recursal/Fanatic-Fandom huggingface dataset:
Bar

The **Bar** is a City looting location in *Death Road to Canada*. It is a one-room building with Bottles and Pool Cues strewn about and an unconscious human that may be resuscitated and brought out of the mission for rewards or recruitment. A Poolcue Spear may replace a regular pool cue, a set of weapons and corresponding ammo may spawn, and a Love Tester may be present for potential Morale gains or losses.

## Passed Out

*[Character] has seen this kind of thing before.*

*This person clearly drank too much soda judging from the bottles lying around.*

*Now he/she's in need of food to even out his/her blood sugar.*

[If no food collected during current mission]: There might be some food in a nearby building...

* [Character] revives using medical skills (Medical level 5 or greater)
* Feed him/her 1 food (Must be collected in the same mission)
* [Pet] revives him/her via face licking
* Leave him alone
* Poke him/her for 4 hours (No food collected)

### [Character] revives using medical skills

*[Character] makes a careful diagnosis, and then starts kicking [Rescuee] on the rump.*

### Feed him/her 1 food

*[Character] starts smooshing some food on [Rescuee]'s mouth as he/she sleeps.*

```
-1 Food

```

### [Pet] revives him/her via face licking

*[Character] starts licking [Rescuee]'s face as he/she sleeps.*

### Poke him/her for 4 hours

*[Character] pokes [Rescuee] to wake him/her up from sleep. It takes four consecutive hours of continuous poking.*

```
Mission clock progresses 4 hours
4-7 zombies spawn in the room

```

*OK, I'm awake!*

*He/She says he/she'll follow you for awhile. Also that you should meet him/her outside of town, if you both make it.*

```
NPC starts following the party

```

## The Love Tester

*It's an old fashioned Love Tester machine!*

*Will this reveal HIDDEN TRUTHS about [Character]?*

[If pet]: *This wasn't designed with [Character] in mind. Yet another example of human and more-or-less human favoritism.*

* Leave it for now
* [Character]: Use Love Tester (not pet)

### Use Love Tester

*[Character]'s Love Tester rating: [Rating]*

Positive Ratings

* HUNKY STUD
* ULTRA BABE
* DATE HAVER
* POWER WAIF
* HANDSOME LAD
* CASANOVA
* CLEOPATRA

Negative Ratings

* FART BUTT
* ICEY WIENER
* SMELLY JERK
* DINGUS
* COLD FISH
* STINK DUDE
* FUTURE SKELETON

**Positive Rating (First use)**

*[Character] feels oddly flattered by this!*

```
[Character]'s Morale +1

```

*The Love Tester makes a terrible grinding noise. Something in it must have broken.*

**Negative Rating (All subsequent uses)**

[Character's Morale < 1]:

[Composure level 5 or greater]: *[Character] ignores his/her strong impulse to smash the machine.*

```
[Character]'s Composure revealed

```

[Otherwise]: *[Character] smashes the machine until it stops working!*

```
[Character]'s Composure revealed

```

[Character's Morale < 0]

[Attitude level 5 or greater]: *[Character] laughs this off, but a part of him/her dies this day.*

```
[Character]'s Attitude revealed

```

[Otherwise]: *[Character] is infuriated by this humiliation!*

```
[Character]'s Morale -1
[Character]'s Attitude revealed

```
Anime Overdose

Anime Overdose is a special driving event.

This event will happen while driving after Anime Girl has reached her final degradation stage, making her explode and dealing 2 points of damage to every other character. Only the first point of damage is lethal, meaning characters with 2 health will survive, but characters with 1 health will die from this. This event will not happen if Anime Girl explodes in the overworld during scavenging missions.

If Anime Girl is the only member in your party or if every other character dies as a result of the damage sustained, the run will end in a game over.

Having Anime Girl explode in this event is the only way to get the 'Anime Syndrome' achievement.
Ammo Emporium Dog

The **Ammo Emporium Dog** is a Trader found in Trader Camps. Their appearance can vary but they will always be a dog walking around on their hind paws. They offer smaller quantities of all ammo types for set food amounts. The player can buy up to 15 food worth of ammo from them.

A character with the Friend of Dog perk can use DOG PSYCHOLOGY to get a decent amount of free ammo for each type. The dog can be robbed, but cannot be told to COOL IT.

## Encounter Text

### **Upon Encounter**

*The group finds a dog surrounded by a bunch of ammo. The dog speaks:*

*WELCOME TO AMMO EMPORIUM! EVERYTHING MUST GO!*

*It offers 5 bullets, 4 rifle ammo, and 3 shotgun shells per food item.*

#### **After buying 15 food worth of ammo**

*The dog's out of supplies after selling you a heap of ammo!*

### **Trade 1-4 food (only if party has less than 5 food)**

*The group trades their remaining food for some ammo.*

### **Trade 5 food**

*The group trades 5 food for a bit of ammo.*

### **Trade 10 food**

*The group trades 10 food for a bunch of ammo.*

#### **Charming (high Wits and Attitude) character in the party**

*The trader falls for [Character]'s charm and gives extra!*

* [Character] Wits and Attitude revealed
* +10 extra pistol bullets, +7 extra rifle rounds, +5 extra shotgun shells

### **Trade 15 food**

*The group trades 15 food for an assortment of ammo.*

#### **Charming character in the party**

*The trader falls for [Character]'s charm and gives extra!*

* [Character] Wits and Attitude revealed
* +20 extra pistol bullets, +15 extra rifle rounds, +10 extra shotgun shells

