stronghold. That's where the Butcher lives.
Player: What's your husband's name? If he wasn't... eaten, maybe I'll run across--
Miranda: No doubt those savages have devoured my husband!
PLAYER CHOICE: I'm sure your husband is fine. / Who is this 'Butcher'?
Player: Your husband's probably fine. Maybe he just got delayed somewhere.
Miranda: No... no... it's hopeless! He's dead. Devoured! Don't you go near the dam or the same fate will befall you!
Player: It's hard to move around the city sometimes.
Miranda: Oh no. You don't understand. You're clearly not familiar with the Butcher and his Renegades. They're based at the dam.
That's why he's the Butcher. Him and all his people... eat people!
And worse, they breed them. For meat. As if we were livestock.
Player: Who is this Butcher you're talking about?
Miranda: AKA Colonel Williams. He's master of the Stronghold and... the Renegades. Used to be an army officer.
But went mad. He and his people. Ex-soldiers. They're well-trained, ferocious... and deadly.
Be careful. They see you, they kill you... one way or another.
Player: I'll watch my back.
Miranda: You'd better... or they'll be skinning you alive before you know it.
Miranda: My poor, poor husband.
That Butcher'll get his. Mark my words!
Renegades... beasts! Beasts I tell you!
storyteller_water_given_to_bazaarians1:
Bazaarian Man 01: Aiden. Can I have a word?
You did good work with that whole Jack thing. I never liked him. Irresponsible. Who gives a man like that power?
Player: The water’s yours now.
Bazaarian Man 01: Kid. Tell me that’s a joke.
Player: What? Why?
Bazaarian Man 01: What’s this “yours” business? “Ours!” Don’t tell me you’re going somewhere!
Player: Actually, yeah, I intend to.
Bazaarian Man 01: That’s no good. Ruins my plans. ‘Cause I’m not going to take that oaf Bernard, am I? What help would he be?
PLAYER CHOICE: Who’s Bernard? / You looking for a partner?
Player: What?
Bazaarian Man 01: A son-in-law.
He’s been lurking around my daughters. Making faces. My blood boils whenever I see him.
And who will be left for them? Everyone runs off these days, as far from duty as they can.
I’m not going to live forever. World is what it is, but no man is an island. Gotta have someone.
Player: Not really in my plans.
Bazaarian Man 01: Two daughters.
Player: Like I said, got other plans.
Bazaarian Man 01: Listen, how about you stay instead? They’re both healthy. And tall. Take a look at me. My flesh and blood.
Strong, too! Brunhilda and I found this fridge once. Industrial size! She picked it up with one hand, fought off scabbies with the other. She’s a dream woman.
Player: So chase him off.
Bazaarian Man 01: Ah, dammit. Kids these days. Never think about the future. Never!
Player: Can see that worries you.
storyteller_water_given_to_bazaarians2:
Bazaarian Woman 01: Aha. Here you are, Aiden.
Flirty, with a hint of flattery
Bazaarian Woman 01: Aiden. Savior of the Bazaar. To what do I owe the honor?
Player: You caught my attention.
Bazaarian Woman 01: Little old me? Catching a bigshot like you?
Player: Let’s not overdo it.
Bazaarian Woman 01: Everyone’s bursting with gratitude. That water sure is a big deal. How’d you do it?
Player: Anyone could have done it.
Bazaarian Woman 01: Not anyone. Not even Carl could figure out how to deal with Jack, but you showed up and now everyone wants to parade you around on their shoulders.
Tone changes to cold
Bazaarian Woman 01: That turn you on?
Shocked
Player: What?
Confrontational
Bazaarian Woman 01: Like being the center of attention, don’t you?
Cool
Player: What are you getting at?
Bazaarian Woman 01: That you were licking Peacekeeper boots, then turn around and give us water. What’s your game, Aiden?
PLAYER CHOICE: I solved your problem. Appreciate that. / Why didn’t you take care of it yourself, if you don’t like me doing it?
Bazaarian Woman 01: You’re worse than I thought. You pal around with the Peacekeepers, with that Aitor asshole. Or am I mistaken?
Player: You hate them, don’t you?
Bazaarian Woman 01: Because they’re the real problem. They steal and kill. And you? You spy for them, too?
Player: I got you water, that not enough?
Bazaarian Woman 01: That again. What, you want a ticker tape parade?
That’s what Carl’s for.
Player: You should've convinced Carl.
Bazaarian Woman 01: What I should’ve done’s none of your business, pal.
Player: It is now.
Bazaar Gal 1 cocks back to punch me, but resists.
With passion
Bazaarian Woman 01: I hate you!
Very calm
Player: Wanna punch me? For what?
BAZAAR GAL 1 calms down. She regains control of her emotions.
Bazaarian Woman 01: The others trust you, fine. To me, you’re a stranger. And every stranger’s trouble.
storyteller_water_given_to_bazaarians3:
Yelling
Bazaarian Man 05: Aiden. I’ll be damned! Where you off to? Hold up!
With energy, gushing
Player: Hey. What’s up?
Bazaarian Man 05: Now don’t be humble! Is there water? You bet there is. That’s what’s up, isn’t it?!
Very cautious
Player: What of it?
Bazaarian Man 05: What of it? Everything had up and withered on me. My whole crop. Then, thank Heavens, you show up, right on time.
Worried tone
Bazaarian Man 05: Just a shame others are in the same boat.
PLAYER CHOICE: What do you grow? / I’m not following. You happy or not that you have water?
Bazaarian Man 05: Horseradish.
Player: Horseradish?
Bazaarian Man 05: You got it, my man. That’s the future!
explaining tone
Bazaarian Man 05: Just gotta keep it watered, or it gets all wooden.
Player: Why horseradish?
Bazaarian Man 05: Whaddaya mean, why? Winter’s coming. The cough chorus has already begun. You never know if it’s just a bug or the first nail in your coffin.
Brief pause
Bazaarian Man 05: It’s the same story, every year.
Player: And horseradish helps?
Pleased with self
Bazaarian Man 05: It’ll help me for certain. Others, only if they pay. And it ain’t cheap! I’ve been waiting for this moment, and finally, it’s MY lucky day.
Loud and gesticulating
Bazaarian Man 05: Aiden! You are amazing.
Bazaarian Man 05: Happy? I can kiss my debts goodbye! And I'm telling you - it was getting hairy. That jackal brother of mine was licking his chops for me to go under.
NOT... THIS... TIME!
Aiden, my man! What a goddamn pleasant surprise.
Just seeing that mug of yours warms my heart.
Hell, not just my heart, my everything!
Forcefully gesticulates
Player: What’s that about your brother?
With disdain
Bazaarian Man 05: The snake, you mean? To think he’s blood, ugh.
spitting the words out rapidly
Bazaarian Man 05: Loaning left and right, always happy to give more, eyes gleaming like a lizard. Then when you least expect it, his forked tongue comes out to collect. Collect what, if nothing’s growing?
Player: It’s not as bad as that, is it?...
Ignoring Aiden’s question
Bazaarian Man 05: And the way he looks at me? Well, I’ll be the one giving the looks when I pay him back, to the penny. With plenty left over. You’re like manna from heaven, friend. God, I could just kiss you!
Tries to hug Aiden
Bazaarian Man 05: C’mon, bear hug!
Happy, but distancing self
Player: I’m fine with a “thank you.”
Jolly and gesticulating forcefully
Bazaarian Man 05: My God, I like you, Aiden. You’re like a brother to me. Hell, better than a brother. Real family!
storyteller_water_given_to_pks1:
Roger: Prick.
Shit-eating worm.
Blue dog.
Conciliatory
Player: Got something to say to me? Say it.
pretend friendly
Roger: Me? Nah! That is, I would like to thank you. (pause) See, long as I remember, here at the Bazaar, bickering’s been our pastime. We fight soon as we say “hello.” It was a principle never to admit someone else was right.
Amused
Player: I noticed.
Interrupts
Roger: But now, for once, we all agree on something. (pause) That Aiden the Stray is a goddamn prick. (pause) So yeah, thanks, man. I’d drink to your health, but I don’t really have anything to toast with... you understand.
PLAYER CHOICE: Don’t provoke me. / I retook the water tower. / I’m not going to talk to you.
Conciliatory
Player: You’re welcome.
Aiden lifts his hand as if he wants to hit the guard. The guard backs up and lifts up his hand to block. Aiden drops his hand.
with a smile
Player: Don’t provoke me again.
masking fear with anger
Roger: Fuck off, you blue dog.
doesn’t understand the guard’s beef
Player: I got Jack out of the water tower. You work with the PK, you get water.
pretending to be convinced
Roger: Right, got it. Please, go announce that in the Bazaar. Everybody will be so grateful! They’ll give you a big pat on the back, I’m sure. Go on, see how it goes!
wants to end the conversation
Player: I don’t have to talk to you.
pretending to admit he’s right, then increasingly hostile
Roger: You don’t have to talk to anyone. And you probably won’t. Because who would want to talk to a blue dog? Get outta my sight.
storyteller_water_given_to_pks2:
to the gathered people
Sarah: Sorry. Nothing I can do, is there? I’ll dig something up, but not till tomorrow.
Helpless
Sarah: Ah, you. Not selling to you. Not selling to anyone, actually, since there’s nothing to sell. But with you, it’s personal.
Pause
Sarah: What you looking at me like that for?! Everyone’s scared now because of you - scared of hunger, thirst, dirt, disease... They’d trade their right hands for water, if I asked them to.
Pause
Sarah: So what should I tell them?
PLAYER CHOICE: Charge more. / Give it away for free. / Your call.
Player: Take advantage of the situation and up your prices.
as if agreeing, then hostile
Sarah: I’d probably do just that, if I were like you. (pause) Luckily, I’m not. (pause) You should go, you’re upsetting people.
Player: If I were you, I’d help those in need and give the water away.
restraining fury
Sarah: You got some nerve…
accusing her of being unreasonable
Player: You know what to do to get water.
Belittling
Sarah: You should go before you suffer an unfortunate accident.
Player: Do what you think is right. Not my place to judge.
restraining fury
Sarah: And I think the right thing is to tell you to get lost. Now. I don’t want people to see me with you.
storyteller_water_given_to_pks3:
Tim: Hey, Aiden.
The structure is secured and ready to distribute water. Now we await information about the deserter. Speaking of - what do you know on that topic?
PLAYER CHOICE: Still looking. / Is this an interrogation?
Player: Still nothing.
Tim: Remember - any information provided that leads to his capture will…
Player: Be rewarded! I know.
Tim: I know you know. It’s just, well, a man’s not got anyone to flap his jaw to when standing guard.
Player: Then I’m sorry to say it, but I gotta go.
Tim: Stop by whenever you want, kid.
Player: If I don’t know anything, you won’t give me water, that right?
Laughing
Tim: You get it no matter what. Just not too much, so you’re not tempted to sell it to the locals. They only get water for providing information leading to the deserter’s capture.
Doubtful
Player: Any come?
Tim: A few, every now and then, but they’re either begging or lying. So I give them all I can.
Player: So you do give them something.
Tim: Yeah. A kick in the ass and a club to the back. Till the rats understand how this works.
Player: You guys keep busy.
storytellers_philosophy:
Korin: Do you ever ask yourself why we bother going on? I mean, humans are a mess of ethical questions and doubts.
Do you ever wonder why humanity hasn’t given up already, and faded into dust?
PLAYER CHOICE: All the time. / No, never. / I don’t have time for those questions.
Player: I ask those questions all the time.
Korin: So do I.
Player: No, I never think about it.
Korin: Must be nice.
I wish I could make myself feel the same way.
Player: I’m trying to survive. I don’t have time to worry about things like that.
Korin: It’s like the more the world goes to shit out there, the more those questions rattle around in my head.
For instance, have you ever heard of Plato’s Cave? I think about that one a lot.
A group of people have lived inside a cave for their entire lives. They’re chained up so they face a blank wall, with a small fire and the open cave mouth behind them.
As things pass in front of the cave, they see shadows on the wall, and make up names and stories about them. Those shadows are the prisoners’ reality.
One day, they are freed. Tell me, what would you do? Would you keep your face turned to the wall, or go out and try to face a reality that means nothing to you?
PLAYER CHOICE: I don’t have time for this. / I’d leave the cave. / I’d stay in the cave.
Player: I don’t have time to talk about this.
Korin: You’re probably right. It’s all just questions, now.
Player: I’d leave the cave. I wouldn’t want to keep guessing about the world instead of living in it.
Korin: But our reality is limited by what we perceive, isn’t it? Take our current situation.
Player: I’d stay in the cave. I’ve already built a reality of my own in there; I wouldn’t need to seek another.
Korin: It’s like our current situation, isn’t it?
This city is like our cave, and we’re all dealing with the virus and the infected.
It doesn’t matter if there’s another reality elsewhere, where there’s no virus and everyone is at peace. This city is all we know, just like the cave, so it’s all that exists.
Korin: A harder question. Have you heard of the trolley problem?
PLAYER CHOICE: I don’t care about this. / Yes. / No.
