Checklad

Nora route

Jun 11th, 2015
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  1. Prologue:
  2.  
  3. You awake, you feel a pressing cold metal around your neck as you try to understand where you are through your headache. It takes a while for your eyes to get used to the darkness around you, but as you do: you seem to not be the only person present as there are five others whom appear to be just as confused about the situation as you are. Then a short sound is played, a sound reminiscent to how announcements start at train stations. “Dear travellers, that’s you, the train heading fo-” as a cracking interrupts the briefing for a good few minutes before continuing as if nothing happened. “-use it doesn’t work, but please refrain from doing so, thank you. Now. You are surely confused as to whom I am: well, you can call me the... Conductor? Who *wrote* this crap?” As you hear papers being moved from wherever the announcer is as mumbling can be heard. “I suppose you can call me that after all, seems fitting.”
  4.  
  5. “Regardless! You best start looking around for whatever may help you: also, your objective is whatever you find. It’ll make sense, I think.” Then it hits you, you heard about it before: these ‘Games of Fun’, they were all over the media for the past months. Not just the incident orchestrated by Ned Logan that started it all: but also the many copycats that have started their own games through kidnapping or inviting others to play in such games ‘for fun’; there have even been talks about new vigilantes and mercenaries that specifically hunt down these copycats and their games. The authorities have called a national emergency, but nothing seems to stop them. Now, it seems: you are part of one of these games.
  6.  
  7. Suddenly, you are blinded as several lights turn on all around you: as your eyes stop blinking from the sudden change in light level, you seem to find yourself in an old; abandoned train station. Your eyes did not deceive you when you spotted five other people in the darkness, however you did miss a person that lay close to the six of you. Wearing an orange jacket and a light blue cap, however: judging from the way the person is lying on the floor, the fact that he is not breathing and the bullet hole through the back of his head it appears he is dead.
  8.  
  9. As the others walk their separate ways to heed the Conductor’s suggestion to gather items, you stay until eventually the last person (Shotgun_Diplomacy) has left. You felt suspicious ever since you saw the body: you wanted to check for sure, which was why you waited until everyone was left. As you move closer to the corpse, it becomes clear that the bullet wound has to be recent; touching the body only serves to show you that you’re correct as the body is not particularly cold. You decide to spend most of your time trying to figure out what has happened to this person, whomever he was: there must’ve been a reason he’s dead and his corpse is here.
  10.  
  11. As you turn his body around, you notice that a small part that is covering the left chest of the jacket is missing: almost as if it was ripped off. However, on the right jacket there is also some text: unfortunately it appears to have been mostly become unreadable due to sheer neglect. You can make it a couple of letters though: 'B--e B--ny E-t---t------', you wonder what it means. Then it hits you: this is a security jacket, and whatever is being spelled is the company this corpse guy worked for, perhaps it’s the name of one of those vigilante groups that chase Copycats? Also makes sense that a part of the jacket is missing: that’s where his nametag was, and whomever killed him must’ve not wanted his identity to be known. Who knows why.
  12.  
  13. “Sorry guy, but you won’t be needing this.” You mutter as you take the jacket of the corpse, anyone would’ve wanted such a jacket: and it’s not stealing when you’re taking it from a corpse, right? As you are taking the jacket, you notice that it has something in its inner-pocket: when you take it out, all you hold are two golden coins with a train on them; a small magnet; and two pieces of paper. The first piece of paper appears to be a mock-version of a train ticket which reads “Envious: Correctly find out the objective of three other players or correctly find out five objective names.”.
  14.  
  15. Before you take a closer look at the second paper though, you hear the speakers crack again: “would all passengers be so kind as to move to platform one, your train will leave in approximately ten minutes! Don’t forget your train ticket!” Seeing as you still have time, you decide to look at the second paper before going to that platform: the second one is larger as you unfold it, and appears to be a long list, but as soon as you actually want to read it: you hear glass shattering and decide it is best not to linger around anymore.
  16.  
  17. Inventory:
  18.  
  19. 2 Tokens
  20. Gold Magnet: Allows you to steal half the tokens a target has, if they have more than two tokens.
  21. [List of Objectives](http://i.imgur.com/i1lfVb3.png): Gives you the entire list of possible objectives
  22. Security Officer Jacket: Protects you against a weak stab or blunt attack once. It looks old; the nametag is gone, on chest it reads 'B--e B--ny E-t---t------'
  23. Objective: Envious: Correctly find out the objective task of three other players or correctly find out the names of five objectives that players have.