### **[Character] uses DOG PSYCHOLOGY**

*[Character] uses DOG PSYCHOLOGY in order to get a heap of free ammo from the dog. It's great that this works on talking dogs.*

* +30-45 pistol bullets
* +20-30 rifle rounds
* +14-21 shotgun shells

### **[Character] robs the dog**

*The group attempts to steal from the big ammo cache. The dog is not happy with this, and it goes COMPLETELY NUTS*

* +50-75 pistol bullets
* +30-60 rifle rounds
* +20-40 shotgun shells
* [Character] Composure and Loyalty revealed
* [Character] -2 Health (lethal)
* [Rest of party] -1 Health (lethal)
* [Party] -3 Morale

*The group is forced to flee the trader camp!*

## Trivia

* For those too lazy to do the math here's what you can get for each trade:
	+ 15 Food = 75 Bullets, 60 Rounds, 45 Shells (95/75/55 with a Charming character)
	+ 10 Food = 50 Bullets, 40 Rounds, 30 Shells (60/47/35 with a Charming character)
	+ 5 Food = 25 Bullets, 20 Rounds, 15 Shells
* Using DOG PSYCHOLOGY does not increase the amount of food spent on ammo, meaning you can still trade 15 food after using it.
* Before the ILEUM update, the Ammo Emporium Dog would drop their claw to pick up another weapon, allowing the party to obtain the claw. They would also drop the claw weapon upon death.
Raining Chain Editor

The Raining Chain Editor (RCE) is a tool used to create maps, side quests and quests for the MMORPG Scripters War.

## Features

* Dashboard listing all existing projects
* Over 20 project examples, for beginner to advanced users.
* Advanced auto-completion and syntax highlight.
* Run the game locally to easily test maps and quests.

## Technical Details

The Raining Chain Editor is actually a Visual Studio Code extension. The game and quests are coded in Typescript. The game server runs on a Node.js server and uses an embedded MongoDB database. The maps are created with the map editor Tiled.

The game server of the Raining Chain Editor is a light-weight version of the game. Features unrelated with game content creation have been omitted.

## Guides

Refer to the Quest Creation and Map Creation page.
Big Office Complex

The Big Office Complex is a location that can be visited during the Always be Looting Event.

Big Office Complex's will usually contain large numbers of zombies (though the amount may differ based on the day's Forecast). They consist of numerous that resemble what were once reception areas, cubicles, bathrooms and staff rooms which contain unique furniture like Computer desks and Water coolers.

Can contain several boss rooms with a big desk and some golf clubs as well as sometimes firearms or grenades.

Occasionally Food can be found in staff rooms.
Department of Motor Vehicles

Department of Motor Vehicles is a rare bonus location which can randomly spawn during a City looting ABL event.

Department of Motor Vehicles is a building containing a hallway which is connected to toilet rooms and a room containing a Driver License Printer. In this building, there is a main room full of many chairs connected to a hallway with a long line of skeletons (20~) lined up along a hallway in front of a reception desk. In another room, there is a line of 7~ skeletons in front of a machine. The room has numerous unlootable desks and cabinets.

## Event Text

*I can't believe you skipped the line! Very rude!*

*This is a machine used to print driver's licenses.*

*It can print one final license before running out of supplies.*

*[Character] could use a new one, his/her license is about to expire!*

* Leave it for now
* Print new license

## Results

*What should the name be on the driver's license?*

### **Smellbert or Fartfart**

*[Character]'s name is now Smellbert/Fartfart! The driver's license says so! It's legally binding!*

Smellbert: *What a completely awful new name!*

Fartfart: *This is still better than his/her previous name.*

#### **Character is DSYP**

*Smellbert/Fartfart doesn't really mind the name too much. It's kind of fitting!*

* [Character] +1 Morale
* [Character] +1 Vitality
* [Character] -5 fart total
* [Character]'s name is changed to Smellbert/Fartfart

#### **Otherwise**

*Smellbert/Fartfart instantly forms a massive chip on his/her shoulder. He/she enters a permanent state of simmering rage!*

* [Character] +1 Strength
* [Character] +1 Fitness
* [Character] -1 Morale
* [Character] -1 Composure
* [Character]'s name is changed to Smellbert/Fartfart

### **Harry Ham**

*[Character]'s name is now Harry Ham! The driver's license says so! It's legally binding!*

*Harry Ham was the most popular name for centuries in the Late Medieval era, for both boys and girls. It was thought that it provided a blessing of good health.*

* [Character] +1 Vitality
* [Character]'s name is changed to Harry Ham

### **Cool [Character]**

*[Character]'s name is now Cool [Character]! The driver's license says so! It's legally binding!*

*Cool [Character] feels way past cool with his/her new name!*

* [Character] +3 Morale
* Character's name is changed to Cool [Character]
Can Shooting Practice

### Event Text

The group camps out in a big field.They find a row of cans sitting on a wooden fence.

