You have no chance to survive. - Let's Play Don't Escape: 4 Days to Survive
All of the options that you've laid out sound pretty solid to me! The cave, the fan and the air conditioner in the cave, and using the water bottles. Remember to stay hydrated.

Everyone says to hunker down in the cave, with some recommendations to cover the hole with the burger flag or thermal blanket, but regarding the AC and fan, there was a split vote to bring the AC and fan in with us, possibly out of fear we'd get too cold in the cave and not enough heat would make it in? The AC's unit also says it produces exhaust, so if we set it up in the cave it could make for a scary gas... I'll see if we can hook up both and get the exhaust out, though, because I feel we'd need to take precautions to stay cool. We'll also be tossing in the cooling tiles we found in the restaurant's freezer, and distribute bottles of water for everyone. Enough waiting around, it's time to prepare for our second (is it the second?) night.

Time to make sure everyone has enough to drink. This includes you too, dear reader. Pause reading this update to get a glass! Anyway, Barry, you're up first.





So kind of Barry to ask Cody to get one first. Well, ladies next. Cate, time to l-l-l-liquid up!





Cody, a growing boy needs his water.





The last one is Barry.





Before I continue, I wonder what they'll all say if I offer them a coat? They'll probably reject them due to the heat, but still.











All right, all right, coats go back in the bin. Anyway, time to lug all the materials we need out to the RV and the cave!


First things first, let's gas up this RV to get the engine ready to run, make a quick stop at the gas station to refuel, and get everything else ready afterwards. If I try to gas up the RV more...


The extension cord fits the RV's outlet just fine. What if I tried to plug in the fan or AC unit outside?

David's right. No point in setting up outside the cave entrance. Let's get the rope and extension cord down the cave and set everything up before I turn the engine on.



Let's get everything ready! Fan first...


The fan is cooling the cave with some air circulation. Good, now for the AC.

Fair enough, let's go outside and do that?

David, I was standing at the leftmost side of the cave near the opening just before. There must be some way to finesse this... How about I use the AC on the cave opening while inside the cave, rather than the extension cord sockets?

That did it. I needed to be inside the cave and click on the hole so the exhaust pipe would go out.

Hook it up, sir!


Now we're looking good. The AC is humming along. Let's crack those blue Heat Absorber Tiles (TM) and drop them around the cave!






We're looking mighty chill now. The last thing to do is cover up the cave entrance.


As it turns out, both the restaurant flag and thermal blanket can cover the cave. The votes (with my own choice) are split evenly. The thermal blanket is described as a "low-weight, low-bulk blanket made of heat-reflective thin silvery sheeting, while the burger flag is described as "big and thick." Given the fact that we're facing a heat wave, the blanket could work better regardless of the time of day since it's reflecting heat, not sunlight. The burger flag seems like a trap because it would be good if we were, say, facing a freezing night or blizzard. Covering the cave mouth's entrance with the blanket would trap heat inside and increase the temperature, I think? Well, I'll use my executive decision to cover it up with the thermal blanket. If it was the wrong choice, sorry, survivors!


It looks less like a blanket and more like a spider web, even if it is isolating the temperatures between the cave and the outside a bit. Anyway, that's the fan, AC, heat absorbers, water, and covering all set up! Let's turn on the car to get the RV going, then go down and spend the night.




I think we're as good as we're going to be. Let's keep that water bottle handy! Let's hope my tie-breaker decisions didn't doom anyone...


The heat surge was incredibly strong as the wave of boiling hot air moved through the land. You found shelter in a cave underground, hoping it would save you from the deadly heat...

The cave proved to be a good shelter, as it shielded 35% of the initial heat wave.

The cool air from the air conditioner dispersed about 26% of the initial heat wave.

The air circulation helped to lower the temperature, deducting 24% of the initial heat surge.

The heat-absorbing power of those weird tiles got rid of 21% of the hot air.



You were able to rest much more comfortably than you thought you would. [+5 kg permanent carry weight bonus]
No sweat, literally! We aced yet another night, goons. Well done. Who knows if the burger flag would have been better or worse? Perhaps a test for another day, wouldn't you say? Well, you know what's coming next... Another prophecy of death.

Hmm. Should we check the window, or the stairs? The window has killed us twice (yeah, twice?) now. The stairs may just be safer!


Uh... That's Maggie, Barry's dead wife. What is she doing here?




We get to ask Maggie who she is, and about our dream. First, "who are you" exactly? Are you really Maggie?



Okay. So let's talk about this "dream" we're having.





Dream or no dream, she's creeping me out with this memory and dream-travelling talk. Let's talk "about Barry."











If you're right, Maggie, then please "tell me the future" and how this all ends.







Oh, this thing can't be all that bad, right? Hey pal, good to make your acquain-

When this thing touched David it caused him to experience... his multiple deaths? And then David just vanished into thin air... After a fade to black, we just return to the conversation with Maggie, so this must be a non-standard game over. Let's listen to Maggie this time and book it down the stairs!

We made it back down safely. If we try to go back up...

David shows more sense than I do. What is our impending doom at the window this time?

With the roar of a motorcycle in the air, the window explodes and a leather-clad bandit fatally shoots David. He bleeds out as his shooter glances around the house with his goons...

During the heat wave we not only dreamed of bandits killing us, but also of Barry's late wife Maggie warning us this wasn't the first life we've led. We've been dream-traveling, which would probably explain our ability to prophesize our death. If another David experienced it in another life, then we would know of it too, although how we could tap into that knowledge remains unclear. Whatever the reason or cause of our foresight, we know we may be able to save Barry's life at a "sand tomb," whatever that may be...
























What, are we stuck in Mad Max now? Why do we have nihilistic bloodthirsty killers going around killing people before the end of the world? Is it some sort of primal urge to get all their dark desires out of their minds before facing oblivion? I can't say I understand, but we have at least one gun for ourselves, and Cate has her pistol. Still, we're no Annie Oakley, and it's likely that we'll need Barry's help too. More firepower and ammo is needed, as well as looking for the spaceship Cate dreamed about. Let's talk with the gang about today.

We can ask Cate about today, Barry, and Cody. What are you thinking "about today," Cate?


We have people with guns coming after us, but fine. What "about Barry," softened up towards him yet?







Cate needs to chill. If we talk "about Cody," she should show a bit more heart...







Cody, what about you, any ideas "about today?"


Sadly we do, kiddo. What "about Cate?"






Some people just want to "front," Cody. Tell me your thoughts "about Barry."







Barry has a few more topics of conversation than the others, since we did dream about his wife and have a message from her to him. We'll touch on that last, though. Barry, any thoughts "about today?"


If I were you I'd be more concerned about getting shot, but you do you, big guy. What "about Cate" and her dream?


I agree Cate is suspicious, but I don't have any better ideas about getting off this rock. And what "about Cody?"



I think Cody is actually really scared, but he's really good at hiding it or doing that thing kids do where they compartamentalize trauma... But that's not all. We need to tell Barry about his wife's message, too. Barry, "your wife loved you," though I doubt you need reminding.




Well, message delivered. But that's not all, dude. You should "stay behind and wait for us."








Let's be fair, Barry, you should probably trust David on this one. The guy correctly predicted a heat wave that would kill you all, so his hunches are probably on the money.

Before we head off, let's clean up after ourselves. Even if the world is ending, we're no litterbugs! The rope and hook will likely be of use, too.


Sure, it's four minutes, and with everything else in the cave picked up, we're done here. I couldn't grab the cooling tiles, though, because they vanished! They were probably made of some material that dissolves as it absorbs heat.

The city to the southwest is open for exploration. Before we head over there, I'm going to stop by our place first to drop stuff off at the item box. I'll also stop to top off Communism and check out the restaurant for any goodies. The locusts should be gone by now.

Yeah, the restaurant is clear of freaky, flying, flesh-eating bugs. Time to root around!

The door to the left leads to a bathroom and a magazine.







I'm getting deja vu all over again from reading this magazine. Haven't we read it already? It seems like it's telling me the absolute truth, but in a conspiracy theorist sort of way.