  24.  
  25.  
  26. Actions night 1
  27.  
  28. I will visit the Lower Storage wagon, and look around a bit for stuff half-heartedly.
  29. Everyone is neutral to me.
  30. I am a very apathetic soul, and I don't have much in the way of self-preservation. Obviously, I will run if in direct mortal danger, as biological human instinct is powerful, but I will not take large amounts of precautions or go out of my way to attack others.
  31. However, I do figure that dying in a Game of Fun seems exceptionally pointless, even more pointless than continuing existence, so I will attempt to fulfill my objective, (putting in as much effort as I usually do to things, which is quite little.) If I spot anybody tonight, I'll see if they're weak or not, and I might try to interrogate their objective out of them if I consider their force to be underwhelming. If I see anyone being attacked, I will try to save them, with the intention of winning trust, but I'll only put in a little effort. If I see any dead bodies, I will loot it ASAP, as that's easy to do.
  32.  
  33.  
  34. Night 1
  35.  
  36. Waking up and exiting the fourth coupé, you see Deka, Samson and Charles are already up. Eventually, you are joined by Daniel before the speaker starts cracking louder as the Conductor starts talking, “Please make your way to the next sleeping arrangements! I cannot guarantee that it is safe to stay in this wagon!” A hidden door opens up, you have no particular care to investigate as Samson steps in to reveal that it is the lower storage wagon, so you follow him slowly.
  37.  
  38. Whilst Samson is looking around for a light, you know since he said as much, you notice something small laying on the ground near a closet: a cartridge, of a Gameboy? You pick it up and read the label, ‘Game3 +’, you’re not sure what to do with it or whether it will require effort to find out. As you put it in your pocket, a light bulb turns on as Samson appears to have found a switch. Eventually Samson find a bottle of wine and offers you to take a drink with him, you agree: not necessarily because you like him, but because it’s a bother to refuse. “hey guy” you say.
  39.  
  40. “I have a name, it’s Samson.” He replies, “yeah, sure, good for you. What’s your objective?” you ask, trying to interrogate him, he seems perplexed by this question, but also kind of amused. “I won’t tell you.” “ok.” Drat. That did not work as intended.
  41.  
  42. You have no desire to drink the wine that Samson found, but he seems all the more eager, you *could* search for things, but that would be a bother and you already found something, didn’t you? Then you speak up, “I found this.” As you hold up the cartridge, “you know what this is?”
  43.  
  44. “Wouldn’t know to be honest.” You’re not satisfied with that answer, so you hand it over to him, however he’s only more confused: “Well, I’m clueless.” You figured it would be a waste of time as you take it back.
  45.  
  46. “It’s a cartridge for a gameboy.” You state, “how you know?” “I just do.” “too bad we don’t have a gameboy then.” “meh.” and with that, the two of you stand up and head towards the second common room.
  47.  
  48. Inventory:
  49. 2 Tokens
  50. Gold Magnet: Allows you to steal half the tokens a target has, if they have more than two tokens.
  51. [List of Objectives](http://i.imgur.com/i1lfVb3.png): Gives you the entire list of possible objectives
  52. Security Officer Jacket: Protects you against a weak stab or blunt attack once. It looks old; the nametag is gone, on chest it reads 'B--e B--ny E-t---t------'
  53. Game3 +: There should be a way to use this.
  54. Objective: Envious: Correctly find out the objective task of three other players or correctly find out the names of five objectives that players have.
  55.  
  56.  
  57. Actions night 2:
  58.  
  59. I will visit the Roof.
  60. Everyone is neutral to me.
  61. I have no particular likes or dislikes, and I honestly can't remember anyone else's name. So I say I don't like the guy nobody likes (Samson), and I like the guy I've talked to the most (Daniel).
  62. I have taken Daniels words about ignoring objectives as they're usually meaningless to heart, and concluded that ignoring the objective will not endanger my life. Thus, I've decided that the only way to make this utterly boring pointless game interesting is to try to derail it from it's intended purpose.
  63. As I head to and from the roof, I take care to smash each and every window I see, (using whatever is at hand, and hands if needed.) On the roof I search especially for incendiary devices. Bombs, grenades, and sources of fuel and fire. Alcohol, cigarette lighters and gasoline are very valuable to me.
