Time/Location: TBD Build interest for game, give out dates for callouts, game week, and practice mission. Give out bands, waivers, feedcodes, etc.

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1 Day Zero Callouts Time/Location: TBD Brief players on rules, give out dates for game week and practice mission, induce hype. Give out bands, waivers, feedcodes, etc. Advertise callouts like no tomorrow. COM Table Time/Location: TBD Build interest for game, give out dates for callouts, game week, and practice mission. Give out bands, waivers, feedcodes, etc. Practice Mission: Last Alliance of Elves and Men Time/Location: TBD/ VOS Model (giant sun thing). (Meet at WALC for optional group walk over) Run through a couple short practice missions (hold points, escort npc, retrieve items). Show off a basic special zombie. Let all players experience playing as humans and zombies. Give out bands, waivers, feedcodes, etc. Game Week Modifiers/NPC list HUMAN NPCs: Legolas: Fights alongside the humans, HOWEVER he should not be doing all the work (ie shouldn t bust a horde). When Legolas is tagged, he immediately makes his way back to mission starting point and has a 30 minute respawn timer. If Legolas is tagged during extraction, he is permanently dead. Legolas cannot move without a group of human players. Legolas is unlocked depending on night 3 results. Gimli: fights alongside the humans, HOWEVER he should not be doing all the work (ie shouldn t bust a horde). When Gimli is tagged, he immediately makes his way back to mission starting point and has a 30 minute respawn timer. If Gimli is tagged during extraction, he is permanently dead. Gimli cannot move without a human group. Gimli carries a foam sword as a weapon and is the ONLY player allowed to use melee weapons. Zombies always win disputes against Gimli. Gimli is unlocked depending on night 3 results. Armed Townsperson: are simply NPCs that fight for the humans. Once assigned an entrance to guard, the NPC can ONLY guard that certain entrance and cannot assist humans or shoot zombies anywhere else (so they re essentially just turrets). These NPCs permanently die when tagged by a zombie. HUMAN MODIFIERS: Elite Rifle: Souped up flywheel blaster. Given at the night mission to the human that participates the MOST during that day s day mission. A player can only win the Elite Rifle once per game week. A player with the Elite Rifle MUST give it back to a ref at the end of that night mission

2 Gateway Arch Safe Zone: Safe zone located inside the brick area underneath of the Gateway Arch (next to Armstrong). Safe zone is ONLY active during night missions (from mission start to mission end.) Hotbox Revives ZOMBIE NPCs: Sapper (bomb): The NPC is on rails, but can be taken off rails if Zombies are struggling. The NPC can only move when being touched on the shoulder by a zombie. The NPC should walk VERY slowly. If the NPC is left alone, after a brief moment they should start walking back towards the Engineering Fountain VERY slowly. ZOMBIE MODIFIERS: Day Participation: Zombies who participate most in day missions get first dibs on being a special zombie for night missions. Day Respawn Time: 15 minutes Night Respawn Time: Variable depending on mission. Should be shorter for earlier missions (~3 minutes day 1 and day 2), and longer for the rest of the week (~5 minutes for days 3-5). The respawn timer can be further adjusted before mission start depending on turnout to keep the game fair. Night respawn timers may also be shortened by zombie mission rewards. Predator (Uruk Hai): Wears an orange vest, only can be stunned with socks Gravemind (Necromancer): Wears a yellow vest. When stunned, the Gravemind shouts respawn. Any zombies that hear the shout may immediatly respawn using standard respawn rules (Still have to be 10~15 ft away from humans and touch a tree). Graveminds CANNOT be respawned by other Graveminds. Tank (Berserker Orc): Carries an umbrella shield. the Tank can only run when the umbrella is closed. When the umbrella is open, the Tank must walk, but can block any kind of ammunition with the umbrella shield. The Tank s umbrella shield can never be broken. The Tank cannot tag a human with the umbrella. Day Zero Feedback

