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Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin 4

Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin 4

Before the Sunrise Reminds Me Who I Was Supposed to Become by Telion Marex Arlwin 4 Summary

A young woman breaks down in tears, fearing that since they all made the same wish as Pete, they are doomed to die as well. The group falls into silence, gripped by despair, until a red-haired woman named Cheryl lights a cigarette and offers a glimmer of hope. She reminds them that the system will issue side quests over the next three days, each completed quest granting another wish, meaning survival is still possible if they succeed. Cheryl asserts her leadership, drawing on her experience as a corporate executive to inspire confidence and guide the group.

 

The system then announces a new side quest called “The Boss’s Banquet,” inviting all surviving players to present unique dishes to the Boss at an 8:00 PM feast. Each player must choose a different dish, with the chance to earn another wish if they offer the Boss’s favorite, but death if they offer his least favorite. Cheryl sees this as their opportunity and organizes the group to search the mansion for clues about the Boss’s preferences.

 

An hour before the banquet, the group reconvenes to share findings. Cheryl reveals the menu of six dishes, while others contribute insights: the Boss, referred to as the “young master,” eats mostly vegetables and dairy, suggesting he favors creamy dishes. The group’s spirits lift as they piece together the clues, and Cheryl volunteers to present the creamy vegetable stew, confident she has guessed the correct wish that could save them all. After some hesitation, the group agrees, though uncertainty lingers as one girl quietly speaks up.

 

Continue Regular Chapter Reading Below

A young woman burst into tears.

“What do we do now? We made the same wish as Pete. That means we’re all going to die too!”

The room went dead silent. Everyone clearly had the same thought and none of their faces looked good.

The red-haired woman lit a cigarette, took a deep drag, and exhaled slowly.

“Not necessarily,” she said. “Remember what the system said? During these three days, it’ll issue random side quests. Each time we complete one, we get to make another wish. As long as someone figures out the right one, they’ll live. We still have a chance.”

Her calm tone worked like a shot of adrenaline for the group.

“I’m Cheryl,” she went on. “Before I ended up in this game, I was an executive at a multinational company. I know how to make decisions and handle pressure. If you trust me, I can lead us to victory.”

When people are terrified, they’ll always look for someone to rely on.

With her confidence and authority, Cheryl naturally became the group’s anchor.

After claiming leadership, she gave a few motivational lines—standard pep-talk stuff.

Then, the system’s cold voice echoed through the air again:

[Side Quest: “The Boss’s Banquet” has been issued.]

[All players are invited to join the feast!]

[Quest time: Tonight, 8:00 PM.]

[Participants: All surviving players.]

[Hint: The banquet offers a wide variety of dishes. Each player must choose one dish to present to the Boss.]

[Hint: No dish can be chosen twice.]

[Hint: The player who offers the Boss’s favorite dish will earn His favor and receive another wish.]

[Hint: The player who offers His least favorite dish… dies.]

Cheryl’s lips curved into a confident smile.

“Well,” she said, “looks like our chance just showed up.”

There were still more than half a day left before the banquet.

Under Cheryl’s direction, everyone split up to explore the mansion, hoping to uncover clues about the Boss’s preferences.

An hour before dinner, the group gathered in the living room to share what they’d found.

Cheryl spoke first.

“I found tonight’s menu in the kitchen. There are six dishes total, one for each of us.”

She unfolded the paper and read aloud,

“Baked escargot, Caesar salad, grilled lamb chops, seared cod, creamy vegetable stew, and fruit cake. Any of these ring a bell?”

A tall, thin guy raised his hand immediately.

“I found a notebook in the maid’s room,” he said. “It mentioned something like, ‘The young master only eats vegetables and barely touches meat. His diet’s a mess.’ I’m guessing that ‘young master’ refers to the Boss.”

A girl’s eyes lit up.

“I saw the fridge, it’s full of milk and dairy stuff. So the Boss must really like creamy food. Milk and vegetables… that has to be the creamy stew!”

Everyone’s faces brightened. The discovery seemed almost too easy, and for the first time, hope flickered.

Cheryl tapped her long, polished nails lightly on the table.

“Good work, everyone. We’ve figured out what the Boss likes. Now the question is… Who should be the one to offer the dish?”

The system had made it clear: no dish could be chosen twice. Which meant only one person could win the Boss’s favor.

Cheryl cleared her throat delicately.

“I actually think I’ve already guessed the correct wish. If things go well, I might be able to get us all out of this dungeon alive. So, if you trust me, I’ll be the one to present the creamy stew.”

The group exchanged uncertain glances. After a long hesitation, they eventually nodded in agreement.

Then the girl who had first guessed the dish spoke up in a small voice…

Conclusion

 

The chapter closes on a fragile yet determined note, with the group rallying around Cheryl’s steady leadership amid the looming threat of death. Their shared fear transforms into cautious hope as they piece together clues about the Boss’s preferences, allowing them to glimpse a possible way out of their dire predicament. The tension between uncertainty and trust weaves through their interactions, highlighting the fragile bonds formed in moments of crisis.

 

Cheryl’s confidence and the group’s tentative agreement to follow her plan underscore the theme of unity and resilience when faced with overwhelming odds. Though the path ahead remains perilous, their collective effort to decode the side quest and place faith in one another offers a poignant reminder that even in darkness, hope can ignite the courage needed to confront the unknown.

 

What to Expect in Next Chapter?

 

Tensions rise as the banquet approaches, and the group must grapple with the weight of their choices. Cheryl’s confident claim to present the creamy vegetable stew brings a fragile sense of hope, but also stirs uncertainty among the others. Who truly deserves the chance to win the Boss’s favor? The delicate balance between trust and suspicion will be tested, and alliances may shift as the stakes become unbearably high.

 

As the characters prepare for the critical moment, emotions simmer beneath the surface—fear, hope, doubt, and determination intertwine in a complex web. The upcoming banquet promises not only a test of wit and intuition but also a deeper exploration of the players’ personalities and motivations. With lives hanging in the balance, every decision counts, and the next chapter will reveal how far each is willing to go to survive and protect the fragile thread of hope they’ve found.

 

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

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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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