Hell Rails: The Scary Train Walkthrough

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Another Roblox horror game caught my attention this week. I’ve been a fan of Scary Shawarma Kiosk for a while, and Hell Rails: The Scary Train promises a similar formula, expect you’re stuck on a moving train with nowhere to escape to once you clock out. After spending an extended amount of time with the train and its creepy passengers, I’ve put together this Hell Rails: The Scary Train walkthrough, with everything I wish I’d know when I started. (If I’d known some of this stuff, I’d probably have avoided some faceless man clambering through the window.)

Hell Rails: The Scary Train Walkthrough

In Hell Rails: The Scary Train (we’ll probably shorten it to Hell Rails from here on out) you are a bartender on a long distance train… where something isn’t quite right. You’ll need to deal with serve drinks and snacks to passengers, but you’ll also need to work out if the customers who show up at your bar are entirely human or not. Things that aren’t human don’t get anything. If you serve too many of them by accident, something bad will happen.

Running The Bar

The day-to-day tasks of your job involve serving at the train’s bar. You stand behind the counter, take an order, and follow the correct steps for each part of an order. The customer might order one item, or several. The game will guide you through it for the most part, but we’ve provided a cheat sheet below.

Water

Grab a glass from the cabinet.Interact with the sink in the kitchen.

Milk

Grab a glass from the cabinet.Open the refrigerator.Interact with the carton of milk inside.

Juice

Grab a glass from the cabinet.Interact with the juicer on the bar.

Coffee

Grab a mug.Interact with the coffee machine.

Cocktail

Grab a wine glass from the cabinet.Interact with the green ‘Kelp’ bottle.Interact with the Soda.Interact with the red bottle.Interact with the cocktail shaker on the bar.

Cookie

Interact with the cookie jar in the kitchen.

Completed parts of the order should appear on the tray in front of the customer. Once you’re done, interact with the tray to hand it over.

Power Outages

Sometimes, you’ll lose power. In these situations, you need to exit the kitchen, turn left, and head through the door to the outside of the carriage. The fuse box should be on your left. Open it up, and hit the breaker lever to reactivate the power. This can happen at any time, and it’s always inconvenient.

Anomalies

While keeping the bar moving is important, we’re guessing you’re not her to play a train bar simulator. You’re here to play a horror game. The horror in Hell Rails comes from the not-quite-human passengers that can show up. Anomalies, mimics, skinwalkers, whatever you want to call them, you should not serve them when they show up.

Anomalies generally have specific tells. There are a few things you should do if you’re not familiar with the customer.

Look for any strange traits. Dark eyes, missing limbs, a voice that doesn’t seem to match, all indicators of possible skinwalker activity.Pay attention to what they say to you. Especially weird or cryptic dialogue can indicate that something’s up.Check the CCTV. There is a monitor on the bar that connects to a camera that overlooks the bar. Sometimes odd things show up on there that don’t in real life. Make sure to hit the Nightvision button too, sometimes you need that to reveal the anomaly.

If you think a customer is actually an anomaly, you need to hit the panic button. It will be on your left if you’re standing at the bar facing the customer. This button shuts the shutters, and sends whoever it is on their way.

If you serve an anomaly by accident, you will hear an unsettling laugh play. More concerningly, the window to the kitchen will show signs of damage, and, eventually, something climbing inside. Don’t make too many mistakes.

Anomaly List

Here are some of the anomalies we’ve earmarked so far.

Art The Clown
Looks like the well known slasher of the Terrifier movies. Claims to be there for a horror convention, but will give you a penalty if you serve him. Maybe it’s really because he’s asking for free drinks.Note: There is also a ‘normal’ clown, who has blue eye makeup and the same lines, who is a regular customer.
Old Lady
An old lady complaining she can’t find her way around. Has spikes sticking out of her back on CCTV.
Two-Faced
A tired man looking for coffee. Checking the CCTV will show he’s got a second face on the back of his head.
The “Driver”
A man claiming to be the train driver puts in an order. He seems weirdly unbothered when asked why he’s not driving the train. CCTV shows his feet aren’t really touching the floor.
The “Janitor”
A man with a terrifying voice complains that you’re making a mess. Nightvision reveals a horrible monster in his place. Refusing will rile him up, so expect some issues.
The Twins
Two entities with dark eyes who show up with some ominous news about ‘Baal’ coming Yikes.
The Ink Man
A guy with black eyes, and a shirt stained with ink. Definitely untrustworthy.
 

