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Kyle Crane shoulders the blame. And worries for a second about whether or not his thoughts remain private.
>>Â Read on Ao3Â <<
Yesterdayâs horrors werenât followed up by heavy rain and thick black clouds, but by a spotless, picture perfect canopy of an early morning starry sky. The little shits up there literally twinkled, while the hair-thin, golden ribbon of daylight pressing upwards from behind the mountains begged for a ten out of ten.
Kyle thought that was⌠well⌠wrong?
Where was the mood appropriate doom-painted horizon? The theatrical thunder? The ominous smoke? He looked for it all across the city, but Villedor hadnât caught fire overnight; much as it hadnât yet caught on to whatâd wait for it over the next few days.
âHow long do you think itâll take before shit hits the fan down there?â he asked for no other reason than to break the silence. Silence was the true mind killer, after all. For this here Kyle Crane, anyway, who glanced down at Fi, looking maybe not for a conversation, but for something to shut his god damn mind down.
They shared a flattened, long cushion, which heâd put down by the wall at their backs so their cheeks wouldnât freeze off while they kept watch. The success of the cushion was debatable; it was no more than a thin, sad lump.
He stared at the top of Fiâs head. She had her nose down, re-reading the dossier heâd pressured out of Juanâand you know what? She was sitting way too far away from him, with almost half an inch of air between them. Heâd have to fix that.
When she wouldnât react to him scooting closer and ignored his question in its entirety, Kyle gave Villedor another once over. She'd find her way back to him from whatever private world she'd retreated to. Eventually.
Their shelter was a maintenance shack on the roof of an apartment block. A block which, according to Lawan, had once been pretty well lived in until its solar panels had been destroyed. It was a temporary stop. Theyâd stay for one night, Lawanâd said. Come daybreak (meaning very soon) sheâd take them to a safe house Hakon had recommended, a motion Lawan had begrudgingly admitted would be the best choice. It was inside Church territory, though. Near the studio where Kyleâd found Fi.
Kyle hadnât argued with their idea, because whatâd there been to argue? Wasnât like he had any good ones lately.
His jaw tightened.
So, here he sat with Fi, keeping watch, while Lawan and Hakon were safely tucked away in the shack behind him, under the watchful glare of a battery powered UV rod thatâd last them the night and which Kyle had serious beef with (as usual).
He curled his fingers into a pointless fist.
So, here he sat, steeping in his own fucking incompetence, while Villedor spread out at his feet. He could see the Missy from here. The Fish Eye too, if he leaned around the corner to his left anyway. And the castle. Oh, yeah, he could see the castle; distant, with its innocent little lights peering from tiny windows.
Kyle imagined the entire thing blowing up.
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Kyle Crane's Bad Times Fuck Off Mixtape (Bad Times for Taff)
Step 1: Loot CDs
Step 2: Find working CD player + Cassette Recorder
Step 3: âŤ
Step 4: ( ďźžâĄďźž)㣠âĄ
Song index and Spotify Playlist under the cut.
I'm doing that bit where I run in circles in my head trying to build up a charge so I can express enough thanks for this gorgeous commission from @diaroza (Twitter: diar0za). Thank you!!
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I have been tempted (and have since given in to this temptation) to write out one of the alternate Dying Light 2 story campaigns that'd been knocking around in my head ever since I started playing the game.
It sticks to the characters we already know, but aims to- I dunno. Add Taff flavour, I guess.
Enjoy!
Dying Light 2, an alternate main campaign story, by Taff.
While this is not Latchkey Hero, a lot of the main plot rewrites in this does draw from what I cooked up for Monsters, We. So, if you donât want spoilers for the MW endgame, skip this.
The player character is either Aiden or Mia Caldwell. Because who hasnât wanted a little more versatility? We start by choosing which one weâd like to play.
The Caldwell siblings are Pilgrims (I love the Pilgrims, okay? The world needs more Dying Light Pilgrims, please send me your Pilgrim OCs so I can give them platonic smooches) and theyâre currently doing what they do best: helping people move across the territories. Specifically, youâre escorting a troupe (actors and musicians) from New Paris, whoâre headed to Villedor to perform.
You get to know the siblings in the introduction, and see how they interact with not only each other, but the people around them, too. My aim here wouldâve been to establish a relationship between Aiden and Mia, giving whatâll happen later more meaning. We learn about the Pilgrims, how they hold a fearful sort of respect from others, and just how good they are at this.
We even get a bit of combat! Defend against a bunch of biters. Fend off a banshee before nightfall. And, hey, we might even get to know some of the troupe a bit better! Weâre having a great time.