3 Day 1: Monday Day Mission 1: Scouting the Plains HUMAN START TIME/LOCATION: 8:00 am/na ZOMBIE START TIME/LOCATION: 8:00 am/na HUMAN OBJECTIVES: Take a picture of yourself banded up in front of MSEE and/or Hicks. +1 point for each player in the picture. Humans need like 2 or 3 points to succeed. pictures to boilerleagueoftag@gmail.com ZOMBIE OBJECTIVES: Take a picture of yourself banded up in front of MSEE and/or Hicks. +1 point for each player in the picture. Zombies need like 2 or 3 points to succeed. pictures to boilerleagueoftag@gmail.com HUMAN MODIFIERS/NPCs: ZOMBIE MODIFIERS/NPCs: Day Respawn Time HUMAN REWARDS: If successful, humans unlock the Gateway Arch Safezone for the rest of the week. (Should be suuuuper easy for humans to do) ZOMBIE REWARDS: If successful, zombies lower the night respawn timer to 3 minutes. (should be suuuuuper easy for zombies to do) Night Mission 1- HvHvZ Indifference of the King HUMAN START TIME/LOCATION: 7:30 pm/ COM Table in Front of Lily (optional group walk down meeting in front of WALC at 7:10) ZOMBIE START TIME/LOCATION: 7:30 pm/ Behind Lily

4 HUMAN OBJECTIVES: Humans are split into two equal-ish teams, identified by an extra ribbon around one arm. Red team Theoden King s Followers and blue team Eomer s Followers. After mission briefing, each team is sent to a separate base, with a flag of that team s color inside the base. Red team base is located at the VOS model (giant sun thing), blue team s base is located at DRUG where the extraction checkpoint was. BASES ARE NOT SAFE ZONES. On mission start, each team attempts to retrieve the opposing team s flag and return it to their own base. Once a flag is captured, HvH play ONLY is temporarily suspended until the flags are reset. HUMANS CAN STILL BE TAGGED BY ZOMBIES DURING THIS TIME! The human team with the most flag captures at the end of the mission wins. Special HvH rules: -Humans holding a flag can also shoot their blasters -Flags cannot be thrown for safety reasons, but can be handed off to teammates. -Flags are equipment. Thus, if a zombie tagged a flag you are holding, you got tagged -A flag dropped on the ground can be picked up and returned to that team s base -Humans are tagged wounded by humans on the opposing team by any means that can also stun a zombie (socks, blasters, etc.) -When wounded, humans should take off their team band and raise their arms for a bit (i m innocent!) to indicate they've been tagged. -If a human carrying a flag is wounded, they must drop the flag immediately. -Wounded humans cannot interact with the HvH part of the mission. (So cannot capture a flag or wound another human) -HOWEVER, wounded humans CAN defend themselves against zombies in any way they please and wounded humans CAN be tagged by zombies. Wounding DOES NOT AFFECT the HvZ aspect of the mission in any way, shape, or form. -Wounded humans can un-wound themselves by touching their team s base

