Dreadline Express Walkthrough: All Cards & Best Ending

Dreadline Express

Save everyone on the train in Dreadline Express and collect each card along the way, with no story spoilers.

Dreadline Express Walkthrough: All Cards & Best Ending


Before You Start

This route covers the fewest steps needed to collect every card and save everyone on the train. It also picks up a few extra achievements on the way. There are no story explanations here, so explore and interact far more than the steps ask if you want the plot to make sense.

The train is small, and its few passengers are hard to miss, so the guide doesn’t explain how to reach them. It only lists which cards to use on whom:

  • Card 1 → Card 2: use Card 1 to get Card 2.
  • Card 1 + Card 2 → Card 3: combine both cards to get Card 3.
  • Card 1 on something: use the card on an object.

The game is highly nonlinear, and most cards can be obtained in many ways. This is one fairly efficient route, not the only one.

To learn the story, try every card and combination on everyone you can. Some combinations work on all characters and are worth using on each of them:

  • Daughter/Wife + Apothecary: tell them about your family.
  • Daughter/Wife + passenger: ask about the passenger’s family.
  • Solar Conjunction + passenger: ask where they were during the eclipse.
  • Last Train + passenger: ask how they got on the train.
  • Sins + passenger: talk about their sins.

The more cards you hold, the more of these general combinations open up, and the more you learn about what is happening and how to escape.

Some combinations lock you out of saving everyone. Every one found so far is marked with Warning below.


Prologue

Your Compartment

  1. Look at the loudspeaker.
  2. Click the nightstand by the door → Wife.
  3. Look at the candles (there are several in the compartment) → Light.
  4. Use Light on the table → Daughter.
  5. Crouch and click the suitcase under the seat.
  6. Use Daughter + Wife on the suitcase → Apothecary.
  7. Click the door.
  8. Click the letter in the door.
  9. Open the door.
  10. Talk to the Conductor.
  11. Use any card on the Conductor. Pick Light to earn the Call me the manager achievement.

The Carriage

You can now open your compartment door and look around.

  1. Look out of any window → Alien Sky.
  2. Look at a sheet of paper on the wall beside a window → Strict Regime. There are several on the train, including one directly opposite your compartment.
  3. Knock on the compartment next to yours.
  4. Use any card on that compartment’s door → Password.
  5. Look at the curtained room near the Judge.
  6. Use any card on the curtain → Voluntary Isolation.
  7. Look at the bottles on the table → Bottles.

The Judge

  1. Apothecary → Judge
  2. Apothecary + Wife/Daughter → Memories
  3. Alien Sky → Humanity’s Last Train
  4. Memories → Sins
  5. Sins + Daughter/Wife → Terraforming

The Young Man

He sits on the sofa.

  1. Look at the papers on the wall → Combinatorist.
  2. Use Combinatorist on the young man → Unbearable Noise.

The Medicine Suitcase

Return to your compartment and use Unbearable Noise on the medicine suitcase → Laudanum.

Dinner

  1. Head back out. When the announcement plays, click any loudspeaker.
  2. Talk to the Conductor through the door next to your compartment, then go into your compartment.
  3. Look under one of the seats and click the food.
  4. Click the food tray → Membership Insignia.
  5. Use Apothecary on the plate to eat the meal.

There is also an achievement for dining with the Engineer. To set it up, use Apothecary and Laudanum on the plate instead. The hero skips the meal and knocks himself out with Laudanum, but this rules out saving everyone. For this route, just eat.

Laudanum can be given to anyone on the train, but only once. Be careful not to use Apothecary + Laudanum while talking to people.


Saving Everyone

After the meal, you can move around the train again.

The Conductor

  1. Open the door to the left of your compartment.
  2. Talk to the Conductor → Executioner.

The Board

Go to the board in the Conductor’s room and use these on it:

  1. Terraforming → End of the World
  2. Sins + Judge → Architect
  3. Voluntary Isolation → Scientist
  4. Sins + Scientist → Occult Sciences
  5. Humanity’s Last Train → Celestial Conjunction

The Judge

  1. Occult Sciences → Ladoga Ritual
  2. Architect + Ladoga Ritual + Humanity’s Last Train → Mass Grave

You now have all of the Judge’s cards.

  1. End of the World → Life Essence
  2. Apothecary + Laudanum. You need this to save the Judge at the end.

The Locked Door

Go to the locked door near the young man (the Combinatorist) and use Membership Insignia on it. The door opens.

