Checklad

Daniel 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. You feel kind of uncomfortable, and it looks like you’re not the only one: so you leave the body alone.
  8.  
  9. For now, you believe it is best for now to do as the ‘Conductor’ says, as looking around for things that might help you seems to be the best thing to do regardless of everything else and it appears you are not alone in thinking like this as the others appear to also go their separate ways in finding whatever might help them. You are not sure how to feel: part of you feels anxious, but another part feels ready, ready to show these people what you are worth: that you will not die here. You make your way to the far side of the station in the opposite way of everyone else, to a restaurant: there are no lights in there whatsoever, but your eyes grow used to the darkness rather quickly. The restaurant is quite obviously abandoned a long time ago: there is dust everywhere, but as you look closer you can see footsteps on the floor due to the dust, perhaps not the best idea ever, you decide to follow the footsteps.
  10.  
  11. Sure enough, the footsteps go all over the place in the kitchen: oddly enough, there appear to have been things going on here quite recently as several cupboards and drawers are open; there is a bullet-shaped hole in the wall and several kitchen utensils are on the ground. Thrown in the corner, you find a small box: upon opening it you see two coins with a train print on them; a kitchen knife; a tracker as well as a bad imitation of a train ticket which reads “Ruthless: either kill another player and get away with it, or kill two players.”.
  12.  
  13. Somewhat confused at what you found, 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!” Since the restaurant is right next to the platform, you walk over without any trouble. Upon arriving there, you notice a large and old fashioned steam train: a train that has obviously seen better days, since you have quite a lot of time left until you are expected on the platform you decide to jump down onto the track and investigate the train from close by. As you land on the track, you suddenly hear someone also landing on the ground nearby and then running in your direction.
  14.  
  15. Before you realise what has happened, a figure dressed in black has pushed you aside causing you to fall to the ground. You try and chase this figure with your gaze as you see him, or her, crawl under the train: and soon you hear a metallic sound. “Hey!” you shout, a gasp of air can be heard but before you even made it to where you suspect this figure to be, you hear something being closed: you have no idea what just happened. But as you look around where you suspect the figure to have disappeared, you see something lying on the ground: some kind of key, you decide to pick it up and keep it with you. Who knows how useful that might turn out to be? Though it might be best to leave the train alone for now, so you quickly run away from the train to get back on the platform without looking suspicious.
  16.  
  17. Inventory:
  18.  
  19. 2 Tokens
  20. Kitchen Knife: CR 2; Hands 1; Unlimited Uses
  21. Tracker: Tracks the locations of all players in real time.
  22. Odd Key: Allows you to open various trapdoors, giving you access to the bottom of the train and allowing you to access a number of rooms differently.
  23. Objective: Ruthless: Either kill another player and get away with it, or kill two players.
  24.  
  25.  
  26. Actions night 1:
  27.  
  28. Allies: Everyone
  29. Enemies:No one
  30. Room: Upper Storage Wagon
  31. Items: Knife
  32. Conceal my knife only use it if someone comes after me, be weary of everyone but only use force if someone comes at you or someone is attacking someone else. Break up any fights you see without your knife.
  33. Keep anything you find hidden from anyone else
  34. Try to make sure you enter the room last and leave the room last, Double check to make sure no one missed anything.
  35.  
  36.  
  37. Night 1:
  38.  
  39. Waking up and exiting the fourth coupé, you see Deka; Samson; Charles and Nora look up to the crackling speaker as the Conductor starts making an announcement of sorts, “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 and after Samson’s short inspection, it appears to be the lower storage wagon: but you have no intention of going there, you want to go to the upper storage wagon! You see Samson and Nora leaving for the lower wagon, Samson looking calm whilst Nora looks lazy at best. “So what about reaching the roof?” Deka asks no one in particular, “Oh just pull the damm light bulb already!” a reply can be heard from the crackling speaker. Sure enough, when Deka reaches up to the light bulb, the light switches off and when Deka pulls it, after burning his hand accidentally, a small ladder falls down giving access to the roof: a fact that Charles confirms, and both Deka and Charles leave you alone in the hallway.
  40.  