5 At any point the humans have had enough senseless CTF, they could just stop fighting each other and try not to die from zombies. That s always an option, we just won t tell them that. ZOMBIE OBJECTIVES: Grow the horde. Humans should be distracted and split up enough to allow for some easy tags. Zombies should not be interfering with the HvH part of the mission at all by moving a flag or only tagging humans on one team (on purpose) cuz thats a dick move. HUMAN MODIFIERS/NPCs: Wounding rules apply for this mission only (see mission objectives for more information) Elite Rifle Gateway Arch Safe Zone ZOMBIE MODIFIERS/NPCs: Predator(Uruk Hai), in limited numbers Night Respawn Timer HUMAN REWARDS: Each human on the winning team gets 1/10 (1/3? 1/5?) of a revive voucher. Turn in enough vouchers to complete the revive to allow one zombie to revive back into a human if they want to. (Enough revive tickets to revive 2 people maximum. One if low casualties.) ZOMBIE REWARDS: Grow the horde. Day 2: Tuesday Day Mission 2? HUMAN START TIME/LOCATION: ZOMBIE START TIME/LOCATION: HUMAN OBJECTIVES: Escort the Native NPC from courtyard behind WALC (or Elliot Hall of Music for the first run) to Loeb Fountain. If the Native NPC is closer to Loeb Fountain when time expires, humans win. If the Native NPC is closer to the courtyard behind WALC when time expires, zombies win. The Native can only be escorted by humans starting at the courtyard behind WALC. The Native can only be escorted by zombies starting at Loeb Fountain. If the Native is alone anywhere in the middle, both humans and zombies can escort him. The Native can only walk with a group of players. A team can only escort the Native again once the opposite team completes an escort, or is abandoned somewhere in the middle. ZOMBIE OBJECTIVES: Escort the Native NPC from Loeb Fountain (or Elliot Hall of Music for the first run) to the courtyard behind WALC. If the Scout NPC is closer to Loeb Fountain when

6 time expires, humans win. If the Scout NPC is closer to the courtyard behind WALC when time expires, zombies win. The Scout can only be escorted by humans starting at the courtyard behind WALC. The Scout can only be escorted by zombies starting at Loeb Fountain. If the Scout is alone anywhere in the middle, both humans and zombies can escort him. The Scout can only walk with a group of players. The opposing side can only regain control of the Scout when he either completes a run, or is abandoned somewhere in the middle. HUMAN MODIFIERS/NPCs: Scout NPC, can only walk with a group of players ZOMBIE MODIFIERS/NPCs: Scout NPC, can only walk with a group of players Day Respawn Time HUMAN REWARDS: ZOMBIE REWARDS: Night Mission 2: Evacuation of Edoras HUMAN START TIME/LOCATION:?/ Courtyard behind WALC ZOMBIE START TIME/LOCATION:?/ Loeb Fountain HUMAN OBJECTIVES: Humans must find, and then escort, as many Villager NPCs as possible before the mission ends. Each NPC escorted to the Gateway to the Future Arch will counts as a point. Human rewards for the night (TBD) depend on the amount of points earned during the mission. The first NPC will start in the human starting area, and the rest are free to choose their own location around North Campus provided they choose a fairly recognizable location, report the location in the staff chat, remain visible, and remain at their chosen location until found by the humans. After a NPC is found by the humans, they must be escorted underneath of the Gateway to the Future Arch to score a point. NPCs should walk while being escorted, and should only move while a human has a hand on their shoulder. If abandoned by a group of humans, NPCs should remain put until the humans reclaim them. NPCs are on soft rails. They will allow humans to take them wherever, but if they get too close the the edge of campus they should move the humans back towards the center to give zombies a chance. NPCs cannot defend themselves against zombies. When a NPC is successfully escorted under the arch, they will record the point in the staff chat and will be given a few minutes to catch their breath. After they catch their breath, the NPC

7 should go hide themselves in a new location, report the location in the staff chat, and wait to be escorted again. Humans that find an NPC before they hide themselves can just be told the NPC isn t active yet. At mission end, all NPCs will become inactive no matter where they are. Because the mission is continuous and has no set number of NPCs to escort, players should be told during mission briefing to return to areas previously checked because an NPC could have arrived after they looked. Humans should also be informed they can leave the mission at any time. ZOMBIE OBJECTIVES: Instead of scoring points by escorting NPCs, zombies score points for tagging NPCs. Each NPC tag counts as one point. NPCs can only be tagged by zombies after they have been moved from their starting position by a human. Zombies that find an NPC before the humans do cannot tag that NPC, however they can ask the NPC if they have been found yet and set up ambushes. Zombie rewards for the night (TBD) depend on the amount of points earned during the mission When an NPC is tagged by a zombie, they should report the tag and corresponding zombie point in the staff chat. The NPC can take a few minutes to catch their breath, then should re-hide themselves on North Campus somewhere recognizable and report their location in the staff chat. HUMAN MODIFIERS/NPCs: Elite Rifle Gateway Arch Safe Zone ZOMBIE MODIFIERS/NPCs: Necromancer (Gravemind) HUMAN REWARDS: For every number of NPCs rescued, humans earn a Armed Townsperson NPC to utilize during Night Mission 3 Battle of Helm s Deep. ZOMBIE REWARDS: If zombies kill NPCs, they earn a gravemind special zombie to use in next evening s night mission Day 3: Wednesday Day Mission 3: Fortifying the Hornburg HUMAN START TIME/LOCATION: 11:00 am - 3:45 pm / random ZOMBIE START TIME/LOCATION: 11:00 am - 3:45 pm / random