Player: I don’t want to talk about this anymore.
Korin: Right.
Player: It’s an ethics question, right? Whether to intervene?
Korin: Exactly.
Player: I’ve never heard of it.
Korin: You see a runaway trolley barreling down a track. It’s going to hit five people who are tied up and laying on the tracks.
You are standing next to a lever that, if you pull it, will turn the trolley onto a side track.
But there’s one person laying on the side track. Do you pull the lever, so one person dies? Or stand by and watch as five people die?
PLAYER CHOICE: There’s no right answer. / I don’t intervene. / Flip the switch.
Player: There’s no right answer. Either way, someone dies.
Korin: The question is about our responsibility to act— or not to act. Ethical questions rarely have an easy answer. Just… just more and more questions.
Player: I wouldn’t flip the switch.
I wouldn’t sacrifice someone, even if it meant saving someone else.
Korin: You’d let five people die to save one?
You’re a Kantian, then. They believe people shouldn’t be seen as a means to an end, and would agree that it’s better not to act than to sacrifice someone, no matter the result.
Player: I’d flip the switch. Killing one person to save five seems like the best option.
Korin: You’re a utilitarian. You try to maximize the most good you can put in the world, even if it means you have to act unethically to reach it.
Flipping the switch would make you a murderer, but you save five lives instead of one. That’s the core of utilitarianism. The ends justify the means.
Korin: You seem so sure. I envy you
Thank you for answering my questions. I know they aren’t easy. For your time.
storytellers_somethingborrowed:
A Peacekeeper runs up to the Player at the border of a dangerous area.
Karlo: Please! You've got to help me!
Player: What's going on?
Karlo: I- it's going to seem stupid to you, but I wore this armband, see, and I dropped it on my last patrol.
I don't want to go in there without backup, and I'm supposed to be on duty in here— but if you could get it back for me, I'd make it worth your while.
Please. It's important.
PLAYER CHOICE: I'll help. / Sorry, can't help.
Player: Sure, I can help.
Karlo: Thank you!
The Player goes into the area, fights some things, jumps over some things, and retrieves the armband. On delivery:
Karlo: Thank you. My son, he made this for me before he— well, he died not long after.
Having it back means more to me than you can know.
Here. This should keep you set for a while.
He hands over Antizin and some rare medicine/supplies as payment.
Player: I'm sorry, I can't help you.
Karlo: Right, then. Right…
storytellers_watchingthewatcher:
Erin: You “Peacekeepers”? You're all corrupt! There's no oversight, not a shred of accountability!
Manuel: Who's gonna hold us accountable? The infected? Look around. We're the best you've got.
Erin: You're not good enough. There needs to be more layers— accountability to the citizenry.
turns to the Player
Erin: I'm right, right? We deserve a say over how these Peacekeepers do their jobs! Otherwise how can they really keep the peace?!
PLAYER CHOICE: Peacekeepers should be held accountable. / They don't answer to us. / I'm not getting involved.
Player: The Peacekeepers have to answer to the public. Otherwise they've become tyrants.
Manuel: You want us to check with you every time we have to decide whether to gun down something crawly and bitey?
How about thanks for protecting you?
Erin: You'll get your thanks when we get your transparency.
We need your protection— but that means protecting yourselves from corruption, too.
The Peacekeeper storms off.
Erin: Glad to see at least one other person's interested in liberty.
That Peacekeeper has been looting bandit camps and keeping the profits for himself.
This is the next one he was gonna hit— I've been tracking his patterns. Here. You deserve it more than he does.
Player: The Peacekeepers don't answer to us. They protect us.
Erin: Sure, from everything but themselves!
Manuel: I think it's time for you to move along, before I start to think you're trying to incite a riot.
Erin leaves. The PK turns to you.
Manuel: Good on you for seeing how it is. Here. It's a stash I was going to hit later, but I'll be busy with rounds.
Go ahead— a little something, for friendship.
Player: I'm not getting involved. You two can debate this yourselves.
The two go back to ignoring him.
campfire_battle:
looking at the graffiti
Guy 1: Awww... why'd they mess this place up? Ain't those kids got anything better to do?
turns to the graffiti
Guy 2: I like graffiti. Gives you a target to piss at.
We hear a loud COUGH from Gabe - the men look at him, but he doesn’t stop what he’s doing. The men continue their convo.
Guy 2: I always aim at the antenna.
Guy 1: Wait... Ain’t this the spot where those guys died in battle? Nightrunners or something like that?
after a moment
Guy 2: I heard they fucked up the mission, because they shot up before going in.
Guy 1: Bullshit... I heard they were trying to help the free people somehow…
Guy 2: Too bad when it all went down, the cowards ran.
Next to him, Gabe SNORTS LOUDLY.
Guy 1: Hey, shithead. You got a problem?
after a moment
Gabe: Yeah. Guess I do.
I gotta listen to two dimwits who don’t know jack shit about anything.
The men look at each other.
Guy 2: Oh, and you think you know something we don't, do ya?
Gabe gets up from his squat.
Gabe: You come here day after day, getting shitfaced and talking shit about people whose boots you aren’t even worthy of licking.
Spits
Gabe: The Nightrunners didn’t take part in the Battle of the Tower for people like you.
Shocked, the men look at each other.
Gabe: You don’t even know the history of the place you piss on.
more serious
Guy 1: Everyone knows that whatever happened here, it didn’t change a thing.
Gabe goes quiet. His anger fades a bit.
quiet
Gabe: But it could have.
Listen close, you drunk fucks. Get some real knowledge in your empty heads.
after a moment
Gabe: The commander of the Nightrunners was Frank. He had a friend, guy named Ravik. The youngest and the smallest, barely five foot three.
sad smile
Gabe: Determined sonuvabitch. Worked long and hard to prove to Frank he was strong enough to be his runner.
Apparently the Nightrunnners worked in pairs: the “runner” had a “navigator” in his earpiece who’d guide him with maps.
Ravik notched a couple successes with that. He was quick as a banshee. But Frank started griping at him more and more.
Guy 1: Why?
annoyed
Gabe: Why’s a bad leader a bad leader?
At one point Frank got it in his head to restore radio communications to the people cut off from the wider world.
Great fucking idea, right? Too bad the radio tower was swarming with volatiles. Ravik thought they were going to their deaths.
Guy 1: Maybe Ravik was scared?
freezes
Gabe: Of course he was scared.
trying to calm down
Gabe: Ravik was sane. He wanted to convince Frank this was a dumbass idea.
But Frank was determined. Obsessed. Wouldn't listen to Ravik.
Gabe glances at Facet_1, as if discovering something.
Gabe: So Frank ditched him and found himself a runner who'd follow his orders blindly.
after a moment
Gabe: There weren’t many Nightrunners left alive, then. They’d been disappearing for some reason.
But of the ones still alive, when the day of the Battle of the Tower came, Frank gathered them all.
There was “Gray Wolf” Dave... Don... Edgar, a former merc. Only Ravik didn’t come.
To get radio broadcasts up and running, they had to turn on the transmitter on the roof.
They hooked up generators, set out a few guards and went in.
Suddenly... the generators quit. It was dark as hell.
The door to the roof slammed shut. And in the darkness... a volatile.
Guy 2: Oh fuck.
Gabe: It ran up to them, grabbed Frank by the arm... Was about to rip open his throat... when suddenly... it falls to the ground.
And from behind, covered in blood, appears Ravik. He came! To the rescue!
The only way onto the roof was through the ventilation shaft. It was too narrow for most men…
...Just right for Ravik. This was his chance. To save Frank…
realizing sth
Gabe: .. maybe bring his boss to his senses.
Frank synched with him over the radio, Ravik climbed into the shaft and–
gets lump in the throat
with difficult
Gabe: Ravik crawled all the way through the shaft... turned on the lights... and saved everyone.
Guy 1: Wait, what? So how’d they die?
Gabe stops himself from crying. He is able to hold back the tears. The men look at each other in silence.
Guy 2: Listen, kid... if you don’t want to talk... you don’t have to.
takes a deep breath and starts again, firm
Gabe: Ravik only crawled halfway up the shaft. For the first hour, everything was good. But then…
The comms started to cut out. Ravik stopped reporting in, because... guess he got stuck. Yeah, he got stuck.
Guy 1: Wait. Didn’t you say he was a small guy?
annoyed
Gabe: That’s not the point! Even though everyone told him not to, Frank squeezed into the shaft behind Ravik. When he was halfway–
Guy 2: Wait. You can say a lot of things about Frank, but he sure ain’t small. Frank didn’t get stuck, and Ravik, five foot three, got stuck?
Gabe: Fuck, you gonna let me finish or not?
When he was halfway... suddenly... he heard his team running around the building.
Defending themselves. From more than volatiles. Frank heard them dropping like flies. One after the other.
And Frank... he couldn’t do a thing. He could only keep crawling behind Ravik.
When they found him in the dark... he didn’t see his face. But he could tell something was... wrong.
He tried to calm him down, but Ravik didn’t seem to hear... He let out this inhuman... roar.
Suddenly he turned on Frank and…
Ravik had turned…
That he was in the tunnel too long, in the dark.
Upset
Gabe: Anyway, Frank started to crawl back out... and grabbed a grenade.
He pulled the pin, tossed it and scrambled around a turn in the shaft. But Ravik got him.
Frank felt something grab his foot... Then... BOOM! His ears buzzed like they were stuffed with bees... then.. Nothing.
When Frank woke up, he was with the PK. Missing a leg.
And Ravik - no one ever saw him again.
The men look at each other in silence.
Gabe: Think about that next time you take a piss on my graffiti. Bye.
He turns around to go.
Guy 2: Nice story, kid... but I don’t buy it.
Gabe sighs. He digs something out of his pocket and shows them.
Gabe: Frank gave me this the last anniversary of the Battle of the Tower. He seemed drunk.
Guy 2: The Nightrunner symbol... with Ravik’s clothes? Why’d he give you that?
Guy 1: Don’t you get it, moron? That’s his... he's Ravik's son!
Guy 2: Ah... Oh fuck. I’m sorry, kid. I never would have guessed!
Player: You believe your father got stuck in the shaft?
PLAYER CHOICE: Why did so few Nightrunners come to the tower? / What killed all those Nightrunners?
Player: Know anything else about the Battle for the VNC tower?
Gabe: What else is left to say?
Player: Frank didn’t say anything more?
Gabe: What the fuck’s it to you if he did?
Player: I’m... interested in Nightrunners. I’d like to know the truth about them.
Gabe thinks about something.
Gabe: Frank’s a drunk and talks a lot of shit. But if you really want…
Frank thought dad... panicked.
after a moment
Player: Nobody knows how they’ll react in the moment.
Gabe: Don’t gimme that shit!
Player: Gabe... it doesn’t change anything. He fought. He did what he could. For you.
Gabe sniffs. Though he tries, this time he can’t stop from crying.
Gabe: Your dad alive?
Player: Don’t think so.
Gabe: Yeah... Dad was a coward... I had to tell that story out loud to realize it myself…
after a moment
Gabe: Thanks. Here, give that back to Frank.
Player: But that’s your dad’s Nightrunner emblem.
Gabe: No. I saw that Frank didn’t have his on his shoulder. He gave me this to cheer me up.
Player: You said the last remaining Nightrunners came to the tower. What happened to the others?
Gabe: I don’t know. I hope they had more luck than the ones that came. That battle never should have taken place.
Frank said those were the Nightrunners’ final hours. Did they flee? Die off?
looks toward the guys
Gabe: Or maybe they realized the free people aren’t worth the effort.
Player: What would be able to kill so many Nightrunners?
Gabe: Ask Frank that.
campfire_bragging:
Ethan: Ladies, ladies... please. It wasn’t that bad. I mean... it was.
But it wasn’t as scary as it sounds. Maybe for regular people it would be…
Yes, there were at least four, five virals for each of us.
Woman 1: And how many of you were there?
Ethan: Just three. But we, the peacekeepers…
Woman 3: I thought you said four-five for each of you...
Ethan: It’s never about the quantity with us, it’s about the quality!
Not just when it comes to fighting, I must add.
Careful selection process, rigorous training, battle experience.
We’re no greenhorns, ladies. You're all really lucky here at the Bazaar that we came to protect you.
There, at the old mall where it all happen…
There were civilians there, ladies. Yes, civilians.
That’s why we decided to act even though the odds were against us.
The commander told us over the radio to wait for the backup.
"Wait, you fools. You’re outnumbered." Because we were.
We were outnumbered. Eight soldiers were on their way. The whole squad... But no... we didn't wait.
Not us... not me.
Among the civilians, there were two kids. Twins, can you believe that?
And I heard their crying from inside.
Woman 2: I know these twins. They've survived.
But their parents didn't survive, did they?
Ethan: I couldn't just stand and wait. There were people there who needed saving. They... they counted on us.
Woman 1: What where they doing there?
Ethan: I'm not here to ask questions. All I know, their UV lamps broke down and…
well... it all went to hell from there…
Moments later, they were all trapped in the mall, surrouned by virals.
