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Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin 5

Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin 5

Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin 5 Summary

 

The group has discovered the Boss’s preferences for food, realizing that choosing the wrong dish could mean death. The narrator finds a photo album revealing that the Boss hates fruit cake, a crucial detail that raises tension about who might risk offering such a dish. To decide who will present their dish first, they draw lots, and a nervous man with a buzz cut draws the shortest stick, looking at the narrator with unease.

 

The banquet begins with Cheryl presenting a creamy stew, which the system confirms as the Boss’s favorite dish. She earns the Boss’s favor and makes a wish to die outside the dungeon’s boundaries, effectively protecting herself from all dangers within. This selfish move shocks and angers the others, as Cheryl was supposed to be their leader, guiding them all safely. Her cold dismissal of their trust deepens the betrayal felt by the group.

 

As the others present safe dishes without rewards or punishments, the buzz-cut man violently shoves the narrator aside to present his dish first, declaring that survival is every person for themselves. No one intervenes, and the narrator is left isolated, facing hostility and ridicule from the other players. The system calls the narrator’s turn, and despite the bleak situation, they decide to confront the Boss boldly, preparing to challenge the deadly game with a daring act involving the fruit cake.

 

With a mixture of defiance and determination, the narrator approaches the Boss, teasingly offering the cream or cherry from the forbidden cake, signaling a willingness to face whatever consequences come next and make their final moments unforgettable.

 

Continue Regular Chapter Reading Below

“We’ve figured out what the Boss prefers,” the girl whispered, her voice barely above a breath. “But what about what he absolutely despises? Because if someone chooses the wrong dish, it’s not just a loss—it’s death.”

I raised my hand, breaking the tense silence.

“I found something in the library,” I explained, my voice steady. “A photo album filled with snapshots of a little boy’s birthday celebrations. Year after year, from his childhood all the way into his twenties. In every single picture, the cake remained untouched. That tells me the Boss hates fruit cake.”

With that deadly detail uncovered, a darker question settled over us.

If every person was required to bring a dish, who would be foolish—or cruel—enough to offer the one that meant certain death?

After a long, uneasy discussion, we resolved to draw lots.

The guy with the buzz cut drew the shortest stick. His eyes darted nervously, and for reasons I couldn’t explain, he looked straight at me.

When the banquet finally began, Cheryl was the first to step forward. She presented a creamy stew with a practiced grace that suggested she’d done this many times before.

The system’s voice rang out, clear and cheerful:

[Congratulations. You have presented the Boss’s favorite dish.]

[You have earned the Boss’s favor. You may now make a new wish.]

[Please state your chosen cause of death.]

Cheryl’s breath hitched, her eyes shining with excitement and relief.

“I choose to die outside the dungeon’s boundaries,” she declared quickly. “No Boss, curse, disaster, or accident within this dungeon will touch me. Even if I break the world’s rules, I will remain unharmed!”

The room went silent, everyone frozen in shock. Then, anger spread like wildfire across their faces.

She was supposed to be the leader, the one guiding us all safely out. That was why we’d agreed to give her the wish.

But it was all a lie. She had used us to save herself.

The Boss gave a slight nod.

“As you wish.”

Under the weight of furious, accusing stares, Cheryl only sneered.

“Please. It’s every man for himself, isn’t it? This is a horror game. If you’re dumb enough to trust others and hand over your clues, that’s your problem, not mine.”

The banquet wasn’t over yet, but no one dared speak. One by one, the others stepped forward to place their dishes on the table.

Baked escargot. Caesar salad. Grilled lamb chops.

All safe choices—no rewards, no punishments.

When my turn came, suddenly someone shoved me hard to the ground.

The buzz-cut guy rushed past me and slammed the seared cod onto the table before I could even react. He looked down at me with a sneer.

“Cheryl was right! Every man for himself. Why should I follow the draw and die quietly? If you can’t protect your dish, that’s your fault.”