8 HUMAN OBJECTIVES: Humans must collect slips of paper from a wandering NPC throughout the day. The NPC will move locations every 30 minutes, and announce his new location on the club GroupMe. Once a player acquires a slip of paper, they must turn in the paper to COM Table to earn a point. A player can turn in as many slips of paper at a time as they wish, but can only acquire 1 slip of paper from the NPC per location. Players must be banded up to turn in slips of paper and to acquire slips of paper from the NPC ZOMBIE OBJECTIVES: Zombies must collect slips of paper from a wandering NPC throughout the day. The NPC will move locations every 30 minutes, and announce his new location on the club GroupMe. Once a player acquires a slip of paper, they must turn in the paper to COM Table to earn a point. A player can turn in as many slips of paper at a time as they wish, but can only acquire 1 slip of paper from the NPC per location. Players must be banded up to turn in slips of paper and to acquire slips of paper from the NPC HUMAN MODIFIERS/NPCs: ZOMBIE MODIFIERS/NPCs: Day Respawn Time HUMAN REWARDS: Each point earned by the humans will give them an extra box to fortify the engineering fountain with on Wednesday. (If more points than anticipated are scored, the humans could earn one box for every 2 points or something) ZOMBIE REWARDS: Each point earned by the zombies will reduce their night respawn time for The Battle of Helm s Deep by 5 seconds. (If more points than anticipated are scored, the respawn timer could be lowered by 2 seconds per point) Night Mission 3: Battle of Helm s Deep HUMAN START TIME/LOCATION: 7:30 pm / Courtyard behind Walc, move to Engineering Fountain as group and fortify before mission start ZOMBIE START TIME/LOCATION: 7:30 pm / Loeb Fountain HUMAN OBJECTIVES: This mission is a two part hold mission. Humans must (a) hold the Engineering Fountain for as long as possible, then once they deem the fountain to be lost, (b), retreat to the Gateway Arch and hold that until mission end. Human rewards are based off of how long they can hold the Engineering Fountain. However, after the humans retreat, if they fail to hold the Gateway Arch for the remainder of the night mission they lose ALL of the rewards they earned. Due to the nature of this mission, it should most likely not run as long as the other night missions.

9 (a) Engineering Fountain Helm s Dike Defense Before the mission starts, humans will have ~5 minutes to deploy fortifications around the engineering fountain that they have earned from previous night and day missions: Barricades (boxes) and Armed Townspeople (Somewhat stationary human allied NPCs with blasters). See rewards sections in previous missions for how these defenses are earned. Both Barricades and Armed Townspeople can only be deployed at one of the 8 entrances to the Engineering Fountain. Inform humans before mission start that Zombies do not know where humans are holding to build yuuuge tension. -Barricades act as walls. Zombies cannot move past a barricade on a sidewalk in one of those 8 entrances. In order to gain access to the fountain (and to tag humans), zombies MUST pick up the boxes (one per entrance at a time) and move them clear of the entrance, outside of the fountain. While a zombie is holding a barricade they can use it as a dart shield. If a zombie holding a box is stunned, they must drop it immediately. Zombies cannot throw barricades. When an entrance is clear of all barricades, zombies may enter through it. -Armed Townspeople are simply NPCs that fight for the humans. Once assigned an entrance to guard, the NPC can ONLY guard that certain entrance and cannot assist humans or shoot zombies anywhere else (so they re essentially just turrets). These NPCs permanently die when tagged by a zombie Once the humans feel as if they are being overrun, they are encouraged to make a retreat back to the secondary hold location (Gateway Arch). Any (unlikely) surviving Armed Townspeople should not retreat with the humans. A mod should time how long the humans can hold the engineering fountain before they fall back (from mission start till the last human retreats/gets tagged) (b) Gateway Arch Helm s Deep Defense After the humans retreat from Engineering Fountain, they must hold the Gateway Arch for the remainder of the mission by preventing zombies from escorting their sapper (bomb NPC) to Armstrong s Statue. To assist them, the brick area underneath of the Gateway Arch is a safe zone. If the bomb NPC touches Armstrong s Statue before