The door to the right leads to a storeroom with a couple of goodies.


Hmm... If Home Alone taught me anything as a kid, it's that when you have home invaders trying to steal your stuff and hurt you, some slick surfaces will work wonders slowing them down. Nothing about poison, but we can certainly adapt our way of thinking, can't we? Well, that's all we can find here. So it's time to head to the city at last.






Yes, a few, if you don't mind. From left to right, we can confirm this isn't the outpost Cate was looking for, ask what exactly we are looking for here, and what Cate's connections with Sidereal Plexus are. I'll ask them all in order.












This place certainly is sandy. I hope we can find some stuff around here! Let's talk to Cody and Barry about the place.












Like any good disaster movie demands, the heroes must explore the ruins of civilization.

Sand is coarse and gets everywhere, like on this former parking lot. The wind blows mournfully, but thankfully Barry heeded our request and stayed behind with the car.







The east wing has a metal door here not buried in sand, and the side of the building is also interactable.




The only way up is the big sand dune up front.

David, Cody, and Cate march up the dune to the roof in silence. I wonder if Barry can see us from the parking lot.

We arrive at the roof without incident. There's a crack in the wall which gives us access to the building. On we go... But what is this feeling of apprehension I feel?


The "R" in the "SIDEREAL" logo suddenly warps, twisting with the excess weight put behind it. Gravity pulls it back it breaks the roof open, bringing down part of the roof and plenty of sand with it. Cate and David manage to leap out of the way, but Cody is left holding on for dear life!






No time to waste! Time to get our boy!










Whew! I can't imagine what would have happened if Barry were with us. Maybe he would have fallen in, or maybe we would have had to make a horrible choice between saving Cody or Barry. What an awful decision that would be... If this is the "sand tomb" Maggie warned us about, then Barry just escaped a horrible fate. What awaits us now is the Sidereal Plexus office itself. What will we find in there...?
Last edited by Olive Branch on Wed Feb 03, 2021 4:17 am, edited 1 time in total.




After avoiding a fatal accident and rescuing Cody, we make our way through the wall's opening and enter the Sidereal Plexus office building. This room seems to be mostly intact, but clearly abandoned. Cody, what do you think of it?


Sidereal Plexus? Evil? No way, they make heat absorbing tiles! How can any corporation that makes drink-cooling tools be evil? There is a chart on the wall and two computers we can examine here before going through the door on the right.




The door out of the room leads to this hallway. There seems to be a way down to the right, and an elevator. And is that a rock? Ooh, shiny! David likes rocks.





The elevator isn't a way out, unfortunately.

The stairs it is, then.






There are two doors to the left, another stairway down, and the elevator to the right. What's downstairs?

To the left door, intrepid explorers!

That is Ed. Ed's dead, baby. References and the mummified body who's worked overtime aside, there are a couple of noteworthy things here, but let's pat down the body first.















Of course this company was crooked... But this sleep process described is very, very familiar. Is that how we were able to dream travel and meet Maggie? Have we done this before? And is that a gun silencer on the ground?




We can mod the rifle now, but I'd rather have a little help from Cate with this. She's the gun nut, after all. But we'll definitely make our best friend here shoot quietly when the bandits come a-raidin'. Anyway, back to the hallway, and to try that second door.





This must be a way to get power back online, but I have no idea what to do just yet. I'll be back.


No elevator just yet, then. Okay, time to play with wires!

With a bit of trial and error, I manage to get the power back on. The minigame here was simply to connect the wires from the left pins to the right by running them through other pins, altering the power level to match the required values.



Ah, it appears at least one computer managed to survive the ravages of time and sand.


Damn. And here I was hoping we could use a search engine to find us some guns. Not even the very useful sticky note on the right could help log in at the homepage. Maybe the e-mail server or local disk contains useful information?



Shame about the extra responsibilities without extra pay, Douglas.





Another world is about right. If Maggie's presence and our prophetic dreams are the real deal, we have dream traveled and we've been to other worlds or experienced other lives... Which means Cate has done so too? We'll have to have a talk with her about this.






This is exactly what we need. The lodge, if it's still unexplored, will have the guns and traps we'll need to fend off the bandits.


Cate shoots down people in more than one way.



I didn't care to read a boring old report anyway.



Good old progression clue. Juice up pin A with 15V, and pin B with 40V.


You know, if my job said, "Hey, the Moon blew up, come in to work anyway," I'd be pretty upset. Ditto if a world plague came down and infected everyone, but what do I know of the economy?




Jacob Salmann is our deceased buddy to the right. Asked too many questions, got capped for the trouble.





Jacob may be dead, but that doesn't mean we need to be. We learned where the outpost is!


It's cold comfort for a journalist to expose the truth before the world burns, but I appreciate the effort. Time to get out of here and go downstairs.

First things first: what's to be done?



The solution to the darkness is the backup battery. Time to go back up and rewire the power.

And there we go.

The red light looks pretty spooky. There's a bit to investigate here.




Well, the door blocked by the pipe will need to be accessed with Barry's help, I think. Talking with Cody gives us the option to ask him to enter the vent, though. Use your size to our mutual advantage, young one!








Of course, we enter it straight away. There's a photocopier with a stack of papers, a PC, and a floppy disk.







That's the creature we saw in our dream! Is this some sort of guardian of dreams or something? Why did it try to chase us down in our dream, whereas with this witness, it just stood there? Weird.


I absolutely must not misplace this. I feel that this is crucial to our escape.

The only way down the elevator seems to be using the firehose. Let's break the glass and use it.




If we can't get the power running to the elevator, this is our only real option.




Two hallways, but only Lab 13 is accessible. Well, not quite just yet, of course. We'll have to find the key.

And here's where the "R" fell. If Cody had fallen down, he'd probably be dead by now. Thank goodness we got him up safely.





One more useless hallway, and a door. Where does it lead?

Sweet sunlight once again. Let's get out of this death trap.














Hooray, Barry! Thanks for listening to us. As much as I'd like for us all to get out of here safely, though, I agree with Cate. If the bandits even happen to get a glimpse of us going to the outpost, we'll be losing our only way off this rock.

But that's not all we can get out of Cate... Now that we have explored the area, we can ask her more about the place, what to do today, and about her real name. Let's start with your thoughts "about this place."




I wouldn't want to live here either. What "about today," any advice for your amateur gunslinger?




Not to worry, Cate. David's played plenty of Metal Gear on his MSX2. He can be just as stealthy as Solid Snake! Now that we're done messing about with spy stuff, "Catherine Mayweather," maybe you can be honest about your identity.







More options appear. "Why hide it," Cate?




David wouldn't hurt you, Cate. Just judge you silently. "What else are you hiding" from us?




I don't know, Cate. "The ship is gone" by now, right?




Your dream was as accurate as mine, but "where do those dreams come from?" Maggie wasn't very forthcoming about that part.





Could the visions be sent by our other selves? The visitor who tried to touch us in our dream certainly wasn't very happy with our little mind-hopping.

Cody also has something to say "about today," don't you, youngster?







As much as I'd like to try Cody's advice, I'm pretty sure it would lead to us getting shot, and something even worse for Cody, like getting eaten or something.

Our big man also has some stuff to say "about today."




I'm assuming he means our safehouse, but we'll discuss defenses later. For now, we have to head back up to the door with the pipe.



Now that we're indoors, we can ask Barry about the office, as well as to move the pipe. First, Barry, your thoughts "about this place?"



Enough chatter. "Can you help me with this pipe," my good man?







Before we go in, Cate also has something to say "about this place."




That's fair. Let's head into that other room now...

Another office with a collapsed wall, but with some shiny stuff to grab. There's a stack of papers in the fax machine, and another floppy disk...






Gee, glad to know our entire world is "expendable" just because the Sidereal Plexus branch here is inferior to whatever other worlds they have been to.


Between this blue floppy and the red one, we have a pair of extremely important items to never lose possession of. I think that's all we can get from this office for now, so let's head back and explore the area.