  64. Furthermore, when on the roof I try to look to see how many train cars there are in front and behind me.
  65. Lastly, I begin to take precautions for the event of me being attacked. I draft a fake suicide note. In the event of my death on the roof, my killer has only to shove me off the side and show the notes as proof, and his deed will go completely ignored and unpunished. This will thwart our host's insatiable lust for intrigue and bloodshed.
  66. If I am attacked and I can escape, I will try to run across the tops of the train cars towards the front. I will attempt to reach the conductor and beat the crap out of him. And find coffee.
  67.  
  68.  
  69. Night 2:
  70.  
  71. “So you little travellers are bored, are you now?!” The Conductor shouts through the speaker, causing the speaker to crack even more than usual, “Well I’ll make it more entertaining for you, just you wait! I’ll, I’l-“ Suddenly, the entire speaker seems to have been cut off and after a confusing couple of minutes of silence, it appears the speaker has stopped working entirely.. Deka speaks up and talks about how he and Nora agreed to show Nora’s Game3 + by placing it inside Deka’s Gameboy. Huddling together around the Gameboy, Deka switches it on.
  72.  
  73. Game3 +
  74.  
  75. >As the screen starts to light up, you are immediately brought to some kind of point in the ‘game’. As Deka is testing the buttons, it appears he controls a man in complete orange with something yellow on his chest: the graphics are nothing to write home about, but it appears the orange man is walking around empty streets at end with only a few spots of lights, which are probably streetlights.
  76. >After faffing about, Charles motions that Deka should start making haste and Deka starts to make the man only walk left: as he appears to be blocked from going anywhere else. Either it is a long street or the orange man walks incredibly slowly, as it seems to take ages: but eventually the buildings along the streets disappear and instead it appears to now take place on a parking lot.
  77. >Continuing moving left, the orange man reaches a large building with a large banner which shows a blue bunny as well as an incomprehensible text. However, as Deka wanst to make the man continue to the left: it seems the game does not allow so much. After a while of walking around aimlessly, Deka manages to move the man close enough to the large building’s door and the orange man enters immediately.
  78. >Upon entering the building, you are in some kind of large hallway: there isn’t a whole lot here and the lights are turned off. Trying to move up, further inside the building, yields no results: however moving to a door to the right side of the screen holds results as you enter a different room. This room holds several tables and other things, but nothing noteworthy as far as you can see, there is also another door to the top side of the screen; you walk towards it.
  79. >Entering this door leads you into an even smaller room, though the graphics make it hard to place: it appears that there are several musical instruments, party hats and decorations here. Then you spot something in the top-right corner of the room: a big blue thing? A man? It doesn’t look the same as the orange man you are controlling: its ears are way, way bigger and the body itself is also larger. Walking towards it gives you [this image]( http://i.imgur.com/M8c4jAw.png), what could it mean?
  80.  
  81. “-at I’m going to do!” as the speaker starts cracking again, “hey, why are you huddled around like that?” but none of you feel the particular need to say what you have been doing, instead you continue to make fun of the Conductor before you are eventually threatened to go to sleep. So you sleep. As you wake up, stiff from the wooden couch, you feel different: a little light in the head perhaps? As you put on your orange security jacket, you note that the entrances to the upper and lower wagons as well as the roof are already there, apparently the Conductor has realised that it is no use to try and attempt to be clever. As you calmly look around the room, you hear Samson “Ugh! My stomach, ohoh the pain! I feel sick!” you wonder what happened to him. Regardless, with Samson’s yelps and cries drowning out the usual noise of the speaker and the train, surprisingly enough: you head to your respective destinations. After a short stare at the grate on the ceiling, Charles(ewig) makes a run for the upper restaurant wagon; you, oddly invigorated, make your way up to the roof.
  82.  
  83. Feeling the wind rush past your face as you climb on the roof: you are initially pushed back by the wind due to your unsteady footing. But you get used to it and you start looking around: there is nothing but desert all around you, but you couldn’t care less, you feel like breaking shit. You notice two pieces of metal laying on the roof, and as you pick it up you get a genius idea: you proceed to just barely hang on to the roof and throw in the windows of both the upper and lower part of the wagon with it. Doesn’t feel as satisfying, but those windows deserved it.
  84.  
