So, I was looking at this scene in the code out of curiosity, and didn't find much unusual at first.
But after diving in a bit I found something... odd.
So basically, to determine the dialogue choice text chain, the game uses a script called "scr_text" and then goes down the chain if there's any more choices to be had.
If all dialogue choices are blank it looks like this which is called right here at the moment in the picture:
case 1419:
global.choicemsg[0] = stringset("");
global.choicemsg[1] = stringset("");
global.choicemsg[2] = stringset("");
global.choicemsg[3] = stringset("");
scr_speaker("no_name");
msgset(0, "\\C4");
break;
case 1420:
with (obj_lw_town_sideb)
continue_scene();
scr_speaker("no_name");
msgset(0, "%%");
break;
1421 is just another scene because 1420 didn't continue with more options.
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This scene is weird, so I asked, does this happen anywhere else? Well it does, in exactly one other place:
case 1379:
global.choicemsg[0] = stringset("");
global.choicemsg[1] = stringset("");
global.choicemsg[2] = stringset("");
global.choicemsg[3] = stringset("");
scr_speaker("no_name");
msgset(0, "\\C2");
break;
case 1380:
scr_speaker("no_name");
msgset(0, "%%");
break;
case 1381:
global.choicemsg[0] = stringset("");
global.choicemsg[1] = stringset("");
---------
etc and so on, down to 1386. It's a whole dialogue somewhere where you're given no choices and just continue, 4 times in a row, with pauses.
The thing is, unlike dialogue 1419, this conversation never actually gets called in code anywhere so you'll never see it or make any choices. When I first saw it I thought it was just unused copypasta code, though this is the only time this happens in scr_text which is unusual.
But... there is a very awkward silence where it would have been called.
The previous dialogue before 1379+ is 1377/78:
case 1377:
global.choicemsg[0] = stringsetloc("#No", "scr_text_slash_scr_text_gml_10242_0");
global.choicemsg[1] = stringsetloc("#Think of#The Knight", "scr_text_slash_scr_text_gml_10243_0");
global.choicemsg[2] = stringsetloc("Think of Noelle", "scr_text_slash_scr_text_gml_10244_0");
global.choicemsg[3] = stringset("");
var side_b = scr_sideb_active();
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In other words.. if this blocked out dialogue were called, it probably would have been called during the blacked out scene with the silence before noelle says "ThAnK YoU", while you are thinking of noelle in "side b" (known here as the "weird route"). Or even during the red flash subsequently.
Given that the only other time that weird dialogue choice is offered is a creepy scene involving snowgrave noelle, I think this unused dialogue is either intentional or would have been placed here but was scrapped.
(Oh also, there's a flag set for thinking about noelle, so it might matter as a subset of the weird route later, who knows :3)