## Options

### Option 2

Shoot the cans (requires a gun)

**Can Shooting Practice** is a common camping event in Death Road to Canada.

## Event Text

*The group camps out in a big field.*

* Group sleeps, one meal is eaten

*They find a row of cans sitting on a wooden fence.*

* Leave the camp
* Shoot the cans (requires a gun)

## Results

### **Shoot the cans**

*The group gets some shooting practice by blasting the cans.*

*A man in red long johns runs onto the field with a pitchfork.*

*My cans! My precious antique cans! Oh, look what you done to em!*

*He shakes the pitchfork as he yells.*

If party has at least one character with low (less than 2) Loyalty: *[Character] doesn't care.*

* [Party] +1 Shooting
* [Characters with 2 or more Loyalty] -1 Morale
* [Characters with less than 2 Loyalty] Loyalty revealed

#### **DON'T HAVE COW MAN! (requires a Grating character and a charged COOL IT!!!)**

*The secret ritual has been completed!*

*Bort has been summoned...*

Full party

*The group is full, but Bort has been summoned. Who gets to leave?*

## Trivia

* This event is a reference to Episode 6, Season 5 of *The Simpsons*, in which Marge shoots some antique cans with Ruth Powers.
* If the party has no firearms during this event, the event's name will be set to **Big Field**, and the text will not mention the group finding cans.
The RNG God

The Random Number Generator God is the one who decides everything related with randomness. This includes but is not limited to enemy behaviour, stats on new weapons and damage dealt. Not much is known about how his decision-making works. His secret lies deep within the core engine, under the function *Math.random()*.
Civilized

*Retains old values before world went crazy. This is good and bad.*

* Super high loyalty and personality stats!
* 1 point to medical and mechanical skills!!
* Permanent and significant morale penalty!!

Characters with this trait gain the **Charming** stat combo. They also do not suffer the negative effects of the "Max Morale Penalty" Challenge Mode. With the Trademark Weapon perk, they gain an irremovable Electric Guitar.

## Trait Interaction

**Civilized** is a starter trait that gives the character all high personality skills, they can give good outcomes during certain Events and with Traders, Characters, and Bandits.

* When at trader camps, Civilized characters can sometimes get free training from trainers, just like charming Characters.
* Most events that test any of the personality stats will mostly come out with positive outcomes with this trait (though there are some events where having low stats are better); the only one that doesn't is Death Car to Right Here.
* This Trait is almost the opposite of Berserk!; instead of boosting fight skills and lowering personality skills at the cost of low vitality, this one boosts personality and support skills at the cost of max morale being set to 3 instead of 6.

## Perk Interaction

* **Mechanic**, **Gungineer**, or **Car Nut** - allows character to start with medium mechanic skill
* **Surgeon** or **Health Care** - allows character to start with medium medical skill
EZ Medical College

**EZ Medical College** is a Training Trader that can be found in Trader Camps.

The "EZ Medical College" is little more than a re-purposed Van, the occupant can however teach party members in the Medical skill.

Characters with the Stat Combo '*Charming*' can attempt to charm the Medical College for free training in the skill.

## Encounter Text

*The Group discovers an unsettling and filthy van. It has a sign that says EZ MEDICAL COLLEGE* hanging crookedly on the back door.

*Inside is an unsettling and filthy dude in overalls. WELL? WHO WANTS TO LEARN ABOUT SURGERY?*

### Group has less than 6 food

*This isn't enough food to afford training.*

### Single training

*[Character] learns new things about emergency medical care from the knowledgeable filth-man.*

* [Character] Medical Revealed
* [Character] +1 Medical

### Group training

*The entire group gets medical training!*

* [Party] Medical Revealed
* [Party] +1 Medical

### [Character] uses charm

#### Success

*[Character] gets FREE Medical Training!*

* [Character] Medical Revealed
* [Character] +1 Medical

#### Failure

*[Character] accidentally just comes off as creepy, even by the standards of the EZ Medical College: Creepy Murder Van Campus. The group is asked to leave.*

### **[Character]: SAY IT DON'T SPRAY IT**

If Human: *[Character] quips SAY IT DON'T SPRAY IT to the overalls man.*

If animal: *[Character] somehow manages to say something like SAY IT DON'T SPRAY IT in a weird animal voice.*

#### Success (Charged Cool it!!!)

*He nods with sage wisdom.  Maybe he misheard him/her?  He proceeds to teach incredible zombie survival medical techniques the likes of which have never been seen.*

* [Character] Medical Revealed
* [Character] +3 Medical

#### Failure

*\*YOU\* DON'T SAY IT OR SPRAY IT! AAAAAAAARGH!* He is infuriated. The group is forced to leave the camp.

* [Character] Medical Revealed
Burn Unit

**Burn Unit** is a fixed Unique Trader found at the Final Hospital. They will always have the face of Governor Emperor and body of the Head-Swap Doctor.

This trader will give a character the Fireproof trait at the cost of a 4 Morale loss. This can only be bought once. If the chosen character is already fireproof, the doctor will flee in shame, giving the character a Morale boost and extra medical supplies.

They cannot be robbed or told to COOL IT.

## Encounter Text

*WELCOME TO THE BURN UNIT*

*WHO IS GOING TO GET BURNED?*

* Choose character
* Leave, make no eye contact

### Choose character

*The doctor (?) hands a [Character] a little slip of paper. It reads:*

*ur a dingus*

*u smell like egg*

### Character is already fireproof

*[Character] being fireproof, is not affected by this burn at all.*

*NO! NO!*

*NO! NO!!!!*

*The doctor flees in intense shame, and [Character] reacts by looting the room immediately.*

* [Character] +4 Morale
* +6-8 Medical

### Otherwise

*OH!*

*OH! BURNED! OH!!!!!*

*[Character] feels emotionally devastated by the fire damage of this sick burn!*

*[Character]'s skin feels strangely cool.*

* Character becomes fireproof
* [Character] -4 Morale
Boring Stop

### Event Text

The group finds an empty spot along the road that looks as good as any.The weather is clear and there's no sign of danger in any direction.

## Special Options

### Paranoid

[Paranoid character]: Can't fool me!

