34:03 - The story of the attorney Felicity and Macready is one of my favorite stories in general. How Felicity is only swayed by concrete legal arguments because of her profession, how she doesn't pull her punches just because you're not a real prosecutor, uncovering Macready's escape plan and final resting place, how he felt so guilty for using the attorney that he gave up the one thing he loved the most, how even in death, despite it being far easier to just leave everything behind Felicity doesn't rest until she makes peace with her regrets, and how she stays consistent with who she is during the good ending. All the hoops that you have to jump through make the protagonists' words resonate all the more when they berate Macready for not having faith when, even in death, Felicity stood her ground about his innocence. It also makes her attitude toward the protagonist have more weight, as she starts off calling us a "nitwit trying to argue the law with a professional attorney", to not insulting us at all when we bring up the pocket watch, to playfully humoring the protagonist by calling them "prosecutor" when we show potential by bringing up Clock Noon vs High Noon, and finally, genuine respect and gratitude when we bring her the proof of our meeting with Macready. All this in a *side story,* in a *DLC,* for a game about a cow-punching/snake oiling/beanslinging and/or Necromantic stick-figure heading West out of boredom.