Game Story *SPOILERS*
Game Story:
Enter Part 1
At the start you wake up in a train car at the back of a moving train. Speaking from an intercom is the villain of the game, who proceeds to tell you the backstory. At the base you are a detective that has been involved in several cases related to the villains misdeeds. Upon getting too close to the truth the villain kidnapped you. The villain says you are being transported to his evil headquarters where he can personally meet you. First, he wants to toy with you. You are tasked with solving puzzles in each train car or face your doom. If you don’t solve each puzzle in each of their allotted times (about 3 minutes), the cabs will separate from the engine car and will blow up. Upon your success you will get into the safe engine car and be allowed to live.
For about 4 main cabs you will have 3 min each to solve a puzzle on a display at the proceeding door (They may be physics based). Upon entering a new car the villain will reveal more information about the story, including 6 or so key pieces of evidence that would identify and incriminate the villain as well as a certain crime-fighting action-hero cop that he kidnapped all being held at his headquarters. The view is from a side perspective of the car, where you can see out the side windows that you are in some kind of wasteland.
Upon entering [completing the last puzzle in] the final car the villain reveals the twist. He actually had no intention of you surviving this train ride. The door to the engine car is sealed, and there is no puzzle to open the door. He states that he knows if you were to survive, you would end up escaping the HQ and taking himself down. A 3 minute timer to your doom starts to tick one final time. However, upon inspecting where the next display would have been is an access panel that seems to be the source of the automatic door openings. Upon the player interacting with it, all the doors behind the player open, including the door to the outside of the train back at the beginning. You then must rush back there, go up the ladder at the back. You must then rush along the ricketing train and buffeting winds to the engine car which luckily has an unlocked way inside from the top. You can fall off the train to a game over. By this point the train cabs will automatically separate from the head. You then have 30 seconds to hide. There will be a few options like hiding in a pile of coal?, or hiding in a box, or etc. Big puzzle to exit the engine car :
Have a huge fan-like structure moving at random (AI) speed on the ground.
You have three chances to throw 3 balls (or 3 different objects ideally) at it, and wedge the blades for a short interval of time that’s just enough to get you over the fan and go over to the other side. If you get caught in the fan, you die. If you can’t wedge an item in, you die. This is for exiting the engine car.
At the end of the last timer you will arrive at the enemy HQ, a derelict factory. Guards will inspect the inside of the train car. If you did not hide, you will be captured and the game will be over. If you did hide, the guards will not find you and will leave the cab.
Enter Part 2
The player reminds himself that there are 6 key pieces of evidence that he can secure that will all together allow for him to later identify and arrest the villain. Additionally, there is the crime-fighting action-hero who if rescued could help capture the villain here and now. Or you could hide in one of the shipping containers and be shipped out, an immediate escape that leads you to the Bad Ending.
The game now shifts to more of a top down view and is stealth based. You must avoid patrolling guards by staying out of the light of their flashlights or cone of vision. The hallways are poorly lit, but individual office or storage like rooms have proper lighting where any guard who looks in will see you if you aren’t hiding in something. Throughout your time in the building you will need to hide inside boxes, stacks of hay?, trashcans, dumpsters, or something else. To find the pieces of evidence you will need to search boxes, shelves, closets, safes, and file cabinets (this can be done by holding down the interaction key for an amount of time to substantially search the object. When a room has been fully searched, the room is marked off on your map.
There are 3 endings
- Leaving by hiding in a shipping container will net you the bad ending. This can only be accessed before collecting all 6 pieces of evidence.
- After collecting all pieces of evidence, the villain will speak on the intercom saying the helicopters have finally been refueled and the counterfeit cash has been shipped out. Also the security door locks have been temporarily unlocked. The bad ending is no longer available and the only way to escape is by helicopter, netting you the normal ending.
- After the previous intercom, you remind yourself that you can either take the helicopter and escape, coming back later with the police, or take him down now. You also attempt to remember if there was something else you are supposed to grab or someone to rescue. Somewhere there was a “big set of red doors” labelled as the bosses room you could not access earlier. Also there was a set of doors to the “Holding Cell” you could not do anything inside of
access. Those doors are now accessible. If you go to the boss room first, a cutscene will play where the villain sees you and his accompanying henchmen quickly capture you. This nets you a game over.- If you go to the holding cell, you will see that there is one cell, which holds the crime-fighting action-hero. The doors is under guard, but you are out of sight. Nearby you is a display where you can play one last puzzle(i) which will allow you to free the crime-fighting action-hero. There is no penalty if you fail, but it is difficult. Upon success the cell doors open and the crime-fighting action-hero knocks out the guards. He then thanks you for saving him and says it is time to defeat the villain. You then lead the crime-fighting action-hero who will automatically knock out any guards whom you enter into their line of sight. Upon entering the boss room, the crime-fighting action-hero takes out all the henchmen inside. The villain, outmatched, surrenders. You get the Good Ending.
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