**Boring Stop** is a common Camping Event in Death Road to Canada.

## Event Text

*The group finds an empty spot along the road that looks as good as any.*

*The weather is clear and there's no sign of danger in any direction.*

* Eat and Rest
* [Paranoid character]: Can't fool me!

## Results

### **Eat and Rest**

*The group sets up camp in this boring but safe looking spot.*

* Group sleeps, one meal is eaten

### **[Character]: Can't fool me!**

If Human/Supertrained Pet: *[Character] decides that the spot looks TOO safe and the group ends up PEELING OUT of there, fast, without eating or sleeping. [Character]'s feeling smug in knowing they avoided that threat.*
If non-supertrained pet: *[Character] decides that there's DANGER AFOOT so he/she starts barking at nothing and then never, ever stops until well into the next morning.*

* [Character] Wits and Attitude revealed
* [Character] -1 Attitude
* [Character] +1 Morale
* [Rest of party] -1 Morale
* Party becomes Tired

## Trivia

* If the group does not have a Paranoid character, they will immediately set up camp without offering a choice. If this happens, the event text will not mention the weather being clear and there being no danger.
* The "Can't fool me!" option does not have the group eat a meal, which can be used to avoid a larger morale penalty if very low on food.
* If a non-supertrained pet uses the "Can't fool me!" option, the text will always mention them barking, regardless of species.
Fatal Argument

**Fatal Argument** is a Despair Event that can only occur when there is more than one party member. The event has a chance to occur if a party member's Morale is at a 0.

It will throw the party into a 2-hour-long Siege that takes place in an indoor area. The location consists of a medium-sized room, which may contain some furniture. The party must survive the siege to continue; if they choose the option to skip the siege, they receive an immediate Game Over.

The siege is considered to be very difficult, because of its long length and relatively small fighting area.

## Event Text

*[The Group] spends so much effort arguing with each other that they don't notice they've driven into the middle of an overwhelming sea of zombies. A building is nearby, but it seems hopeless...*

SIEGE ALERT! THERE'S NO ESCAPE!

* *Try to survive*
* *Give up on the journey to Canada*

## Outcomes

### Try to Survive

```
Indoor Siege begins.

```

This siege is 2 hours long and much more difficult than normal.

### Give up on the journey to Canada

*The team finally gives up. They retreat to an unknown fate. The journey to Canada is at an end.*

```
Game Over.

```

### If the party survives:

*Maybe this team isn't so bad after all!*

*The group gets COMPLETELY PUMPED UP*

```
[Party] Morale +4

```
DELTA

**DELTA** is a Rare Character that can be recruit at Prepper Paradise for 10 food. Upon recruitment, he\she will not have any stats revealed, but will start with max Shooting as well as the SUPERTRAINED perk, allowing him\her to drive the car, use weapons and lead solo missions. Delta's Shooting can go 3 levels over the maximum. He\She also will always have max Composure, giving him\her the Calm-shot Stat Combo. He\She is the only dog to have two weapons slots and will always start with a shotgun with 20 shells. DELTA will appear any any assortment of dog types (see image).

## Encounter Text

### **Upon Encounter**

*DELTA is a supersoldier dog trained by the government. Now that the government has fallen, DELTA seeks a new master......... for the right price.........* (About 10 cans of food)

### Upon Recruitment

*Now with a cause, DELTA decides to follow a new master..... YOU..........*

#### If party is full

Who would you like to replace to make room for Delta

## Change Name

Upon recruitment you are given a chance to rename Delta to 1 of 4 different names. Each choice has a different outcome text, but choosing Good will result in Delta losing a morale.

*Would you like to give Delta a new name?*

##### Smellberto

What a completely awful new name! And yet, it does have a hint of the exotic.

##### Harry Hamm

Harry Hamm was one of the most popular dog names, right before the Zombocalypse. Not to be confused with the very powerful human name, 'Harry Ham'.

##### Good

What a great name! Good [Pet Name] feels unhappy.

* [Pet Character] -1 Morale

## Epilogue

Possible quotes:

* *"BARK!"*
* *"WOOF! WOOF!"*
* *"BORK!"*
* *"BJORK!"*
* *"WOOF!"*
* *[Character] farts.*
* *[Character] licks itself.*
* [Character] pants

Possible epilogues:

* *[Character] mostly gnawed on whatever he/she could get his/her mouth on, really.*
* *[Character] marked as much territory as possible.*
* *[Character], being too used to the freedom of the open road, never became housebroken.*
* *[Character] spent the rest of his/her life barking incessantly at all the new wildlife.*
* *[Character] found a good home and happily did dog stuff for the rest of his/her life.*

 Driving
Bee Mann

## About

**Bee Mann** is a Rare Character that was added in the August 2017 DUODENUM update. He is an old kids show host that wears a bee costume. He can occasionally be found and recruited at Trader Camps.

Bee Mann will offer to join your party for 5 food. When he joins his Loyalty is revealed. He starts with two Vitality and two inventory slots, one of which is occupied by a Toy Hammer that can not be dropped. Bee Mann's Morale will always be 6 upon joining.

## Encounter Text

### *Bee Power*

*It's Bee Mann! He was a popular children's show host, when TV still existed.*

*By some miracle, he's still around.*

*It's a little strange that he's still wearing his costume.*

### **Not enough food**

*You need 5 food to recruit him to the party.*

## Quotes

* *"I've got all the powers of a bee!"*
* *"Believe in yourself!"*
* *"The bees are still around so I think this world can come back."*
* *"Whenever you're alone and scared just remember to keep walking forward."*
* *"It'll get better if we can get a little further down the road!"*
* *"One little step at a time..."*
* *"You can do it if you try."*
* *"Keep buzzing your wings!"*
* *"We'll be in Canada before you know it."*
* *"I'm a bee!"*
* *"Bees have the powers of nature!"*
* *"I don't know how I survived this long, either."*

## Epilogue

*"I never believed I'd make it!"*

*Bee Mann was finally able to retire the bee suit, replacing it with a moose theme.*

## Special Abilities

If Bee Mann is in your party during the Bee Trouble! event, he can sing to the bee and cause it to leave. This grants the whole party +2 Morale.