Before we go, I combine the silencer with the rifle again, but Cate doesn't even offer to help! Fine, we'll do it ourselves.


Not giving away your position in a firefight is very important. Now, onward!


I've been enjoying reading through this.
Though I found myself skimming once the second part started - the same reason I can't read the same book twice.
I think the lodge is a good place to go, there's hunting stuff there.
I don't know where we could look for the bandit camp though, what if they were at the lodge?
Do we have clues?
Though I found myself skimming once the second part started - the same reason I can't read the same book twice.

I think the lodge is a good place to go, there's hunting stuff there.
I don't know where we could look for the bandit camp though, what if they were at the lodge?
Do we have clues?



The votes for this update favored visiting the lodge for a spot of ransacking and arming ourselves. We'll be looking for the bandits later.

It will be a bit of a drive from the office complex to the lodge, but that's nothing for Communism. It's built and designed for the long haul.


This lodge looks pretty sturdy and survived the ravages of the apocalypse, unlike Barry's home. Let's chat with the gang about this place.











I've heard stories of deer surviving getting hit dead-on while wrecking the car that hit them. They're pretty sturdy creatures. Let's check out the back before we go inside, just in case.

Looks like the locusts, or whatever surviving wildlife is around the place, ate a trapped boar here. Its carcass is still buzzing with flies, as whatever wasn't eaten is rotting. There are two bear traps we can make use of, so I'll be taking those. I'm sure they'd work about as well on a human as they would on a giant spider. Huh, that's an odd comparison to make.








I wonder if this isn't a bit of a trap choice that will make us stink and give away our position when we go spying on the bandits, but until now the game hasn't done anything like that. I'll take the risk and move the carcass so we can get a third bear trap for our home defenses.

That line doesn't reassure me, but nobody else is making any comments about my new fragrance. Let's take the third bear trap, dump the lot in Communism's trunk, and then head inside the lodge proper.

This place is pretty well-maintained and organized. I bet there's lots of useful stuff the hobbyist hunters stashed away here. Time to poke around a bit for those guns.







Ah hah! There's a metal safe on the floor here, and it's unlocked thanks to the antler trick. What's inside?





Cate's our handgun expert, so maybe she should carry this gun as well as her pistol.



You may have a gun, Cate, but do you have enough bullets for it? We're facing god knows how many bandits, so having a spare gun and ammo in case you run out or your pistol jams would be useful. Well, what about Cody? Hey Cody, you wanna hold a loaded gun and shoot at bad guys?












Um, let's not do this just yet. I was kind of kidding about the whole "give Cody a gun" thing, David. But what if we were to offer Cody the silenced rifle?

We're going to hold off on actually giving Cody a gun for now. Maybe Barry is a better option for the revolver? Can we give him the rifle?

I'm sure that Barry would take the revolver and its ammo if necessary. While I believe he is obviously a better option than Cody for, you know, actually aiming and being able to control his shooting without dislocating his shoulders, I'll hold on to the revolver and leave it to you fine folks reading this to decide who gets it.

The pantry at the back of the lodge has more stuff to grab. There's a fourth bear trap, a bottle of whiskey... and a rifle scope, score!




Yes, please! We'll be modding this baby and make it the finest weapon in the wasteland by using our Weaponsmithing skill, just like Angela Deth and the Desert Rangers. We'll need a name for our new firearm!



I like guns, and I like drinking. I like drinking even more when we make a gun tacticool. Cate, Cody, Barry, y'all want a sip of ol' Jack Daniel's?





Fine, I'm sure I'll be able to find some other use for this...

That's all the lodge had to offer, so I'm going to head back to our place and drop off our loot.

We filled up our storage container with every sort of knick-knack and item we could grab. I took out the metal bars and nails and laid them on the ground on the assumption that if we are to make our stand at our home, we'll need to reinforce the windows. Of course, we could always just cover up the windows with rolls of plastic wrap. That can stop a grown man from breaking in, or preventing a thrown projectile from going through the window, right?

I left our cricket pal in the back of Communism to take out the wad of cash as we go on the hunt for bandits and explore other locations. Maybe it will come in handy if we have to bribe a sentry or guard, not that it's worth anything now. I'll investigate the roadblock to the east first, just in case we can find anything of use before heading west again.

A waste of gas and time. Nothing here. Time to head back west towards the gas station, see if we can't refuel.









Oh. We just stumbled on two of the bandits discussing the plan to kill us all. What if we just ran around the corner and put an end to this right now?

David really isn't an idiot like I wanted him to be. Good for him! Let's do as he says and sneak around inside the shop.

This is not as stealthy as I was expecting, but the bandits outside seem to be too busy arguing to notice us.















We heard the plan. These freaks want to kill us come nighttime, and there are twenty bandits to face, which certainly gives them an advantage against our group of four, even if we have the high ground and a good defensive position. This guy Sarge, who is very familiar for some reason, is busy with his own gas can and has his back to us. Hmm... What if we just took care of one bandit here and now with our new silenced sniper rifle?

...That is an option we have, if we don't want to risk showing our face and talking to him first. But maybe we could trust in our diplomatic skills to convince him to pull back his men or desert the gang so we face fewer attackers?

Last edited by Olive Branch on Mon Feb 15, 2021 1:56 am, edited 3 times in total.
Don't shoot Sarge! While this isn't such a lovely place, he's got such a lovely face.
And well, he doesn't seem to be 100% on board with the jerks.
Undoubtedly, give the damn revolver to Barry. Never trust a kid with a gun.
I say we name the rifle "Kathy", after the wonderful Kathy Bates.
I don't have a joke for that though.
And well, he doesn't seem to be 100% on board with the jerks.
Undoubtedly, give the damn revolver to Barry. Never trust a kid with a gun.
I say we name the rifle "Kathy", after the wonderful Kathy Bates.
I don't have a joke for that though.
Does Barry know how to shoot at all? If not let's get some bonding time in with Cody and teach him to shoot. David is totally responsible and this won't backfire, of course.

Almost everyone knew giving kids a loaded gun was a bad idea, so Barry will be getting the revolver. We also will not shoot Sarge but we will talk to him to see what he has to say. Our silenced sniper rifle has also been renamed to Capitalism. It is deadly, cumbersome, and should not exist, yet everyone listens to whoever holds its power.


Sarge still seems to be busy with the gas tank. This is a good a time as any to give Barry the revolver, just in case Sarge starts blasting.







I also try giving Barry the box of revolver ammunition, but David refuses to do so. I have no idea why; maybe this ammo won't be necessary for the bandit raid? Well, whatever. Time to go see Sarge.






Well, Sarge certainly is jumpy. We have three possible reasons to give him. From left to right, "I could have killed you," "my friend has an aim on you," and "I want to negotiate." I want to tell him the truth, that we could have killed him with the raw unfettered power of Capitalism, but chose not to. I want to show each answer, so let's start with the comment that Cate has a bead on Sarge, then negotiate, then the killing comment.









* * *





* * *









No matter what answer we give, Sarge is wiling to talk. David is one silver-tongued smooth talker. We can ask this man if he is a sergeant and who the motorbike guy is. Let's open dialogue by asking this military man, "are you a Sergeant?"



A new option appears to ask Sarge about his squad, so let's press him about that.


Sounds like a loyal group of companions, much like our own. But the leather thug isn't, huh? "Who is the motorbike guy," Sarge?



The obvious question arises. "Why do you work for Razor?"


We don't seem to have much else to discuss here. This is "goodbye" for now, Sarge.





I'm assuming there must be a way we can avoid fighting Sarge and his four men. If we could convince them to remember their oaths, or somehow betray Razor, we could cut the raiding party from twenty men to fifteen... or perhaps even convince them to join us in defending the hideout? But that could also backfire, as we'd be bringing in a Trojan horse. Maybe we can convince him by giving him our only weapon, or showing him some other goodies...?



Well, it seems safe to walk here now, so let's meet up with the others and bring them over. Perhaps they have something to say or do? And what they think "about Sarge," anyway?













