Pretty to simple to do:
Donāt talk to anyone before talking to the innkeeper. When you do, choose the option āWhat happened between you two?ā and Henry will ask: āWhat happened between you and Jerry?ā, although that person was never mentioned before. It also happens on other occasions, where the name is actually never mentioned, yet Henry, who doesnāt know anyone, comes up with the name.
I donāt know if thatās already implemented but the triggered dialogue text should depend on the information you have. So for this example it would either trigger āWhat happened between you two?ā if I donāt know the name yet or āWhat happened between you and Jerry?ā 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 Telltalegameās The Walking Dead Season 1. I donāt spoiler anything, but thereās that kind of dialogue happening, which only triggers specific dialogues depending on how you played the game.