  41. You start to wonder where the door to the upper wagon is, though since both the door to the lower wagon and the ladder to the roof were hidden: it is unlikely you’d be able to find it. However, since the Conductor doesn’t appear to want to help: the way may be already open, so you start to look around the wagon. However, a quick look around reveals nothing new from before you went to sleep: but as you think that perhaps it is in the second coupé you realise that you’ve never seen Charles(Ewig)! Slightly worried, you try to check his coupé, but his door is locked: and no amount of hitting the door and shouting helps you. With no choice, you decide to climb up the ladder.
  42.  
  43. As you climb on top of the roof, you feel the wind rushing both past and against you: you can barely keep your eyes open initially due to the wind pressure. However, you quickly grow used to it, since the train doesn’t go as fast as one would think, though it is a steam train. Looking around, you spot Deka and Charles struggling with each other, with Deka lying on top of Charles you see Deka taking a small pepper spray and blasting it full force in Charles’ eyes. Charles starts screaming in agony, you have to break this up and help Charles! Running forward you tackle Deka off Charles and hold him down for a short time before letting him go and pushing him away: you look towards Charles and hand him a water bottle you nicked from the first common room, “that should clean your eyes up.” You state before running further, hoping Deka and Charles will not fight anymore.
  44.  
  45. Seeing the roofs of two wagons separate, you conclude that this must be the entrance to the second common room: however, you’re not just going to the common room. Instead, you climb down to the metal door with a window that separates you from the upper wagon, and smash it with the handle of your knife. You carefully climb in, making sure not to cut yourself, and step on the glass from the now-broken window. It’s dark inside the room, figures, but you carefully walk through: hiding your knife. Looking around the room, all you see is boxes, dozens of boxes: there’s probably useful stuff in there, soon your eyes spot somebody lying flat on his stomach behind a couple of boxes: trying to hide it looks like. “I can see you, there’s no need to hide.” You say, and see the missing man Charles(ewig) stand up: in his hands he holds a shard of glass and a magic wand? Probably was scared he’d be attacked, with the glass suddenly breaking and all. “Where you the one whom closed off access to this room?” you ask: you don’t mind, though it would’ve been nice of him to tell you, however you notice that Charles is tensing up “Oh, what’s wrong?” but before you can take a step closer, Charles slashes towards your extended left hand with the glass shard, leaving a nasty gash. You look perplexed at Charles, and then at your bleeding hand; quickly, you pull out your knife “YOU FUCKER, you want to kill me!”
  46.  
  47. The pain is unbearable and it infuriates you, you know you can take him: that magic wand of his stands no chance, but your left hand is bleeding heavily as the blood starts dropping on the floor. However, before you can make a move, Charles makes a run for it: back to the common room, he won’t be back. Though wary and your hand starting to feel numb, you have priorities and start searching the room: looking around Charles’s initial hiding spot, you notice a massive collection of boxes hiding something large and blue; you kick them aside. What is revealed to you is almost too ridiculous to be true: a massive blue bunny suit, a mascot costume? It’s both intriguing and plain odd, what does this suit have to do with anything; why is it here? Inspecting it closely, you note that it is too large to take with you without everyone noticing; you can easily put it on and off, thanks to a zipper on the inside; it could neatly hide your identity; should you wear it, it looks like you can still move quite well in it, lastly, there appears to be a label inside which reads ‘Blue Bunny Entertainment’.
  48.  
  49. You decide to hide this with the boxes again before continuing your search through the room; after checking a couple of boxes near the metal door at the back you find a comb as well as a Hallucinogen Type 2 drug. With your new items, you head towards the new common room: the wound still aching and somewhat bleeding.
  50.  
  51. Inventory:
  52. 2 Tokens
  53. Kitchen Knife: CR 2; Hands 1; Unlimited Uses
  54. Tracker: Tracks the locations of all players in real time.
  55. Odd Key: Allows you to open various trapdoors, giving you access to the bottom of the train and allowing you to access a number of rooms differently.
  56. Blue Bunny Suit (knows location): Allows you to conceal your identity whilst wearing it.
  57. Comb: Fixes unkempt Hair. Nice doorstopper.
  58. Hallucinogen Type 2: This weird drug makes the target attack any nearby player, regardless of allignment, and remember the events differentely.