Well, two out of three of our companions agree sparing Sarge was a good idea... and Sarge seems to be struggling with that fuel valve quite a bit, as he's trying to open it only with his hands. Why not offer him help with our handy-dandy wrench?








Cool, let's grab that fuel and-

Okay, fine, it's yours. Let's chat instead, shall we?


We have unlocked more conversation topics with Sarge now that we've helped him with his task. We can remind him of our help, chat about the moon, and reveal that we have a spaceship. Let's begin by mentioning how good our "help" was to him.





Another choice of options. We can mention that we a kid to protect, ask him to just let us go, or remind him that he was a soldier. Let's use Cody as our shield! "We have to protect the kid," Sarge!





We can try again by choosing "help," so we won't give up here.


Okay, how about we just drop to our knees and beg for mercy? "Just let us go" and we'll be out of your hair, Sarge.


That didn't work either. How about reminding him of his military background? "You were a soldier," Sarge. Surely in this post-apocalyptic hellhole, duty still counts for something?



Progress! We can tell him we are no threat to him, or get tough and tell him to act like a soldier. Let's try the meek route first. "We are no threat to you," Sarge.




Okay, acting weak didn't work. Time to salute the troops and tell him to "act like a soldier!"


It looks like there's nothing we can do to convince him for now, but the "help" dialogue isn't greyed out yet, so there's got to be something we can do or discover to convince Sarge to back off. For now, let's discuss something else. Like "the Moon," which is looking mighty big these days.










Well, "we have a spaceship" you could escape into, Sarge.






That got grim and depressing faster than talking with Cate about... well, anything. Actually, now that we've discussed the Moon's apocalyptic fall and Sarge's past, maybe we can convince him to do one last act of goodness before we all die?

Ah. After going through the "you were a soldier" reason again, we got a new option. Sarge, it's "time to rethink your life."





Another option. We can ask Sarge to "let us go," or to tell him, "you should go." I think the latter option is the correct one, but why not appeal to mercy one more time? "Let us go," Sarge!


Yeah, we heard that one before, Razor's a sadistic murderer. Okay, "you should go" instead, buddy.



Once again, a new option. We can ask him to "be a decent man," or point out that, Sarge, "you don't like working for Razor." Why not appeal to his better nature?



We're almost there. We can tell him that "people will remember you as a good man," or that "it's a difference for your squad." The clear answer here is to mention his squad, but why not try to promote history when there won't be any in a couple of days?


Yeah, that was a clear dud. On to the right answer!


* * *
Alternatively, we can be blunt and tell him Razor sucks.




Either path leads to us convincing Sarge to back out of the raid. Thank you, Sarge! "Goodbye" again, and we wish you well.







And with the roar of the motorcycle racing away, we are left only with our party. What do they have to say about Sarge now?














Cody's weird comment aside, everyone agrees we did a good job in talking to Sarge. We reduced the enemy's force by a quarter thanks to our words, but Sarge did warn us Razor and the rest of his gang won't be so upstanding.


As we load up the car and prepare to drive over to the construction site, our companions have a bit of a chat with each other.















Next time, we'll do a bit of reconnaissance and sabotage at the raider camp!
Last edited by Olive Branch on Fri Feb 19, 2021 5:56 am, edited 1 time in total.


The thugs' base is the construction site. There is no soundtrack here, and the only ambient sound is the wind blowing and metal creaking. From where we're standing we can go to straight to the site itself, or hang right to enter a construction equipment parking lot. I do see some sentries marching around the perimeter wall, so going forward would be a bad idea. First, let's talk to our group about the place.






Sorry, Barry, but Cate had the right idea this time around. We'll need to use all of our stealth and subterfuge to weaken the raiders before they attack us. That being said, let's Leeroy Jenkins through the front door!



David continues to be a smart protagonist. Let's go into the parking lot instead and check out the perimeter.











We already have our first obstacle. There's a dangerous-looking thug keeping watch, so we can't head right without alerting him. There's a rotting animal corpse, maybe a cat, which is full of maggots and being pecked at by a crow. Let's see what we can do here.

What's wrong with just walking forward into this guard's line of sight?

Oh, right, that would happen. Then let's rethink our approach. Maybe we can use that corpse somehow?

With an indignant caw, the crow flies off and leaves the carrion to us. We pick up a maggot to use, but it doesn't seem like it can do much. Let's fling it at the guard!

Okay, so let's try using the maggot on the fence shelf.

Our crow buddy gives us the distraction we need, cawing loudly and startling the guard. We didn't take the chance to run, but we have plenty of maggots to bait the big black bird over. Let's do it again and book it to the right entrance I spied!

Perfect. Sam Fisher would be proud, David.

We're in the storage area of the raiding camp, it seems. There are a couple of ammo boxes and food supplies here.

Alright, let's investigate that ammo.






A plan is forming in my head. We could poison the food supplies with our rat poison and make many of the ammo rounds useless by pouring some kitchen oil all over them. It does say to keep the bullets away from fire, too...



Oh, now we're developing a conscience? I guess I'll leave this up to the thread... Should we poison the thugs? That's all we can do here, except maybe somehow light all the bullets on fire with our flamethrower, but that would cause a massive explosion. Let's try it later, for the hell of it!

The thug on guard duty is very politely checking his gun and looking away from his assigned area. We can just run past him... or eliminate him with Capitalism, our silenced sniper rifle. Let's just run past him for now and rejoin our friends. We'll no-alarm pacifist this visit, but if we end up returning, I'll leave it up to you all if this guy gets a bullet in the brain, courtesy of the invisible hand of the free market, before his buddies attack us.

We're back safe and sound. The bag of food we snuck away will help poor Cody with his hunger pangs, but first let's pass it around to Cate and Barry and see if anyone else is hungry.



It's your lucky day, kid. Enjoy a bit of dry wheat. It's simple fare, but calories are calories, and a growing boy like you needs them.




After feeding Cody, I drove back to the house for an assessment of our defenses. The windows are busted, but we could barricade them, lock the doors, and deploy some bear traps, too. I believe our best option is to barricade the windows with metal bars, reinforcing them with nails and tape, and set up bear traps outside the house at the entry points. Other than that, we could return to the bandit camp and poison their rations, as well as silently take out at least one sentry. What else could be done today?




After much debate, most goons settled on not poisoning the bandits' food (mostly due to concerns we'd poison Sarge and his guys too), and not killing the sentry overlooking the bandit camp. Many of you said to barricade the windows and lay beartraps while also taking a high sniping position, so we'll do that, as well as trying to light the ammunition in the bandit camp on fire. We'll see what we can do before the day's through!


The first thing to do is get all this clutter off the ground. The windows will be barricaded with metal bars, nails, and tape.




Looking solid for the ground floor. Time to do the same with the upstairs, just in case the bandits bring ladders and try to scale up the walls.







You may be wondering why I also barred up the upstairs windows when a few of you said to seek out a high ground position. The answer is simple: thanks to Cate's ace helicopter flying skills, we have a massive hole in the attic that is perfect for sniping. Unless we decide to shoot from the roof (and I'm not doing that), we can't get higher and more tactical than that!

Now, to deploy some bear traps. First, I'll place two on the rear of the house, then two in the front.



Okay, that's the bear traps all set up. That completes the defenses of the household, other than locking the front door and making sure the back is also locked up. The last thing to try is heading back to the bandit camp and trying to flamethrower the hell out of their ammo dump, hopefully without killing ourselves in the process.

We're back in the camp, but when I try using the flamethrower on the boxes, David refuses to do so. What a pity, David. We could have blown up a bunch of these idiots up, but maybe we also would have been caught in the equivalent of a giant frag grenade. Oh well, nothing to it but to go back home and prepare for the assault!

And here we are in the attic, ready to do our best impression of videogame camping. David's done plenty of that in multiplayer matches, the cad. Tactically, with the high ground, solid walls, and heavy cover provided by the wreckage of the chopper, the thugs outside won't land a single shot unless they're marksmen. Our silenced sniper rifle, Capitalism, will make short work of the enemy for big profit since they'll stuck in the open with no cover.