The Old Woman’s Compartment

Inside, look at the painting in the corner or at the knitting supplies → Knitting Needles.

The Old Woman

  1. Apothecary → Old Woman
  2. Old Woman + Wife/Daughter → Loss
  3. Password → Orphan
  4. Judge + Mass Graves → Chronicle
  5. Chronicle. The Chronicle appears as an actual book.

The Chronicle

Use these cards on the book:

  1. Celestial Conjunction + Old Woman → Immortality

Warning: don’t talk to the Old Woman about Immortality. It upsets her, and you won’t be able to save her at the end.

You now have all of the Old Woman’s cards.

  1. Scientist + Sins → Traces
  2. Password. This only explains that the password the Orphan wants is the number of the Judge’s Bottles plus the number of the Old Woman’s Knitting Needles.

The Young Man’s Noise

On your way out of the Old Woman’s compartment, use Knitting Needles + Unbearable Noise on the young man. It gives him a good idea for how to stop suffering from the noise.

Optional: use Scientist on the Judge. Under Laudanum he is friendlier toward you and hands over the Scientist’s notebook. It is an alternative source for some cards and holds extra lore, and you can ask it all kinds of questions about occult matters. This route doesn’t need it.

The Orphan’s Door

Go to the locked compartment next to yours and use Bottles + Knitting Needles on the door. The Orphan opens it.

The Orphan’s Room

  1. Use Apothecary on the Orphan to introduce yourself. She won’t talk otherwise.
  2. Look at the book on the table → Pnakotic Manuscripts.
  3. Use Light on the Suspicious Object on the table. The Orphan moves closer to it.

The Chronicle Again

Return to the Old Woman’s room and use Pnakotic Manuscripts on the Chronicle → Experiments.

The Scientist’s Curtain

Use Pnakotic Manuscripts on the Scientist’s curtain to open it.

The Scientist

Warning: don’t use Apothecary + Executioner or Apothecary + Membership Insignia on him. He will start to despise you, and you won’t be able to save him at the end.

  1. Wife + Experiments + Solar Conjunction → Resurrection
  2. Daughter/Wife + Loss. This is required to save him at the end.

You now have all of the Scientist’s cards.


Finale

The Combinatorist

The young man has dealt with the noise in his ears and is ready to talk.

  1. Apothecary. He starts talking.
  2. Executioner → Fading Time
  3. Last Train → Blockade

You now have all of the Combinatorist’s cards.

The Old Woman’s Room

  1. On the Chronicle: Blockade → Plateau. You now have all of the World cards.
  2. On the Old Woman: Last Train + Plateau. You need this to save her at the end.

The Cage

Go back to the Orphan’s compartment.

  1. Tell her Last Train + Mass Grave. This lets you take the cover off the cage beside her.
  2. Remove the cover → Amos Stark.

The Conductor

  1. Train + Plateau
  2. Train + Blockade
  3. Blockade + Life Essence. The Engineer arrives.

The Engineer

  1. Train + Plateau
  2. Blockade + Life Essence → Meaning

You are moved to your own compartment. Talk to the Engineer again:

  1. Blockade + Life Essence → Cards

You now have all of the Apothecary’s cards.

Amos

Return to the Orphan’s room and talk to Amos.

  1. Cards. He tells you to search the Pnakotic Manuscripts.
  2. Use Cards on Pnakotic Manuscripts → Evocation of the Animorium.

You now have all of the Orphan’s cards.

The Last Card

Go back to the Engineer and use Evocation of the Animorium + Life Essence → Last Sacrifice. That completes the Train cards.

Every card is now collected, which should unlock Nothing Remains. It may only appear after you restart the game.

The Ending

  1. Use Last Sacrifice on every passenger. If you haven’t offended anyone, they all agree to go to the engine room. Amos stays where he is, which is fine: he doesn’t count as a passenger.
  2. Go to the Conductor’s room.

For the Weakling achievement, use Cards on the furnace now. You get a bad ending, but you can carry on from this point, so your run is not ruined.

  1. Go through to the engine room. If you like, use any card on the passengers to hear what they are thinking.
  2. Go to the furnace and use Cards on the other passengers’ Animoriums.
  3. Click the Animoriums again. The game ends.

You should finish with God Exists. And he’s on board and No one left behind.