Miss, let me ask you a question.
Would I be standing here, in front of you, telling this story, if they didn't survive?
No, I wouldn’t. I wouldn’t…
Because the only reason why those people would have not be saved is if we had failed.
Failure means death.
We had to run fast. There were only three of us.
Two grabbed the kids, the third one was fighting and…
As I said... failure means death. That’s what’s at stake for us.
You heard that right, ladies, you heard that right.
We risk our lives everyday. Every day can be my last day.
And all that, to protect you... And you... And you honey... And him - too…
Aha. Yes, that’s right, ladies. We do this for you.
But I’m not complaining. This is what I was born to do. This is what I was trained for.
Woman 1: Were you scared?
Ethan: Was I scared... was I scared? What do you think, miss?
Of course I was scared. Only an insane person wouldn’t be scared.
Once you’re there, surrounded by these creatures, you know that any other person, anyone else in your position, would have died.
Any other, less skilled, less experienced person–
Woman 1: Oh...
Ethan: Listen, lady... It was six or seven virals for each one of us–
Oh, it was all happening so fast.
At this point, miss, you don’t count the bodies. You count on yourself.
Yeah, you heard that right. You count on yourself and your comrade-in-arms.
Oh, and they count on me. They counted on me so many times.
Sometimes I wonder... did I chose the right path? I mean... every day can be my last.
Today I’m here, talking with you, lovely ladies, and it’s... it’s…
It’s so beautiful and pure and... pleasant.
But tomorrow a civilian can be in danger and I... I’ll just go out there again…
...and do what I’m supposed to do. Serve, protect and fight. Defend the weak.
I mean... think about it, ladies, tomorrow can easily be my last day.
Yeah. So…
Any plans for the rest of the evening?
Woman 1: I could... are you hungry? I could cook something for you.
Ethan: Ahh... a home cooked meal before going off to war again.
Woman 2: As I said... I know this family. There's really nothing you could've done for twins' parents?
Ethan: Uhm... well... no. As I said…
Woman 2: Yeah. But the twins told me their parents hid in the old pet shop, hoping you would return...
Ethan: The pet shop? What? I mean…
Woman 2: Since you found them in the outdoor equipment store, and...
Ethan: Miss, miss, please. Who cares about minor details?
Woman 2: I just wonder if...
Ethan: And I wonder if it's dinner time!
Shall we?
Woman 2: He wasn't even there! I heard the whole story--
Fake news!
REMOVED STORYTELLERS:
A list of all storytellers that have prefabs, but are unused and have their dialogue files removed.
storyteller_zombie_kill_of_the_week
storyteller_who_is_who
storyteller_toilet_paper_hoarder
storyteller_the_ignorance
storyteller_tag_war
storyteller_stealth_challenge
storyteller_run_or_die
storyteller_protector
storyteller_whatgoesup
storyteller_thescrub
storyteller_suitmakestheman
storyteller_retrieval
storyteller_parkour
storyteller_mathematics
storyteller_bitten
storyteller_armyofrats
storyteller_abandoned
storyteller_jumper
storyteller_waltzpeople
storyteller_used_to_be_a_runner
storyteller_paranoid_preppers_will_prepp
storyteller_overly_attached_girlfriend
storyteller_not_enjoying_the_chase
storyteller_letter
storyteller_hair_collector
storyteller_good_samaritan_trapped
storyteller_evolution_theorist
storyteller_doubtful_pk_officer
storyteller_dive_bar
storyteller_cannibals
storyteller_music_club_trap
chatterscene_about_colonel_island:
Scav 01: What're we doing here when we could be on the island?
Scav 02: The Colonel's island?
Scav 01: Yeah. He's the man. Since he controls the dam, he's got the city by its watery balls!
Scav 02: Yeah, but don't that make him and his people a target?
Scav 01: We all got targets on our back, dude.
But we could be on an island with our targets behind the walls of a fortress.
Scav 02: I dunno. That just sounds cramped to me.
Scav 01: You, my friend, lack imagination.
When you're screwed no matter what you do, you have nothing to lose by making a choice.
Standing there, shaking in your boots ain't doing no one no good.
chatterscene_angels:
Scav Woman 01: How do I look? Do you think I'm ready to meet them?
Scav 02: Meet who?
Scav Woman 01: The angels. I... I heard whispers. They're ready for me.
Scav 02: Er, what angels?
Scav Woman 01: The night angels.
Scav 02: What, what? The infected? Those are NOT angels. They're monsters!
Scav Woman 01: Oh, but that's just a disguise. To test us.
I have seen past the disguise. And tonight, I will join the angels.
Scav 02: Okay, that's fucked. You need help. Like, you really need help.
Scav Woman 01: Disbelieve if you wish. But remember, they only devour those who fail to see their glory!
chatterscene_dinner_parties:
Scav Woman 01: I miss dinner parties.
Scav Woman 02: Then you're in the wrong social circles.
Scav Woman 01: How so?
Scav Woman 02: The PK suppliers are all about the old ways, like dinner parties.
Scav Woman 01: I didn't imagine. How do you know? Have you been to one of these dinner parties?
Scav Woman 02: No. I wish. But I've been privy to whispers.
Where there's a concentration of wealth, there are secret societies. Wheels within wheels, dear.
Scav Woman 01: Hmmm... don't know if I believe you, if that's the case. But I want to believe.
Even if I couldn't attend one, I want to think dinner parties still happen.
The wine. The lively conversation. Fancy dress. Ahhhh... those were the days!
chatterscene_pregnancy:
Scav Woman 01: Joanna... I--I need your help.
Scav Woman 02: What's wrong, Kallie?
Scav Woman 01: I think... I think I'm pregnant.
Scav Woman 02: That's wonderful!
Scav Woman 01: No. It's not. A baby? In this world? I can't!
Scav Woman 02: Nonsense. Yes, the world has... changed. But one day, it will change back.
And we'll need all the children we can get!
Scav Woman 01: I... see what you mean. But, I'll have to think about it. Meanwhile, not a word to anyone. Please!
chatterscene_smells:
Scav 01: You know what I miss the most?
Scav 02: Video peep booths?
Scav 01: Perv. I'm talking about smells.
Scav 02: Like I said--
Scav 01: Shut the hell up and listen.
The world smelled so much better then: bread baking in the oven, perfume and cologne, a freshly mowed lawn, movie theater popcorn…
Now it's all piss and shit and rot. The entire world smells like an emergency room.
But without even that underlying disinfectant smell.
chatterscene_stashes:
Scav 01: I'm so fucking tired of having nothing.
Scav 02: That's the only thing there's a lot of around here: nothing.
Scav 01: It doesn't have to be that way. I hear the city's full of secret stashes of valuable items.
Scav 02: Yeah, I hear the Loch Ness Monster is somewhere out there, too. It's infected, too.
Scav 01: No, I'm serious. If we could get our hands on something, anything, at least we wouldn't have nothing.
Don't you want a better life?
Scav 02: Look, this place was a shithole before this all came down.
There's nothing out there. And certainly nothing worth risking our lives for.
I want to live. A wild goose chase among the infected doesn't sound like a way to continue living.
chatterscene_kids_about_wall:
Faction Kid 01: I was at the wall the other day. You know, by the Dark Forest.
Faction Kid 02: For real?
Faction Kid 01: For real. I touched it, even. Hank dared me to.
Faction Kid 02: You coulda gotten killed!
Faction Kid 01: It's a wall? What can a wall do?
Faction Kid 02: If that area wasn't dangerous, it wouldn't be off limits. Which it is!
Faction Kid 01: Ah, yer just chicken.
Faction Kid 02: Bite me, Parker. Bite me.
chatterscene_shewolf:
Canteen Survivor 01: What do you know about She-Wolf?
Canteen Survivor 02: That she's earned her name many times over.
Canteen Survivor 01: Yeah, but how? Where'd she come from?
Canteen Survivor 02: Who cares? As long as she protects us.
Canteen Survivor 01: Isn't that what the Peacekeepers are for?
Canteen Survivor 02: Please. They're the local donut-dunkin' police. She's the army.
She's got our back against the outside world. Beyond the infected.
Canteen Survivor 01: Jesus. I hadn't thought of that.
Things are so bad in the City, I hardly think of the outside world anymore.
Canteen Survivor 02: You got She-Wolf to thank for that luxury.
chatterscene_who_is_in_charge:
Canteen Survivor 02: Ever wonder who's in charge here?
Canteen Survivor 01: No. It's obvious. Rainer and Matt. The Colonel on his island. She-Wolf in the castle.
Canteen Survivor 02: Yeah, but who's in charge of them?
Canteen Survivor 01: What do you mean?
Canteen Survivor 02: Everybody's someone's puppet. We're their puppets. But who's their puppet masters?
And the puppet masters above them?
I see strings going up and up and up!
Canteen Survivor 01: Then stop looking at the strings, man. You don't wanna get tangled 'n strangled by them.
Life's hard enough as it is without lookin for trouble.
chatterscene_beatdown_cops:
Canteen Survivor 01: Something's gotta be done about these Peacekeepers.
Canteen Survivor 02: Why do you say that?
Canteen Survivor 01: They're getting out of control. They've gone from beat cops to beatdown cops.
Canteen Survivor 02: Hey. They're just trying to maintain control.
Canteen Survivor 01: Maintain control? Please. Since when is a public execution for stealing "maintaining control"?
Canteen Survivor 02: Look, they have to make some examples. Even harsh examples. Or things could fall apart.
Canteen Survivor 01: You idiot. It's already all fallen apart! They're just stoking more fear in a time already soaked in fear.
And that, my oblivious friend, is fighting fire with napalm.
chatterscene_favorite_music:
Canteen Survivor 01: So, what's your favorite kinda music?
Canteen Survivor 02: I liked all kinds.
Canteen Survivor 01: Yeah, but if you had to pick one. What'd it be? Metal for me. Love me some headbanging.
Canteen Survivor 02: Okay. I like it funky, I guess. Bass grooves. Party music.
Canteen Survivor 01: None of that anymore.
Canteen Survivor 02: I know. These maybe funky times, but not musically.
chatterscene_giant_bunker:
Canteen Survivor 01: I heard it's a giant bunker, like miles underground.
Canteen Survivor 02: No way.
Canteen Survivor 01: Yeah, and like, all the politicians and government types fled down there when everything went sideways.
Food and water and everything you could ever want, enough to last for years or decades, even.
angry
Canteen Survivor 02: It figures all the world leaders would totally bail when the real shitshow starts;
Running off and hiding in their super shelter while the rest of us are left to deal with the mess they caused in the first place.
Canteen Survivor 01: Can you imagine it though? Just living it up without a worry in the world?
Canteen Survivor 02: Fuck 'em. I hope they choke on their canned caviar or whatever they eat down there.
chatterscene_infected_kids:
Faction Kid 01: Have you noticed that no one talks about infected kids much?
Faction Kid 02: I guess.
Faction Kid 01: You know why? I heard from Raul, who heard it from his father's best friend, who's a Peacekeeper, that there aren't any infecteds that're kids.
halting voice
Faction Kid 02: Isn't that a good thing?
tone of a spooky campfire story
Faction Kid 01: Depends on why. Raul's father's Peacekeeper friend says its cuz they don't infect kids.
They feed off of them, like cattle or livestock.
Keep 'em in basements and pens for when they're hungry during the day.
Faction Kid 02: You're lying. Stop trying to scare me.
Faction Kid 01: I'm just telling you what the adults don't want you to know. So you'll be extra careful. I'm doing you a favor.
sniffling, starting to whimper
Faction Kid 02: It... it doesn't feel like it.
chatterscene_joining_pks:
determined
Faction Survivor Son 01: You can't stop me, Dad. I'm joining the Peacekeepers.
Canteen Survivor 01: I don't have to stop you. They will. You're too young.
Faction Survivor Son 01: I'm not. I've seen kids younger than me join.
Canteen Survivor 01: I doubt it. But even if you did, why would you?
You've seen what they do. How they treat people.
Faction Survivor Son 01: Maybe. But people treat them with respect. And that's more than I get around here.
Canteen Survivor 01: Nonsense. Not only do your mother and I respect you, we love you.
If you feel held back sometimes, well, maybe that's just because we're being overprotective.
Faction Survivor Son 01: I'm old enough to protect myself, Dad. And to protect others. So I'm joining the Peacekeepers.
Pretty soon, I'll be protecting you and Mom.
chatterscene_more_pks:
Canteen Survivor Woman 01: Is it me, or does it seem like there are a lot more Peacekeepers than there used to be?
Canteen Survivor Woman 02: Oh, I've definitely noticed.
Canteen Survivor Woman 01: That makes me nervous. Are that many people enlisting? Is there some danger brewing we don't know about?
Canteen Survivor Woman 02: Maybe they're the danger. Growing in numbers to increase their control over the City. Over all of us.
Canteen Survivor Woman 01: What would they need more control of? Not much we can do without their say-so anyway.
Canteen Survivor Woman 02: Oh, anyone with power wants more power. Just because it's... more.