  59. Objective: Ruthless: Either kill another player and get away with it, or kill two players.
  60. Status: incapable of using left hand, can only use one one-handed weapon.
  61.  
  62.  
  63. Actions night 2:
  64.  
  65. Room: We are going hunting
  66. Allies: No one in particular
  67. Enemies: No one in particular
  68. Favorite: Charles
  69. Least Favorite: Ewig
  70. Items: Use tracking device, use odd key, carry comb and wield knife. Hallucinogen Type 2 use on... eenie meenie miney Nora.
  71. Details: Wait for everyone to head off as usual then use your tracking device, if anyone is persistent in staying and won't leave for some reason just rush your way into the restaurant without using your tracking device or odd key, be non hostile to anyone there unless they attack you. Proceed to comb hair of whoever is in there if they prove to be non hostile.
  72. If everyone leaves to go to a room and no one is persistent in staying or following me then use your tracking device. If there is a room with two people use your odd key on the trap door and try to get to that room and observe them without being caught. If they are fighting one another and you see one has a clear advantage over the other(Like holding them down) take the opportunity to kill them with your knife. Proceed to try and help the other person up with your left arm. While helping them up proceed to plunge knife into there heart. Then proceed to use your comb to brush the hair of both dead bodies, and then loot their bodies. If I am noticed or attack fails or the first person doesn't die get the hell out of dodge. If the second person doesn't die, make sure they don't escape.
  73. If the two people aren't fighting then just wait for them to leave the room make your entrance and try to find anything they may have not noticed.
  74. If there isn't a room with only two people, if there is an empty room go there. If no rooms are empty or have only two people, go to the restaurant try to wait for the other people to leave then check for anything they may have missed.
  75.  
  76.  
  77. Night 2:
  78.  
  79. “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.
  80.  
  81. Game3 +
  82.  
  83. >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.
  84. >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.
  85. >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.
  86. >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.
  87. >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?
  88.  
  89. “-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. As everybody has slowly fallen asleep, you merely pretended: a class act! Carefully standing up and slipping quietly past everyone you make your way to SSVD, you blush as you look at her and a short feeling of guilt hits you: but you put the Hallucinogen Type 2 drug in her open mouth and see her swallow it. You then sneak back to ‘your’ couch and attempt to sleep: impossible with all the shaking of the train.
  90.  
  91. As you wake up, stiff from the wooden couch. 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 if somebody else also had the idea of drugging somebody else. Regardless, with Samson’s yelps and cries drowning out the usual noise of the speaker and the train, surprisingly enough: you see the other four people slowly leaving to their respective destination. After a short stare at the grate on the ceiling, Charles(ewig) makes a run for the upper restaurant wagon; the orange jacket, which looks familiar, wearing Nora goes up to the roof, oddly invigorated, probably due to the drug; Charles proceeds to follow Charles’s trail and also leaves for the upper restaurant wagon. Leaving you alone with Deka and Samson: Samson keeps up the the talk about being sick and Deka just looks at him until he turns around to leave for the lower kitchen wagon, leaving you alone with just the sick Samson. “You gonna go or not?” You ask, but Samson only shakes his head leaving you cursing in your mind.
  92.  
  93. “I’m going to take a rest man.” Samson meekly states as he goes back to lying on his couch, leaving the rest of the common room for yourself. Suddenly, you get an idea and hide behind one of the couches: making it impossible for Samson to see you, probably. You start planning your set-up and turn on your tracker: thankfully it doesn’t make any noise. Unfortunately the range of the tracker is not particularly large, but you can clearly see seven dots.. Wait what? Looking at it again, you see one on the roof; two in the restaurant; one in the kitchen; two in the common room and one in the lower storage room from last night. You shake your head at this clear fault of the tracker’s system and focus on what you want to achieve: the two dots in the restaurant.
  94.  
  95. You carefully sneak back into the common room, shaking your head at Samson’s awful snoring and open up the trapdoor giving you access to the bottom of the train. The noise is incredible and you likely waked Samson up on accident so you quickly climb outside and hold on for dear life as you just barely hear the trapdoor automatically closing. Carefully climbing under the train, with your back to the railway track upon which the train rides, you make your way forward: it’s incredibly tiring but you eventually end up at another trapdoor. Somehow you managed to open it up and climb inside: causing you to come face to face with Deka. “What are you doing.”
