Chapter 9: SUPERHIGHWAY

In Brief: The MCs need to stop Divu - but first they need to get to his penthouse in Tower 2. The Arba have collapsed the subway tunnels. That means that the only way to get there is on the elevated highways. Brok warns them that no one goes there. The MCs will need to fight their way through a gang called the Kings of Hell, whose leaders have never been defeated.

Scenes

  1. Climbing to the Highways (cutscene)
  2. Racing the White Rider (minigame: chase during boss fight)
  3. Evading the Red Rider (minigame: sneak during boss fight)
  4. Stealing from the Black Rider (minigame: hack during boss fight)
  5. Delaying the Pale Rider (minigame: search during boss fight)
  6. Facing the Kings of Hell (boss fight)
  7. Building collapses in the distance as Divu begins his pogrom against the Nikan. Gunfire can be heard. (cutscene)
  8. There's a blackout after the collapse. A strange moment of sevenfold symmetry, with bizarre worlds and people visible across the sky for a handful of seconds. Then the power comes back on and Tower 2 awaits. (cutscene)

Locations

Superhighway

Minigames

Race the White Rider: Chase
Play one round of Chase per combat action.
On a blowout victory, exit combat, and all MCs stash one card from your current hand.
On a close victory, exit combat.
On a close loss, exit combat but all MCs discard high cards equal to half of their Draw (round up) on the next reload and draws to replace them.
On a blowout loss, Game Over. Use Patience to restart.

Evade the Red Rider: Sneak
Play one round of Sneak per combat round.
On a win, exit combat and all MCs stash one card from your current hand.
On three of a kind, exit combat but all MCs have their Move Points set to 0 the next time they reload.
On two pair, exit combat, but all MCs discard high cards equal to half of their Draw (round up) on the next reload and draw to replace them.
On one pair, exit combat, but all MCs discard high cards equal to half of their Draw (round up) on the next reload and do not replace them.
If you see an Ace, Game Over. Use Patience to restart.

Stealing from the Black Rider: Hack
Play one round of Hack per combat round.
No consequences: exit combat, and all MCs stash one card from your current hand.
First consequences: exit combat.
Second consequences: exit combat, but all MCs discard high cards equal to half of their Draw (round up) on the next reload and draw to replace them.
Third consequences: exit combat, but all MCs discard high cards equal to half of their Draw (round up) on the next reload and do not replace them.
Final consequences: Game Over. Use Patience to restart.

Delaying the Pale Rider: Search
Search takes too long, so we'll play a shortened version:

  • Play with the discard spread out to make it more visible.
  • When one of the MCs' cards would enter the discard, check to see if it matches (same values of the same color) one that's already there. If it does, put the match aside. Discard the rest of the cards. You can pull matches from the Team Hand as well.
  • When all of the cards in the deck have been matched, exit combat.
  • The alternative is death: Game Over. Use Patience to restart.
  • Note that it is worth the MCs reloading over and over again to

Mobs

Kings of Hell: 300 HP, Dmg 30, Range 0, Acc 5+, Move Auto/2, Evade J+, Resist J+
Special ability: Pedal to the Metal. Increase the King of Hell's Move to Auto/3 for this turn.
AI: Move toward the nearest MC and attack.

Bosses: The Four Riders

Play one "round" of the minigame for each round of combat. Each of the Four Riders is encountered alone.

The White Rider
10,000 HP
Move 15/30, Evade J+, Resist J+
Attack: Long-barrel Pistol. Dmg 70, Range 5, Acc 4+
Special attack: Eat my Dust. Dmg 50, Range 1 (area attack), Acc 5+. Only playable when the White Rider is ahead of the MCs around the map.

Status: The White Rider's status byte starts off locked.

Special Rule: When the White Rider is active, the CPU plays only three cards each round.
Special Rule: During the White Rider fight, movement may only proceed one direction around the map (the one that's mostly clockwise, from Gauntlet to Low Clearance to Hilltop and so forth).

Hackable values:

  • The White Rider's attacks all have hackable Accuracy values.