Once we reach Villedor, we find out that thereâs a bit of trouble brewing right now and that the troupe wonât be able to get to its actual destination (The Fish Eye), since thereâs a blockade up. We donât much care, we are getting paid already and we donât plan on staying. So we stash them at the second best place, the Bazaar.
After that, our plan is to pick up some more work and then be on our way. Explore time! We find out that there are two different types of safe zones/holds in Villedor: Some which require a biomarker to get into, some which do not. The Bazaar, for example, has a no biomarker zone and a main only biomarker zone. We also find out that a lot of people here are infected. In our initial exploration, we get to go anywhere in Old Villedor except into holds that require biomarkers and places which have been sealed by the GRE.
We can do a few side quests! If we pay attention, weâll also pick up on how thereâs trouble brewing in Central Villedor, and also how, oof, be careful, newcomers, lotsa new people who come to Villedor just straight up vanish. Until one quest pops up for another escort. A man whoâd like someone to help him get to New Paris. Fair. Weâve just been there, we can do the trip again, no sweat. Aiden and Mia agree and take the man (Dylan) back the same way theyâd originally come in.
Things donât go well.
Weâre attacked by masked men (Renegades), who are trying to get something back from Dylan, who is wounded gravely at the start of the ambush. Aiden and Mia fight them off, but the noise attracts attention they donât need (Volatiles!). It is clear they canât do much, but before they run off, Dylan gives them something and tells them to take it and go and not let Waltz have it (whoever that may be, our two Pilgrims are not clued in).
As we try to escape, weâre eventually overwhelmed and both of our Pilgrims are (drum rolls) bitten. But before the GAME OVER screen can roll in, a set of Renegades and Waltz show up, ultimately saving their lives. Which may sound neat at first, not so much when we get punched out and dragged off. When our player character comes to again, itâs a vague affair at first. A bit of swimming in and out of it, really, where we realise we are in a lab (spooky) and have been injected with something (cue the OOOOOOOooOOO!). But never you fret! After overhearing a conversation that theyâd be taken back to Central Villedor since they havenât died and something something they have potential, our player character frees themselves. They get their sibling too and try to escape. During this escape, we see hints that some of those âvanished newcomersâ may have met their end here, wherever here may be.
We also get our stuff. Which includes the GRE key (no one bothered checking our backpack, wee!).
But, once again, things do not go well. Waltzâs goons chase us, and while our player character manages to escape, our sibling sacrifices themselves and, for all we know, has just died. We want to do something about this, but we have our first full blown seizure, which leads to us falling to what everyone assumes is our death.
All of this is followed with an Oh no, am I turning? sequence, which ends similarly to the original intro of the game, where we are about to get lynched by a mob. Hakon to the rescue! Except this time the rescue is somewhat motivated by how weâve already made some friends previously: the troupe! They recognized us and they are what we find after Hakon jabs us with our first inhibitor.
Afterwards, this version of the story follows the Bazaar VS PK story line, somewhat, with our player character motivated to reach Central Villedor to get revenge. Why revenge and why not have our sibling recaptured? âcause revenge can wait a little and it wonât feel so weird when we get side tracked by side quests.
To get to Central Villedor we must help Aitor solve his murder mystery of their slain commander and to do that we have to get a biomarker (which we can do since we have a GRE key). As we solve the mystery, we find out that the conflict with the bandits and whatnot and the PKâs hand being forced to suspect or even attack the Bazaar was being orchestrated by someone else.
Who, we arenât sure.
Thereâs choices to be made of course! Some siding with the PK, or with the Bazaar, and all the while we also have our troupe friends to report back to and help with little side quests. Hey, we may even have a little devil and an angle in our troupe who try and sway us towards specific decision. Plus, Hakon, of course (who, by the way, is telling us he has an idea of where to go once we are in Central Villedor so we can get our sweet SWEET revenge). We also meet the usual suspects of the Bazaar, including Sophie, Alberto, and Co.
And in-between our chores, we are on the hunt for those inhibitors and like to jab ourselves with them like the dumdum we are. SURELY nothing bad can come out of this?!
Anyway.
Now that we have a biomarker, we can access other regions in Old Villedor. More exploring! And, eventually, we get the choice to help the PK see the Bazaar was innocent (and give the Bazaar their water tower back), or we claim the water tower for the PK cause we have a crush on Aitor (why else would you do this?!), OR we can cause absolute mayhem and botch the whole deal, leading to a war between the Bazaar the PK, which the PK narrowly win.
Then off we go into Central Villedor. Escorting our troupe, of course. Gee, maybe we get an LI in there?! Iâm thinking too much about the troupe now. Down, Taff. But, seriously, there is someone in the troupe who is defo trying to win us over to âtroupe lifeâ maybe and sway us away from all the revenge talk. We arenât having it though. We loved our sibling.
