Zombie apocalypse
The streets have become a lot less pedestrian-friendly. Quiet movement and a safe escape route help. Engines, bulky vehicles and loud weapons can bring unwanted company.
Five ways for things to go wrong
Your kit is locked before the disaster is revealed. Every scenario has the same target: finish all 14 days.
The streets have become a lot less pedestrian-friendly. Quiet movement and a safe escape route help. Engines, bulky vehicles and loud weapons can bring unwanted company.
The sky looks wrong and staying outside comes at a cost. Shelter matters, exposure accumulates and supplies still need finding. An ordinary car is not a radiation shield.
The visitors did not come for a cup of tea. Patrols, sudden sweeps and conspicuous equipment make every scavenging trip a gamble. A small, quiet escape can be useful.
A cyber attack switches Britain off. No power, no payments and absolutely no orderly queuing. Shops are looted, roads are blocked and anyone with supplies suddenly looks very popular. Andy has fourteen days to keep his kit, his nerve and himself out of trouble.
A plague has taken hold. Searching for supplies brings illness risks, while rest and shelter can help. The comforting familiarity of your kit may only get you so far.