10 mission end, the safe zone is lost, the hold fails, and humans lose all rewards from the mission. ZOMBIE OBJECTIVES: Zombies also have a corresponding two part mission. They must (a) break through human lines at the Engineering Fountain, then once the humans retreat to the Gateway Arch, must (b) escort a sapper bomb NPC past Gateway Arch to Armstrong s Statue. (a) Engineering Fountain Helm s Dike Assault Zombies must break through human defenses at the Engineering Fountain to rescue their sapper bomb NPC. Of note, zombies must be informed about the human Barricades and Armed Townspeople. -Barricades act as walls. Zombies cannot move past a barricade on a sidewalk in one of those 8 entrances. In order to gain access to the fountain (and to tag humans), zombies MUST pick up the boxes (one per entrance at a time) and move them clear of the entrance, outside of the fountain. While a zombie is holding a barricade they can/cannot? use it as a dart shield. If a zombie holding a box is stunned, they must drop it immediately. Zombies cannot throw barricades. When an entrance is clear of all barricades, zombies may enter through it. -Armed Townspeople are simply NPCs that fight for the humans. These NPCs permanently die when tagged by a zombie As soon as zombies break through human lines, they may begin escorting the sapper Bomb NPC for Zombies will not be informed of the location the NPC is being held at and must find it themselves. (b) Gateway Arch Helm s Deep Assault Zombies must escort the sapper Bomb NPC from the Engineering Fountain to Armstrong s statue. Mission is complete once the NPC touches the statue. The NPC is on rails, but can be taken off rails if Zombies are struggling. The NPC can only move when being touched on the shoulder by a zombie. The NPC should walk VERY slowly.

11 If the NPC is left alone, after a brief moment they should start walking back towards the Engineering Fountain VERY slowly. HUMAN MODIFIERS/NPCs: Elite Rifle Gateway Arch Safe Zone Barricades Armed Townspeople ZOMBIE MODIFIERS/NPCs: Gravemind (Necromancer) Tank (Berserker Orc) if earned Night Respawn Times HUMAN REWARDS: Most of the human rewards are based on how long humans kept the first hold and are cumulative. Rewards are as follows: 10m: Increased zombie respawn time 20m: Ranged NPC Legolas that helps humans for remainder of week. 30m: Checkpoints in the Beacons of Gondor mission become safe zones once activated (bucket filled with water) FOR THAT MISSION ONLY. 45m: Melee NPC Gimli that helps humans for remainder of the week. 1h: Zombies must two hand tag during one night mission of the humans choice. (Night will be decided by a survey in club GroupMe) 1h30m: Yeah right 2h: I will personally give each and every human oral sex and $100 Successfully completing the 2nd hold allows humans to keep the rewards they earned in the first hold and lets them keep their safe zone for the rest of the week. ZOMBIE REWARDS: Completing their bomb escort will permanently eliminate the humans safe zone for the rest of the week. Day 4: Thursday Day Mission 4: Thunderdome HUMAN START TIME/LOCATION: 11:00 am - 3:45 pm/engr fountain ZOMBIE START TIME/LOCATION: 11:00 am - 3:45 pm/engr fountain