  85. You want coffee, you think as you look around rather bored: counting two wagons behind the wagon, the common room, you’re on and six in front of you, making a total of 9 wagons. Math has won the day yet again! Unamused, you go forward and jump to the next wagon: should be the one that holds the restaurant and kitchen. You still feel kind of dizzy, and feel blessed that there isn’t anyone else here at the moment. Struggling onwards, you eventually grow tired and sit down on the roof: your legs hanging to the side of the train: you spot a sledgehammer hanging on the side of the train but you don’t feel like getting it. As you look around, you see something that is coming flying towards you: is that? Could it be? A thermos! Suddenly feeling very energetic, you stand up and catch it, it is a thermos! You open it to reveal the prize inside... Cappuccino. Who the hell puts in a thermos when there’s coffee to go around?
  86.  
  87. The anger inside you wells up, and you remember the sledgehammer. You proceed to put the thermos down, crawl over to the sledgehammer, just barely reaching it, taking it and stand back on your feet on the roof. All the anger of not having coffee... This thermos is going to experience what it is like to make a huge mistake! You lift the sledgehammer high above your head, almost immune to the force of the wind and slam your sledgehammer down on the thermos. The moment your sledgehammer hits the thermos, an explosion occurs nearby the second common room: that wasn’t because of your relentless attack, now was it?
  88.  
  89. Blinking through blurry eyes, you note that the train is now missing the last two wagons. Not that you care, but it certainly makes the amount of wagons less of a bother, as there are only 7 left. Just as you’re about to make your way to the next common room, you see somebody climbing up: you can’t see his face, but all you see is that he’s wearing a long coat. He is probably responsible for your lack of coffee so you prepare with your sledgehammer in your hands for him to come. Surprisingly, he runs towards you.. Closer.. Closer.. It appears he has no desire to stop, so you’ll make him stop with a swing of that massive sledgehammer. You swing, and promptly miss, seemingly the coffee-hater was farther away than you realized: causing you to fall on the roof as the tall mysterious coffee-hater runs past you, ignoring you completely.
  90.  
  91. Unfazed by this defeat, you make your way to the next common room, picking up a box with four tokens along the way.
  92.  
  93. 6 Tokens
  94. Sledgehammer: CR 4; Hands 2; unlimited uses
  95. Gold Magnet: Allows you to steal half the tokens a target has, if they have more than two tokens.
  96. [List of Objectives]( http://i.imgur.com/i1lfVb3.png): Gives you the entire list of possible objectives
  97. Security Officer Jacket: Protects you against a weak stab or blunt attack once. It looks old; the nametag is gone, on chest it reads 'B--e B--ny E-t---t------'
  98. Game3 +: There should be a way to use this.
  99. Objective: Envious: Correctly find out the objective task of three other players or correctly find out the names of five objectives that players have.
  100.  
  101.  
  102. Night 3 actions:
  103.  
  104. No allies or enemies, and no likes or dislikes.
  105. I'm going to try and derail things a bit. Metaphorically and literally. Once again, I head towards the roof. I use the hammer to smash all windows I can find. I break anything that looks breakable, including the walls, floors and ceiling. I hit the joints where cars join together and try to release cars off the train. I will only release cars if I am sure nobody is on the cars I release. If people are on those cars, I will yell at them to move towards the front of the train, so I can continue releasing cars. Note that I won't attack people. I don't want bloodshed, just bloodless chaos. Everything smashable gets smashed by me. I will continue in this fashion, moving up towards the front of the train as far as I can in one night. If I encounter a blockage, I will smash a window, climb onto the roof, and continue forwards. Either I will be stopped by the Conductor, or the other players, or simply time and exhaustion. If I see the Conductor, I beat him up for coffee.
  106.  
  107.  
  108. Night 3:
  109.  
  110. The three of you remain in the common room, sitting largely in silence, though thankfully the Conductor breaks the silence as the speaker starts cracking, “well then, with that taken care of, there should be no more... Technical difficulties.. So it’s time for you to start moving: there’s only three of you left, so you best make up for the quantity with lots and lots of quality! Make it a magic show, I like magic shows! Now, I have to dump some garbage so I’ll be right back.” The door to the upper seating room opens up, and at the same time, the ladder to the roof falls down, however none of you feel a particular need to go first. The three of you look at each other, seeing who is going to break first, until you stand up with a sigh and climb the ladder to the roof.
  111.  
