Chapter 155: Successful Rendezvous
Zhou Baiyu's first decision was to choose with whom to cooperate.
Of course, he couldn't count on NPCs, namely the fox spirits, the sly ones, the flatterers.
Because he believed that in the end, everyone would become evil and corrupted in the game.
So, it was Zhou Baiyu's turn to assess his teammates.
"Xinkui, although quick on the uptake and having improved a lot since the Land of No Light, even better than the self-conceited Sima Kaoyu."
"But charging in love is a bit too cowardly, showing hardly any remarkable performance."
"The one I find most impressive this time is actually Key Walk Gone Mad. This person is very steady and composed, harboring some kind of sharpness deep inside."
"I'll bet on him, even though I don't know how many permissions will appear after choosing, but... I must take a gamble."
So, quickly, Zhou Baiyu chose option H.
The role played by Key Walk Gone Mad was exactly that of the peacekeeper.
...
...
In another pitch-black room at this time, Key Walk Gone Mad was also doing his best to deal with all sorts of strange choices.
A meeting was interrupted by a hot-headed newbie, and a senior executive—responsible for communicating the spirit of the meeting, essentially representing the highest echelons and game maker Fang Xuan's ethos—was harshly slapped.
This gave Key Walk Gone Mad a breather. Because for the first choice, he picked A—accept overtime.
Strangely enough, all of his stats were deducted, but the subsequent emergencies actually added some back.
"To actually recover health and mana. How strange, theoretically, emergencies in the game are mostly designed to make players worse off."
"The newbie must be an NPC, right? But the appearance of this NPC actually reduced my losses for choosing overtime, which is really odd."
Key Walk Gone Mad didn't think much about this issue; his train of thought was correct—
Get a clear sense of the peacekeeper's personal attributes and understand his main quest.
Key Walk Gone Mad figured out the first mission.
"I actually picked someone who is completely opposite to my personality..."
The peacekeeper was a role that made Key Walk Gone Mad very uncomfortable. It was completely opposite to the reason he chose this role.
Named a peacekeeper, in reality, it was a fire-stoker.
Yes, when choosing a role, everyone has their exclusive options.
The peacekeeper was no exception.
Though Key Walk Gone Mad had such a code name in Advanced World, as if he were a keyboard warrior gone mad,
In reality, he was not that kind of person.
He chose a peacekeeper, thinking about making money in harmony, able to invisibly resolve various conflicts.
But to Key Walk Gone Mad's surprise, the peacekeeper wasn't really a peacekeeper.
Facing the second question—"When the supervisor is slapped, you choose—" the peacekeeper's exclusive options included several, one of which was quite representative—
C: Peacekeeper's exclusive option, smile and absolve the person who was slapped, calling young people impulsive, but secretly favor the youngster, escalating the conflict.
Yes, this is the peacekeeper, who seems like a role designed to defuse conflicts and mediate.
But in essence, they are someone who enjoys watching the drama unfold, instigating disputes, stirring the pot, a master of both flattering and stepping on people.
Where is this being a peacekeeper? It's all about exacerbating and escalating conflicts.
Just as Key Walk Gone Mad finished the second choice, realizing that things seemed complicated and that he might be completing some kind of game, he was faced with the third choice—
[After experiencing a night of multiple visits, although you're still infatuated with the fox spirit's beauty, you've started to feel jealous of others. You discover that a new employee has joined the company, a newbie who dared to hit someone on his first day.
He must be a person with sharp edges, strong aggression. You've always liked such people, haven't you?
On the day you're preparing for your sixth mission, the newbie suddenly finds you. He, too, has received that mission and has fallen into the same deadly game.
He wants to inquire about the progress of the game from you. At this moment you decide—]
A: Deny your involvement in the game, pretending to know nothing about what he's talking about.
B: Make up the content inside, involving your beloved fox spirit. She is yours, and shouldn't be for others to share.
C: Be honest.
D: Direct the issue towards others (if you choose this option, it will trigger further options, specifying a target for the newbie to be led toward.)
Key Walk Gone Mad was caught in a dilemma of choice.
He didn't realize that at this time, he had already started a "link-up" with team captain Jiang Xianwu.
If he were to choose C,
Then the two of them would trigger an interaction choice, allowing them to exchange some information.
But this probability was actually very low.
Because essentially, Key Walk Gone Mad disliked the person he was playing.
And the more he disliked this person, the more he detested the people this person liked.
It was only at this point that memories related to the "peacekeeper" began to invade Key Walk Gone Mad's brain.
[You are someone who has always believed that there is no such thing as true empathy in the world. You have witnessed all kinds of disputes from your parents since childhood.
Your father always stood from his perspective, saying your mother brought no money to the family.
Your mother always stood from hers, saying your father never understood the hardships of housework.
Their quarrels seemed purely emotional outbursts with no intention of trying to improve the relationship or solve problems.
And every time you tried to stop the arguments with tears, the final outcome would be a beating from your father.]
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