diff --git a/ma-Escape-from_dome_city.html b/ma-Escape-from_dome_city.html index 219a37b..5beb228 100644 --- a/ma-Escape-from_dome_city.html +++ b/ma-Escape-from_dome_city.html @@ -135,6 +135,8 @@ Everything okay? You look puzzled. Jack looks at her.
What's this weird noise?
+ TODO: Change this back to say something along the + lines of the power doesn't work outside
The generator. The electrified tracks end at the air lock so the train has to generate its own power.

diff --git a/ta-no_u_dont_have_train.html b/ta-no_u_dont_have_train.html index bc4a50b..e42bc23 100644 --- a/ta-no_u_dont_have_train.html +++ b/ta-no_u_dont_have_train.html @@ -1,13 +1,17 @@ No U Don't Have Train.

No U Don't Have Train.

+

+ The following is a conversation between Jack and someone from the + train company. +

Why wouldn't they work outside? It's not like they're magically gonna come off the rails once they leave the dome.
- All of your trains are outfitted with fail-safe - emergency brakes. On power loss, you have about 15 seconds before they - are applied and the train comes to an abrupt, unscheduled halt. - You can't even tow these things without power.
+ All of your trains are outfitted with + fail-safe emergency brakes. On power loss, you have about 15 seconds + before they are applied and the train comes to an abrupt, unscheduled + halt. You can't even tow these things without power.
I thought you said the tracks were in decent shape? Why would the contacts? sliders? come off the power rail for that long?
@@ -45,14 +49,86 @@ People be believing strange things these days...
I don't have to believe. I was there when the city was built and, more recently, I helped replace a failing - generator at said power plant. You might have noticed the power - outage.
+ generator at said power plant. You might have noticed the outage. +
Uhuh, sure buddy. Since you've been doing nothing but spewing nonsense all this time, I'm just gonna have one of our guys drive a train up there and we'll see what happens.
- I'll get some popcorn; watching this is - gonna be fun. Wouldn't be the first time a train got stuck in these - tunnels... + I'll get some popcorn. Watching this is + gonna be fun... +

+

+ The rails start ringing and a train of the Sunside Cove Metro approaches. + It slows down and comes to a halt before the power rail's gap for + the switches in front of the closed airlock. Inside are a driver and the + railway official. Jack reaches into his backpack, grabs a bag of chips + – he didn't find any popcorn for the occasion – and + opens it. The headlights turn off and the driver leaves the driver's + cabin. A moment later, the first door opens and he climbs out.
+ No, I am only going to drive the first segment + in there. We don't need the entire train stuck in the tunnel if it + doesn't go to plan.
+ It's gonna be fine. What could go + wrong?
+ Jack replies loudly so both of them hear him: + A lot.
+ You shut up.
+ The driver says: I'm inclined to agree + with him.
+ He turns around and walks to the end of the first railcar where he + proceeds to detach the hoses and cables and unhooks the couplings. + Then, he returns to the front and climbs back inside. +

+

+ The headlights come back on and a compressor kicks into action. + A few contactors click inside the train. After a moment, the door closes. + The train sits like this for a few minutes until the compressor turns off + again. Jack shoves a handfull of chips into his mouth. The inner door + of the airlock begins to open, creaking and buzzing as it slowly moves + up. +

+

+ The motors begin to hum and the first car of the train starts moving + towards the airlock. It loses power as it rolls over the switches + and the headlights dim. Jack puts his bag of chips aside and presses + the button on his watch that lights up the display. He begins to count + in his head: +
+ One, two, three, four, five...
+ The railcar rolls completely into the airlock. It's still + decently far away from the other door.
+ Six, seven, eight, nine...
+ It rolls deeper into the airlock, beyond Jack's view.
+ Ten, eleven...
+ Loud hissing sounds from inside the airlock – the train's + failsafe mechanism begins to release the pressurized air from its tanks. +
+ Twelve, thirteen, fourteen...
+ A loud clunk followed by screeching and grinding noises as the + emergency brakes are applied.
+ Fifteen.
+ Jack grabs his bag of chips and gets up. He walks onto the tracks and + looks into the airlock, stuffing his face as he watches the dim + Rücklichter? rear lights? go out. +

+

+ A few minutes pass and nothing happens. Eventually, Jack hears one of + the doors getting unlocked with a key and sees it getting pushed open + by hand. He gets off the track and sits back down next to the rails, + continuing to stuff his face with chips. A bit later, he watches the + driver and the railway official doing the walk of shame, the latter + seeming pretty close to an aneurysm.
+ Told you so.
+ The railway official loses it completely, stampfen? + and jumping around while screaming some apparently very colorful + language – Jack doesn't understand a single word. +

+

+ The train driver proceeds to walk to the rest of the train but Jack stops + him. + "It's too far back. There are only two feasible ways to get it + back out: Getting power on the track inside the airlock or dismantling + the brakes so it can be towed."