Canteen Survivor Woman 01: Well, if everyone becomes a Peacekeeper, then who will be left for them to control?
chatterscene_pks_about_commander:
Faction PK 01: Okay. Quiz. Matt: a bastard or a huge bastard?
Faction PK 02: Are you drunk? If the Commander hears you talking like that–
makes gameshow buzz/wrong answer sound
Faction PK 01: Wrong answer. The right answer was C, humongous bastard!
Faction PK 02: Shut your mouth, Wes. You'll get us both in trouble. And besides, you didn't say there was a third choice.
Faction PK 01: Ah ha! So you agree!
Faction PK 02: You must be drunk. Tell you what, let's hit the pub so I can catch up with you.
Then maybe I'll be in the mood to play your risky, game.
Faction PK 01: That's what I wanted to hear. Let's do it!
chatterscene_pks_about_pizza:
Faction PK 01: What I wouldn't give for a pizza!
Faction PK 02: What're you talking about? You can still get a pizza.
Faction PK 01: Gimme a break.
What passes for pizza these days is just a ketchup crisp with a bit of moldy cheese and mouse meat on top!
I'm talking a real pizza pie. Sauce from fresh tomatoes. Mozzarella cheese. Spicy Italian sausage.
Faction PK 02: Stop. You're making me hungry.
Faction PK 01: You and me both.
Faction PK 02: I'm gonna go grab some street tacos in a minute. You wanna come?
Faction PK 01: Nah. I got pizza on the brain. I'd be too disappointed.
chatterscene_pks_about_x13:
Faction PK 01: Something called X-13. Know anything?
Faction PK 02: Some top secret military installation, I think. Why do you ask?
Faction PK 01: I heard the Commander talking to someone. The phrase X-13 popped out but I couldn't make out much else.
Faction PK 02: From what I hear, it's hooked up to an orbital weapons system. Apparently went offline when shit came down.
Faction PK 01: Where is it?
Faction PK 02: That's the problem. No one's quite sure.
But whoever finds it, and brings it back online, can rain hellfire down on whoever they want.
Faction PK 01: No wonder. The Commander's probably looking for it.
Faction PK 02: No doubt. And he's a resourceful man. So I suggest you stay on his good side. Just in case.
chatterscene_resourceful_guy:
Canteen Survivor Woman 01: Hey, are you Barton?
Canteen Survivor 03: At your service.
Canteen Survivor Woman 01: The one who can get things from anywhere in the city? Hard to get items?
Canteen Survivor 03: I have been described as... resourceful.
Canteen Survivor Woman 01: That's why I'm here. Why don't you buy a round and we can talk business?
Canteen Survivor 03: Wait. You're looking to hire me but I'm buyin'?
Canteen Survivor Woman 01: Think of it as a business development expense. What I want and what I'm offering to pay for it?
You won't get thirsty again for a year.
Canteen Survivor 03: I'm intrigued. That calls for a toast.
chatterscene_rocket_launch:
Canteen Survivor 04: What're you looking at?
Canteen Survivor Woman 01: A rocket launch.
Canteen Survivor 04: Wait, what? The sky is empty. Besides, there haven't been rockets in years.
Canteen Survivor Woman 01: I know. But as a girl, I loved watching rocket launches. All the fire! Wooooossshhhh!! The rocket races into the sky!
I still see 'em when I look up into the sky sometimes. It's only in my head, but I can still see the fiery trails.
Canteen Survivor 04: Hmph. Sounds nice. But don't get lost in space. A lot going on down on the ground these days.
Canteen Survivor Woman 01: Don't I know it. Can you blame me if I'd rather be up there?
chatterscene_waltz_people_looking_for_aiden4:
(This dialogue was never translated out of Polish. I have used Google Translate for this.)
Bazaar Man 01: Did you come back? And what? It worked? How long have you been away?
Bazaar Man 02: Too long. What's going on here?
Bazaar Man 01: Are you talking about Jack or the blue ones?
Bazaar Man 02: That's also a weird thing. Some guy just tried to push antizine on me.
Bazaar Man 01: What?
Bazaar Man 02: 5 vials.
Bazaar Man 01: Fortune. Where did you get it?
Bazaar Man 02: It's not like that. I think he was looking for someone. One that doesn't have a biomarker?
Bazaar Man 01: Ah, that's the point. Come over tonight and we'll talk. And grab a snack.
Bazaar Man 02: Are you distilling again?
Bazaar Man 01: You have to drink something, and water is like medicine.
List of removed chatterscenes:
chatterscene_about_nightrunners_gpl
chatterscene_bazaarians_at_bazaar1_gpl
chatterscene_bazaarians_at_bazaar2_gpl
chatterscene_bazaarians_at_bazaar3_gpl
chatterscene_big_cities_gpl
chatterscene_cheating_gpl
chatterscene_decency_gpl
chatterscene_easter_island_gpl
chatterscene_infected_can_fly_gpl
chatterscene_jewelry_gpl
chatterscene_king_of_headshots_gpl
chatterscene_love_money_gpl
chatterscene_medicine_for_sister_gpl
chatterscene_monsters_gpl
chatterscene_no_such_thing_as_infected_gpl
chatterscene_oasis_gpl
chatterscene_pks_about_jack_and_juan_gpl
chatterscene_pressure_building_gpl
chatterscene_scav_and_renegade_gpl
chatterscene_super_weapon_gpl
chatterscene_the_ocean_gpl
chatterscene_trust_no_one_gpl
chatterscene_waiting_for_a_taxi_gpl
BARKS:
"BRK_Scav_M_A_Idle_Walking_00" = "New day, new chance."
"BRK_Scav_M_A_Idle_Walking_01" = "The faster we go, the more we'll do."
"BRK_Scav_M_A_Idle_Walking_02" = "At least it spins..."
"BRK_Scav_M_A_Idle_Walking_03" = "Day is ending."
"BRK_Scav_M_A_Idle_Walking_04" = "Another day behind us."
These were untranslated out of Polish, I used Google Translate for this:
"BRK_PK_M_A_Chase_PlayerLost_00" = "Shit, he's gone."
"BRK_PK_M_A_Chase_PlayerLost_01" = "Where is he."
"BRK_PK_M_A_Chase_PlayerLost_02" = "But she fucked up."
"BRK_PK_M_A_Chase_PlayerLost_03" = "He messed up."
"BRK_PK_M_A_Chase_PlayerLost_04" = "He's not here."
"BRK_PK_M_A_Chase_PlayerLost_05" = "I can't see him."
"BRK_PK_M_A_Chase_PlayerLost_06" = "It's dark already."
"BRK_PK_M_A_Chase_PlayerLost_07" = "We're coming back."
"BRK_PK_M_A_Chase_PlayerLost_08" = "It doesn't make sense, we're back."
"BRK_PK_M_A_Chase_PlayerLost_09" = "the night is coming. Retreat."
"BRK_PK_M_A_Chase_PlayerLost_10" = "He fucked up."
"BRK_PK_M_A_Chase_PlayerLost_11" = "And shit. There is no type."
"BRK_PK_M_A_Chase_PlayerLost_12" = "Eh, the motherfucker is gone."
"BRK_PK_M_A_Chase_PlayerLost_13" = "Gentlemen, retreat. The night is coming."
TestmapStorySystemAtlasDlgWorldchanges:
Amanda: I am here to help you way how the world looks. Choose your option. You have one chance.
PLAYER CHOICE: PK / Scavs / Free People
Player: I would like to give this place to PKs.
Amanda: Sure. Look what will happen behind my back.
Player: I would like to give this place to Scavengers.
Amanda: Sure. Look what will happen behind my back.
Player: I would like to give this place to Free People.
Amanda: Sure. Look what will happen behind my back.
TestmapStorySystemAtlasDlgRacer:
Ari: Hey, you are finally here. I have challenge for you. Are you interested?
PLAYER CHOICE: Maybe later / Sure
Player: Yeah.
Ari: Okay, listen up. I'm sure you can see these smoke signlas. Try to reach them all under 10 seconds. Start in Checkpoint.
Player: Let's do this!
Ari: If you fail, enter Trigger again. I'll be watching you from roofs.
Ari: Whoa! That was something. Nice job!
TestmapToudi:
Albert: {sneezes} Do you want to play Magic the gathering with us? {grim smile didascalia}
PLAYER CHOICE: Sure / Always! / I was born ready
Unused Encounter Dialogue:
Some of the unused encounter dialogue seems like alternate versions of retail dialogue, with minor differences.
enc_pk_bandit_cought_01.sloc:
PK: You're finished, sweetcheeks.
That was your last hurrah.
The Wild West outlaw days are over.
There's gonna be law and order around here now.
Hello? Base? Caught another bandit.
enc_pk_crime_scene_01.sloc:
PK 01: Base? Got two bodies here. Heads have been lopped off!
Radio Voice: See if you can tell who they were.
PK leans over the first body.
PK 01: Nothing really stands out... except the lack of a head.
to self
PK 01: Run-of-the-mill locals.
Leans over the other body
walks up to the first head.
to self
PK 01: You won't be telling me anything, will you?
After examining the second head, he speaks over the radio
PK 01: Base? So, uh, yeah, someone chopped their heads off with a machete.
Machete's still lying here.
Pause
Looks like Renegade handiwork.
I'll look around a bit more.
After these words, he goes to the first body again - animation loop.
enc_pk_firstaid_01.sloc:
reassuring
PK 01: There, there... relax.
I know it hurts.
If I don't bandage it, it'll get infected.
You lost your foot. Do you understand?
enc_pk_newspaper_01.sloc:
PK 1: Fascinating.
PK 2: No way.
PK 1: Incredible.
PK 2: Had no idea that was even possible…
PK 1: Very... educational. Wouldn't you say?
Wonder how old she is now.
Grimacing
PK 2: Seriously?!
PK 1: Well, yeah. So what?
PK 2: Shit for brains! Less thinking and more looking!
PK 1: And bend over, head to the ground…
PK 2: Give it a rest…
PK 1: Could you flip back two pages for a sec?
PK 2: No.
PK 1: It's two fucking pages. How tough can that be?
I must say, I do miss that.
Uncertain
PK 2: Miss what, exactly?
Haughty
PK 1: Precisely what we see here: culture, refinement, taste…
PK 2: Soap?
delighting in the picture
PK 1: That also... Just behold that lingerie... Such delicate lace, such ruffles.
smacks lips in delight
PK 1: Delectable.
PK 2: Girl like that must smell real nice.
PK 1: So, what... people used to buy these and... look at 'em?
PK 2: Disgusting.
PK 1: Repulsive.
PK 2: Jesus wept!!
PK 1: So, then... one more time from the start?
PK 2: Yeah.
enc_scene_after_fight_bandits_vs_renegades_01.sloc:
PK 01: I don't believe it…
We nearly landed in here as well... damn it.
PK 02: The motherfuckers must have made an ambush.
PK 01: How did they know our people would be here?
I think we need to have a chat with the kid who joined us recently.
PK 02: You think he set us up?
one of them sits down
PK 02: When we come back, we'll put him in order.
PK 01: What a slaughter.
Goodbye…
when they carry a body
PK 02: Uhh... He liked to eat, huh?...
PK 01: And I told him: sweet stuff only on Saturdays…
I don't know how much more I can take it.
PK 02: Hey, I know they were your buddies, and mine as well.
one of them sits down
PK 02: Now we can rest.
enc_scene_after_fight_biters_01.sloc:
PK 02: Boy, this corpse stinks…
PK 01: You won't feel anything soon.
PK 02: But it's gonna take a whole day.
PK 01: You'll see, soon it won't matter to you.
PK 02: I don't think so.
one of them sits down
PK 02: I don't know how long I will go on…
Sometimes I just want to... stop fighting.
PK 01: Stop talking that crap! You have a family, man.
Will you leave them alone to their fate?
PK 02: I'm just tired... Fucking tired…
What do you reckon, do biters think?
PK 01: For sure.
PK 02: Seriously?
PK 01: They keep thinking about how to fucking bite us.
one of them sits down
PK 02: One of them attacked me once, but suddenly... it stopped.
It looked into my eyes.
And I thought I saw a trace of a man in there.
PK 01: And then what happened?
PK 02: After a moment, it pounced on me and I had to cut its fucking head off.
I don't know…
enc_scene_arrested_wall_gen_01.sloc:
(This dialogue was never translated from Polish, I translated it myself using Google Translate.)
Bandit 01: Do you like such fun?
PK 01: You're in, sweetheart.
This was your last thief.
The wild west is over.
Bandit 01: But cowboy! Captured a guy without a weapon... There's a promotion for that, isn't it?
PK 01: Now there will be order and law here.
Bandit 01: You're new, huh? You seem to be out of control of the situation.
Or would you choose something, eh? Some pretty crystal for the girl? And let's forget about the case, shall we?
Whore…
Let me go what I did to you.
I got. Let go, I say.
PK 01: Hello? Base? I caught another gangster.
Legs wider!
Composure!
Do you remember the one who robbed shopkeepers at the bazaar? I have it.