## Trivia

* Bee Mann might possibly be based on El Chapulín Colorado (The Red Grasshopper), the main protagonist of a Mexican comedy television series of the same name.
* In the DUODENUM update release notes it's joked that Bee Mann is a 'hard counter' to the Bee Trouble! event. This may have potentially *bee*n the premise for his creation.

 Driving
Cursed Treasure

**Cursed Treasure** is an uncommon Driving Event in DR2C. It lets you choose to receive stat upgrades or rare weapons in exchange for character penalties.

## Event text

*The group looks for supplies in a creepy cabin and uncovers a hidden basement with an ancient treasure!*

*Warning: Red choices have a penalty of morale loss and nonfatal damage! The flashing choice will set the character you give the weapon to down to one locked slot!*

* Goblin Gift Basket
* The Dingusnomicon (red text)
* Long Lost Weapons (red text)
* [Strong weapon] (flashing text)

## Results

### **Goblin Gift Basket**

*The group found a Goblin Gift Basket!*

*The gift basket is mildly cursed! Now [Character] feels obligated to buy a gift for the unseen and possibly nonexistent goblins!*

* [Party] +1 Morale
* +7-10 Food
* +20-35 pistol bullets
* (70% chance) +3-7 Medical supplies
* (70% chance) +13-25 rifle rounds
* (50% chance) +30-60 Gas
* (50% chance) +12-16 shells

All the chances are independent of each other.

### **The Dingusnomicon**

If alone: *[Character] reads the **Dingusnomicon!***

If not alone: *Everyone takes turns reading the **Dingusnomicon!***

*It's an evil, ancient book covered in eyes and mouths. It keeps doing little bites and also shouts '**nerd'** in a thousand different forgotten languages.*

* [Party] -1 Morale
* [Party] -1 Health (nonlethal)

*The book imparts its FORBIDDEN KNOWLEDGE!*

* [Party] +1 Strength, Fitness, Shooting, Medical, or Mechanical (chosen randomly for every party member)

### **Long Lost Weapons**

*The group finds a cache of very old weapons! While sorting through some unusable junk, they run into problems with splinters and tiny, bitey spiders.*

* [Party] -1 Morale
* [Party] -1 Health (nonlethal)

*They take some useful weapons, including a [Weapon]!*

* Possible weapons - Bardiche, Sturdy Machete, Medieval Axe, Knight Sword, Rapier, Halberd, Morning Star.
* You will also gain two slightly less powerful weapons. One of them will always be a Dagger, while the other can be a Wooden Club (30% chance), a Gauntlet (35% chance), or another Dagger (35% chance)

### **[Strong Weapon]**

Possible weapons - Pirate Cutlass, Mighty Claymore, Sturdy Cleaver.

*Who should be given the incredibly cursed [Weapon]?*

*Warning: The weapon will be locked to the character, and the character will be reduced to one carrying slot!*

#### **Pick character**

*[Character] picks up the [Weapon]!*

*It fuses into his/her hands, preventing the use of any other weapon!*

#### **Chosen character has the Specialist trait**

*[Character] feels naturally familiar with this weapon somehow, and also feels just a little smug.*

* [Character] +1 Strength
* [Character] +1 Fitness
* [Character] +1 Morale
Apartment with "HELP" Banner

The **Apartment With "HELP" Banner** is a slightly uncommon Location in Death Road to Canada.

The location resembles a normal Always be Looting map, but one of the apartment buildings will have a large "HELP" sign on its exterior. One of the rooms in this building will contain a randomly generated Character, who will follow the party around when interacted with. If the character leaves the location alive with the party, Rescue Successful! will take place; the player may either recruit the character or receive a reward from them.

A variant of this location, called the "Apartment with BARK banner", may also be found. Here, the sign on the apartment building will read "BARK! BARK!" and it will contain a recruitable Dog.

## Encounter Text

### When interacting with the character:

*[Character] says that they really want to get out of this place.*

*They ask if they can follow you around.*

* Let them follow you
* Leave them alone for now

#### **Let them follow you:**

*[Character] starts following [Character 2]! They could be useful, if you get them out of here alive. Or a handy distraction, if you can't.*

* Character will follow the group

#### **Leave them alone for now**

* Character will remain in place until interacted with again
Cabin Rescue

**Cabin Rescue** is an ABL event where you must survive an hour long siege of varying difficulty in order to rescue one standard survivor. The mission uses the 1 Hour Cabin Vacation map with a cabin and a couple of trees. The cabin consists of a main room which contains most of the loot, and a bathroom where you can occasionally find an unopened toilet. You can typically find an amount of 1-5 food and a random assortment of weapons from it's item pool. You will oftentimes only find a handful of common weapons such as nail boards, bats, and guns. But rarer weapons such as the chainsaw are also possible. Additionally, for combat, you have a variety of options to choose from. You can pick up items off the floor, or (depending on the strength of your character) you have access to the variety of throwable furniture held within the cabin. The map is small so if you decide to fight outside try to circle around the edge of the map and try to avoid using the cabin as cover from the horde. As, if you are not careful, the horde can box you in by spilling around the sides of cabin leaving little room for escape. So depending on the size of the inside of the cabin, it is recommended that you use the cabin. As since the outside map is small, it is easy to be overwhelmed quickly.