  112. The feel the air rushing past you again as you climb up, you have no particular intention to go anywhere specifically so you instead decide to embrace your inner hooligan as you grab your sledgehammer and proceed to hammer on the roof. Property damage! That will show the Conductor on how you think about all this! You see another bit of metal lying nearby, so you pick it up; lean over the edge and throw it through the first window you see, breaking it and filling you with a little bit of satisfaction, not a whole lot though. You look towards the front of the train: it has certainly come closer from last time, soon you can beat the voice up; be done with all of this and get your coffee. Focusing your gaze a little bit more, you spot a man wearing a black long coat lying on the next wagon: so you make your way over there: you see it is the same long coat man as yesterday, his face facing the night sky and his eyes closed. It appears the man is either dead or sleeping: but you’re guessing the latter, as he seems to have a bullet wound in both shoulder and leg, as well as a large cut across his chest. You look a little bit closer and notice that he is still breathing a little bit, but you have nothing at hand that might help him...
  113.  
  114. Not sure what to do with this corpse, you look around but can’t think of anything. Then you remember that yesterday, he hated coffee: perhaps he is the Conductor for all you know, both are valid enough reasons to make sure he stays dead though. Before making sure of that though, you might as well loot his body: nabbing you another one of those weird cartridges, ‘Game 5+’, must be the last one, probably. There’s also a tracker, might be useful: might be not, who knows? Standing up again, you remember your desire for coffee, you crouch closer to his face and slap him. “Coffee,” it appears your persuasive methods have no effect so you decide that you might as well make him give you the coffee you desire through intimidation. Grabbing him under the shoulders, you drag him to the edge of the roof and hang his head over said edge, “give me coffee.”
  115.  
  116. Again, no reply. You feel like you’re all out of options, so you decide to leave the man and instead go unleash your rage back on the train. Walking back towards the third common room: you suddenly have an idea. You’ll show the voice who’s the boss by derailing some of the useless wagons: see if he’ll give you coffee then! With new motivation and energy, you make your way back to the open part connecting the third common room’s wagon and yours. As you climb down the ladder that is alongside the wall of the night’s wagon, you meet Deka. He seems wary of you and takes a step back, but you make clear you have no intention of doing so: “hey”
  117.  
  118. “Hey, Nora. Sledgehammer?”
  119.  
  120. “Sledgehammer. You know... I fucking hate this train.”
  121.  
  122. “You’re not the only one.”
  123.  
  124. “Hate the voice too.”
  125.  
  126. “You’re not the only one.”
  127.  
  128. “So I’m going to break shit.”
  129.  
  130. “Sledgehammer?”
  131.  
  132. “Sledgehammer.”
  133.  
  134. “Whatcha gonna do.”
  135.  
  136. “Make sure no one is on the previous wagons and then break this connection part, here.” you simply state as you crouch and point to the joints connecting the two wagonns, your sledgehammer resting on your shoulder. Deka seems to enjoy the idea.
  137.  
  138. “You’re going to check if there’s someone still on there? I already went through the common room, there was no one there.” Deka quickly states. You look at him with a piercing gaze and don’t say anything for a while.
  139.  
  140. “You sure?”
  141.  
  142. “I can shout out to make sure?”
  143.  
  144. “Go ahead.”
  145.  
  146. “Hey! If somebody is still there, you better show yourself or else there will be trouble!” he shouts to the common room, you wait: but there seems to be no reply whatsoever.
  147.  
  148. “Nobody.”
  149.  
  150. “Nobody.” You reply as you stand up, raise your sledgehammer above your head and proceed to smash at the vital points connecting the wagons, until eventually you hear a clang as it comes loose. You both look as the wagon becomes disconnected and starts losing speed.
  151.  
  152. “Thanks.” Wait what?
  153.  
  154. “No.. problem?” You answer with a suspicious look, however, as you towards Deka, you see a corpse wearing a black long coat lying on the sand: you try to follow it with your eyes, but you quickly lose sight of it.
  155.  
  156. “Something the matter?”
  157.  
  158. “... Nothing.” You say as you climb back on the roof, smash the roof a couple of more times and make your way to the next common room.
  159.  
  160. Inventory:
  161.  
  162. 6 Tokens
  163. Sledgehammer: CR 4; Hands 2; unlimited uses
  164. Gold Magnet: Allows you to steal half the tokens a target has, if they have more than two tokens.
  165. [List of Objectives](http://i.imgur.com/i1lfVb3.png): Gives you the entire list of possible objectives
  166. Security Officer Jacket: Protects you against a weak stab or blunt attack once. It looks old; the nametag is gone, on chest it reads 'B--e B--ny E-t---t------'
  167. Tracker: Tracks the locations of all players in real time.
  168. Game3 +: There should be a way to use this.
  169. Game5 +: There should be a way to use this
  170. Objective: Envious: Correctly find out the objective task of three other players or correctly find out the names of five objectives that players have.