Bandit 01: What do you mean?
Man, what bandit?
PK 01: Come quickly, because it's really pissing me off.
Bandit 01: Are you crazy? Let go!
PK 01: Feel like robbing your buddies at the Bazaar?
What did you think they wouldn't notice?
Well, I noticed.
And if I notice, you're fucked.
Bandit 01: If I say it's not worth it, will you let me go?
PK 01: Base, this is McCormack. I caught a thief in the act...
Bandit 01: - Michael? Little Michel McCormack? It's you..?
PK 01: God... Bobby?
How you've grown. You don't even know how ashamed I am right now...
Bandit 01: Do you remember my sisters? My parents are dead... I want to give them some light on this shit…
PK 01: ...why are you doing this, Bobby?
Bobby, what have you done...
Bandit 01: Michael. Please let me out. Nobody will know.
PK 01: You know I can not.
enc_scene_fixing_car_no_slots.sloc:
PK Behind Wheel: Telling you, it's the valvetrain.
Maybe you checked wrong? Lemme look.
What rain, been bone fuckin' dry lately.
Widzieliście, jak się kapral uwziął na młodego?
Najpierw chcą, żeby się gówniarze zgłaszali na służbę, a potem ich gnoją.
No to za pyskowanie może pompować.
Ale on go dzisiaj wysłał do asysty przy czyszczeniu ulicy.
Młodego. Jeszcze przed szkoleniem bojowym.
Niby z losowania.
Jak jeszcze raz coś takiego zrobi, to ja chyba do kogoś z tym pójdę.
Mówię ci, że to rozrząd.
Może źle sprawdziłeś? Ja sprawdzę.
Pomyśl - znajdujemy furę i jeszcze wracamy nią do bazy. To byłaby jazda!
Przecież ostatnio prawie nie pada.
PK Standing: Know how long this thing's been rustin' out here in the rain? Fifteen-plus years!
Hey! Get outta here!
Find somewhere else to loiter, alright?
Aiden! Sorry, man, we're busy.
Uwziął jak uwziął.
Jakby mi ktoś tak pyskował…
Ale jednak trochę dziwne, nie?
Ja bym to rozmontował.
Słyszysz? Rozebrał na części i zabrał do bazy!
Kompletnie wam odbiło!
Wiesz ile to tu gniło na deszczu? Dobre piętnaście lat!
Nie chce mi się z tobą gadać.
I dlatego się nauczyłeś?
A, i wtedy się nauczyłeś?
To kiedy się nauczyłeś?
A ty z czego się śmiejesz? Tylko go zachęcasz!
PK under car: Checked the fuckin' valvetrain already.
Don't even!
We do it my way. Somethings gotta be done right, dammit.
Now start 'er up.
Fuck.
Ty się ciesz, Vic, że ciebie nie wysłał.
Wiadomo, że dziwne. Pytanie, co my na to poradzimy.
Ta, powodzenia.
Przecież sprawdzałem.
Leż tam!
Sprawdzamy wszystko po kolei, potem ewentualnie wracamy.
Musi być jakiś porządek, cholera.
Dobra, odpal na próbę!
Kurwa.
Moja matka zawsze mnie poniżała, że mam dwie lewe ręce i nie powinienem się tykać techniki.
Nie. Potem poniżała mnie za to samo pierwsza żona.
Nie.
Sprawdź teraz!
enc_scene_fly_kite_01.sloc:
Survivor 01: Hmmm .... Hmmmhmmmmm .... hmmmmm ... hmmmhmmmm ....
Finally one-on-one ... only you and I.
Humming
Survivor 01: Hmmm .... Hmmmhmmmmm .... hmmmmm ... hmmmhmmmm ....
I'm a butterfly …
Humming
enc_survivor_biomarker_not_working_01.sloc:
to the survivor, bossy
PK 01: What's the meaning of this?! Do you not know the law?
Your biomarker should be in perfect working condition, twenty-four seven!
You think you're funny? Maybe you won't after you've spent some time in jail.
over radio
PK 01: Base? Another guy with a red biomarker.
over radio
PK 01: Roger that! Waiting for the unit.
Where are you guys?
Hurry up.
How long are you gonna make me wait?
enc_srv_biomarker_working_01.sloc:
PK 01: The light's out.
SRV 01: Give it another sec.
PK 01: Waited long enough. I'm calling for backup.
SRV 01: Go ahead and call, but it'll be a waste of time. Light's gonna go on any second now.
PK 01: So what, has this happened before?
SRV 01: No. But the Lord watches over me. He wouldn't let anything happen to me.
PK 01: Pff. Sure. Now I'm definitely I'm calling it in.
The Biomarker suddenly starts working.
SRV 01: You see? A sign from above!
enc_surv_funeral_01.sloc:
in an undertone
Survivor: Let him rest in the Truth.
Let him find solace in the Truth.
Let the Truth be his beacon.
Let him live forever in the Truth.
Priest: Lord of life and death,
accept this child into thy realm,
a child which - according to your mysterious plan -
has departed from us and is eager to be with you.
May your heavenly domain
prevent him from knowing hunger, cold or persecution.
May he spend eternal life in the Ultimate Truth.
The Truth shall save us. The Truth shall set us free.
Survivor: The Truth shall save us. The Truth shall set us free.
in a singing tone
Priest: Our Dear Lord, we return Thomas to you.
May his infection-weary body find peace in its return to nature, and his soul never suffer another such degradation.
Our Lord, we know this loss is part of your plan. We humbly await the arrival of our Savior.
The Truth shall save us, the True Believers.
Survivor: The Truth shall save us, the True Believers.
suddenly one lady starts to cry
another survivor helps her
enc_surv_funeral_02.sloc:
in a singing tone
Priest: Lord of life and death,
accept this child into thy realm,
a child which - according to your mysterious plan -
has departed from us and is eager to be with you.
May your heavenly domain
prevent him from knowing hunger, cold or persecution.
May he spend eternal life in the Ultimate Truth.
The Truth shall save us. The Truth shall set us free.
Survivor: The Truth shall save us. The Truth shall set us free.
Priest: Our Dear Lord, we return Thomas to you.
May his infection-weary body find peace in its return to nature, and his soul never suffer another such degradation.
suddenly one lady starts to cry
another survivor helps her
Priest: Our Lord, we know this loss is part of your plan. We humbly await the arrival of our Savior.
The Truth shall save us, the True Believers.
Survivor: The Truth shall save us, the True Believers.
enc_surv_kite_01.sloc:
humming
SRV 01: Hmmm .... Hmmmhmmmmm .... hmmmmm ... hmmmhmmmm ....
I'm a butterfly …
humming
SRV 01: Hmmm .... Hmmmhmmmmm .... hmmmmm ... hmmmhmmmm ....
Finally one-on-one ... only you and I.
Gaas1_barks.sloc:
(Unused harper dialogue.)
BRK_gaas1_agent_bounty_done_01:
Pshaw! I knew you had it in you.
BRK_gaas1_agent_bounty_done_02:
Back in one piece I see. Not a nibble on ya!
BRK_gaas1_agent_bounty_done_03:
Aren't you the pro? Well done, my friend!
BRK_gaas1_agent_bounty_taken_01:
Your head in the game? Better not go out there if it's not.
BRK_gaas1_agent_bounty_taken_02:
Watch yourself out there, ya hear?
BRK_gaas1_agent_bounty_taken_03:
Big strapping lunk like you? This'll be a piece of cake.
BRK_gaas1_agent_bounty_taken_04:
Don't push yourself too hard. I need you alive to bring back those samples.
BRK_gaas1_agent_bounty_weekly_01:
I'm making some headway but I need more samples. If you can hack it, I think we'll get more insight into where these newbies are coming from. Whattaya think?
BRK_gaas1_agent_bounty_weekly_02:
The special infected you got those samples from? I've seen something like this before in GRE labs long ago. I was afraid of this. Now that the power's on, the holding tanks in the old labs have opened up and released new infected. How could they have stayed alive for so long? Ready for more bad news? I also heard a rumor about a strange place where volatiles are gathering, as if they're being drawn there by something. We should check that out. Might be related to everything else that's going on.
BRK_gaas1_agent_bounty_weekly_03:
All right sunshine, get ready for a dark cloud. Since I saw you last, I checked out a few of these newly-opened GRE labs. Almost bought the farm in one of them. I can't even describe the monstrocity I encountered there. It was... nah, I tell you and I'll lose my lunch. But trust me, if we don't get rid of him, people are going to die, like, more horribly than they already do on an average day. You're the hero... mind if I leave it to you to deal with that thing?
BRK_gaas1_agent_mission_start_01:
Careful out there... you're about to face Hell on Earth with a side of violent death. Watch your ass!
BRK_gaas1_agent_mission_start_02:
You gotta take the whole thing down, man. Get in there ... burn the sucker to the ground. I got faith in you!
BRK_gaas1_agent_shop_enter_01:
Wanna do some business?
BRK_gaas1_agent_shop_enter_02:
You gonna buy something or what?
BRK_gaas1_agent_shop_enter_03:
Let's see if we can make a deal here.
BRK_gaas1_agent_shop_enter_04:
Interested in anything in particular?
Elyseum, referred to in the files as r05 or region 5, was an exclusive area of The City. With the districts being considerably more wealthy than other regions. Elyseum is most popularly known by the player base as the location that was shown off in E3 2018, but a lot of information about it has been left in the files that isn’t as known.
Tooltips about Elyseum’s districts:
Herrington:
One of the oldest neighborhoods in Villedor, Herrington was spared by the Linden Fire. Most of it is now flooded. It's now a habitat for a wide variety of creatures, such as birds, frogs, rats and more.
Bastion:
On the border of the upscale Opera neighborhood, Bastion is dominated by the big army base at its center. It used to be the HQ of the local army and a NATO command center. Now it's controlled by bandits.
Old Embers:
Old Embers used to be a warehouse district. It was also home to many day laborers, hotel workers, hookers, travelling salesmen, etc. Most importantly, this is where the Great Linden fire, which ravaged the city in 1772, started.
Opera:
Opera was once an exclusive neighborhood. Rebuilt after the Great Linden Fire, it was a high-end shopping district. Its once-posh shopfronts have all been defaced and its alleys are littered with corpses. Only bandits live there now.
Ward's Point:
Ward's Point used to be the least populated area on Elyseum. It feels like the outskirts of a prosperous city.
It’s most likely that St Igor’s Cathedral, where the Breaking Point/Revenge side quest would play out, was in Ward’s Point according to tooltips.
to_arch:
Welcome, esteemed guests from all around the world. Welcome to our guide to the Pearl of Europe... the proud city of Villedor!
Are you ready for a voyage filled with thrills and excitement? Then embark upon our journey!
The colossus you see majestically towering before you against a backdrop of clear blue sky is the Triumphal Arch.
Built in 1843, it commemorates the great triumph of King William X over our eastern neighbors, who, at the time, seemed always envious of Villedor’s wealth.
The Arch, erected in the Central Plaza, is an icon of the exclusive nature of the Elyseum District.
In the surrounding area, you'll feast your eyes on glamour and the newest trends in street fashion.
This is also your chance to cross path with popular fashion icons, trend-setters and influencers, as well as Villedor's local prankster-in-chief avant garde artist, John Jambo.
John, who now boasts an online audience of over 20 million followers, chose the Arch as the site for his latest and most daring work: "Ding Dong."
Under the cover of night, Jambo climbed onto the Arch and covered it with a giant flesh-colored canvas which turned the Arch into... a giant penis.
According to John, this was "the biggest dildo in human history."
According to Tymon Smektała Elyseum was cut around 2020, around the time Chris Avellone was fired.
According to leftover quest scripts, Elyseum had 12 airdrop activities. 2 metro station activities. 6 windmill activities. 2 water tower activities. A pumping station. St Igor’s Cathedral. A prison. There are most likely many other landmarks that were present in the region. But it is hard to tell which of the leftover ones are part of Elyseum, or cut from other regions.
The Citadel Region, referred to in the files as r06 or region 6, was a smaller region compared to all others. Strangely, the actual name of this region is not left anywhere in the files. I only call it the Citadel Region, as it’s the region that the Peacekeepers Citadel was seated on.
Orla Castle still has a description for it, but most facts about the region surrounding it are gone. Except for a few prefabs, such as 1 water tower and 1 electrical station.
While of course the Peacekeepers were the main faction residing in this region, it is also known that The Smokers resided in it. Based on this, it may also be safe to assume that the Leisure Center (The Greenhouse that the Smokers wanted) was in R06.
to_castle:
Orla Castle was erected in 1115 on a wooded hill.
It became part of the fortifications meant to protect the inhabitants of Villedor from the Vikings who would invade by way of the river Tursawa.
The Castle survived not only the Scandinavian warriors’ attacks, but also fires, plagues and the world wars.
It is as solid and stubborn as the inhabitants of Villedor themselves.
Today, Orla Castle is one of Villedor’s prime tourist attractions, which each year draws in thousands of visitors.
Who among us has not wanted to feel, just for a moment, like a brave knight or beautiful princess?