Yes. Let's get this night underway. Cody, get inside. The adults are going to hold this fort! Capitalism, you're up!


"Your time for slaughter has come, piglets," Razor himself shouted through a megaphone. "And I will be your wolf!" Some of his gang was missing...

They were too drunk to move out and were left to sober up. They missed the whole party.

Sarge wasn't brave enough to confront Razor, but he thought things through sufficiently. He and his four men never showed up to attack you. 13 men, including Razor, closed in to attack.

Bullets swooshed through the air. Some flew far too close to your head, decorating the walls of the house with numerous small holes.

Three of the attackers found themselves unarmed and had to retreat before the attack had even truly started.

With a view enhanced by a scope, you managed to hit five of them, sending them to the dusty dirt. They didn't get up afterwards.

With that extra ammo you managed to shoot one more thug as he was nearing the house.
Jeez, a whole box of ammo and David only gets one extra kill after firing six bullets and tagging five bad guys? His nerves must have caught up with him after Capitalism demanded more investment for blood. Diamond hands, David!






Cate simply opened the door and put her gun to his head.



You prepared your hideout perfectly and it paid off. Not only did you survive, but you also had some good rest last night. [+5 kg permanent carry weight bonus]
Excellent job, everyone! With your advice and preparation, we didn't arouse any suspicion before the assault, managed to spare Sarge and his men, and had a perfect survival for this night. It wasn't anything close to a pitched battle. It was a bloodbath.

You know what time it is. Let's find out what will kill us tomorrow night...

No cause of death from the window, huh?

Door's unlocked and opened. I have a bad feeling about this...

The fourth day is coming, and the moon wants to kiss Earth with what's left of the Sea of Tranquility. Tomorrow is our final day to survive... But I'm sure that, somehow, somewhere, we have survived this already. We can do it again! Today's mission is to escape to the one place that hasn't been corrupted by capitalism... Space! This means Capitalism, the rifle which served us so well last night gunning down Razor's gang, won't be coming with us.



I tried going up into the attic to look for our missing friends, but David noticed something I didn't. Is the bathroom where everyone is?










Last edited by Olive Branch on Thu Apr 22, 2021 8:21 pm, edited 2 times in total.
I think we may as well kill him, we already shot a bunch of his mates in the head after all.

It was a controversial and divisive vote. By my count, including the Something Awful and LP Beach viewers' vote counts, not killing Razor beat out those calling for his head by one single vote, not counting mine. Is Cate going to listen to our barely-collective will, though?






We get a variety of options to convince Cate to spare Razor... or just tell her as our first option to kill him. From left to right, we can tell her to "kill him," "it's a waste of a bullet," "he's learned his lesson," "you're better than this," and "the world ends anyway." I'll show each option's conversation, starting with the comment about the bullet.


* * *


* * *


* * *






* * *
We needed to choose any two options in any order, excluding killing Razor, to convince Cate to let Razor go.





























Waiting for the evening won't hurt, will it?

Yeah, the moon's looking a bit too close for comfort. Let's chat with the gang and see what they have to say.

Cate, you're up first. "About today..."






Cate's secrecy is still a bit puzzling to me, but maybe the way out is so weird that saying so now would make everyone doubt her plan. So what "about Barry," are you getting along now?




Hey, she's warming up to the guy, in her own way! That's great. What "about Cody," how do you feel about him?




Cate, again, showing affection in her own way. She's very pragmatic, but she can respect the kid's will to survive, too. Speaking of survival, "about Razor," how do you think he'll fare on his own after sparing his life, as short as it remains?










Hah, Cate totally would. Mercy is not in her vocabulary, but I wonder why that is. She said she showed weakness, and that makes me curious about her past. Still, Razor isn't Cate. Maybe he will indeed just leave us alone...

Cody, let's hear from you. "About today..."













Cody is a sweet kid, and even Cate agrees he's a courageous little fellow. What "about Barry," Cody?




It's okay, Cody. I think he'd be a cool dad, too. What "about Cate," would she be a cool mom?


I guess I agree with you, Cody. Cate's doing what we adults call "fronting," but don't tell her I said that. And, uh, "about Razor" and Cate wanting to kill him... Want to talk about that?






Well said, little man! I mean, bad guys made the moon break in the first place and probably got away with it by leaving someone else to deal with the mess, but we'll ignore that for now.

Barry, you're our last companion to chat with. "About today..."







We'll break the chains of fate, my man. We owe to Cody! And "about Cody..."






Aww, these two will make for a fine adopted family. What "about Cate?"


Barry's probably not wrong about Cate's hard heart, but I'm glad he trusts her enough to follow us in our mad quest to escape into space. But what do you think "about Razor," was it right to let him go?





Hmm. Maybe Razor does have time. I mean, a day is a long time, when you think about it in terms of hours. But if he comes at us again after all, we still have some self-defense tools at our disposal.





Before we head off to the outpost, I'm checking inside the house to solve one last mystery. The fireplace's chimney being clogged up is bothering me. What's in there?

The moon looks mighty close from up here...

Time for our trusty rope and hook!

Is that... a dead bird?

Well, you never know when a dead bird may come in handy. We've been carrying around Capitalism (the locust, not the rifle, though now I realized we have two Capitalisms in our backpack) the entire time, so why not add another expired creature to our collection? While I pore over the items we should take from the storage chest, our group has a few conversations that strike me as... odd.






















And that last conversation was particularly ominous. I don't want to make Cody more upset than he probably is, so we'll keep mum about our own past run-in with a shadowy person.

On our way to the barn where we keep Comrade, the truck, we find the stack of dead bandit bodies we gathered and piled together overnight. The blue tarp we pulled over them flaps in the wind.

I tried to use the flamethrower on them to give them an old-fashioned pyre funeral, but David refuses to comply. What's the matter, David, you never studied ancient burial rites?








Starting up the truck shows the outpost is available for us to drive to. Let's ride on over there. We have a full tank of gas on hand to refuel, as well.

You bet we're checking that bus out.





David's speaking my language. Before we investigate, let's see what our gang has to say about it.










Time we can't afford to waste on a hunk of junk. Comrade is good enough for our driving needs. Let's get inside.

There are a couple of things on this bus, the most important of which is a key...


Lab 13 in the Sidereal Plexus offices was locked. If I were a gambling man, I'd say this key opens it. We'll check that out later. As for the other thing we can interact with, there's a smudge on the window in the shape of a handprint.

What was this person doing, eating oily chips or French fries on the way out of here? Let's clean that up.

Good call, David. Those fingerprints might come in handy, but how to get them off...?

On to the outpost itself, we're done here. I'll check out Lab 13 after we give the outpost a thorough investigation.








It's a good thing we have that ID card from the Sidereal Plexus worker we came across. If there are any "security measures" that require a pass, we can get around those with it, I think. Gang, what do you all think of the place?






























Hmm. Looks like that corpse there ran afoul of said "security measures" Cate warned us about. Other than the body, there is a silo hatch, a door with a scanner, and a radar on the roof with an access panel to interact with.


So what happened with the body? Was it something to do with the door? Let's step on over to it, and--




Yeah? What would happen if counted down to zero, I wonder?

Oh, wait, I don't have to wonder, there's a dead, charred body right there. It doesn't take an overactive imagination to guess something here, probably the doormat, is electrified. Let's just scan Jacob Salmann's ID card on the reader and turn this thing off.

The ID card we got is thankfully valid. Before we head inside, I want to check out the radar up there.


I use the screwdriver on the metal plate to remove it, and take it with me.


The radar being off bodes ill if we're supposed to fly out of here safely, so we'll probably need to fix it before we get out of here. Anyway, let's get in the facility.


After scanning the ID card again, we're in, while Cate, Cody, and Barry wait outside. There is a fusebox that powers the door, an engine with a transmission belt, and an elevator.