  96.  
  97. You try to think fast, but it’s no use: he knows that you can access the bottom of the train. “T-the trapdoor was open, and I was curious!” you state as you look away from him, “R-regardless, I need to get up to the restaurant, can you help me?”
  98.  
  99. “Sure Daniel,” Deka answers as he shrugs his shoulders, “I think if you break that window with something, climb up along the side and break a window leading to the restaurant you’ll be fine.” “Sounds dangerous.” “You kidding me right?” He has a point, but as you start looking around the kitchen, which is notably empty, for something to break the window with: you hear glass shattering, and then again. You look back to the window and see that it’s broken and open now, “well that helped.” You snort at Deka’s smartass comment, “alright, I’m off.”
  100.  
  101. “Yeah yeah.” Deka says as he waves you away, shaking his head at what you’re going to do. You stick your head out of the window, seeing nothing but sand and take a deep breath before climbing up on the ledge and looking up along the train: the wind blowing past you as you feel getting pushed back. Looking up reveals that there is indeed a window just above you and that that window too, is broken. Though your left hand is hurting worse than before, especially after the already painful climb to the kitchen, you press on and grab the sill with both hands. Trying to pull yourself up proves to be futile though, thankfully Deka seems all too eager to get you out of the kitchen and offers up his hands for you to stand on. Using his hands, you manage to get high enough that you only have to crawl through the window to see Charles(ewig) and Charles inside: Charles(ewig) hiding out of sight of Charles whilst Charles is looking around with his back turned to you.
  102.  
  103. You crawl over the edge and land softly on several table cloths, making Charles and Charles unable to hear you. However, just as you’re about to sneak away: Charles(ewig) spots you and waves to you. You carefully walk closer to him, making sure not to get Charles’s attention in the process. “Hi.” You whisper, “don’t hi me, be quiet and stay back!” he hisses back as he starts staring at the roof and as you follow his gaze you spot a grate. “a grate?” you ask, dumbfounded, “why are you hiding from Charles, Charles?”
  104.  
  105. “Very funny” Charles(ewig) grumbles, “There’s someone that can crawl through parts of the train that I, or we, can’t access. I need to find out, it may be the Conductor, so I can kill him and escape.”
  106. “Why are you hiding from Charles?” you ask, your question unanswered, amused at the prospect that Charles is looking for you in the wrong place, not to mention the fact that you can’t access that grate.
  107.  
  108. “Because I don’t trust him and I think he wants to kill me. And stay back.” He warns,
  109.  
  110. “Fine, fine.” You say, but then you smell an opportunity: a dastardly deed. “Hey, you don’t trust Charles, right?”
  111.  
  112. “Yeah, so?”
  113.  
  114. “Let’s kill him.”
  115.  
  116. “Dude..”
  117.  
  118. “I’m serious, we could take him.”
  119.  
  120. “...”
  121.  
  122. “I got this knife man.”
  123.  
  124. “I know.”
  125.  
  126. “Wait, how?”
  127.  
  128. “Fine. I’ll help you, but be careful: he has a bat of sorts.”
  129.  
  130. “Seriously?”
  131.  
  132. “Yeah man”
  133.  
  134. “We can still take him, he’s alone: we’re with two.”
  135.  
  136. “Fine. You get him first.”
  137.  
  138. “Ummm, I don’t think if you’ve noticed.” You mutter as you look him dead in the eyes and raise your left hand before shaking your head. “I can kill him easily, but I need a distraction. So I’ll go up to him, he won’t suspect me; then you go and challenge him and I stab him! Easy enough?”
  139.  
  140. “Fine, fine. Just go already, I’ll do it.”
  141.  
  142. “Aye, don’t double-cross me though: I won’t like you if you do.” You whisper as you stand up and start walking towards Charles, “hey man!”
  143.  
  144. Charles turns around and grabs his cricket bat, but lowers his guard as he sees that it is you, “hey buddy, how’s it going?”
  145.  
  146. “Not much, I just felt like combing your hair.” You state as you show your comb, surprisingly, Charles seems to fully trust you as he turns his back towards you “alright sure, go ahead.” You start combing his messy hair and walk around him: he should really wash that hair of his. You continue brushing his hair and walk around him, before eventually you come face to face with him and you can see Charles(ewig) coming closer and ready to strike and you prepare.
