Objective / Win Condition:
Winning teams will be determined based on the following criteria:
☣ Three teams will win for number of rounds survived (averaged across team)
☣ One individual will win for number of zombies killed (carrying the team)
☣ One team will win for number of zombies killed (averaged across team)
This game will consist of:
☣ One 30-minute Round 0
☣ Four 1-hour rounds. Each round will be split up into 45 minutes for player turn-in and 15 minutes for runners to appropriately maneuver their zombie horde.
☣ Total time: 4.5 hours ish
Round Overview (Cheat sheet):
1) Zombies spawn
2) Idols' turn
3) Zombie idols' turn
4) NPC zombies' turn
5) Move to next location if applicable
General Stats
☣ All idols have 2 HP and can attack up to two times per round.
☣ All zombies have 1 HP, though some are harder to kill than others. For a normal zombie, 4+ on a 1d6 is a success. For special zombies, 5+ on a 1d6 is a success.
☣ If a special zombie rolls a 6 against an idol, they will immediately die.
☣ When idols die, they may become an idol zombie (depending on if they opted in during sign-up). Rules on idol zombies are below.
The Initial Round (Round 0):
In the initial round, idols will have two options: 1) stay where they are and wait for help to arrive or 2) attempt to make it to the helipad they see in the distance. Every idol can make this choice individually (i.e. 2 idols can choose to leave and 3 idols can choose to stay). However, once this choice is made, the idol must stick to it for the entire game.
Choice 1: Bunker in and wait until help arrives
The idols that remain have fortified their starting location. The door now has HP equal to the number of idols (i.e. 4 idols means 4 HP). Idols must survive four rounds of zombie attacks to escape.
Choice 2: Make a break to the helipad
At the end of each round, idols will get to choose where to go next and like before, each idol can make this decision individually. Good news: you might be able to meet other idols to help you out. Bad news: they might have a zombie horde on their heels. Idols must make it to the helipad and survive to escape.
Round Breakdown
1) Zombies spawn
For every living idol (zombie idols do not count), up to two zombies may spawn. At the beginning of the round, the runners will update the list of zombies in the area.
2) Idols' Turn
Every round, idols may attack up to two times. Please determine which zombies idols are attacking before rolling (i.e. don't retrofit to a special zombie if you roll a 5), and then reply to the turn-in with which zombies were targeted and the dice roll. Attacks will be executed based on turn-in order. If the zombie the idol was targeting dies in a previous turn-in and the attack roll is successful, an equivalent zombie will be targeted.
If an idol zombie is targeted, they are allowed to defend. Please see the next section on idol zombies for more details.
An idol may also choose to hold their action until after the zombie idols go. That means an idol can choose to take their action after all zombie idols go.
Example:
☣ There are three zombies: normal zombie A, normal zombie B, normal zombie C, and special zombie D.
☣ D.Va turns in first with a roll of a 6 against normal zombie A and 4 against normal zombie B.
☣ Zhongli turns in second with a roll of 5 against normal zombie A and 1 against special zombie D.
☣ D.Va kills normal zombie A and normal zombie B.
☣ Zhongli kills normal zombie C (even though he was aimed at A) because that is the closest equivalent. If only special zombie D existed, he would kill special zombie D since he rolled a 5 which is strong enough to kill a special zombie.
3) Zombie Idols' Turn
A zombie idol may attack up to two times. A zombie idol may attack either an idol or another idol zombie (grudges are allowed to linger in undeath).
Each attack will have an attack and defense component. The zombie idol will roll an 1d6 to attack and the target will defend with 1d6. Higher numbers wins and no damage in a tie. If the zombie idol rolls a 6, that is a critical hit and the target will die if they not also roll a 6.
3.a) Zombie Idols' Turn [REDACTED]
It may be the the zombie idol does an action that would cause an IC reaction from an idol (i.e. kills their unitmate). In this instance, an idol may choose to retcon their previous action and react to the zombie idol action. This is for rule of fun and to allow a little pvp in a turn-based system. If you do this, please ping a runner and we'll record the new action as soon as we're able.
4) NPC Zombies' Turn
All zombies may attack once per round and a 4+ on a 1d6 is a success. If a special zombie lands a critical hit (6), then the targeted idol is killed.
If a zombie is attacking an idol that will die from an attack (excluding a critical hit), an idol at full health (2 HP) may choose to cover and take that damage. The penalty for the protecting idol is that they will only have one act next turn instead of two. If an idol is at 1 HP or the attack is a critical hit, the idol is too slow to prevent the attack. In other words, an idol cannot die protecting another idol.
5) Move to next location if applicable
If the idol is going toward the helipad, choose the next location the idol is going to. As before, each idol makes this choice individually. If the idols have not killed all of the zombies in the area, they will follow.
Winning teams will be determined based on the following criteria:
☣ Three teams will win for number of rounds survived (averaged across team)
☣ One individual will win for number of zombies killed (carrying the team)
☣ One team will win for number of zombies killed (averaged across team)
This game will consist of:
☣ One 30-minute Round 0
☣ Four 1-hour rounds. Each round will be split up into 45 minutes for player turn-in and 15 minutes for runners to appropriately maneuver their zombie horde.
☣ Total time: 4.5 hours ish
Round Overview (Cheat sheet):
1) Zombies spawn
2) Idols' turn
3) Zombie idols' turn
4) NPC zombies' turn
5) Move to next location if applicable
General Stats
☣ All idols have 2 HP and can attack up to two times per round.
☣ All zombies have 1 HP, though some are harder to kill than others. For a normal zombie, 4+ on a 1d6 is a success. For special zombies, 5+ on a 1d6 is a success.
☣ If a special zombie rolls a 6 against an idol, they will immediately die.