Still stirring up emotions are the dungeons, where they imprisoned the most dangerous rogues of their day.
In all the dungeons' centuries of use, only one person managed to escape: Andrew Sarapatha.
This seemingly docile accountant was sentenced to fifteen years of prison for tax fraud.
He had, however, one extraordinary talent: he could talk people to death... sometimes literally!
Thanks to his unbearably wooden and dull tales, he was able to neutralize guard after guard and calmly walk out of the prison.
What became of Andrew Sarapatha remains a mystery to this day.
At an early point in development, Downtown was its own region, before it was cut and repurposed into the Downtown district in the Central Loop. Some of the major Downtown landmarks, such as the Termos buildings, were reused for retail. Although they used to have full fledged interiors. There is still a folder containing over 1000 prototype prefabs for Downtown, with unique bridge designs, many unique buildings, parks, footpaths, etc. There are a few pieces of publicly available concept art for Downtown, showing a very detailed and incredibly vertical city (this aligns with the prefabs). With each building being massive and unique. There are 2 known quests that would have taken place in Downtown, I Want To Disappear and Mehr Licht. Both of the quests involved the Downtown National Bank location.
Region 4 is often referred to in the files as “region_iv”, which is a naming system not used by any other regions. It was a relatively small region based on a mountain area, it had a few open world activities such as electrical substations and possibly a windmill, but this region was mostly there to play a part in the story. It had a few notable locations such as a watermill, rope park, lake, and a few small buildings. It may have been the region that the Communication Center existed in at an earlier point in development.
Images: Some screenshots of the largest leftover region 4 prefab, showing the mountain style of it and some of the notable marked locations.
The Catacombs were an area in the games old prologue that had its own region tied to it, aptly titled “region_catacombs”. The catacombs were a large maze-like area of sewers and historic underground tunnels. Here, Aiden would find Dylan who was presumably injured and had been hiding out in the Catacombs. He would explain to Aiden that he was attacked by Waltz’s men, and then give him instructions on how to enter The City. Waltz’s men would arrive and chase Aiden further through the Catacombs, where Aiden would eventually enter the Bazaar through a hatch in the floor.
There are multiple versions of the Catacombs, both of them differing greatly in size and detail:
Image: A section of “catacombs_a”, the smallest and least developed version.
Image: A section of “catacombs_b”. It’s around twice as big as catacombs_a, and features much more detail.
Image: A section of “catacombs_r01”, which may have been made after catacombs_a.
Image: A section of “catacombs_prologue”, which seems to be largely similar to the sewer section of catacombs_b. It is the location in which Aiden would find Dylan hiding.
Limbo is a mysterious section of the game's map that is mentioned in a few old files. It’s unclear what its exact region name was, but it may have been “region_special”, or possibly the 8th region. It’s mentioned as a location that the player may have got access to after the Downtown section of the game, which was also cut. “Limbo” had a group living in it, with a specific leader. Sadly, that’s all that is known about it.
A cut area of the map that was separate from the other regions. There are a few various references to it throughout files, such as a testmap name and open world audio scripts. Not much is known about this area. However, an old conceptual image of the game’s open world map features a section called “Poor Districts” which may be referring to the same thing as Worker’s District.
Animals:
A notable piece of cut content is the various animals that were planned to be alive in the world. There are many leftovers for these animals, such as the meshes/models/textures for horses, gazelles/deer, herons, alligators, wolves, vultures. Animations were also found for a dog attack quick time event. Implying that the dogs and wolves were planned to be enemies in the open world.
In an update in 2023, Techland removed all textures for these cut animals. Meaning that not only were they invisible, but the dead horse mesh that is used in the retail map became invisible too.
Landmarks:
Many landmarks were cut from the game, but still have remnants left in the files. Some of the notable ones being:
Fire Station:
A fire station, its region unknown. It was the site for the No Dead Left Behind quest.
Police Station:
A police station, it’s unclear which region it resided in. It was a Peacekeeper hub, most likely by default.
Prison:
A prison in R05 (Elyseum), the player could choose whether to give it to the Scavengers or Peacekeepers to be made into a hub. As it was a part of a larger questline involving the Opera.
National Bank:
A bank in the cut Downtown region, a prototype for it still exists, and it matches perfectly with the bank seen in concept art.
Cloth Hall:
A factory building with a unique design, its purpose for quests is unknown.
Solar Power Plant:
A solar power plant that was eventually repurposed into the car factory in retail. It was the site of a quest involving Peacekeepers and Scavengers, and may have been a faction facility.
Elyseum Central Station:
A massive train station in Elyseum, it was the site for the quest “Hunting”. Which marked the beginning of the game's epilogue.
Cemetery:
A sprawling cemetery on the side of a hill, it’s unknown where this location would be and how/if it played into the story at all.
Embassy:
A large building in the Central Loop. According to some old files, it was presumably a part of an important quest in the main story.
Fitness Club:
A classical looking gym building.
Construction Site:
A massive construction site turned into a Peacekeeper hub.
Public Library:
A public library that was turned into a Peacekeeper hub.
Military Base:
A shopping mall in Elyseum that was turned into a military base before/during The Fall. This building was seen in concept art and still has many prefabs relating to it. It was a part of The Man With No Name quest and presumably appeared in quests near the end of the game too.
Modern Gallery:
Eventually repurposed into the Central Loop Art Gallery, the Modern Gallery was slightly different and had a full interior.
Opera:
Although the Opera exists now, the Opera building and its old questline have existed since 2018 and most likely even earlier. The old version of the building, which was seen in E3 2018 and E3 2019, can still be found in the files.
Triumphal Arch:
The most iconic cut landmark for the game. The Triumphal Arch was in Elyseum, and was by default the hub for The Nomads faction. However, choices could cause it to become the Black Market hub.
St Igor’s Cathedral:
A large Cathedral in Elyseum, as part of the Ward’s Point district. It was the main location as part of the cut “Breaking Point” quest.
Power Plant:
A building that was seemingly different from the Solar Power Plant. It was featured in the cut “Blackout” quest.
Sunken City Electrical Station:
Along with all the other cut content for the Sunken City, it also used to feature an electrical substation.
Gazeta Tower:
A unique location in the cut Downtown region.
Scavenger Island:
The main hub for the cut Scavengers faction, in Elyseum. It was a residential block that was sectioned off by canals, the Scavengers created drawbridges to make it impossible for infected to access.
Unnamed Old Villedor Bandit Camp:
An unused and unnamed bandit camp in Old Villedor.
Citadel Region Electrical Station:
An electrical station from the Citadel Region, with a more classical styling than retail’s stations.
Hives:
Hives were a type of Darkzone at an early point in development. They were Darkzones that contained a set of “Gnarls”, sometimes called blobs or hive orbs. The player had to destroy these Gnarls with their melee weapon or explosives, which would open up new passages in parts of the Hive which were covered by flesh walls. Destroying all of the Gnarls in a hive would lower the infected population in the surrounding area. There are also references to something called “Hivebroods” but it’s unclear what they are.
There were a few unique Hives, such as the cut Central Loop Bank Hive.
Saint Joseph’s Hospital also had a Hive in an underground parking garage at an early point in development.
Loot Drones:
An interesting removed open world activity. Loot Drones were present in all regions, and were small mechanical drones that the player would destroy to get loot. These can still be seen in old prefabs.
They were present in Old Villedor, Central Loop, Region 4, Sunken City, and Elyseum.
Impact of choices:
The choices the player made in the story used to impact various parts of the open world such as how characters interacted with you, prices in stores, etc.
vendors_craftmaster_barks.sloc:
Comments on high prices (caused by player choices):
PK Craftmaster: These are the prices I can offer.
Command sets the prices.
The prices reflect the ongoing conflicts here.
Your work is making things difficult for us to sell here.
The prices you see are due to your own actions.
When you stop interfering with our work, I can reduce prices.
Your operations are disrupting our supply chain.
These plans are all I've been authorized to offer.
You should be thankful we're selling to you at all.
These plans don't come cheap to you and your friends.
These prices are what I'm allowed to offer.
Survivor Craftmaster: Your boys in blue are killin' me over here.
Maybe you can ask your friends for better deals elsewhere.
What you see is what you get.
Don't expect anything more from me.
Why don't you go get help from your PK friends?
Oh yeah, I got some real "special" deals for you.
You and your Peacekeeper thugs are forcing me out here.
These are the prices for you PK dogs.
If you want these plans, you better pony up for them.
Don't say I didn't offer to sell these plans to you.
Comments on low prices (caused by player choices):
PK Craftmaster: Plans are getting harder and harder to come by.
Our supply chain is experiencing a bit of a disruption.
It's been a challenge to acquire these plans.
Current prices are a reflection of ongoing conflicts here.
The current difficulties with the area have raised our prices.
Operations in the area are currently experiencing difficulties.
There have been disruptions to the supply chain recently.
We've been forced to raise our prices due to conflicts here.
Our operations here are facing complications.
Until the situation here settles, we've had to raise prices.
Supplies are becoming more scarce these days.
Survivor Craftmaster: Ain't much I can do about the price right now.
This is the best we got.
These aren't bad prices, all things considered.
It's all we can do right now.
These are the best prices I can do at the moment.
I can't offer you any better prices than these.
The way things are right now, I had to raise prices.
I can't sell you these plans any lower.
The PK are makings things tough on me right now.
The Peacekeepers ain't making it easy to stay in business.
Comments on medium prices (caused by player choices):
PK Craftmaster: Your work has been complicating our operations here.
If you can support our cause, I can petition to lower prices.
I cannot reduce prices here until our position has stabilized.
You working with other factions creates a conflict of interest.
We've had to raise our prices due to unrest in the area.
Helping our mission may allow me to reduce our prices here.
The prices will need to stand until we can settle things here.
The more we must do here, the more our prices must increase.
Help our mission and I can reduce the prices on these plans.
If you can aid our cause, I can try to reduce these prices.
You don't help us to price is higher.
Survivor Craftmaster: I'm tryin' to earn a living here, get it?
You understand I'm trying to run a business, right?
I'm trying to run a business, you understand.
Your PK friends sure are making things tough on me.
Those Peacekeepers are running me ragged over here.
It's tough with the PK running things as they are.
Times are tough, you know?
You helping the Peacekeepers ain't doin' me any favors.
I dunno how to run a business with those PK everywhere.
These are the best deals I can offer, things bein' as they are.
This change in dialogue based on choices can also be seen in the storytellers. There was a set of storytellers that could only appear based on which faction you gave the watertower to in Old Villedor. In which certain characters treat you differently based on who you picked. You can find these in the Storytellers chapter.
Along with dialogue and character interactions, player choices could also impact the population of infected in specific areas of The City. This was mostly caused by the Peacekeepers operations to eliminate the infected population. This could be seen in quests such as Devil’s Bridge, where the outcome of the quest would either increase the infected population in that area, or decrease it based on which faction you sided with. Old press kits from 2018 also support this idea, demonstrating that siding with the Peacekeepers in certain quests would push the infected and bandit populations into other districts.
The old hints for Hives also discuss population changes: “Destroying a Hive lowers the population of the Infected which can open new areas. Because it’s safer at night the assortment of Shops in a Region also improves.”
This leads into the unlockable areas based on choice and action. While there is no evidence that certain regions or districts could only be accessed based on choices, as Techland claimed. Some choices in quests may have decreased the infected population or given the player access to new buildings with unique loot.
A certain script also contains descriptions of open world changes from before 2020 that would only happen based on player choice. These are only related to population changes, so they are not representative of all major choices.
-Hunters faction appears in Region 4
-More Smokers appear in the Citadel region
-Monks either disappearing or moving after giving The Prison to a faction
-New enemy appearing in Sunken City
-New enemy appearing after clearing all quarantines
-New enemy appears after letting Untainted grow stimulants in greenhouse
-More trucks appear after letting Scavengers create fuel in greenhouse
Weapons:
Shields:
Shields, belonging to The Peacekeepers, could be seen in the E3 2018 and E3 2019 presentations. They were never used in the final game, although their mesh still exists in the games files. It is almost identical to the one used in Dying Light 1.
Shield concepts could also be seen in some unreleased concept art in old developer screenshots:
Firearms:
The most well known Dying Light 2 firearm is the Scorpio, which was shown off in the E3 2019 presentation. The weapon was never used, but its meshes, textures and functionality still exist in the game's files.
However, this isn’t the only firearm that was planned. A different weapon can be seen in old concept art for the Female Colonel’s Renegades. It seems to be a rifle that fires arrows.
Vehicles:
In retail, the only two vehicles that are seen moving are the Renegade’s truck and the Carnage Hall truck. However, moving vehicles were a thing that could be seen much more often in cut content and concept art. For one, one of The Scavengers’ main focuses was getting vehicles working. Old Techland tweets also claim that helping The Scavengers would give you access to drivable vehicles. Moving vehicles could be seen in the cut Archers questline. The Peacekeepers had a moving truck convoy in the old Assassination quest. While moving vehicles were more prominent in the game's old story, there are no files that support the idea of vehicles that the player could drive. Even though Techland claimed this was the case.