  147.  
  148. “Hey, why are you tensing up?” Charles asks as he gets a punch, or rather a smack, on the back of the head from Charles(ewig). He promptly turns around to face Charles, whom seems unsure of himself and Charles proceeds to grab his bat tighter and slam it against Charles(ewig)’s shoulder. A fight has broken out, with Charles facing Charles; it is quite obvious that Charles will win, but you are the wildcard! You grab your knife and just as Charles is close enough to Charles(ewig), you stab his neck from behind: he will not survive, you think as Charles turns around and slams the bat into your face: breaking your nose and causing several teeth to fly out you feel lucky that he couldn’t manage to swing at full strength. As see him falling down with Charles(ewig) just managing to roll out of the way.
  149.  
  150. “Thank God you still killed him, it appears it’s over.” Charles says as he looks down on Charles,
  151.  
  152. “Of course I killed him, but it’s not over.” You say as you point your knife towards Charles and take a step in his direction.
  153.  
  154. Charles gets nervous and steps back, grabbing his magic wand to defend himself. You step forward, he steps back. “AVADA KEDAVRA” Charles shouts as he attempts to stab your eye with the stick, but all you do is slap it out of his hand and shake your bruised head: “seriously?”
  155.  
  156. Charles starts looking around frantically, the adrenaline in him seems to be pumping in massive amounts. You attempt a stab, but all Charles does is dodge out of the way and he proceeds to make a run for it: back to the common room and you chase after him. Time seems to be going slow, unbelievable slow. However, as Charles sprints towards the door back to the second common room: he slams fully against the closed door, giving you the opportunity you need as you stab him in the back multiple times, as you hear maniacal laughing erupt from the speakers. You are a horrible person, aren’t you? But it does not stop you from looting their bodies, giving you a map of the train, a cricket bat, a stick, an antidote, Game1 + and 6 tokens. You spend the rest of the night combing their hair like a madman, unaware of anything else that is happening, before continuing to the next common room with your loot and your bruised face with a broken nose and fewer teeth.
  157.  
  158. Inventory:
  159. 8 Tokens
  160. Kitchen Knife: CR 2; Hands 1; Unlimited Uses
  161. Cricket Bat: CR 2; Hands 2; Unlimited Uses
  162. Stick: CR 1; Hands 1; 1 Use; Can be a secondary weapon
  163. Odd Key: Allows you to open various trapdoors, giving you access to the bottom of the train and allowing you to access a number of rooms differently.
  164. Comb: Fixes unkempt Hair. Nice doorstopper.
  165. Status: incapable of using left hand, can only use one one-handed weapon.
  166. Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
  167. [Map of Train](http://i.imgur.com/wU9tl3z.png): Gives you a map of the entire train, revealing what lies ahead, or behind.
  168. Game1 +: There should be a way to use this.
  169. Objective: Ruthless: Either kill another player and get away with it, or kill two players.
  170.  
  171.  
  172. Actions night 3:
  173.  
  174. Rooms: Whatever that lower wagon is
  175. Allies: No one
  176. Enemies: No one
  177. Items: Wield knife, have comb at the ready, have odd key at the ready just incase you need it.
  178. Details: As usual wait for the others to leave before heading out. Once they leave throw your stick onto the open ground then try your best to get into that lower wagon, peep inside before you go in though... if you see someone just head up to the upper compartment instead, if no one is inside just snoop around for items. If someone comes inside the lower compartment when I am already in there use the odd key to escape through the trap door if possible. If anyone tries to attack me try to knife them as usual. If I am stuck with someone non hostile just do this number ... trying to not get hit by something this night.
  179. If presented with dead body comb it's hair.
  180.  
  181.  
  182. Night 3:
  183.  
  184. 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 Nora stands up with a sigh and climbs the ladder to the roof. Seeing that Nora goes to the roof, Deka stand up as well and goes ahead to leave for the seating room: but before he leaves you alone, he turns around to you and you just wave him away with your bloody and broken hand before you turn around and spit out a loose tooth. Finally Deka is gone too.
  185.  