  171.  
  172. Actions night 4:
  173.  
  174. We're going to hijack the train! I've never hijacked a train before, so I'm much less bored than before!
  175. I don't know the way perfectly, so I'm following Guy Who gets hurt a lot (Daniel) around. I think we're stopping by the engine room before heading up to the Voice's room. As I go, I'm smashing off every train carriage joint I see, although I'm giving the Paranoid man (Deka) time to get through the trapdoor to the front.
  176. Once we get to the Voice's room, we yell 'coffee' really loud as I smash down the door with my sledgehammer. This is Paranoid man's signal to surprise the Voice. Then we beat up the Voice, hijack the train, and redirect it to Coffee Mountain, (aka any coffeshop) and then home! If the Voice isn't in his car, we just hijack the whole train without him and smash off the other cars, leaving him forever!
  177. I've decided that my objective is worthless, and it's likely that the Voice is powerless. If he can't stop Hurt man from literally being in his camera room, or other hijackers from entering the train, it's likely the Voice is completely incompetent. In my unprofessional opinion, I am sure that the collars don't explode. I find it unlikely he would have the resources to even possess the real devices. So let's go beat him up and take his train!
  178.  
  179.  
  180. Finale:
  181.  
  182. With the scheming the three of you have been doing, you feel you’re ready for what is to come and you are awake long before the speaker starts making that oh-so well known cracking sound by now. “It looks all three of you are already awake, aren’t you guys something? Looks like you’re ready for anything, I hope so: I have something very special planned for the lot of you. But before I let you go, I must apologize: I have been very neglecting due to circumstances that you are probably not even aware of! But rest assured, it has been taken care of and we can finish this game together: isn’t that nice?” The Conductor seems rather calm and perhaps even glad, “I’m looking forward to what you three are going to do! Now, I’m sure you’re all just waiting to get going and entertain the world one last time, so I might as we-“
  183.  
  184. Suddenly, the Conductor is cut off as glass can be heard being broken, a shout and two shots can be heard before the speaker turns off. This is the second time something like this happens, but it seems that whatever has happened: the door giving access to the connecting part between the wagon you are in and the next one holding the engine room and the three of you split up. Deka crouches down to the trapdoor present in the common room, opens it and looks at you and Daniel; nods, and climbs down. Leaving the two of you to make your way to the engine room, walking inside the place looks like a total mess, there some blood spatters on the floor and even on the machinery. The two of you look around, weapons at the ready: but it appears you are alone, looking around, it seems like there is nothing particularly useful here at first glance.
  185.  
  186. You decide to turn around now and break of the joints that holds the wagon of the last common room and the engine wagon together: Deka must’ve climbed past by now. You point to where you will be as Daniel nods and turns around, continuing to check the room. You walk back over, sledgehammer in hand, and start smashing; again and again until the joints are loose and the wagons break apart. You watch as the wagons you spend the day in move farther and farther away until you can’t see them anymore and you turn back around to see Daniel behind you: in his right hand, he holds a piece of black cloth. It looks like the same cloth of the tall man you saw the previous night, the one now somewhere on the side of the track in the sand. “Must be from the tall guy wearing black.” You say, and Daniel nods. “I also found this.” Daniel states, pulling away the black cloth and revealing a small black box with a red light on it, “not sure what it is. But we might as well keep it.” He continues as he puts it in his pocket: the two of you continue onwards, as there is nothing left for you to do here.
  187.  
  188. You try the door to the next wagon, usually it is closed: but this time it is open and you step outside on another part connecting two wagons: in front of you is a large coal wagon and a ladder to reach it. You look towards Daniel and he shrugs, so you sigh and climb up first: surprisingly difficult considering you’re carrying a sledgehammer. Standing on the edge, you jump down on top of the coal and land rather ungracefully, you see Daniel looking unsure and as he jumps, he lands face first in the coal. Unless there is something hidden under the coal, you have nothing else to do than go further and climb back out of the coal wagon again and unto the thin connecting platform between the coal wagon and the control-cabin. The two of you face the door: unfortunately, there is no window so you can’t look inside, but you are confident that he is in here: the two of you are ready, you in front ready to smash the door in with your sledgehammer and Daniel behind you to give support if need be.