12 HUMAN OBJECTIVES: Humans and Zombies compete against each other in fun minigames. Winning minigames nets humans or zombies points. The team with the most points wins. In addition, the losing team cannot deny the winning team a challenge. The thunderdome area is a permanent safe zone during the day mission, and any tags made in thunderdome ARE NOT permanent. -ONE IN THE CHAMBER: a single human will be armed with either one sock or a weapon with one dart. They will face a single zombie. Whoever wins will receive one point. -QUICK DRAW: A single human will start facing away from two zombies with their weapon directly behind them. The human will have to turn, pick up their weapon, and stun both zombies before they are tagged. The winner will receive 1 point. -MAKE IT COUNT: A single human with 6 darts will face off against 6 zombies. The human will get a point for every 2 zombies stunned, the zombies will receive 2 points for tagging the human. -DEAD SPRINT: A single human will face off against one zombie where the two will start off an equal distance away. In the middle of them will be the human's weapon. The human must get to their weapon and stun the zombie before being tagged. The winner will receive one point. -ARMY OF TWO: one human will start off with a single sock, another will start off with a single dart. They must face off against 3 zombies. The humans win if they stun all zombies, the zombies win if they tag both humans. The winning side will receive 2 points. -ENDURANCE MODE: 2 humans will face off against an increasing number of zombies. One zombie will be added every ten seconds. Zombies have unlimited respawns, but must tag a tree to respawn. Humans will receive 1 point for every minute they survive. Zombies will receive 2 points for eliminating the humans. -CHALLENGE MODE: A single human challenger will face three rounds of zombies. The first round will be 1 human vs. 3 zombies, the second round will be 1 human vs. 5 zombies, and the final round will be one human vs. 10 zombies (or 5 zombies with one respawn each). The human will get one point for every round they make it to and an additional 2 bonus points for completing all rounds (for a possible score of 1-5 points). Zombies will get 3 points for eliminating the human at any stage of challenge mode. ZOMBIE OBJECTIVES: See human objectives HUMAN MODIFIERS/NPCs: Thunderdome perma safe zone and tags do not count during minigames zone ZOMBIE MODIFIERS/NPCs: Thunderdome perma safe zone and tags do not count during minigames zone

13 Day Respawn Time HUMAN REWARDS: Winning team gets an additional 2 minute head start during extraction ZOMBIE REWARDS: Winning team gets an additional 2 minute head start during extraction Night Mission 4: Beacons of Gondor HUMAN START TIME/LOCATION: 7:30 pm/ Armstrong ZOMBIE START TIME/LOCATION: 7:30 pm/ Loeb Fountain HUMAN OBJECTIVES: At human start, there will be a large bucket full of water. Human players will be provided with several plastic cups (no limit on cups per player). Humans must transfer the water from the bucket at the start through a series of checkpoints ultimately reaching clapping circle using the plastic cups. Each checkpoint bucket must be full before the next checkpoint bucket can be filled, and humans can get water to fill the checkpoint from any previous bucket they have already filled (or from start). Each checkpoint takes less water to fill than the last one. There will be checkpoints, locations listed below. Each checkpoint should be visible from the checkpoint preceding it. Checkpoint Locations: A mod should supervise every checkpoint while it is being filled to make sure there is no cheating going on. Zombies CANNOT spill water out of any checkpoint bucket to hinder the humans. If it is done maliciously they will be sent home for the evening. If it was done accidently to get a tag, they lose that tag and the checkpoint is refilled. If the humans were in the process of filling that checkpoint, it is now considered full and they can move on to the next one. Humans win if all checkpoints are filled ZOMBIE OBJECTIVES: Have a third of zombies report to a location. Locations are given out with riddles, a new riddle is given at the previous location. HUMAN MODIFIERS/NPCs: Elite Rifle Gateway Arch Safe Zone ZOMBIE MODIFIERS/NPCs: Predator (Uruk Hai) or Tank (Berserker Orc) depending on showing. Predators if there are many more humans than zombies, tanks otherwise.