☣ When idols die, they may become an idol zombie (depending on if they opted in during sign-up). Rules on idol zombies are below.
The Initial Round (Round 0):
In the initial round, idols will have two options: 1) stay where they are and wait for help to arrive or 2) attempt to make it to the helipad they see in the distance. Every idol can make this choice individually (i.e. 2 idols can choose to leave and 3 idols can choose to stay). However, once this choice is made, the idol must stick to it for the entire game.
Choice 1: Bunker in and wait until help arrives
The idols that remain have fortified their starting location. The door now has HP equal to the number of idols (i.e. 4 idols means 4 HP). Idols must survive four rounds of zombie attacks to escape.
Choice 2: Make a break to the helipad
At the end of each round, idols will get to choose where to go next and like before, each idol can make this decision individually. Good news: you might be able to meet other idols to help you out. Bad news: they might have a zombie horde on their heels. Idols must make it to the helipad and survive to escape.
Round Breakdown
1) Zombies spawn
For every living idol (zombie idols do not count), up to two zombies may spawn. At the beginning of the round, the runners will update the list of zombies in the area.
2) Idols' Turn
Every round, idols may attack up to two times. Please determine which zombies idols are attacking before rolling (i.e. don't retrofit to a special zombie if you roll a 5), and then reply to the turn-in with which zombies were targeted and the dice roll. Attacks will be executed based on turn-in order. If the zombie the idol was targeting dies in a previous turn-in and the attack roll is successful, an equivalent zombie will be targeted.
If an idol zombie is targeted, they are allowed to defend. Please see the next section on idol zombies for more details.
An idol may also choose to hold their action until after the zombie idols go. That means an idol can choose to take their action after all zombie idols go.
Example:
☣ There are three zombies: normal zombie A, normal zombie B, normal zombie C, and special zombie D.
☣ D.Va turns in first with a roll of a 6 against normal zombie A and 4 against normal zombie B.
☣ Zhongli turns in second with a roll of 5 against normal zombie A and 1 against special zombie D.
☣ D.Va kills normal zombie A and normal zombie B.
☣ Zhongli kills normal zombie C (even though he was aimed at A) because that is the closest equivalent. If only special zombie D existed, he would kill special zombie D since he rolled a 5 which is strong enough to kill a special zombie.
3) Zombie Idols' Turn
A zombie idol may attack up to two times. A zombie idol may attack either an idol or another idol zombie (grudges are allowed to linger in undeath).
Each attack will have an attack and defense component. The zombie idol will roll an 1d6 to attack and the target will defend with 1d6. Higher numbers wins and no damage in a tie. If the zombie idol rolls a 6, that is a critical hit and the target will die if they not also roll a 6.
3.a) Zombie Idols' Turn [REDACTED]
It may be the the zombie idol does an action that would cause an IC reaction from an idol (i.e. kills their unitmate). In this instance, an idol may choose to retcon their previous action and react to the zombie idol action. This is for rule of fun and to allow a little pvp in a turn-based system. If you do this, please ping a runner and we'll record the new action as soon as we're able.
4) NPC Zombies' Turn
All zombies may attack once per round and a 4+ on a 1d6 is a success. If a special zombie lands a critical hit (6), then the targeted idol is killed.
If a zombie is attacking an idol that will die from an attack (excluding a critical hit), an idol at full health (2 HP) may choose to cover and take that damage. The penalty for the protecting idol is that they will only have one act next turn instead of two. If an idol is at 1 HP or the attack is a critical hit, the idol is too slow to prevent the attack. In other words, an idol cannot die protecting another idol.
5) Move to next location if applicable
If the idol is going toward the helipad, choose the next location the idol is going to. As before, each idol makes this choice individually. If the idols have not killed all of the zombies in the area, they will follow.
Edited 2022-07-10 18:12 (UTC)



[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]



[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]



[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]



[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]



[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]



[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Each idol should turn in one of the following:
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left towards the mall
3) Head toward the helipad down the alley to the right towards the combini
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left towards the mall
3) Head toward the helipad down the alley to the right towards the combini
Edited 2022-07-10 16:58 (UTC)
Each idol should turn in one of the following:
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left towards the combini
3) Head toward the helipad down the alley to the right towards the tea house
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left towards the combini
3) Head toward the helipad down the alley to the right towards the tea house
Edited 2022-07-10 16:57 (UTC)
Each idol should turn in one of the following:
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left towards the tea house
3) Head toward the helipad down the alley to the right towards the hospital
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left towards the tea house
3) Head toward the helipad down the alley to the right towards the hospital
Edited 2022-07-10 16:57 (UTC)
Each idol should turn in one of the following:
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left
3) Head toward the helipad down the alley to the right
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left
3) Head toward the helipad down the alley to the right
Each idol should turn in one of the following:
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left
3) Head toward the helipad down the alley to the right
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left
3) Head toward the helipad down the alley to the right
Edited 2022-07-10 15:39 (UTC)
Page 1 of 9