  189.  
  190. “Coffee!” You yell your battlecry as you slam against the door with your sledgehammer; again and again. The door might be your most powerful foe yet, you think as you take a short break: there appears to be no reaction to you smashing against the door and all Daniel can do is give you some weak encouragement, “Come on, we’re almost there!” Not yet willing to give the Voice the victory, you lift up your sledgehammer again to beat up the helpless door that is just doing its job as somebody opens it from the inside. You keep your weapons at the ready until it is revealed to be a distraught Deka that opens the door, he quickly motions you inside: but keeps the door open. As he moves aside to let you and Daniel in, you are treated to a scene like no other.
  191.  
  192. In the conductors seat sits a man wearing a suit, his calm green eyes look at the three of you, his face does not reveal a single emotion but in his hand he holds something that you know you won’t be able to go up against: a desert eagle and it is aimed at Deka. Looking around the cabin, you see a corpse with two bullet wounds through the head and in his hand a hacksaw, the blood covering both the conductors seat as well as the panel that seems to control everything inside the train. You hold your weapon tight until this suited man starts to speak, “there is no need anymore, the copycat whom calls himself the Conductor is dead. The body should speak for itself.” As he nods towards it, his words feels almost soothing after the tense situation.
  193.  
  194. “Who are you?” Daniel asks, only for the green-eyed man to smile lightly.
  195.  
  196. “Mister Deka asked the same thing, but it is not important. What is important is what I do: I serve and I pour, and that is all there is to it.”
  197.  
  198. “Deka what happened?” you ask, only for Deka to shake his head.
  199.  
  200. “I climbed along the bottom, but the moment I entered I had this man aiming his gun at me and the rest is just like it is now.”
  201.  
  202. “So, how do we know that you are not the Conductor?” Daniel demands,
  203.  
  204. “All what you might need to find that out had been available to any of you in this fallacy” The man replies, not intending to lower his gun whatsoever as he nods to the corpse once again: “you can ask him if you like, dead men do not tell lies, but I think you’ll find it hard to get an answer out of him.”
  205.  
  206. “I don’t believe you, it’s not the first dead body we have seen.” Deka states, wary and tense due to the gun aimed at him. You ready your weapon, as does Daniel whereas Deka just looks to the two of you: nothing but fear in his eyes. The man’s left hand, which had been resting on the nearby panel that was filled by buttons, moves a little bit as his index finger reaches an orange button: it looks suspiciously like a panic button. Could it be? It’s the button to activate the explosive collar, you tense up and Daniel lowers his knife, but you keep it raised: you are certain it doesn’t work, it’s a bluff for sure.
  207.  
  208. “Such defiance will get you killed, miss Nora.” The man simply states as he presses it!
  209.  
  210. ?
  211.  
  212. Nothing happened, no sound was made, nothing and the man simply looks amused. “It never worked, had it worked: mister Daniel would not be among us, considering he went somewhere he was not supposed to. Those things around your neck are merely pieces of metal, nothing more; nothing less.”
  213.  
  214. Daniel, clearly not feeling comfortable, asks the million dollar question: “What about the game?”
  215.  
  216. “This ‘game’ as that vile man called it, is over.” The man states as he stands up and looks in the eyes of three of you: “it is good what you did, standing up to him that is, but it is regrettable that you still did what he desired of you: you played his game and that is unforgivable.” He states, changing his guns target from Deka to you, to Daniel before lowering it altogether.
  217.  
  218. “So this is over.” He states as he walks towards Daniel, who moves aside and the man simply walks out the door, and standing still: his back towards the three of you as he looks up, you hear a weird sound approaching from above. “I will make sure of it.” The green-eyed man looks to grab something and suddenly floats away: the three of you follow him outside as you see that he holds a rope ladder which is hanging from a helicopter as it flies in the opposite direction from where the train is heading. Suddenly time seems to slow down, as you see the man bow towards you, one hand still holding on to the rope ladder, take something out of his pocket and presses a button on it. Suddenly you hear something clicking, both from Daniel’s pocket and from inside and outside the cabin: the only thing you feel after that is the blast from the explosion.
  219.  
  220. Congratulations! You made it to the end of Rails of Fun! Did the Conductor escape after all, or was it somebody else entirely: and if so, who was it? Who was the black wearing man, what was he doing? So many questions, but many items; observations and information were found throughout the game, they hold the truth that ultimately eluded the three survivors still on the train.
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