1. ↑ See the Rescue Successful! page for more on survivor rescues.
Andreas Kristensen

Andreas close-up

Andreas er lillebror til Ingrid, som er hovedperson i bog 1. Han har ikke den største rolle. Derudover er han væverens søn. Han går endnu ikke i skole, men hjælper somme tider sin far på væveværket.

## Fysisk udseende

Andreas er som 6-årig en lille dreng med et buttet ansigt (dog stadig ret spinkel) Han har mørkblondt hår, lysebrune øjne og mange modersmærker.

Til hverdag går han i en blå skjorte med en grøn vævet vest med brune tern udover, mørkeblå bukser og lysebrune tøfler.

Til festlige lejligheder er hans hår redt finere og hans vest erstattet med en mere turkisgrøn vest, som dog stadig er vævet og ternet. Ellers har han det samme på.

Om natten sover han i en hvid dragt, som han muligvis også har på under sit hverdagstøj.

## Personlighed

Andreas er en meget genert og socialt akavet dreng, som har det svært ved at forlade sin familie. Heldigvis for ham er hans forældre meget forstående og vil kun lade ham arbejde et sted hvor han er tryg, hvilket er på væveværket sammen med faderen og Mathias.

## Galleri

Andreas til hverdagAndreas til festlige lejlighederAndreas i sit nattøj (eller undertøj?)Andreas close-up
Bandits

**Bandits** are the secondary enemy in Death Road to Canada after Zombies. Unlike zombies, they cannot be found when looting, during a siege, or in a trading camp. Instead, they are only mentioned in text-based Events wherein a choice is given on how to handle them.

Each Bandit event has it own set of demands, but the common ones are Food, Gas, Ammo, and Medicine. Players are often given the choice to give in to demands or to fight the Bandits. Surrendering to the Bandits will result in a loss of the demanded supplies and morale, while fighting them only results in the group taking damage. The penalties from Bandit events are made more severe in "Bandits are more cruel" modes.

In addition to the choices mentioned above, there are other ways of dealing with bandits that depend on the situation. Some options are only available with a specific Stat Combo, while others require having high Stats to work. However, these other options tend to incur less penalties should they work.

Most bandit groups can be told to COOL IT!!! which will usually result in even harsher penalties, but if COOL IT points are at max, a very positive outcome will occur wherein the bandits will have a sudden change in heart and offer the group a gift and a large boost to morale. One of the rewards can be recruiting a bandit to the team.

## List of Possible Events

Below is a list of all Bandit events. There are 14 in total. Miscellaneous events involve bandits, but have no demands of any kind.

### **Driving**

* 5 Bandits (Choose UR Fate)
* Car Collecting Bandits
* They're all wearing sweat bands
* Toll Bridge Bandits (Car Version, Choose UR Fate)
* Trader Trap
* Weapon Stealing Bandits
* Who can be trusted?
* Yer Money vs Yor Life

### **Walking**

* Cowardly Bandits
* Merciless Bandits
* Reluctant Bandits
* Toll Bridge Bandits (Walking Version)

### **Miscellaneous**

* Bandit Raid Defense
* Bandit Watch

## Stat Combos

Stat Combos can be used to avoid penalties from bandit encounters if a character has them. However, these combos will only work on certain events. The table below shows which events can a specific stat combo be used for.

## Trivia

* There are some unused files that point to potential new bandit events possible in future updates. Some titled Anime Bandits and High Stakes Chess Match.
Every Car Must Go!

**Every Car Must Go!** is one of the fixed Traders found at the Mechanical Fortress outside by the parking lot.

This trader sells a variety of cars at 5 food and throws in 50 gas as a bonus. They vary in appearance, however they will always be wearing a cowboy hat. They cannot be robbed or told to COOL IT.

## Encounter Text

*I gotta get these cars off the lot! You can buy any car, right now, for the low, low price of 5 food! Get it now! No financing! Turnkey and good to go!*

*I'll even throw in 50 gas!*

*That's quite a deal.*

### Not enough food

*The group can't afford the life-changing purchase of a shiny new car.*

### Buy a new car - 5 food

*The group buys a brand new car!*

*Just take whatever car off the lot that you want!*

* +50 gas

### **Examining a car before buying it**

*This car looks like it's both 'turnkey and good to go.'*

*You could buy it from the nearby sleazy car salesman!*

## Trivia

* The cars available for purchase are chosen randomly. They can be any car in the game, including unique cars like the Animal Mobile and Clown Car. The Rusty Truck and Snow Plow, which cannot be obtained by the player in any other way, can also be found here.
Fierce Tempered

*Someone's got a bad temper! The aggression can come in handy.*

* 1 extra point in strength
* Bad temper due to low composure
* Temper can sometimes be good

## Trait Interaction

**Fierce Tempered** is a starter trait that gives the character low composure skill, they can give good outcomes during certain Events and Bandits.

* Fierce Tempered Characters can get good outcomes on certain events, especially if you pair then with Angry-strong stat combo. Events like The Unsummoned, Cowardly Bandits, and Cool-it Diplomacy can come out with good outcomes with the angry strong combo.

## Perk Interaction

* **Athlete, Fighter, Mega Buff, Big Bruiser, Ex-Wrestler, T\*S\*T\*C**- allows character to start with higher strength to get the Angry-Strong combo
Lore Books

## General

Lore Books can be found everywhere during your journey. They are a good source of information about all the stories in the world of **Scripters War**. You will find explanations in The Creator's Journal, in Lord Dotex's Journal, and so on.