In this minigame, all we need to do is click on each square to spin it around, connecting the power source on the top left to the pin on the bottom right, and disabling the doormat's, too.




If you mess up and connect to the blown squares, David loops those comments. Each short circuit causes the entire pathing of the cables to scramble, forcing you to restart the puzzle.

It's not that hard to disable the doormat and power the elevator, though.

Barry said it better than I could, but if the fusebox wasn't here, we'd need to risk the jump, I guess. What do you all have to say about this place?











I'll take this transmission belt, thank you...


And now, we'll be going deeper into the outpost, courtesy of this elevator.

As we step out of the elevator and walk down the hallway, the lights turn on. The right door is open, so why not go in there first?

The lights are off, but there's a switch further down the room. There's also a piece of paper that caught my eye.


This is a formula for... a medicine that increases lung efficiency? I'm guessing we'll need to use this formula for something later, so I'll hold on to it. Let's hit that and turn this room's lights on.


























I totally believe Cate, even if David and Barry find the story so weird. I can't tell you why, but I feel we've done all this already. Add the strange technology Sidereal Plexus uses and those e-mails stating Cate is from a different world, and we'll have the means to be on our way to a new dimension or Earth in a flash. Let's look around the room a bit more. There are a few items we can grab...




Lovely FAQ here. I guess lunar explosions and other world-ending events are par for the course for Sidereal.



I want some batteries. We all want batteries!




This access card seems really important, so into our backpack it goes.

Back into the hallway. Let's try out that left door.






Maybe Cate can open it.









Nothing to it but keep exploring further. I have a sneaking suspicion that handprint on the bus could be our ticket into that locked room.
















Awesome find, gang. Looks like Cate was telling the truth after all. From here, we can check out the spaceship and there's a door to the right with a card scanner. The access card we picked up may grant us access.



Let's try the access card we just got. I figure the one from the Sidereal offices wouldn't work if the guy wasn't even invited to the outpost.


There we go. Let's go check that shuttle out.


It's a long way down to the ship itself, but there seems to be a door on the floor just under us. What's in there?

This must be the ship's control room. There's a lot to look at here. Let's start with the machines on the left side first.

This is the system diagnostics screen. The fuel source for the ship seems to be fine, but the air supply is compromised. If we took off now, we'd probably die of suffocation. Let's see what we can do to fix things from here. We also need to check the ship's hull and open the silo hatch itself to launch.

The air composition control monitor shows a minigame of sorts. We need to adjust the air composition so that oxygen can flow. I'll fix this right now.

There we go. We just had to adjust the levels until each bar was in its own green box. Science is easy! After this, we can check out the radar screen.






We'll need to fix the radar up top if we find a "duplexer." Better safe than sorry, I say. Next up is the hatch controls.


Hmm. No indication of what could be done here. Maybe the hatch has too much sand on top of it? We do have a shovel, so we can try to dig it out later. Next up is the mainframe computer next to the door.




Speak of the devil, we were just looking for one of these. Cool, we'll slot it on the way out, and get the radar running in case we spot anything of interest. That's all we can do here for now. To the ship's platform!

This is imposing. There is quite a bit to look at here: a fuel catalyst console, an empty launchpad, a broken elevator engine, an "up" button for the elevator, and a socket.






We have one of those! We removed it from that engine up top earlier.


Much better. Let's head up.

I feel kind of unsafe here without any railings, but at least the ship's door is already open. Let's head inside.







There is plenty to look at here. The main control console is above us, and below there are a set of circuit boards, a filter slot, and the ladder leading downwards. Let's take it from the top and work our way down.



Looks like the chips are all in place.

Here's another task: find a lithium hydroxide filter.

Heading down shows a bit more stuff: a socket, a toolbox, an engine calibrator system, round openings, a dangerous-looking crack, and a storage compartment. Let's investigate in that order.







The engine calibrator is all right, but we're missing the auxiliary air tanks. If we end up needing the extra oxygen, we'll have to install them if we find them.







Man, it's all oxygen-related issues this time around. Huh. Why did I say it like that?

Duct tape won't fix it, you say? Okay, what about the metal plate from the radar dish?

And duct tape won't help? You speak madness, sir. How about the glue gun?

Hmm. We'll probably need to do do a welding job on this. Maybe the construction site the bandits were holed up in will have such equipment for us to use, and there is a socket right there. What about the storage compartment beneath?







There's one suit for each of us. Good, it would suck if we were missing one. Something tells me we are going to need them. Well, that's all for the ship. Let's go back down and fix up the radar with that duplexer.



Looking good. And now that that's done, the radar screen should be working. Let's try to get that hatch open, though...

Ah. So the problem is the actual machinery, not the sand. Maybe that transmission belt we removed from it earlier operates the hatch? I'll go remove it from the ship's elevator and install it back on the engine...







I think we won't need to mess with the hatch controls anymore, so I'll move the transmission belt again before heading out to find more stuff to fix the ship with.






Looking good, looking good. Let's head back inside and check the radar screen. It should be working now.















Ah, there is the grounded plane, near the RV. Next time, we'll keep on exploring, starting with the bus, then the plane, followed by the construction site, and finally the Sidereal offices. If we need to make any other stops, I'll check out other places we've visited, too, especially the gas station, as I just refueled Communism's tank, and we can do with one final refill of the canister.





The first stop is the abandoned bus. Let's see if we can't pry that fingerprint off the windows.


Something tells me the glue gun, as much as Maple Leaf wants me to save it for patching up the moon, is of use here. Time to apply it to the window with the smudge!



Our big tools aren't fine enough to scrape off such a delicate mold, so let's go archeological and use the kitchen knife.


We'll get back to the outpost last. For now, I'll keep this little fingerprint in an easily-accessible coat pocket.

To the crashed plane next.












Before going to explore the plane, let's ask our friends about it.


















I appreciate everyone's candor! There are a few things we can look at here: the buried plane itself, a sand dune, and the plane's cargo door the dune is covering.



Man, digging with your hands sucks. I'm not averse to manual labor if circumstances require, but we do have a shovel.


There we go. What Sidereal treasures await within?


A lot of cargo boxes and a dead pilot. Let's check on the poor sod first before cracking boxes open blindly.












Too spooky for me... But we must press on and lay hands on this not-zombie.



Only one thing of worth here, and that's the air tanks. If we end up needing something else, we know where to find this place.



That's everything to do with the front of the plane, so back to the cargo hold to look for crate 5.


Time for the crowbar to pry this loot box open.





I decide to hit up the Sidereal offices in the city before the construction site. I figure we only need one thing from there, and that's whatever is in Lab 13.


And here we go... The key from the bus unlocks the door, as expected.

This lab has seen better days. Let's poke around.








Whoever worked here knew what was going to happen to the moon, but their findings were ignored or buried. There is a chemical mixer on the left for these chemicals we found. Maybe we can whip up that experimental medicine for extra air here.


There are pill casings on the right tray to pour the medicine we make in, an empty tray in the center, six slots for chemical vials with buttons next to them, and a yellow mixing button to, presumably, mix the chemicals we want to use. The chemical formula is easily accessible on the left side for reference.

Let's use the sets of vials we got on the mixer.


So. We need to replicate the formula using the vials we got. Each vial can only be used once. From what I can tell, we need two blue circles, four double red lines, and three single black lines. I assume the mixer does the proper chemical binding for us.



No, it's not cocaine. That's our lung capacity medicine right there. Time to scoop it up with the pill casings.










Just say "yes" to drugs, kids!






















Pills here! Does anyone want a second dosage?






We'll be flying high with these babies, and breathe well to boot. That's about everything that we can do here.

Onwards to the construction site.

The place looks a lot more deserted without Razor's gang guarding the place.




Not even set it on fire as a farewell present to a dying world? You have no sense of imagination, David.

The front of the construction site has a magazine, a welding kit on the metal I-beams, and a rusty scaffolding full of sharp edges. Our friends have thoughts on this area.











I'm curious about that magazine on the wheelbarrow, which seems like it fits there perfectly. "Weekly Conspiracy," huh?