Faction Rewards:
During early development, factions had much clearer and unique objectives. This was reflected in their faction rewards.
FactionHelper("fh_spike_trap", "Peacekeepers" ,1);
FactionHelper("fh_pole_vault", "Scavengers" ,1);
FactionHelper("fh_balanceline", "Scavengers" ,2);
FactionHelper("fh_zipline", "Scavengers", 3);
Scavenger's rewards were focused around parkour and mobility for the player, as that was one of the factions defining features. Peacekeepers, similar to retail, were focused on combat and eliminating infected. Their rewards were focused on this.
Image: A leftover Scavenger Amortizer. This was another one of their faction rewards. With a unique design to boot.
Faction Tokens:
A type of currency that could be seen in some old screenshots. Faction Tokens would be used at vendors as a special way to obtain items. They are sometimes referenced in old unused dialogue:
vendors_craftmaster_barks.sloc:
PK Craftmaster: We're trying to trade more in tokens, if you have any.
I can take cash, trade, or tokens.
If payment is an issue, we also take tokens.
We're more than happy to trade in tokens or barter.
Tokens are preferred, but cash or trade is welcome too.
We'd like to encourage the use of tokens, but it's optional.
We accept cash, tokens, or barter for payment.
Some old files also have tests for faction tokens. Showing that the player could acquire them from the Scavenger quartermaster by trading sugar. And could acquire them from the Peacekeeper quartermaster by trading alcohol.
Faction Rankings:
Old objective files clearly depict a sort of faction ranking system. These files are called “the_citadel.sloc” and “scav_island.sloc”. They depict objectives for the player to gain reputation so they can increase their ranking with the faction. For reference, Peacekeeper “Conscripts” were new members of the faction. Peacekeeper “SpecOps” were heavily armored and combat ready Peacekeepers. And Commanders were the highest ranking members.
The “dispatcher” mentioned in the Scav Island file is Mantis, who gave missions to Scavengers. Specialists were parkour experts, the second highest ranking in the faction. Overseers were the highest ranking members, just below Juan.
The Citadel:
Talk to the Conscript Leader
Talk to the SpecOps Leader
Advance to SpecOps
Advance to Commander
Talk to the Commander
Scav Island:
There's also the Scav Hub to check out. Might be worth my time.
[TEMP] Talk to Guard
Talk with the dispatcher
Talk to the Specialists leader
Advance to the Specialist rank
Talk to one of the overseers
Advance to the Overseer rank
Along with these files, old screenshots, possibly from 2019 or 2020, show a city alignment meter in the hud.
This presumably would have been influenced by player actions and missions, and could have had effects on the way the world looked.
Faction Duties:
Old files show off something called “Faction Duties”. They were small tasks that were presented to the player, a set of 4 for Scavengers and Peacekeepers. These may have affected factors such as faction rank, city alignment, and infected/bandit population.
dutiesscavmockup:
Loot Apartments: Looting apartments for various items for Hubs
Protect Scavenger: Protecting Scavengers from groups of attacking Bandits
Repair Infrastructure: Fixing up hub/windmill areas by connecting power
Barricade Darkzone: Placing wooden barricades on darkzone doors, this would keep infected population indoors
dutiespkmockup:
Find Medicaments: Find medicine for Peacekeeper hubs
Kill Bandits: Attacking bandit outposts, possibly lowered bandit population
Clear Building: Clear buildings of infected, this possibly would have lowered infected population
Loot Apartments: Loot apartments for various items for Hubs
Quartermasters:
Quartermasters were a prominent feature in previous builds of the game. Not only would they supply the player with items, they also provided the player with work and missions. Quartermasters seemingly only appeared in the game after the Old Villedor section, with Peacekeepers and Scavengers having their own quartermasters respectively. The Peacekeepers quartermaster was stationed at The Citadel, and he was called Rotterdam.
The Scavengers quartermaster was stationed at The Scavenger Island, and may have been called Yardbird. However, old dialogue shows that the Scavenger quartermaster was absent and had Ohmann take their place temporarily. Ohmann can be seen in old quests where he would provide the player with jobs, and explain that doing work for people is a great way to build reputation.
Old objectives from cut quests say that quartermasters give out “starting packages” to the player, which likely consisted of basic items to help the player with quests.
The player could also obtain faction tokens by trading sugar or alcohol with quartermasters.
While it appears that Scavengers and Peacekeepers were the only factions with quartermasters, old files also imply that the cut Vampires faction also had a quartermaster.
Bartering:
Along with faction tokens, another form of paying for items at shopkeepers that was removed was bartering. Old dialogue for shopkeepers, some of which was untranslated, shows this. Some shopkeeper dialogue has the shopkeeper urging the player to offer more items, or flatout declining the offer:
"BRK_Shopkeeper_M_A_GoodOffer_00" = "Fair offer."
"BRK_Shopkeeper_M_A_GoodOffer_01" = "We are agreed!"
"BRK_Shopkeeper_M_A_GoodOffer_02" = "It is a sin to refuse such an offer!"
"BRK_Shopkeeper_M_A_GoodOffer_03" = "And I like it!"
"BRK_Shopkeeper_M_A_GoodOffer_04" = "It's a pleasure doing business with you."
"BRK_Shopkeeper_M_A_GoodOffer_05" = "I recommend myself for the future."
"BRK_Shopkeeper_M_A_GoodOffer_06" = "We have it."
"BRK_Shopkeeper_M_A_GoodOffer_07" = "And we got along."
"BRK_Shopkeeper_M_A_GoodOffer_08" = "Elegantly."
"BRK_Shopkeeper_M_A_GoodOffer_09" = "Looks like we've struck a deal."
"BRK_Shopkeeper_M_A_GoodOffer_10" = "I understand that interest."
"BRK_Shopkeeper_M_A_BadOffer_00" = "I will never agree to this!"
"BRK_Shopkeeper_M_A_BadOffer_01" = "This is robbery, not an offer."
"BRK_Shopkeeper_M_A_BadOffer_02" = "No chance."
"BRK_Shopkeeper_M_A_BadOffer_03" = "I think you fell on your head."
"BRK_Shopkeeper_M_A_BadOffer_04" = "No way."
"BRK_Shopkeeper_M_A_BadOffer_05" = "There are no stupid."
"BRK_Shopkeeper_M_A_BadOffer_06" = "If I was sensitive, I'd be offended."
"BRK_Shopkeeper_M_A_BadOffer_07" = "Do you think I'm stupid?"
"BRK_Shopkeeper_M_A_BadOffer_08" = "You think I'm some kind of fool or what?"
"BRK_Shopkeeper_M_A_AlmostThere_00" = "Hmm… I guess you have to add a little more."
"BRK_Shopkeeper_M_A_AlmostThere_01" = "Almost, almost."
"BRK_Shopkeeper_M_A_AlmostThere_02" = "I feel like we'll get along, but you'll have to find better…arguments."
"BRK_Shopkeeper_M_A_AlmostThere_03" = "A little more and we'll make a deal."
"BRK_Shopkeeper_M_A_AlmostThere_04" = "Sorry, but it's still not enough."
"BRK_Shopkeeper_M_A_AlmostThere_05" = "That's still not a fair price."
"BRK_Shopkeeper_M_A_AlmostThere_06" = "Just enough?"
"BRK_Shopkeeper_M_A_AlmostThere_07" = "And anything else?"
"BRK_Shopkeeper_M_A_AlmostThere_08" = "I know you're capable of more."
And then cut craftmaster dialogue telling the player that bartering is acceptable:
PK Craftmaster: We can barter, if that's easier.
I'm allowed to trade for goods, if that's an issue.
I can take cash, trade, or tokens.
If you don't have cash, we're happy to barter.
We're more than happy to trade in tokens or barter.
Infected:
A few files mention names of infected types that no longer exist in the game. Some infected have many alternative names in the files, so it’s unclear whether they are cut or just renamed.
Lurker:
An infected type mentioned in various files. It was capable of grabbing the player's legs from a lying position. And it had male and female variants.
Obstructor:
An infected type mentioned in various files. It somehow involved chemicals, it dropped “Obstructor Glands”, and like other special infected it was sensitive to UV light.
Juggernaut:
An infected type that is mentioned in some old files, all files that it is mentioned in seem to be from an early point in development. It is clear based on these files that it is an old name for the Demolisher, it’s unclear if there were any differences between the two or if it’s just a name change.
Stalker:
An unused type of infected that was added after the game’s release. It was going to be used for the game's second DLC, but it ended up being cut. The infected lived in deep water, and would swim towards the player and drag them into the depths in order to drown them.
Chases:
In retail, the only form of open world chases are the night-time infected chases. However, old files imply that there may have been more forms of chases. For example, old untranslated dialogue lines for Peacekeepers mention “player chases'', where the Peacekeepers are speaking as if they are looking for Aiden. There are other files that mention Peacekeeper chases as an open world activity. There are also files for open world activities mentioning train and boat chases, where the player would have to run after these vehicles for an unknown reason.
Peacekeeper Chase dialogue:
These were untranslated out of Polish, I used Google Translate for this:
"BRK_PK_M_A_Chase_PlayerLost_00" = "Shit, he's gone."
"BRK_PK_M_A_Chase_PlayerLost_01" = "Where is he."
"BRK_PK_M_A_Chase_PlayerLost_02" = "But she fucked up."
"BRK_PK_M_A_Chase_PlayerLost_03" = "He messed up."
"BRK_PK_M_A_Chase_PlayerLost_04" = "He's not here."
"BRK_PK_M_A_Chase_PlayerLost_05" = "I can't see him."
"BRK_PK_M_A_Chase_PlayerLost_06" = "It's dark already."
"BRK_PK_M_A_Chase_PlayerLost_07" = "We're coming back."
"BRK_PK_M_A_Chase_PlayerLost_08" = "It doesn't make sense, we're back."
"BRK_PK_M_A_Chase_PlayerLost_09" = "the night is coming. Retreat."
"BRK_PK_M_A_Chase_PlayerLost_10" = "He fucked up."
"BRK_PK_M_A_Chase_PlayerLost_11" = "And shit. There is no type."
"BRK_PK_M_A_Chase_PlayerLost_12" = "Eh, the motherfucker is gone."
"BRK_PK_M_A_Chase_PlayerLost_13" = "Gentlemen, retreat. The night is coming."
Workbenches:
Workbenches were crafting stations that were present in major hubs. They would allow the player to craft weapons using scrap. It’s unclear why workbenches were cut from the final game.
A leftover workbench prefab that demonstrates how they would have looked.
Concept art showing how workbenches may have eventually looked
E3 2020:
While not a piece of content cut from the game per-se, old files do clearly show that Techland had planned to present the game during E3 2020. Some of the files leftover include a “draft” of the trailer story in the form of a prefab and “E3_2020” screenshots. The draft is pretty bare, only showing that it involved Aiden going to a vantage point and scoping out a windmill, a group of Peacekeepers, a GRE lab and then the Bazaar. Which he would go to.
The screenshots are more interesting, and give us more insight into what E3 2020 would reveal. This included: A reveal of special infected (namely Banshees, Howlers, and Volatiles), a reveal of Hakon as a major character, and a reveal of Old Villedor and the Bazaar. Some of these screenshots prefabs still function, but most of them are broken and have a lot missing. Some of the interesting ones:
This image was actually reused by Techland as an image header on techland.gg. They used the genuine E3 2020 screenshot, which allows us to see how Banshee’s looked in 2020 (although the image is grayscale.)
Along with the unseen E3 2020 event, Techland also planned to present at Gamescom. Possibly in 2019 or 2020. In this presentation, they were planning on showing off the cut Devil’s Bridge quest in Old Villedor. This was likely to demonstrate choice and consequence, as the quest featured world changes based on the player's choices.
Image: The main shop area of the Devil’s Bridge garage. This prefab had “gamescom” in the title.
Cut/Changed Characters:
The list of cut Dying Light 2 characters is a long one, probably too long to put here. So I’m only going to include prominent ones, mostly ones that were in the main story. At the bottom, there is a more concise list of cut characters that appear in side quests or in the open world.
Meredith:
A character who was featured in the games artbook, although she doesn’t appear anywhere in the final game. The only files she appears in is an atlas showing all characters that were involved in the cut Castle Party quest in the game’s epilogue. It’s unclear what role she played in the quest.
Juan:
Now the leader of the Peacekeepers supply wing, Juan used to be the main chief of the cut Scavengers faction. He was very prominent in the games old story, the faction conflict between his Scavengers and Matt’s Peacekeepers was the main plot point for the Elyseum, Central Loop and Citadel section of the story.
Ohmann:
Ohmann is a character who is used in a few retail quests. However, he used to be The Scavengers’ Quartermaster. He appeared in the cut side quests: Job Hunting, Safecracker. He also appeared in the games old epilogue in the Castle Party quest.
Cantrell:
A character mentioned in many old quests, such as: Mehr Licht, I Want To Disappear, Safecracker, Predator.