14 HUMAN REWARDS: For successful mission completion, humans earn more time to defend Minas Tirith during the following day mission. The amount of extra time earned should be equal to one hold time. (Ex. Hold time for day mission is 2 hours. If humans complete the mission, they earn an extra 2 hours for the day mission) ZOMBIE REWARDS: For each location Zombies discover, they earn 1 special zombie of their choice to use during extraction, capped at special zombies Day 5: Friday Day Mission 5: Siege of Minas Tirith HUMAN START TIME/LOCATION: 11:00 am (9:30 am if human win last night) - 4:00 pm/clapping Circle ZOMBIE START TIME/LOCATION: 11:00 am (9:30 am if human win last night) - 4:00 pm/clapping Circle HUMAN OBJECTIVES: Humans must hold clapping circle by having at least 1 banded human inside of it at all times for 1 hour, 30 minutes. The timer resets if all humans leave clapping circle. ZOMBIE OBJECTIVES: Zombies must prevent the humans from holding the clapping circle HUMAN MODIFIERS/NPCs: ZOMBIE MODIFIERS/NPCs: Day Respawn Time HUMAN REWARDS: Humans will start extraction at Clapping Circle instead of at Armstrong. ZOMBIE REWARDS:

15 Extraction: March to the Black Gate HUMAN START TIME/LOCATION: 7:30 pm / Clapping Circle if successful during the day, Armstrong otherwise ZOMBIE START TIME/LOCATION: 7:30 pm / Loeb Fountain HUMAN OBJECTIVES: Before mission start, a human player should be given a ring on a chain The Ring of Power. This human is treated like an ordinary human for gameplay purposes, they just happen to be carrying the ring. The human carrying the ring can hand off the ring to another human whenever they please, but the ring CANNOT be thrown to another player (I ll let basketball shots into Mount Doom pass tho cuz that would be a sweet way to extract). If the human carrying the ring is tagged, they MUST hand off the ring to a new human player before they are allowed to spawn as a zombie (Make sure rule 1 is followed here). To extract, there are number of checkpoints the humans must sequentially run to. Humans are only given the location of one checkpoint at a time. Humans are given the location of the first checkpoint at the mission start point, as well as a map or two of campus. Humans are given the location of the second checkpoint upon the ring s arrival to the first checkpoint, and so on. The location of the extraction point is given upon the ring s arrival to the last checkpoint. The sequence of checkpoints is listed below Clapping circle/armstrong -->State Street Intersection -->Front of Lily -->Herrik Laboratories (HERL) -->DRUG Sun thingy (extraction point)

16 Checkpoints are NOT safe zones. In order to extract, the humans must drop the ring inside of a bucket (Mount Doom) located at the extraction point. No human can extract until the ring is dropped into the bucket. As soon as the ring is dropped into the bucket, EVERY human still alive and present at the mission around the extraction point successfully extracts. ZOMBIE OBJECTIVES: Exterminate all remaining humans. Upon mission start, zombies are informed about location of extraction point. When zombies arrive at the extraction point, they are given the location of the last checkpoint. When zombies arrive at the last checkpoint, they are given the location of the second to last checkpoint, and so on. The sequence of checkpoints is listed below Sun thingy (extraction point)-->drug-->herl-->lily-->intersection-->clapping Circle/ARMS If a zombie happens to tag the human player carrying the ring, the zombies should allow that player to hand off the ring before they continue to tag people. Rule 1 stuff. HUMAN MODIFIERS/NPCs: Elite Rifle Gateway Arch Safe Zone The Ring ZOMBIE MODIFIERS/NPCs: Special Zombies of the players choice earned from yesterday s night mission. HUMAN REWARDS: Extract ZOMBIE REWARDS: Glory, Brains, and Winning HvZ. Only Zombies win HvZ

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