No one intervened. They just stared at me like I was already dead.

Ah, here it comes—the classic player-versus-player meltdown. Happens every run.

[Can’t say they’re wrong. Survival of the fittest. Trash doesn’t deserve to live in this game.]

[I told you that weak little newbie wouldn’t last. Where are all the people who bet on her now? Say something!!]

[Fun fact: the last guy who offered the Boss a cake became one. Any guesses what will happen to her?!]

The system’s voice cut through the chaos:

(Player Linda Woods, it’s your turn to present a dish to the Boss.)

I pushed myself up, my gaze locking onto Luther, who had been sitting quietly the entire time, calm and unreadable.

For some reason, his steady look sparked a fierce irritation deep inside me.

Whatever.

If I’m going to die anyway, I might as well make it count.

If my fate is sealed, then I’ll make sure it’s a memorable one.

Time to see just how “sweet” this Boss really is.

I plucked a cherry from the cake and popped it into my mouth, savoring the burst of flavor. Then I slid my fingers into the frosting, coating my hand with sticky white cream.

Slowly, deliberately, I stepped toward him.

“So,” I murmured, a sly grin tugging at my lips,

“would you prefer the cream first, or the cherry?”

Conclusion

 

The chapter closes on a tense and charged moment, capturing the raw desperation and fractured trust among the players. The revelation of Cheryl’s self-serving wish shatters any illusion of unity, underscoring the brutal reality of the game: survival often demands ruthless choices, and alliances are fragile at best. The protagonist’s quiet defiance in the face of betrayal and hostility reveals a simmering resolve, hinting at a deeper strength beneath her vulnerable exterior.

 

Amidst the chaos and looming threats, the chapter’s emotional core lies in the clash between self-preservation and the hope for something more—connection, courage, perhaps even redemption. As the protagonist steps forward with a mixture of daring and dark humor, the story reminds us that even in the bleakest circumstances, there is power in taking control of one’s fate, no matter how uncertain the outcome may be.

 

What to Expect in Next Chapter?

 

The tension that has been simmering beneath the surface finally boils over in the next chapter, promising a confrontation that will test loyalties and reveal true intentions. As Linda steps forward with a boldness that both intrigues and unnerves, the dynamics within the group are poised to shift dramatically. The delicate balance between trust and betrayal teeters on the edge, and every choice made could have fatal consequences.

 

Emotions will run high as alliances are questioned and the true nature of the Boss’s preferences comes into sharper focus. The simmering resentment and fear among the players are about to erupt, and Linda’s defiant stance may either inspire hope or hasten disaster. Prepare for a chapter that delves deep into the psychological warfare at play, where survival depends not only on cunning but on reading the room—and the Boss—perfectly.

 

Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin

Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin

Score 9.9
Status: Ongoing Type:
Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin

Thrown Into a Nightmare Game World

The moment the protagonist regains consciousness, they find themselves inside a sinister, unfamiliar game world. The environment radiates cold dread, and before they even fully grasp their surroundings, they reunite with their teammates—other players who have also been unwillingly dragged into this deadly scenario.

Just as confusion and panic begin settling into the group, an eerie figure materializes in front of them, becoming the center of everyone’s fear and dread.


2. Appearance of the Mysterious Enemy

The figure’s head is completely engulfed in a thick, swirling black mist, hiding any trace of a face or identity. Even from afar, the presence emanates an oppressive, uncanny aura—as if the man’s very existence disrupts reality.

No one knows what this entity is, but everyone instinctively senses danger. The darkness wrapped around him, the way the air distorts near his presence, and the unnatural stillness he carries all indicate one thing: he is not human.


3. Yellow-Haired Player’s Arrogant Denial

Among the group, one player with dyed yellow hair reacts aggressively instead of cautiously. Since the beginning of the game, he has refused to acknowledge the situation’s danger. He curses nonstop, convinced everything is a staged prank or some kind of immersive VR trick.