  186. You stand up and drop your stick unto the open part connecting the common room wagon with the next one. A good dog will probably pick it up, and if not: you will know of it. You are curious about that lower part of the next wagon that the Conductor does not want you to enter, you know it’s there after all: you’ve got the map. You check for any direct entrance, but the only entrance seems to lead to the upper seating area. Then you realize you can always just climb, even if it’ll only make things worse for you: you feel that you need to do this. So you go all the way back to the lower kitchen wagon of last night, you know there’s a hatchet there.
  187. You open up the hatchet and climb down, the sound is deafening but it is not as bad as the first time. Carefully climbing down, the pain in your left hand only worsens with every grab you make with it: but letting go without going forward will only spell your doom so you soldier on. The climb seems to take ages, as you have to travel a ludicrous distance: but you eventually make it to the hatchet that you believe is the one you aim for. You open it up and carefully check the surroundings: there appears to be no-one there, so you climb inside completely. Looking around, you see a fair amount of monitors and other electronic things: no wonder the Conductor wouldn’t want you to go in here, this is where he keeps everything under control. You start frantically looking around for anything that may help you, maybe something to get rid of that thing around your neck? But you find nothing of use, you do spot a whole lot of other things however.
  188.  
  189. All monitors seems preoccupied with something, a fair amount of them focus on filming the goings on in the game: looks like not a single monitor is focusing on you, means you aren’t being watched; the Conductor shouldn’t be aware of you. Checking several monitors you see what the others are up too: you see Deka is fighting with Samson, turns out Samson was truly not dead! There is also Nora whom is holding a tall man wearing a black long coat over the edge of the roof, the man looks wounded: who is that? However, as nice as it is to see what the others are up too: you’re here for answers, something useful. Looking around again, you note that the old walls of the room, including the ceiling, are filled with posters: most of them feature the one you recognize as the man whom started it all, Ned Logan. But there are also a couple of posters that feature somebody you are not actually aware of: Jeriah Levitch, you’ve never heard that name before. But on one of the larger posters you read that this Jeriah is advertised as a magician for a magic show hosted by Blue Bunny Entertainment. Is he the Conductor?
  190. You decide to start focusing on something else: there are a couple of monitors that seem to not be actively showing what the camera’s are filming so you investigate: the [first](http://i.imgur.com/NuDVSKv.png) [two](http://i.imgur.com/mCKPB2X.png) monitors you inspect show two parts of a chat room, you’re not sure when these messages were delivered: it looks like the chat room was specifically designed to avoid as much information about the users as possible. The third monitor shows an abstract [map](http://i.imgur.com/wFda6fu.png), very curious. The fourth monitor shows another [chatroom](http://i.imgur.com/LkRi5g7.png), yet again: no date or additional information whatsoever. The fifth and last monitor of the bunch shows the reddit front page of /r/funny, the ‘top hot’ poster [post](https://files.slack.com/files-pri/T055P5A1X-F064F5E8K/untitled-1.jpg) certainly seems familiar, but just as you’re about to go to /r/visualnovels, you have your priorities straight of course, you hear a door opening and you decide it is best to run away back to the trapdoor. Just before you close the trapdoor, you hear the all-too familiar voice of the Conductor speak: “now to get rid of you, you dang fun hatin-“ you decide it is best to just go.
  191. You start climbing all the way back to the lower kitchen wagon, but just as you’re about to reach the third common room wagon: you look to where you have to go and see something you cannot believe. The wagons behind the one you’re climbing under is gone, the third common room wagon is gone. You are confused and have no idea what has happened, but as you climb under the lower ‘Conductor-cave’, you see somebody being flung out the train and landing on the sand. What is happening here? Thankfully, there is a trapdoor to the fourth common room and you climb up. You notice that you are missing your comb.
  192.  
  193. Inventory:
  194.  
  195. 8 Tokens
  196. Kitchen Knife: CR 2; Hands 1; Unlimited Uses
  197. Cricket Bat: CR 2; Hands 2; Unlimited Uses
  198. Odd Key: Allows you to open various trapdoors, giving you access to the bottom of the train and allowing you to access a number of rooms differently.
  199. Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
  200. [Map of Train](http://i.imgur.com/wU9tl3z.png): Gives you a map of the entire train, revealing what lies ahead, or behind.