Special ability: Gun It. Play an Ace to change the White Rider's Move score to Auto/3 for this round, and the MCs must immediately discard one card from their Race minigame.

The Red Rider
66,600 HP
Move 20/40, Evade 10+, Resist 10+
Attack: Apocalypse Blade. Dmg 9999, Range 0, Acc 5+
Alternate attack: Call the Lightning. Dmg 9999, Range 2, Acc 6+
Special attack: Challenge. Deals no damage but imposes the Berserk status on one MC at any range (Resist as normal).

Special Rule: When the Red Rider is active, the CPU plays only a single card each round.

Status: The Red Rider's status byte starts off locked.

Hackable values:

  • Move. The Red Rider's Move score can be reduced to a minimum of 2/4 or increased to a maximum of 10/20.

The Red Rider is not intended to be a winnable fight. The MCs need to use the Sneak minigame to find a path through the highways that will let them evade her before she kills them all.

The Black Rider
9,000 HP
Move 15/30, Evade J+, Resist J+
Attack: Spiked Chain. Dmg 100, Range 0, Acc 5+
Alternate attack: Pain. Dmg 50, Range 5, Acc 4+, inflicts Burning.
Special attack: All-consuming Pain. Inflicts Blind, Burning, Berserk, Silenced, and Confused statuses. The Black Rider plays two cards to use this power and uses the better one.

Special Rule: When the Red Rider is active, the CPU plays only two cards each round.

Status: The Black Rider's status byte starts off locked.

Hackable values:

  • Hacking can alter one of the statuses imposed by All-Consuming Pain, though there still must always be five of them.

Special ability: Universal Password Access. The Black Rider has the Hack ability and can use it on the MCs.

The Pale Rider
998 HP (not a typo)
Move 20/40, Evade K+, Resist 8+
Attack: Touch of Death. Dmg 200, Range 0, Acc 7+
Alternate attack: Breath of Omens. Dmg 50, Range 2 (area attack), Acc 5+
Special attack: None Know the Hour. If the Pale Rider plays a face card, make them Invisible.

Special Rule: When the Pale Rider is active, the CPU plays only a single card each round.

Status: Noclip. The Pale Rider's status byte starts off locked.
No special hackable values.

Special ability: Death Cannot Die. The Pale Rider is not downed by being reduced below positive HP.

The Pale Rider is not intended to be a winnable fight. The MCs need to use the Search minigame to find the way off the highways and into Tower 2 before it kills them all.

The Kings of Hell

After they defeat the Pale Rider, but before they can exit the highway, the party faces 100 Kings of Hell. Even though they're not technically bosses consider this as a boss fight for the purpose of triggering most MC abilities. The exception is the Badass' "You go ahead. I'll handle this." ability

Reward

After winning this fight, all characters receive the next Exploit on their class list. This should be:

  • Ronin - Parry
  • Gunslinger - Stand and Aim
  • Gambler - Switch to Stud
  • Sorcerer - Well of Mana
  • Hacker - Group Permissions

If the MCs fought their way into the Archives in Chapter 8, the Four Riders give them an extra reward in the form of a new weapon:

  • Ronin - Gold Tassel. The Ronin's attacks ignore the Armored status.
  • Gunslinger - Long-barreled Pistols. Raise the Gunslinger's Accuracy score.
  • Gambler - Flintlock. The Gambler's Wager power improves to draw an extra card.
  • Sorcerer - Scythe. Raise the Sorcerer's Accuracy score.
  • Hacker - The Pale Deck. Raise the Hacker's Connect score.

Miniature: If the players have 1 Patience left after the Kings of Hell fight, they can spend it to find the item "1/30 Scale Belial"

Numeral: NaN
DAATH

Disk One Chapters

  1. Keycard Access
  2. Canonical Method
  3. Power Supply
  4. Raid
  5. Shadow Root
  6. Bit Rot
  7. Promotion
  8. Archived Data
  9. Superhighway
  10. PvP
  11. (End of Disk One)
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