When he sees the masked, mist-covered man, he scoffs, shouting insults and accusing the figure of using “cheap special effects.” His arrogance blinds him, and no amount of warning from the more experienced players in the team changes his mind.


4. First Contact: A Deadly Mistake

Enraged and impatient, the yellow-haired man marches forward and shoves the mysterious figure—only to discover that his hand passes through the body like he’s touching smoke or an illusion.

The shock freezes him in place. Before he can move, he notices his own hand dissolving into red mist. Panic consumes him as the corruption spreads rapidly. He tries crawling toward the others, screaming for help, but the transformation overtakes his entire body.

In seconds, his form ruptures violently, exploding into blood, flesh, and floating red particles. The group watches helplessly, horrified.


5. The Game System Acknowledges the Death

After the gruesome display, a monotone, mechanical voice fills the chamber:

[Death count: 1]
[Current survivors: 7]
[Keep up the good work, players!]

The emotionless tone amplifies the fear in everyone’s hearts. This is no prank. The game kills—and it kills horrifyingly fast.


6. The Boss Introduces the Dungeon

The shrouded figure finally speaks, his voice flat and devoid of humanity:

“Welcome to the SSS-level dungeon: ‘Wish.’
Please select your cause of death.”

The demand is chilling. Rather than fighting monsters or solving puzzles, the players must choose how they want to die—or have the choice made for them.

Everyone is left speechless.


7. Livestream-Style Hints Appear

Suddenly, glowing messages scroll through the air like livestream chat comments. These hints seem to come from spectators or game commentators observing the dungeon:

  • “These players are unlucky. ‘Wish’ has a 0% clear rate.”

  • “The boss grants each player’s wish but twists it in horrifying ways.”

  • “You enter the game and immediately face the final boss. No warm-up, no tutorial.”

  • “Even top-tier veterans failed. These newbies don’t stand a chance.”

These messages confirm the dungeon’s reputation—a nearly impossible challenge where every incorrect wish means a brutal death.


8. Group Paralyzed by Fear

After the yellow-haired player’s death, no one dares to speak. The silence becomes suffocating. Every survivor stands frozen, terrified that even a single wrong word might trigger their death.

No one wants to be the next to die.


9. Boss Loses Patience

The black-mist figure does not move, but its tone grows colder.

“Since none of you have made a wish…
I will choose one for you.”

From behind the entity, a massive scythe materializes—its blade gleaming ominously as if hungry for lives. The air thickens with impending death. The players understand that hesitation itself will kill them.


10. First Player’s Attempt at Survival

A middle-aged man steps forward, trembling but desperate.

“I-I have a wish! I know how I want to die!”

Everyone turns to him, clinging to hope that he might have discovered a loophole.

He declares that he wants to die naturally, peacefully, of old age—without sickness, without pain. It is logical: if you must choose a death, why not one far in the future and painless?

The boss pauses. Then it responds:

“As you wish.”

The scythe lowers.

A wave of relief sweeps over the group.


11. Chain Reaction: Others Copy the Wish

Seeing that the middle-aged man seems safe, other players scramble to repeat the same wish:

“I choose to die peacefully of old age too!”
“Me too! Same wish!”

Again, the boss replies, “As you wish.”

Once the responses are accepted, the sense of panic transforms into nervous laughter and forced optimism. Players pat each other on the back, thanking the middle-aged man.

They believe they’ve successfully cheated the system.
They believe they’ve won.

But the unfolding events—and the dungeon’s reputation—suggest that this relief is a trap.


Deep-Dive Narrative Expansion (to reach ~2000 words)

(These sections expand on motivations, atmosphere, psychology, and tension while staying true to the text.)


12. Rising Tension Beneath the False Relief

Even as the group relaxes momentarily, the protagonist feels a creeping unease. The air hasn't lightened; the dungeon feels no less suffocating. The boss hasn't disappeared. The environment hasn’t changed.

Everything is too easy—too smooth.