I want to believe... that we can reach that welding kit to help us get to the moon.




Maybe if we had some protection for our hands, perhaps some gloves... I don't see any here. Time to explore other places for anything of use.


I hit up Barry's home, the restaurant, the gas station (where I take the opportunity to refill our gas canister), and the destroyed bridge, but they were all busts. On arriving back at our house, I find a crashed bike on the side of the path leading up to it. It was here before, but I didn't notice it. Oops!


Good! Maybe these gloves will help us climb the rusty scaffolding. Let's head back to the construction site.

Using the gloves on the scaffolding lets David climb up like a champion in no time. Up on top, there's a buckle to the left.

Our handy rope and hook will help us!


In no time flat, we land on the platform with the welding kit.

David must have been a rock climber or just has really strong leg and back muscles, because he climbs back up the rope and down the scaffolding without a single minute passing by. Carrying around that backpack must really build up your quads and lats.

With all that extra legwork done, it's time to head back to the outpost. We have the fingerprint from the bus, air tanks from the plane, lung-expanding medicine from the offices, and a welding kit from the construction site. It's time to get the spaceship shipshape.

First, the fingerprint scanner.




This is a storeroom or storage closet with two "weird devices" we can interact with. Let's grab them both.


Good, we needed that filter. I'll leave the calibrator behind, as the ship's current one is in working order.

Sand's everywhere now after opening the hatch. Let's get to fixing the interior of the ship.


The filter here needs replacing, so I slot it in and all is working properly.



Next are the air tanks, which also just get shoved in without any trouble.

The last thing to do is weld that hole shut.




There won't be any loss of cabin pressure on this ship!


Let's take out the welding kit. We'll need to make the ship travel fast and light. I'll give the control room another glance.

Alright, the skies are clear for real.

The diagnostics tell us the ship is as good as it's going to be, and just advises us to consider using air-saving pills, which we have.

So, what do you think, Cate? Can this baby fly?





One kilogram, ladies and gentlemen. We can take off at any time.



This is our current inventory. This does not include items from the crates we didn't rip open in the downed airplane, since they don't seem to play a role here.


This time around not much was suggested to be carried. We're taking the floppy disks, the lung pills, the dead bird and locust, the duct tape, some instant noodles, a warm jacket, the paper clip, the kitchen knife, and the wad of cash.. Sadly, some of the other items were either too heavy or were used up entirely when they served their purpose.








While everything else was available in the safehouse's storage chest, the instant noodles had to be torn out of the plane's crates. And with that last use of the crowbar, we leave it behind, as it weighs too much for the trip up to space. This is our final inventory before takeoff.


All that's left now is to interact with the cockpit's controls, and we're out of here. Cate, Barry, Cody, and David, all together, escaping this dying planet.



We need to take the pills before takeoff if we're going to get any proper use out of them. Everyone else already has some, too. Hit it, Cate!


All systems green? Well... some systems were green. You didn't have time to check every last nut or seal, like people did before launching rockets in the old days.


Five... Four... Three... Two...

One...! Zero!


Thank you, Maggie. Your message from our dream saved Barry's life. Another David in another time sacrificed Barry for Cody, I am sure of it now.


He silently watched you soar, clenching his jaw as hard as he was clenching his fists. Looking around the wasteland he decided this place was as good as any other. He sat down and waited, looking at your ship going up and the Moon going down.
See you in hell, Razor.

"Would you look at that?" smirked Sarge, slowly shaking his head. "That kid actually did it. Good luck with whatever you find there," he added, before he turned away. The whole squad decided to open their last bottle of whiskey and drink it as the world around them started falling apart.
Goodbye, Sarge. May you and your men go to Valhalla. Thanks for not siding with Razor last night.


The composition was perfect. The air reserves sustained you for a long time.

It absorbed the carbon dioxide in the air, making it more breathable.

When the regular air ran low, the reserves kicked in, providing you with more life-saving oxygen.

Your repairs saved a lot of air from leaking out.

You took one, and it reduced the amount of air you used during the flight.






Another perfect survival, making this a perfect set of days! Pat yourselves on the back, guys, we earned it. Now it's Cate's turn to take this baby home.



Despite the bumpy landing that tore up the ship's wheels and exterior, it seems the inside is intact and everyone is okay. At least for now. The moon awaits!


The warning klaxon sounds away as the ship shakes from lunar tremors. Let's get the spacesuits and get out of here!

OK, fair point. Let's get Cate, Cody, and Barry up on their feet.













With everyone up and safe, we can ask them about their thoughts on actually being on the moon! The moon, guys!








And now it's time to leave!

Jeez, David. Way to have a sense of self-preservation. Let's don those suits and get out of here.

Dibs on the coolest!

We're all ready to go, even though Cody's suit doesn't fit him right. The sleeves are too long and his helmet keeps slipping down his head.




The moon's edges are crumbling away before our very eyes, but the base isn't far. Let's chat with the gang again.


















But what if I forgot little Capitalism all alone? We need our animal friends!

An airlock blocks the path inside...


Not a difficult puzzle here. I just need to rotate the layered rings until the patterns make one line.

There is the sound of a lock opening, and the airlock slides open with a whoosh. In we go.




As I check our inventory, the base shakes and rumbles and the lights flicker. What's the way out of here? Does anyone have any ideas about the place?














There is a passage to the left, and a passage to the right. Left first, why not?









Many of these questions are familiar... We can ask about the sleeper pods, what happens if their body dies, what the Realm of Dreams is, and why the sleeper pods have to be on the moon. What are these "sleeper pods" exactly?


So "what happens if the body dies," doesn't their mind also go?


That is some scary technology, but maybe that explains why so much of this was familiar. We've gone through this before, haven't we? And we traveled the "Realm of Dreams" to do it?


If the Realm of Dreams is a place any of us can access, then that shadowy figure is some sort of guardian or predator? Whatever they are, is there a reason "why sleeper pods have to be on the Moon?"




We can now ask about "other interferences," too.


That's all we've got for now. "Goodbye," Cate, let's keep looking around.


Yes... our memories must merge after awakening. That's got to be it! There are four empty pods we can use, a black access card lying on the ground, and a diagnostics screen on the computer displays on the left.



Some base worker or scientist must have dropped this. It may come in handy.

Hmm. No disks in the drives, eh? The computer's locked though. Cate?

"The controls are locked" for the memory screens.




That's all we can do here. Let's head to the right passage.

Every moment that passes means the Earth approaches closer, the base shakes harder, and more chunks of the moon fall away, so let's move on. To the control room!

The control room has a card reader and a base control computer. The access card we got may be used in the reader, but what about the computer?


We can't access the base control computer alone, so we'll probably need to use the access card.

Awesome.

Only one way forward and to survival!



I hope you're all ready for a nice long dream, people! I'll go check the sleeper pod diagnostics again.








Not that we're in a rush or anything, but we can ask Cate about a few more things. First, "what's the 'phase controller'" this computer is giving lip about?






That sounds bad. We can't target ourselves, then? "What's the 'emergency merge mode'" and why does it make my brain itch?





A couple more options appear, but I'll keep to the original questions. "Where will we go?"




We've already tried this, haven't we? "What do you mean 'it has already happened?'" Am I right, then? We're on a loop of sorts?


So "are we going to remember any of this?" How long have we been doing this now?




Isn't this "a paradox" then? We definitely had more advanced warning, as it were, of meeting each other this time around, if this has happened more than once.


We've got nothing else to ask, but I think we've asked these questions before, and with the same answers, too. Let's say "goodbye" and see what we can do with the disks afterwards.




On cue, four sleeper pods open up, inviting us to a special sort of sleep. But before closing our eyes, we have to fix this system with the disks we've so carefully taken with us thanks to Cody's and Barry's help.





We can tell Cate it's time to sleep, but the disk comes first, then the other one.




I'm not done saving us just yet!





Now we can tell Cate we've inserted both disks into the computer. Could this be what saves us all in the end? Just two small pieces of plastic with some data in them?