The Screamer

A seemingly-normal woman asks for a glass of water, they abruptly starts shrieking and waving her arms around. Ma’am, you’re making a scene.
The Goatman
A humanoid with a goat head. Walks up bleating at you and levitating the plates. Not sure I need to explain why you should slam the shutters down.
The Double
This individual is already kind of creepy, but check the CCTV Nightvision and you’ll see she’s got a second version of herself next to her.
The Floating Hair
A customer appears with their hair floating oddly to one side. This is not a graphics error, it’s a mimic.
Nailhead
A fellow with nails sticking out of his head appears on Day 5, calling you ‘Jim’ and won’t acknowledge that you’re not Jim. So you’ll just have to shut the shutter.

The Puppet

Another important thing you need to know about your job is The Puppet. You’ll find The Puppet on Camera 2 of the CCTV monitor. If you have played some parts of the FNAF series you might get the general gist of what to do. If you’re not, I’ll explain.

The Puppet continually slowly rises out of the big box it’s in. You will need to hit the button on the CCTV monitor to wind The Puppet back into its box. You should not let it fully rise out of the box, it will become a problem. Make sure to check back and hit the wind button regularly, I usually did it in between customers and that seemed to work fine. You should get a notification if The Puppet is getting close to leaving the box to remind you to wind it… but it’s best not to let it get that far, just in case you’re caught at the other end of the train.

If this is all a bit too much of a nuisance, you can always tap out by using a ‘Kill Puppet’ power. This keeps The Puppet in its box for the remainder of the playthrough.If you interact with the clock above the coffee maker, you can also pick up play time rewards, one of which is a free Kill Puppet. This should mean it’s clean sailing from about Day 4 unless you want to save the power for a full run.

The Suitcase

At one point, a suspicious-looking Doctor will appear and place a suitcase on the bar, with strict instructions not to open it. You should not open it. If you can keep your hands off it and wait out until the Fifth Day, this is a key to a special ending. Don’t mind the mysterious noises issuing from inside the case, it’s probably fine.

Endings

Currently, the game has four distinct endings. (Not counting dying to man who climbs in through the window if you make too many faults.) They are, as follows.

Neutral Ending

Finish your five days with a few mistakes, but generally do a reasonable job and don’t trigger The Inspector (the guy who comes in through the window) to finish you off. In this ending, when you go to sleep at the end of your shift, your employers see potential in you. Looks like you might be back.

Bad Ending

Neglect your customers and avoid addressing issues and you may get the Bad Ending, where you’re fired from your job, and, possibly, from life.

Good Ending

Complete your shift with zero mistakes, serving the correct customers and turning mimics away. (Or, at least, using powers to erase mistakes you did make.) In this ending, the train arrives at the station and you’re able to leave and go on with your life.

Secret Ending

Remember what I said about The Suitcase in the previous section? That comes in here. It’s probably easier if I explain this step by step.

Wait to receive The Suitcase from the suspicious Doctor. DO NOT open it.Find two notes on the train. We’ve seen them in our own cabin, in the kitchen inside cabinets, or possibly inside other passenger cabins. Snoop around and start opening drawers, you should find them. The notes should have three digits on them each. Combine these together to make a phone number, and call this via the phone in the bar.Jimmy should answer the phone, listen to what he says.Complete your shifts as normal, keeping The Suitcase closed.As you end the night of your final shift, you should wake up somewhere else on the train.In front of you, you’ll see a huge pulsating heart. The heart of the train.Interact with the heart to destroy it. This stops the train and frees everyone trapped in this locomotive purgatory. Congratulations!

Hope you’ve found this Hell Rails: The Scary Train walkthrough helpful, and hope it’ll assist you in getting the ending you want. If you enjoy these kinds of guides, I’ve also got a great big walkthrough for Mulberry County, and one for The Morgue Shift.

The post Hell Rails: The Scary Train Walkthrough appeared first on Gamezebo.

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