  201. Game1 +: There should be a way to use this.
  202. Objective: Ruthless: Either kill another player and get away with it, or kill two players.
  203. Status: incapable of using left hand, can only use one one-handed weapon.
  204.  
  205.  
  206. Actions night 4:
  207.  
  208. Rooms: Engine room to the empty space room to the head of the train
  209. Allies: Nora and Deka
  210. Enemies: Samson
  211. Items:Knife
  212. Wait for Deka to leave then head to the engine room with Nora. Once inside, look for anything interesting while Nora smashes things. If anyone hostile shows up yell at Nora to fight them. If they try to fight you duck, dodge, and dive. You are in no condition to fight let Nora handle it.... but if you see a CLEAR opportunity take it to kill whoever is attacking you. If Nora decides to attack you umm... try to run to the next room if that doesn't work try and use your speed and her lack of accuracy to your advantage to stop her. If the door to the engine room doesn't budge allowing us to go to the empty space room, tell nora to knock it down.... Make sure you are not in proximity of Nora's smashing range. Stay alert and vigilant for any signs of trouble and warn Nora if necessary.
  213. Once in the empty room wait for Nora to either smash the door to the head of the train down or head inside if it opens. Once inside let the others play it out... knowing full well that none of them have complete their objectives.... ask for your comb back though if the conductor is there.... then ask to brush their hair...so you can complete your real objective.
  214.  
  215.  
  216. Finale:
  217. 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-“
  218.  
  219. 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 Nora; 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.
  220.  
  221. As Nora decides to turn around now and break of the joints that holds the wagon of the last common room and the engine wagon together she points to where she will be as you nod and turn around, continuing to check the room. You notice something lying just under one of the machines in the room and as you reach out to it with your good hand, you manage to grab it and pull it back to reveal a piece of black cloth as well as a small black box with a red light on it, you decide to show it to Nora as you walk back to her just as she finished getting rid of the joints holding the wagons together. She turns around and you show her what you found: the piece of black cloth, covering the little black box. “Must be from the tall guy wearing black.” She says, and you nod in agreement: “I also found this.” You state as you pull away the black cloth and reveal the small black box, “not sure what it is, but we might as well keep it,” you state, putting it in your pocket and the two of you continue onwards: there is nothing left for you to do here.
  222.  
  223. Nora tries the door to the next wagon, usually it is closed: but this time it is open and the two of you step outside on another part connecting two wagons: in front of you is a large coal wagon and a ladder to reach it. Nora looks at you and you shrug, so she sighs and climbs up first, you follow up as best you can with your one usable hand. Standing on the edge, Nora jumps down on top of the coal and land rather ungracefully, you feel unsure and as you jump, you land 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, Nora in front ready to smash the door in with her sledgehammer and you behind you to give support if need be: like a true hero.
  224.  
  225. “Coffee!” Nora yells like a battlecry as she slams against the door with her sledgehammer; again and again. The door might the most powerful foe yet, you think as Nora takes a short break: there appears to be no reaction to the smashing against the door and all you can do is give her some weak encouragement, “Come on, we’re almost there!” She lifts up her 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.
  226.  
  227. 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 a hacksaw in his hand, 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.
  228.  
  229. “Who are you?” you ask, only for the green-eyed man to smile lightly.
  230.  
  231. “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.”
  232.  
  233. “Deka what happened?” Nora asks, only for Deka to shake his head.
  234.  
  235. “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.”
  236.  
  237. “So, how do we know that you are not the Conductor?” you demand, ready for answers.
  238.  
  239. “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.”
  240.  
  241. “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 Nora 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 lower your knife, but Nora keeps it raised: she seems certain it doesn’t work.
  242.  
  243. “Such defiance will get you killed, miss Nora.” The man simply states as he presses it!
  244.  
  245. ?
  246.  
  247. 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.”
  248.  
  249. You, clearly not feeling comfortable, ask the million dollar question: “What about the game?”
  250.  
  251. “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 Nora, to you before lowering it altogether.
  252.  
  253. “So this is over.” He states as he walks towards you and you quickly move 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 your pocket and from inside and outside the cabin: the only thing you feel after that is the blast from the explosion.
  254.  
  255. 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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