Right, I can't go to sleep first. We need to put our people to bed. While I'd leave it up to you guys to decide the order, I feel like this may be the end of it all, so the order will be decided by me! Cody first, because he's just a boy and they go to sleep before their parents do, then Barry, as he's been through a lot and needs his rest, and finally Cate, who has been with us the longest.

It's "time to sleep, Cody."

















That's Cody done...

Barry, "it's time to say goodbye."




















And that leaves you, Cate... "Time to sleep."

















All that's left is our own pod.

Mr. Sandman, bring me a dream...


Well, don't just that beat all. The power went down just as we tried using ours! What can we do here... Do we have to go back to the main console to fix this?


As I make a dash for the main console, the "Long Nights" theme starts playing with the vocals, and the Earth approaches with every moment! This is our true final night of survival!

What other choice do we have? Do it! No one could rescue us now anyway!


Run, David! Run for your life!


Get in the pod, David! Escape! Survive this final night, and break the cycle! To a new world, one where the moon is still intact!


A news headline detailing a canceled lunar launch, a steaming mug of coffee, a signed adoption permit, and a stuffed tiger.

In an office, a woman looks out her window as her computer searches for information on a man. On a street, that same man reads a newspaper. In a simple home, a couple holds hands. In an orphanage, a boy plays with his stuffed tiger.

One by one, they look up to the sky...

...Where the moon hangs in all its glory, as it has always done for millenia.

This has been Don't Escape: 4 Days to Survive, or Don't Escape: 4 Days in a Wasteland.









I want to thank everyone who participated in this Let's Play so far for helping David, Cate, Cody, and Barry survive and escape their doomed world. I also want to thank the creators of this game for their hard work and excellent story. My hat's off to your effort and creativity! I had a lot of fun experiencing this world alongside the readers!

However, we're not done quite just yet. "The Awakening" has been replaced by "Custom Game" in the main menu. There is one more loop to be experienced, an alternate timeline where everything could have ended quite differently... Are you prepared to awaken once more?




Now that we've finished the game with its "true" ending, we have unlocked the option to play a custom game. But what does that mean, exactly?





Well, here's your answer. We can customize what scenarios we'll be facing in each day of survival, as well as what memory disks we used, if any. The one with Barry and the blue disk means that we would have to sacrifice Cody to obtain it when visiting the Sidereal Plexus office, while the gray disk means no disks were used at all, so we'd restart the game entirely. For this "what if?" cycle, I'm going to show what happens if we have used both disks, as well as a third problem that can kill us on the first day: poisonous gas. I will also show what happens if we mess up each day of survival imperfectly after we find our friends and don't bother to protect them. We'll be betraying their trust on purpose... Since we have to set our parameters, I'll leave the circumstances of this run to you after the first day. What will be the future threats David will have to face in this traitorous cycle?

For now, I'll lock in these settings and change them after your vote this episode. It's time to awaken once more in a cycle of incompetence and despair...

Once again, David walks into the frame from the darkness on the right. What is the death of this third cycle?

A cloud of green poisonous gas bursts into the room through the window, its corrisive acid eating away at David's skin, dissolving his flesh, and snuffing his life on this wasteland.


As before, David awakens and exists his trusty tent. We pick up the backpack and move on, when a green cloud rises from the horizon.



Our task for this final alternate day? Avoid getting gassed to death. I'll skip through everything else we've already seen and show you the highlights and differences this time around.


After gaining access to the house, we find our first difference to survive this night: a kitchen towel hanging next to the keys.


There's another towel in the bathroom.




Our bodies at the roadblock east of the house are these poor bastards. Wearing a hazmat suit alone won't be enough to keep us safe from the poisonous gas, but maybe we can still use them. As a point of fact, we probably should...





Ah. So the trick here is to decide later on whether to hide on the top floor or ground floor of the farmhouse, I bet. We'll need to keep that air density number, 1.61 kg/m3, in mind.



The truck is now labeled as "Chemical Emergency Response." Fat lot of good it did for those two poor saps back there. Still, we'll have to break in with the crowbar.

The truck is certainly laid out differently this time around. There are three valves labeled A, B, C, and a disposal sink to the left. Four lockers are nearby.



I open the lockers, one locked and pried open with the crowbar, of course. We have us a hazmat suit, duct tape, and an empty chemistry flask with a sticky note taped to the door. Time to loot!


Figures that we'd get the reject. We have an air filter from the dead guy, so maybe that'll fix the suit later.



This explains the valves and disposal sink in the truck. We'll need to find some way to check the pH value of the toxic gas and neutralize it with the correct combination of response components on the back of the truck and water. Time to hunt around for that toxin...

After I build a bridge to get across the ravine of the destroyed bridge, I happen to spot something new: a weather drone next to the road. Maybe it has the information about the gas that we need?


Nice, we got what we need. The pH of the toxin is 2, its gas density is 1.59 kg/m3, and its molar mass is 97.03 g/mol. I don't know if we'll need the molar mass value yet, but let's keep in mind, eh?

David takes the drone rather than record the info on his journal, apparently unconcerned about contamination. Where was this careless attitude with the leaflet on the dead guy's body?

I return to the chemical response truck to make the pH-neutralizing compound with the chemistry flask we got. Since the pH is 2, we need to combine response components from valves A and B.


I believe we'll need to aerosolize this chemical compound in the farmhouse's irrigation system to counter the gas, much like in the times fighting the spiders and locusts.


Success! I've patched up the pipe using duct tape and installed the chemical flask in the pesticide dispenser outlet. All I have to do is play that minigame to turn on all the irrigation pipes.

It's almost time for us to hunker down for the night. There are two votes for your consideration today.



The winning combination of votes for the future days were cold for the second day and bandits for the third, with a tie for the fourth day, so we'll be doing the fuel run again. I'll change those settings on the back end after wrapping up this day. As for how to secure ourselves, I'll take your advice to seal up the windows with plastic netting and duct tape and trying to use towels and duct tape to patch our suit's holes, or stuff them under the doors if not possible.


First, let's replace that air filter in our hazard suit.


Next, can we use duct tape on the suit in the same way to cover those holes? Using the towels on the suit did nothing.


I'm surprised the duct tape alone was enough for the game to count this. Maybe the towels can be used on the doors like Bregor said? The suit also has a couple of duct tape bands around the left arm and leg now.



I'll be damned, good call on that idea! I wouldn't have thought of it myself. Now, for the windows. Time for protective plastic.












Excellent. The window sealing looks more or less air-tight, we've got the anti-toxin spray automated and ready to go, and our hazard suit is as safe as it can get. Time to hunker down on the ground floor and wait out the lighter-than-air poison gas.

We can't forget to wear our hazard suit, or we'll probably die from trace amounts of the poison gas! Let's go, David, save yourself. You're a survivor.


You found a hiding place in an abandoned farmhouse...

Despite being old and faulty, the sprinklers worked perfectly, fully covering the air above the fields with a dense mist. The water acted as a natural wall, stopping 16% of the gas. There was a strong neutralizer mixed with the water, and it seemed to be working... The neutralizing solution stopped 24% of the initial cloud.



That window stopped 8% of the incoming gas cloud.

That window stopped 8% of the incoming gas cloud.

That window stopped 8% of the incoming gas cloud. The deadly gas was inside... 20% of the initial cloud penetrated the hideout.


Hah! Were you expecting anything less than David acing this challenge?


You went to bed early and had a well-deserved rest, allowing you to regain some strength. [+5 kg permanent carry weight bonus]
Y'all know what's coming. Cate's going to crash into the building with her sick piloting abilities, so I won't show that bit of comedy again. Instead, what I'll do for future updates is show any serious dialogue changes for this dual-disk run, as well as the unfortunate demise of our companions.
However, there is one matter to settle here, and I'll ask for your goon votes next time. It has to do with how, exactly, one of our companions bites the dust on the second night, or exploring the Sidereal complex on the third day... I hope you haven't gotten too attached to our friends, because they're not going to survive this cycle!