(No one blows up the windmill, btw. That thing is too damn pretty to die. Taff has spoken. Oh and we probably had another turning scare at some point and are figuring out that something may not be entirely right with us.)
Once weâve survived some tense escort mission shenanigans (HEY those can be fun if done right, I promise), and as we are nearing the Fish Eye, we get into an argument about our desire to Do Revenge, which leads to use pointing the troupe to the Fish Eye and the fucking off with Hakon.
Cause we trust Hakon.
Hakon who has become a bit quiet now that we are alone with him.
Hakon who is getting a bit weird.
HAKON WHO LED US INTO AN AMBUSH TO GET THE DAMN KEY FROM US.
We are not happy. Especially since we are facing what seems to be a trio of WAY TOO strong people who remind us far too much of volatiles. Gee. Anyway, we manage to get away! Mostly thanks to the timely intervention of a crossbow woman (Lawan).
Fast forward, we end up at the Fish Eye, with Lawan giving us a bit of exposition about Hakon (who she was tracking when she spotted him near the Fish Eye), about Waltz and how he does some really creepy science stuff with young people.
We reunite with the troupe and get to know the Fish Eye. We meet Frank.
The Renegades attack.
Our valiant defense of it goes down just like in the game, which introduces us to the PK and properly begins ACT 2. ACT 3? Look, I am not counting. Also, I need a snack, be right back.
[one snack later; beware, Monsters, We. spoilers ahead cause all of this is ripped right out of my fic]
This act is all about Bringing back some light! The right (or wrong) people have noticed that we have a GRE key and are floating the idea by us that we should take our shapely ass over to the solar farm (ex âTesla competitorâ car factory) and do Villedor a solid. This is a big one, because we get to pick our team to do that. Do we go back to the Bazaar and bring Alberto and Co (if we didnât botch Old Villedor), or do we go with the PK, organized by Aitor, and bring Tolga and Fatim? I mean Mitaf and Aglot, sorry.
Either way, Lawan comes with us.
As we gear up for this venture (which will not be an easy venture) we begin to also unravel some of the mystery around Waltz. The name X 13 is being floated by us at this point, too, which we begin to ask around about and are told to go get friendly with the Carriers (can I PLEASE rename them to Couriers?) since they hoarded a lot of communications and maps.
Anyway. POWER PLANT. Depending on how we left Old Villedor, our efforts at the power plant are challenged by either: The Renegades (if we prevented a war between the PK and the Bazaar) or the Bazaar (if we botched Old Villedor and the PK beat down the Bazaar).
This is when the âRenegade Mini Bossesâ start showing up: Daylight proof volayouths. 20-somethings turned into weapons by Waltz.
During that particular fight, we experience another turning scare, but weâre good. Heheehehe. Yeah. Weâre good. :sweating:
Then, after weâve made it, cause, of course we made it: LET THERE BE LIGHT! This time, racing up to the top of a skyscraper is payoff and Lawanâs joy something we can relate to. Weâve seen Villedor dipped in darkness. Now we see it come alive with way more lights than our Pilgrim has ever seen in their life. Itâs an emotional moment, yaâall.
We get a little hear to heart with Lawan, where she reveals some more about Hakon. This is driven by the VNC tower light coming on and her briefly recounting how Hakon betrayed the Nightrunners, the very people who took in Lawan when she was a child. She was a kid back then, but she will never forget the loss Frank (and therefore her family) suffered and she will always blame Hakon for it. Hakon was, in effect, outcast after this, and eventually fell in with Waltz. A lot of people do these days, mostly out of desperation.
After that:
The Courier quest line is turned into a bit of a main quest line this time around, at which end we find out what X 13 is: a massive GRE vault. And Waltz and his Renegades are looking for it. If they are able to crack it open, Villedor is in for a BAD time. Not only will he have all the supplies he needs to keep his operation running when it comes to turning people into whatever it is he is doing, but also because: guns. There is absolutely going to be a stockpile of them in there. Even working together, the PK and the survivors wouldnât stand a chance against the Renegades.
And thus, the race is on!
To get there first, we need intel. And intel needs communication.
VNC tower time!
Frank and Lawan think its a terrible idea, but the PK are happy to help us; this one goes down pretty much identical to the original climb. I loved that mission, and hanging out with Rowe and his group was absolutely necessary to give the PK some much needed depth which they kinda lost after you lose track of Aitor.
The difference is though that Lawan doesnât come after us. I felt her easily catching up with Aiden cheapened not only the playerâs accomplishment, but the death of Roweâs squad and the death of the Nightrunners. We do get help from Frank though, which is a big deal, since at that moment, Frank is facing his demons. He is going back to that day when his men died â and in doing so, he saves our life.
We celebrate.