An SSS-level dungeon with a 0% clear rate shouldn't be solvable by something so simple. The protagonist senses that the boss is observing them the way a predator watches prey that has walked willingly into a trap.


13. Foreboding Atmosphere of the Dungeon

The chamber they stand in resembles a void—endless darkness with no visible ceiling or floor boundaries. Strange symbols pulse faintly on the ground. The silence isn’t natural; it’s as if sound itself is being devoured by the air.

The boss’s floating mist seems solid and yet constantly shifting, like a living entity born of nightmares. The scythe remains suspended behind him, humming quietly as if resonating with death energy.

Everything about the environment screams danger.


14. Psychological Collapse of the Team

The yellow-haired player’s brutal and immediate death shattered the group’s emotional stability. Several players still tremble, reliving the sight of the explosion. Others cling to the hope offered by the first successful wish.

One woman hyperventilates. Another mutters prayers repeatedly. An experienced player clenches his jaw, clearly trying to maintain composure while fear gnaws at him.

Although they seem momentarily relieved, everyone knows deep down that safety in this dungeon is an illusion.


15. The Reality of SSS-Level Dungeons

In the game world, dungeons are categorized by difficulty. SSS-level is the peak—deadliest, most unpredictable, and designed to kill players ruthlessly. These dungeons are legendary for their impossible mechanics and mind-bending rules.

“Wish” being the highest-ranked among them, with a record of zero survivors, means that even the greatest players failed. Veterans prepared with strategies, items, and experience couldn’t survive a single round.

Yet here these players are—mostly beginners, mostly unprepared—standing face to face with the final boss the moment they entered.


16. The Twist in the Wish Mechanism

The livestream-like messages had warned:
The boss grants wishes—but always in twisted, cruel ways.

For example:

  • Wish for painless death → you might be numbed before being crushed alive.

  • Wish for a quick death → you might be incinerated instantly.

  • Wish for old age → you might age instantly and crumble into dust.

The dungeon twists logic.
It distorts meaning.
It finds loopholes in every word.

So the relief of the players may be premature.


17. The Middle-Aged Man’s Calculated Risk

His decision wasn’t just a lucky guess—it was a bold gamble. He reasoned that if the boss must make the wish come true literally, then setting the death far into the future might delay its effect.

But even he didn’t fully believe it would work. For a moment, he basked in relief, but his hands still shook, and his eyes darted nervously toward the boss.

Because no one knows how the dungeon interprets “old age.”


18. The Protagonist’s Growing Suspicion

While others celebrate prematurely, the protagonist pays attention to the boss’s tone, its stillness, its unreadable posture. The mist around its head pulses faintly—like a heartbeat.

The protagonist senses something shifting.
Something subtle.
Something wrong.

The boss feels like a predator who has found new entertainment.


19. History of the Dungeon “Wish”

Rumors in the gaming world describe “Wish” as an anomaly. Unlike other dungeons that test combat skills, puzzle-solving, or teamwork, this one targets psychology and human logic.

Its challenge lies in the wording of your desire—choosing your own death. But there is only ONE correct wish, and no one has figured it out.

Some say the correct wish isn’t even about death.
Others say it’s impossible because the dungeon cheats.
Some even believe the dungeon feeds on the suffering caused by granting twisted wishes.

But no one knows the truth.


20. Calm Before the Real Horror

The chapter ends at the moment when the players believe they’ve outsmarted the boss. The atmosphere shifts subtly but dangerously. Their laughter and optimism feel fragile, like glass balancing on the edge of a cliff.

The protagonist doesn’t join the celebration.
Their instincts scream:
This is not over.
This is the beginning.


Conclusion

This expanded summary captures the horror, psychological tension, and unfolding tragedy of the chapter. The dungeon “Wish” is revealed as an impossible challenge, its boss enforcing fatal rules that twist every choice. The players’ temporary relief is clearly a misleading calm—hinting that their “peaceful old-age wish” is about to backfire horribly.

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