When you pick up one, you receive a part of the Journal and some XP. And it opens a dialogue that tells you what entries you've already collected, and which are missing.

It also shows locations where you can find other parts of the Books.

## Details

When you collect a Book, you will have this picture on the screen. You are invited to collect those Books so you will be able to increase Achievements and Lore Books Progression.

You can also re-open this windows by the Menu :
Earnestine

## About

**Earnestine** is a Rare Character that can be found in trader camps and recruited for 10 Food.

When recruited, her Strength is revealed to be a 3, and her Fitness and Shooting are both revealed to be 4. All of her other stats are random.

She wields a special double barrel shotgun called the Farmer's Shotgun that uses 2 ammo per shot and cannot be dropped. This shotgun has a wide spread, and does good damage.

## Encounter Text

*This woman is cleaning a double barrel shotgun. On closer inspection, her weapon seems sturdier than normal. It is covered in fine engraving.*

*Have shotgun, will travel.*

*Recruit me and I'll show you how many zombies I can splat in one shot!*

### Upon recruitment

*Let's blast our way to Canada! Two shells at a time!*

## Epilogue

Earnestine's ending dialogue is just the standard non-rare character dialogue, this is probably due to not having any unique epilogue dialogue implemented to this character.

 Driving
Debutante

## About

The **Debutante** is a Rare Character that can be found and recruited in a random Event while driving. She is depicted as a sophisticated lady of the gentry dressed in a blue dress with matching Victorian touring hat.

She appears to be a woman of the strict upper class, wielding an umbrella and only rarely speaking.

When she is recruited her Strength and Fitness are revealed.

She wields a stronger version of the Umbrella known as the Debutante Umbrella, and also begins with a Purse. The umbrella cannot be unequipped.

## Encounter Text

**Upon Encounter**

*The group opens the door to a tea shop and finds a very fancy dressed woman inside, casually comparing two boxes of tea. She puts the boxes down, turns half to you, and picks up her umbrella.*

**Upon Recruiting**

*[Name] spins her umbrella around her hand with lightning speed, and then snaps it in a resting pose against her shoulder. She must have practiced that a lot.*

**If Party is full**

*[Name] agrees to join, but then sees how incredibly crowded your vehicle is, with both people and various filth. "WELL, I NEVER!" Get rid of someone to make room?*

## Epilogue

*"I'm going to need some stylish winter clothes..."*

*[Name] finally found a civilized place to stay. She developed a popular fashion line.*

## Special Abilities

Debutante's Umbrella is stronger than a normal Umbrella and cannot break. It also counts as an Umbrella for the purpose of the Horrible Weather Event.

## Zombo Town

Debutante can be found at the Zombo Town Perks & Traits Building. She sells medical and mechanical related perks for zombo points.

*Running around, flailing, just has no GRACE to it! You should use INTELLIGENCE and DECORUM.*
 After 5 purchases
 After 8 purchases
 Purchased Everything
She crushes a handful of fine dust, and when she opens her hands it has turned into a teacup.

## Trivia

* Debutante is a term most commonly used around the 1950's for an upper-class or aristocratic young woman making her first appearance in fashionable society.
* If you win with Debutante you will earn the **Zombie Fashion** cheevo.
* Debutante might be a reference to *Mary Poppins* as her cheevo says.

 Driving
Charming

*From perception of others, a good attitude, and pure charisma, there's something about this person that opens doors!*

* Charms way into free stuff or out of bad situations
* Can't charm way out of everything

Characters with this trait gain the **Charming** stat combo.

## Trait Interactions

**Charming** is a starter trait that provides points in Attitude and Wits skills, they also can get a special option during Events and with Traders, Characters, and Bandits.

* When at trader camps charming characters can sometimes get free training from trainers. However this is only a 50-50 chance of happening, if they fail they end up creeping out the trainer and can no longer interact with the trainer.
* There are certain events like Ranting Man, Mystery Fart, Health Food Havoc, and Bed & Breakfast can reduce or even eliminate the negative outcome of these events.
* Charming Characters on certain Bandit events like Yer Money or Yer Life\* and Reluctant\_Bandits can reduce the negative outcome of these events.

\*note if your charming character has low loyalty on this event they can do **SEE YA, NERDS!** and get out of there with only 1 damage to the car chassis.
BERSERK!

* Can go one over the maximum for the above stats!!!
* Super low personality stats! Dies in one bite!!

**Berserk!** is a starter trait that gives characters all low Personality skills, they get a special options during certain Events. Characters with this trait are very fragile and die in one bite. Berserk has the grating stat combo allowing them to do Cool it! similar to Irritating characters.

* When at trader camps Berserk! characters can steal stuff from different merchants, just like bandit characters. However doing this is very dangerous as some traders will fight back and kill the Berserk! character instantly.
* There are certain events like Cowardly Bandits, Ranting Man, and Silent Guardian the Berserk! character can negate the negative effect of the event.
* The Berserk! Character has a unique outcome for the Giant Spider Attack.
* Berserk! Characters are prone to dying easily however there are some ways to increase their vitality. Trust Building Exercise, Extra Deluxe Ultima Wonkor Burger, Toilet Genie, Nice Teeth Ghost or siege rewards are some ways of increasing vitality
* Berserk! Characters who survive to Canada will earn the **Berserker** Cheevo.
* Berserk! Characters have a different outcome when smashing their nose in THE LOST SNEEZE that causes instant death without raised Vitality, and do not suffer the negative effects of shaking hands with the Grim Reaper.

