Under the influence of holographic simulation technology, players' experiences in various game scenes are already as immersive as being there in person. However, "Pale Dawn" is a game that focuses on survival, suspense, and horror, so players frequently encounter heart-pounding situations, which can put a considerable strain on their hearts.
Therefore, the game's built-in program includes a heart rate detection system that constantly monitors the player's heart rate fluctuations and uses this to assess their acceptance and tolerance of frightening stimuli. The heart rate detection results affect the waiting time between matching for the next game after each game ends. Players whose heart rates fluctuate significantly or remain at a high rate for a long time during the game generally need to wait for a longer matching interval—up to 24 hours—to relieve cardiac pressure.
However, because of Caleb's strange slow heart rate symptom, this preventive measure in the game is effectively useless for him, unless he encounters a situation in the game that causes his heart rate to exceed the normal human limit. But, looking at it from another perspective, if such a moment were to occur, it would actually align with Caleb's original intention for playing this game; he would be more than happy.
Furthermore, heart rate detection, like the degree of plot deciphering, is one of the main factors determining a player's clearance evaluation. Players who are brave and have small heart rate fluctuations throughout the game will have an advantage over players with large heart rate fluctuations. The clearance evaluations in "Pale Dawn" are divided into 5 levels: Disembodied, Heart-stopping, Anxious, Calm and Collected, and Fearless. Different evaluation levels affect the rewards received after clearing a stage. These rewards include Escape Points and Escape Leaderboard points, as well as the quality of reward chests, which can be obtained when achieving an evaluation level of 'Anxious' or higher.
Caleb received the highest evaluation level, 'Fearless,' in this novice tutorial scenario. If it weren't for the 'no reward' setting of the novice tutorial, he should have received many excellent rewards.
After choosing to exit the game scene, after a rolling black smoke, Caleb found himself standing in the small house again.
—Congratulations! You have successfully entered the top 100 on the leaderboard.—You have received 1 new letter in your mailbox.
Because he finished the hidden side quest [House Owner's Pursuit] early, Caleb was rewarded with 5 Escape Leaderboard points, which put him in the top 100 of the Escape Leaderboard even before the game officially started. However, since the game had not officially launched yet, Caleb searched the entire preparation space but couldn't find where to check the leaderboard, so he had to give up.
"I received a letter so quickly?"
He noticed a blue tin mailbox had appeared out of nowhere in the upper left corner of the workbench. A white envelope was peeking out of the sending slot, indicating there was an unread new letter inside. Caleb walked to the workbench to check it:
—You have received 1 new letter from Explorer Rick Jones. Would you like to read it?
After choosing to read it, an ancient handwritten letter slowly unfolded before Caleb's eyes.
'Hey, dear fellow. I am writing this letter to inform you that the investigation and research regarding the sculpture and that gem are progressing steadily. I have already invited many renowned archaeologists from around the world to assist in unraveling the secrets behind the sculpture and the monster, and I believe it won't be long before I can give you a satisfactory answer. Also, do you remember I once said I'd introduce you to the Explorer's Association? I am a man of my word. Even though I haven't interviewed you personally, and your exploration deeds are rarely heard of, the old fellows at the Association still gave me enough face. Now I shall solemnly inform you that you have become a glorious Explorer! The medal representing the Explorer's identity has also been sent to you with this letter. I believe you will not disappoint the honorable title of Explorer. —Your friend, Rick Jones.'
Below the letter was an option to 'Read Attachment.' After selecting it, the system prompted Caleb that he had obtained a special item — [Explorer's Medal]. This was a bronze medal in the shape of an eagle, only half the size of a palm, and it didn't look remarkable.
[Explorer's Medal]
[Type: Rare Identity Marker]
[Effect: Item Discovery Chance +1%]
[Weight: 1]
[Note: Carry it on your person (whether in your satchel or worn), and you will gain the special identity — 'Explorer'.]
—You have gained the special identity · Explorer.
[Special Identity · Explorer]
[Identity Introduction: You are a third-rate Explorer recognized by the Explorer's Association.]
[Ability: Treasure Scent, you have a small chance to discover hidden 'treasure' clues in the scene!]
The 'Special Identity' setting in "Pale Dawn" is somewhat similar to 'professions' in typical online games, mostly granting players additional abilities. However, unlike the fixed class system in typical online games, in "Pale Dawn," players can possess an infinite number of identities—as long as they have enough strength and luck to acquire them. 'Special Identities' generally come from hidden quests and rewards for high-level clearance evaluations, making them difficult for ordinary players to obtain.
"Third-rate Explorer?" Caleb noticed the words in the item description. "This indicates that there's still room for this identity to be upgraded, right?" The ability of this identity was a bit too underwhelming, so Caleb could only hope for its growth in the later stages.
Next, Caleb casually glanced at his attribute panel:
[ID: Caleb White]
[Personality: None (Will be first assessed and generated after 3 games)]
[Special Identity: Explorer]
[Persona: None (Requires at least 1 Personality and 1 Identity to combine)]
[Stance Control: Concentration LV1, Active LV1, Caution LV0]
(There are no character levels in "Pale Dawn," nor are there traditional basic attributes like Strength, Agility, or Intelligence. Instead, there is 'Stance Control,' which represents proficiency in certain behaviors. Each character can only maintain one of three stances to play the game and relies on switching stances to deal with various situations encountered in the game scene.)
The following are the data for no stance: (Average values for player hearing, sight, strength, and running speed are 5)
[Hearing: 5]
[Sight: 5]
[Strength: 7, This strength primarily affects actions such as carrying, lifting, and destroying, as well as the success rate of judgment when triggering strength-based actions.]
[Running Speed: 7, Movement speed at full sprint.]
[Clue Discovery Chance: 0%]
[Item Discovery Chance: 1%, Item Can Be Taken Out of Scene Chance: 0%]
['Real Fear' Resistance Chance: 0%]
[Noise Attraction Chance: 0%]
[Damage Reduction: 0%]
[Skills: None]
[Reward Points: 100]
[Points: 5]
Scrolling down was the inventory page, which was empty.
Although Caleb's extended novice tutorial lasted an entire night in the game, when he exited the game, he found that only two hours had passed in the real world. The time in the game and the real world was not equivalent, roughly a 6:1 ratio.
It was now 6:30 PM, and Caleb put down his holographic helmet, feeling he could prepare in advance. At 7 PM, he had to leave for work.