Pretty to simple to do:
Don’t talk to anyone before talking to the innkeeper. When you do, choose the option “What happened between you two?” and Henry will ask: “What happened between you and Jerry?”, although that person was never mentioned before. It also happens on other occasions, where the name is actually never mentioned, yet Henry, who doesn’t know anyone, comes up with the name.
I don’t know if that’s already implemented but the triggered dialogue text should depend on the information you have. So for this example it would either trigger “What happened between you two?” if I don’t know the name yet or “What happened between you and Jerry?” if you know the name.
Those details may not make a big difference as of now, but will be later on really complicated the more information dependencies you have. So you need to plan those dialogues ahead or work on a system, that can handle those dependencies.
One good example would be the end of Telltalegame’s The Walking Dead Season 1. I don’t spoiler anything, but there’s that kind of dialogue happening, which only triggers specific dialogues depending on how you played the game.