## Perk Interactions

* **Big Bruiser** - allows a character to start with 2 vitality instead of 1, also start with a good unarmed attack
Burning House

The **Burning House** is an uncommon Always Be Looting Location found in *Death Road to Canada*.

The Burning House has the same layout as a normal house, but large areas of it will be set on fire. The fires will hurt characters who attempt to walk into them. In addition, zombies will fall from the ceiling, indicating that the house is collapsing.

While in the house, the party may find other Characters who are trapped inside. Escorting them safely out of the location will prompt the Rescue Successful! event.

It is also highly probable the party will find a room explaining why the house is on fire as the room will have fire or explosion based weapons including the rare Fire Poker.

It was added in the DUODENUM update.

## Location Text

*The group is surprised as a house down the road mysteriously catches on fire. Curiosity overwhelms their basic survival instincts.*

*WARNING: CONTENTS MAY BE HOT!*
Armor Merchant

The **Armor Seller** is one of four fixed Traders found at Ye Olden Renaissance Faire.

The Armor Seller is a randomised character that claims they are tired of LARPing and wishes to leave. They offer to sell their armor to the active character for 40 food.

Buying the suit of armor will increase a character's Vitality by 3. Additionally their body model will change to the plate armor used by the Knight.

## Encounter Text

### Upon Encounter

*I'm getting tired of all this LARPing! I can sell you my armor. I don't have the helmet, so you won't be fully protected. You will still be able to to take much more damage than before!*

*Just 40 food!*

### Give me that armor! (40 Food)

*[Character] buys the SUIT OF ARMOR and puts it on!*

*Finally! I can leave this Ren Faire!*
Everyone Needs to Hustle

**Everyone Needs to Hustle** is a Despair Event that can only occur with any amount of party members.

## Event Text

*[Character 1] says that SOMEONE in the group isn't pulling their weight, and demands that they be kicked out.*

* *Kick a Party Member*
* *Kick [Character 1]*

## Outcomes

### **Kick a Party Member**

*[Selected Character] was kicked from the group due to [Character 1]. [He/She] feels pretty smug about this.*

```
[Selected Character] leaves party and held weapons are kept

```

```
[Character 1] +1 Morale

```

### **Kick [Character 1]**

#### (Party Size > 2) *The Group kicks [Character 1] out for being a dingus.*

*[Character 1] storms off in a huff.*

or

*[Character 1] says something along the lines of 'COME ON I WAS JUST JOKING HA HA'.*

*[He/She] still gets kicked out.*

#### **50% Chance**

*[Character 2] smiles a little.*

```
[Character 2] +1 Morale

```

```
[Character 1] leaves party. Weapons are kept.

```

#### **50% Chance**

*[Character 2] shrugs.*

```
[Character 1] leaves party. Weapons are kept.

```
Carnage Weapons XL

**Carnage Weapons XL** is one of three fixed Traders found at Prepper Paradise.

This trader sells a variety of range weapons, including the Napalm Launcher XL, the Bazooka XL and the Grenade Launcher XL.

## Encounter Text

*I've modded all of these already DEVASTATING weapons to have double capacity or more! You can't get these anywhere else!*

*NOW we're talking.*

### If group doesn't have enough food to buy anything

*[Character/Group]* is *DEVASTATED* to learn that they can't afford anything.

### Buy Napalm Launcher XL - 100 'palm - (16 Food)

*[Character/Group]* buys a *Napalm Thrower* Napalm Thrower modded for double capacity!

*Talk about friendly FIRE! Seriously, watch out for teammates.*

### Buy Bazooka XL - shots - (12 Food)

*[Character/Group]* buys a *bazooka* modded with eight rockets!

*TOTAL carnage! I love it!*

### Buy Grenade Launcher XL - 15 shots -(12 Food)

*[Character/Group] buys a grenade launcher modded for 15 grenades!*

*See how many zombies you can splat at once!*
Danger Ranger Rescue

**Danger Ranger Rescue** is a Event that can be encountered while driving. The player must find and safely escort four "Danger Rangers" who have gotten separated in a Suburb map. In order to complete the event properly all four rangers must be found and rescued. Each Danger Ranger that is successfully saved will reward you with a different bonus (*see outcomes below*).

## Event Text

*The group sees four people in bright, shiny outfits. They're running around punching zombies and doing little poses. They get overwhelmed by the swarm and flee in different directions.*

#### **If Pink is found**

*Pink says she is glad [Name] showed up.*

*She assumes a martial arts stance!*

#### **If Green is found**

*Green says he could use some help!*

*He cracks his knuckles and starts following.*

#### **If Blue is found**

*Blue says he got separated from his team.*

*He does a few little poses for no good reason.*

#### **If Orange is found**

*Orange says she needs to get back to her team.*

*She does a fancy kick to emphasize her sentence, and loses a shoe.*

## Outcomes

### **Upon Escape**

*The group escapes that swarmed suburb.*

***Danger Ranger Fan Club***

#### **If Pink is saved**

*Pink unleashes her Healing Ranger Ray!*

* [Party] +3 heath

#### **If Green is saved**

*Green grants some of his famous strength.*

* [Party] +1 Strength

#### **If Blue is saved**

*Blue gives an inspirational pep talk!*

* [Party] +2 Morale

#### **If Orange is saved**

*Orange bestows some of her energy and fitness.*

* [Party] +1 Fitness

#### **If at least one Ranger is missed**

*The group feels inadequate over not finding everyone.*

* [Party] -1 Morale