Old dialogue from the Safecracker mission implies that Cantrell may have been a high ranking member of The Scavengers. Possibly an Overseer.
Oakland:
Oakland was an important character in the old Old Villedor section of the story. He was involved in Hank’s questline, appearing in the quests: Fix Em Up, Right Into The Safezone. He and his group seemingly kidnapped Hank in these quests.
Django:
Another leading character in the cut Archers questline. He was the elder Prince of the Nomads. Although he wasn’t going to seize the throne, the other Nomads considered him a more capable leader. If the player makes the correct choices, the Archers questline could end with Django seizing the throne.
Saban:
A leading character in the cut Archers questline. He was the younger Prince of the Nomads faction. He is expected to seize the throne after the previous Nomad king passes away.
Carmen:
The Nomad queen, mother of Django and Saban. She was a strong believer in fortune telling, and predicted that if Django seized the throne that Saban would kill him. In one ending of the Archers questline, Carmen pushes Saban from his window in order to have Django seize the throne.
Mirriam:
A character in the Archers questline. Django’s ex-fiance, who Saban attempts to seduce. She runs away and hides in an abandoned Manor. The player is tasked with finding her, and the choice of whether to let her leave or take her back to the Nomads would heavily influence the ending of the questline.
Jessie:
A character that featured prominently in the game's old prologue. She led Aiden around the Village, and may have been some kind of love interest.
Aiden’s Father:
A character that was very important in the old prologue of the game. He lives in the Village with Aiden and his mother. He was very athletic, and went with Aiden to look for a person who went missing from the Village.
Aiden’s Mother:
A character who was also present in the game's old prologue. Aiden’s mother was there to watch as Aiden was banished from the Village after being bit by a Viral. She would then reappear at the end of the game.
Vanda:
Vanda was a member of the cut Ikars group. She was the first character from the group that Aiden would meet, and would ask for him to help her escape from the Communication Center. After this, she gives Aiden a ride in the Ikars’ group airship and takes him to the Citadel.
Abdul:
Abdul was the mentor character that would meet Aiden near the beginning of the game, teaching Aiden the basics of the faction conflicts and how The City works. He was eventually renamed to Hakon for the retail version of the game.
Hank:
Hank was an important character during the Old Villedor sections of the story, he eventually became Cillian in the retail version. Although most quests involving him were cut. Previously, Hank was a more athletic and capable character. He was kidnapped by bandits in the old story.
Blaze:
A recurring character in old quests. He was a PK sniper and demolitions expert. He first appeared in the cut Devil’s Bridge quest, where he supplies Aiden with explosives to destroy the Devil’s Bridge garage. He then appeared again in the cut Breaking Point quest, where he seemingly goes rogue and assasinates another Peacekeeper. The player had to reach the tower that he was stationed in and speak to him.
She-Wolf:
A recurring character involved in old main story quests, such as a quest simply titled She-Wolf. And the old Hunting quest that would begin the games epilogue. She was the leader of a group of Nightrunners, and old dialogue discussing her shows that she was a great fighter and an idol to Survivors.
Yana:
A character mentioned in the cut Communications Center quest, she would assist Aiden in accessing the Communications Center. It’s possible that she evolved into Veronika in the retail version of the game.
Waltz:
While Waltz is, of course, the main villain in retail, he used to have entirely different objectives. He was often called The Professor in old files, and was the only person able to develop a cure for the virus. Aiden wanted to find him for this reason. In the old epilogue of the game, he is captured and imprisoned in the Citadel. This leads to a war breaking out in the city, where Renegades attempt to release him.
Carl:
Carl is a very minor character in retail, being almost replaced by Sophie and Barney as the main characters at the Bazaar. In older versions of the story, Carl was the only leader at the Bazaar. He was much more important, and wanted to use Aiden’s strength to help give his people a foothold in Old Villedor.
Quasimodo:
Quasimodo, or Kurt as he’s actually known in game, is a character that is still present for a short time in retail. However, he used to have a major questline involving him called The Outpost. This questline was repurposed into the first DLC for the game, and doesn’t feature him at all.
Baker:
A character that appeared in multiple cut quests. Such as Blackout and I Want To Disappear.
Rowe:
While Rowe is a character in retail, he only appears for a short time. Rowe used to be a more major character, who appeared in multiple quests. He survived up until the game's epilogue, where he presumably died at the Citadel during the Castle Party quest in the Peacekeeper route.
Anderson:
Before 2020, Anderson was a black male character. He was more involved in main story quests, and lived for much longer.
Old Character Models/Designs:
Mirriam concept art 2019-2020 Juan Django Saban
Carmen Mirriam Abdul Hank 2020-2021 Carl
(possibly 2019)
2019-2020 Aitor One legged Frank designs 2019-2020 Matt
that were almost used
In the E3 2019 trailer, there is a scene in which the Singer guides the player through the fish eye. Many characters can be seen here. The prefab for this scene, including all its characters, still exists, and it reveals that Techland was using story character models for some of the NPC’s. It reveals to us how certain major characters looked back in 2019:
The only image of 2019 Waltz 2019 Anderson and She-Wolf
Minor cut characters:
A list of minor cut characters, with very brief descriptions. This isn’t entirely comprehensive, as there are likely twice as many cut characters than are listed here.
Some characters are highlighted to color code what faction they were in or which faction they were affiliated with.
Scavenger Peacekeeper Survivor Nomad Renegade
Alexandre: A Scavenger involved in the Devil’s Bridge quest, who wanted Aiden to help loot the shop.
Jacques: Another Scavenger involved in the Devil’s Bridge quest.
Johnson: Another Scavenger involved in the Devil’s Bridge quest.
Joseph Skriver: A Scavenger involved in the The Man With No Name quest.
Mantis: The Scavenger dispatcher who was involved with the And Yet It Moves quest.
Maggie: The head cook at the Scavengers hub.
Heinrich: The former head cook at The Scavengers hub.
Mrs Goldfarb: An old lady who appears in some Scavenger side quests.
Sasha: A Scavenger involved in the Cinderella quest.
Franco: A Scavenger involved in the Cinderella quest
Ottavio: A Scavenger involved in the Cinderella quest
Heidegger: A Scavenger involved in the Cinderella quest
Ruben: A Scavenger who was caught slightly entering a restricted Peacekeeper zone.
Summer: A Scavenger who is slightly inexperienced in hunting stashes.
Baron: An experienced Scavenger who knows many things about hunting stashes.
Karly: A Scavenger who hires Annie to do a job, but doesn’t pay her the full amount.
Annie: A Scavenger who was hired by Karly, and expects full payment for her work.
Erin: A peacekeeper who played a small role in the Devil’s Bridge quest.
Manuel: Another peacekeeper who played a small role in the Devil’s Bridge quest.
Bruce: A Peacekeeper that gave most of the exposition about the situation in the Devil’s Bridge quest. He also appeared in the Right To Defend Yourself quest.
Henrik: Another peacekeeper who played a small role in the Devil’s Bridge quest.
Rotterdam: The Peacekeepers quartermaster at the Citadel.
Evelyn: A Peacekeeper whose father went missing in the cut The Lost Father quest.
Peter Adams: Evelyn’s father from the cut The Lost Father quest. He was kidnapped and beaten by teenagers at the Bazaar.
Pinchbeck: A Peacekeeper involved in the cut No Dead Left Behind quest. He goes missing in the Fire Station and Aiden has to rescue him.
Rook: A Peacekeeper from the cut Rook On Watch quest.
Davenport: A Peacekeeper who kills himself with the knife he used to kill his infected sister.
Oleksandr: A Peacekeeper who was forcing a woman to pay him with Antizin.
Sandra: A Peacekeeper who was stealing things from supply lines without Rowe’s knowledge.
Delvin: A Peacekeeper who was stealing things from supply lines without Rowe’s knowledge.
Ari: A Peacekeeper who was abusing the laws so she could fine and kill Scavengers.
Tim: A Peacekeeper who guards the water tower in Old Villedor.
Ethan: A Peacekeeper who lies about a mission where he saved Survivors in order to impress women.
Eugenie: A character, possibly at the Bazaar, who crafts a bigger backpack for Aiden.
Wiktor: A cut merchant at the Bazaar.
Sakoto: A Survivor at the Bazaar who has been sold fake antizin by Brandon.
Hasan: A Survivor at the Bazaar who has been sold fake antizin by Brandon.
Brandon: A shopkeeper at the Bazaar who was selling people dangerous fake antizin.
Krista: A Survivor who has strong opinions about the faction politics in The City.
Tadeusz: A survivor who disagrees with Krista’s opinions.
Memet: A survivor who disagrees with Krista’s opinions.
Aaryn: A young boy living in the Bazaar who wants to visit the Central Loop one day.
Sarah: A shopkeeper at the Bazaar.
Vano: A Nomad who organized the parkour races at the Nomads coronation festival in the Archers questline.
Dorman: A door guard at the Nomads Triumphal Arch hub.
Ferka: A Nomad who Aiden would fight in a challenge to get access to the Opera House in The Outpost.
Yoska: A Nomad who Aiden would fight alongside Ferka in a challenge to get access to the Opera House in The Outpost.
Alton: A Nomad involved in the The Abyss quest.
George: A Nomad involved in the Blood Diamonds quest. His group was slaughtered by Aiden without him realizing they were Nomads.
Clyde: A character involved in the cut Do-Gooder quest, a serial killer in league with the Renegades.
Layla: A character who was forced by the Renegades to be used as human bait in the Human Bait quest.
Layla’s Sister: Layla’s sister from the Human Bait quest, who had joined the Renegades willingly because she was in love with their captain.
BJ: The main character who would guide Aiden through the Opera House in The Outpost quest. He would organize arena fights for Aiden.
Dave: A character in The Outpost quest who would also help organize arena fights for Aiden.
Feliks: A character that Aiden would fight in a challenge to gain access to The Opera.
Brienne: Feliks wife.
Ikeda: An honorable fighter that Aiden can fight to gain access to The Opera.
Arya: Ikeda’s sister.
Hammer: The door guard at The Opera house in The Outpost quest.
Amanda: A character involved in a questline with Gerard involving exercise.
Gerard: A character involved in a questline with Amanda involving exercise.
Manfred: A young boy whose mother goes missing in a side quest.
Charlotte: A character involved in the cut Bonus quest.
Ava: A character involved in the cut Bonus quest.
Franz: A character involved in the cut Bonus quest and the Prometheus quest.
Marcus: A character involved in the cut Bonus quest and the Prometheus quest
Grady: A character involved in the cut Debaser quest.
Peck: A character involved in the cut Do-Gooder quest.
Father Ezehiel: A priest who preaches to tied up Virals in his church.
Paul: A character involved in the cut Hell Is Empty quest.
Frida: A leader of a group of thugs involved in the cut How The Wind Blows quest.
Callum: A leader of a group of thugs involved in the cut How The Wind Blows quest
Becca: A character involved in the cut In Sickness And In Health quest.
Vincent: A character involved in the cut In Sickness And In Health quest. He may have been a scientist or doctor.
Wilf: A character involved in the cut Jesus Saves quest.
Ford: A character involved in the cut Jesus Saves quest.
Sylvie: A character involved in the cut Jesus Saves quest.
George: A character mentioned in the cut “MahD” quest.
Johnny: A character mentioned in the cut “MahD” quest.
Steven: A character mentioned in the cut “MahD” quest. A character called Steven is also involved in the cut quests: Medic, Purple In The Morning.
Sebastian: A character mentioned in the cut “MahD” quest.
Ernst: A character who Aiden retrieved a debt from in the cut Predator quest.
Jaeger: A character who Aiden retrieved a debt from in the cut Predator quest. He claims he will sell his own things to pay off the debt, but instead goes into hiding in a dark zone.
Karen: A side character mentioned in the cut Predator quest.
Zeek: A character who Aiden retrieved a debt from in the cut Predator quest. Aiden has to kill him and retrieve the goods.
Lothar: Another character mentioned in the cut Predator quest.
Thorsten: Another character that Aiden retrieved a debt from in the cut Predator quest. Aiden had to kill him to take his debt by force.
Roy: Another character mentioned in the cut Predator quest.
Dirk: A character mentioned in the cut Prometheus quest, who asks Aiden to get beans for him.
Harry: A character in the cut Purple In The Morning quest who needs Aiden to get medicine for him.
Tobias: A character in the cut Purple In The Morning quest.
Tango: A character from the cut Scourer quest.
Rosenkrantz: A character from the cut Tools Of The Trade quest.
Jolee: A woman who was being extorted out of her Antizin by a Peacekeeper.
Louise: A hoarder who has been rejected by other factions.
Hoss: A man who enjoys discussions about the factions in The City. He buys books in exchange for supplies.
Lionel: A man who highly respects The Carriers group.
Casper: A man who really enjoys books, he wants to find Albert and his library.
Miranda: A woman who is convinced that her husband was kidnapped and eaten by Renegades.
Korin: A man who enjoys discussions about philosophy.
Gabe: Gabe is the son of Ravik, a nightrunner who was good friends with Frank.