Weâre almost feeling at home, really. Our troupe performs at the Fish Eye. We get to see it all, and yeah, we still want revenge, but maybe weâre home?Maybe this is better than revenge? Maybe we donât have to go back out onto the road (and how can we, we are infected, we are screwed anyway, we canât go back to our old life, can we?).
Maybe this is good.
If you like romance, maybe thereâs a bit of romance there (someone from the troupe? Lawan? BIG SHRUG! You choose!).
The next day the hunt begins: For X 13 and Waltz. This leads to us crossing paths with Hakon again (and a fight not unlike the one in the church in the game). Though this time, the fight ends in a revelation: Hakon tells us that (DRUM ROLL PLEASE) our sibling is alive! Yeah, I know you all saw this one coming.
We then get to choose to kill him or to let him live, but not before he tells us where they are.
And we see red.
Heeding no warnings, we head into what could easily be a trap (as Lawan tells us, cause Hakon is a bleeding liar, donât trust him), but we donât care. We go. We HAVE to go. Lawan, since weâve grown on her, comes with us.
THIS IS THE POINT OF NO RETURN, FINISH ALL YOUR SIDE QUESTS
Surprisingly â it is not a trap. Not really. Not intentionally. We find our sibling, but they arenât altogether themselves anymore, much as any of the other volayouths we find. They also arenât leaving with us â and as we try and break them out anyway, Waltz gets in the way.
Forced to abandon our sibling, Lawan manages to get us to flee and come back later, with Waltz and one of his other volayouths chasing us. We manage to kill the volayouth, but Waltz is too much â but thankfully, Lawan is crafty, and she manages to get us out.
Except now its night. And we are kinda in the middle of nowhere with no UV light andâ oh no, you know exactly where this is going.
We (as in you, the player, not Lawan) turn.
Look, Veronika was sweet, but I had absolutely 0 emotional connection to her. Let this moment matter.
We kill her.
:RECORD SCRATCH:
Unless! We allowed Hakon to live, in which case he realized just how harebrained we were and shadowed us, swooping in at the last second to jab us with an inhibitor, saving Lawanâs life.
The happiness we were so close to his absolutely shattered now. Regardless of whether Hakon helped save Lawan or not. What happened, happened. There is no coming back from that.
If Lawan is dead, we do not go back to the Fish Eye. We crawl into a hole after we come to and hope to die.
If Lawan is alive, we also do not go back to the Fish Eye. We refuse, even though both Hakon and Lawan insist.
Itâs not until Waltz contacts us and says he will trade our sibling for the key and the location of X 13 that we spring (or crawl) back into action.
It is decision time.
We can now choose to either: (a) give up, betray all our friends, and leave Villedor with a half-feral sibling, or (b) return to the Fish Eye and go to claim X 13 for Frank or (c) go to Missy and claim X 13 for the PK.
(a) If we betray our friends, the game ends here and the credits are us returning years later to find Villedor in the worst shape it can possibly be in.
(b) If we go to the Fish Eye, and Lawan and Hakon are alive, Frank will put the Nightrunners back together and they come with us to X 13. If not, we go alone and it will be a lot harder than (c). In this case, Matt leads a squad (which includes Aitor) after us and what happens in that confrontation depends on how we handled Aitor and his situation in Old Villedor. Either Aitor sides with us and turns on Matt, or the Nightrunners stay behind to hold off the PK. If the Nightrunners have not reunited (Lawan is dead), we have to fight the PK alone.
(c) If we go to to Missy, Aitor and one of his squads will come with us. No one challenges us.
Assuming (b) and (c), we manage to claim X 13 in what I would hope is an epic battle. One where we fight through Renegades, volayouths, and, eventually Waltz, who has brought our sibling along and pits us against them. We fight both Waltz and our sister or brother, kill him, and are left to choose to subdue or kill whatâs left of our family.
Credits!
If we claimed X 13 for the survivors, Frank has taken a reluctant leadership position and oversees things from the Fish Eye. If Lawan is alive, the Nightrunners have been reestablished for good. They control Villedorâs firearms and the supplies coming out of X 13..
If we claimed it for the PK, the PK control Villedorâs firearms and the supplies coming out of X 13, though the outcome itself depends once again on how we handled Aitorâs situation. If we have Aitor on our side, Matt is overthrown after being overzealous and Aitor takes charge and the survivors and the PK enter a reasonable time of peace. If not, Matt brings Villedor under a militant rule (before he dies).
If we have killed our sibling and/or Lawan, we leave Villedor, unable to cope with what weâve done.
If, however, Lawan is alive and we subdued our sibling, our own credit is us looking for a way to help not only our sibling, but all the other volayouths still out there. Including ourselves.
EDIT! I forgot to mention that NG+ has you have guns.
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