Re: Apocalypse Game
61 Last Hour
The Central Plaza teemed with the convergence of hundreds of players, creating a bustling atmosphere of anticipation. Amid the assembled players, Alan's attention was drawn to the organized military contingent, their well-equipped demeanor standing in stark contrast to the numerous disordered groups scattered around.
These ill-coordinated clusters lacked any sense of unity, evident from their untamed appearance. One particularly conspicuous group stood out – almost a hundred individuals donning identical red bandanas on their heads or arms. This was none other than The Blood Patriot.
As Alan navigated through the diverse crowd, his presence seemed to catch the eyes of a few among The Blood Patriot. The familiarity of his performance in the game led some heads to turn, and in a fleeting moment, he caught the leader of The Blood Patriot, Marcus Wright, glancing his way.
A small internal voice encouraged Alan to approach Marcus for a conversation, yet he hesitated, deciding against it for now. "Not right now," he murmured to himself, allowing the thought to pass.
Amid the lively milieu, the group eventually reached the central hub of the plaza. Among the players, Luis's voice rang out as he announced that the US military was providing free rations to all participants – each player receiving two cans of food. "Wow, I didn't realize our government would be this generous!" exclaimed Luis, embodying the surprise of many.
Alan couldn't help but smile as he observed the buzz of activity. This gesture underscored that the military had indeed taken heed of his plan. Witnessing the military distribute over 8000 rations, he was impressed, realizing that this act must have significantly depleted their food reserves.
Meanwhile, Captain Carter took the spotlight, delivering a briefing that emphasized the significance of unity in conquering the upcoming round. Observing the gathered players, Alan could only hope that these additional 4000 participants would take these words to heart and work collaboratively.
Once they had secured their rations, a group of five figures made their approach – it was The Crimson Gunner and his cohorts, the rednecks. A palpable air of intrigue enveloped both groups as they converged. Merle, known as The Crimson Gunner, cast a glance toward Alan, his expression a blend of curiosity and resignation. "Alright… we are here," he exhaled, his tone a mixture of acceptance and impatience. "Go on then… tell me your plan."
Alan studied Merle for a moment before shifting his gaze to the four individuals standing behind him. An air of skepticism seemed to emanate from the group. "Are you sure you will bring them too?" he questioned, his tone slightly pointed. "The agreement was only for you!"
A visible ripple of annoyance coursed through the group, revealing the tight-knit bond they shared. Merle's response was straightforward, "They will go where I go." The certainty in his voice showcased his leadership among them.
Among Merle's group were four distinct individuals. There was Russ, a middle-aged man sporting a mustache, exuding an air of rugged experience. Then came Boyd, his hair disheveled, embodying a wiry sort of energy. A short-haired blonde female named Ruth possessed a penchant for colorful language. Lastly, there was Wyatt, a young man whose age mirrored that of Daniel.
Alan's gaze rested on the group, his expression resolute. "Alright then, as long as they follow my orders," he affirmed, his tone carrying a weight of seriousness.
The conversation continued, the rednecks exhibiting an eagerness to execute the plan. "Just tell us the plan, and we will do it!" one of them exclaimed with characteristic directness.
Alan's response was measured. "Not here," he calmly stated, a signal to step away from the bustling plaza. With purposeful steps, he led the group to the nearest bar, where a quieter ambiance provided a more conducive setting for a focused discussion.
Once situated, Alan addressed the group, his demeanor resolute. "Ok, now listen carefully," he began, setting the stage for his detailed explanation of the intricate plan that would guide their actions in the upcoming round.
Having received confirmation that the military was in alignment with his strategy, Alan's confidence surged, motivating him to divulge the intricate details of his plan to the assembled group. All eyes were on him, a mixture of curiosity and anticipation painting the expressions of his listeners. From his pocket, he retrieved a folded white paper, which he carefully unfurled to reveal a rough map.
As he spread out the paper before them, he assumed an air of mysterious importance. "This is the simplification area of the second round," he declared a hint of mischievousness in his voice. "Don't ask me how I got it... it's a top government secret!" He gestured grandly to the map, pushing it toward the attentive, if somewhat bewildered, assembly, watching their reactions with an amused twinkle in his eye.
Amid the audience, Victoria's expression bore a tinge of skepticism, a testament to her cautious nature. But the rest of the group absorbed Alan's words with varying degrees of acceptance. The aura of closeness Alan seemed to share with the US military seemed to lend credibility to his claims. Daniel and Luis, driven by a combination of trust and a desire to succeed, readily embraced the information. Meanwhile, the response from the rednecks was predictably diverse.
One of the rednecks chimed in with enthusiasm "I knew it!! This is a government conspiracy!" His conviction was rooted in a deep-seated mistrust of government entities, a perspective that made it easy for him to believe that the authorities withheld crucial information from ordinary players.
Merle the Crimson Gunner weighed in with a mix of awe and jest, directed at Alan's supposed connection. "I see! No wonder you could get your hands on the secret mission before. You are a government lackey, aren't you?!"
Amid these varied reactions, Alan maintained his composure, letting the group process the information in their own ways.
Amidst the light-hearted banter and diverse responses, Alan maintained a composed smile, refraining from validating or refuting any of the theories tossed his way. Instead, he steered the discussion back to the task at hand, resuming his briefing with unwavering focus.
With a fluid motion, Alan moved on to detail his plan, the room's attention squarely on him. He explained that Crimson Gunner and his band of five, along with Alan's four companions, would form a united front. This composition would make up a party of ten, a feature well-known to be available during the second mission. This configuration would ensure that they would all spawn in close proximity to one another at the start of the mission, a strategic advantage that would enable them to execute Alan's plan with precision.
As Alan wrapped up the plan's explanation, a notification chimed in on everyone's [Game Link], its urgency drawing their attention: [Attention: You have 10 minutes before the second-round game starts]
Acknowledging the looming deadline, Alan concluded the briefing with a tone of encouragement, one that held both camaraderie and solemnity. "Good luck," he said, the words carrying the weight of the challenge ahead, "Stay alive."
The group left the bar, stepping back into the central plaza that was now teeming with thousands of players. The collective anticipation and unease hung thick in the air, visible tension etched on faces as players whispered among themselves. Amid this sea of uncertainty, all eyes turned toward Captain Carter, who stood at the forefront, delivering his final words of motivation in an effort to dissolve the palpable apprehension.
"We can get through this, as long as we work together."" Captain Carter's voice boomed over the assembled crowd, infused with a determined resolve.
These words, a beacon of unity and hope, echoed through the plaza, serving as a rallying call before the impending trials of the second round.
[10 minutes are up]
[Authenticating Element...]
[The second round of the Apocalypse game will begin shortly...]
[Server location: New York, America]
[4,833 players detected]
[Entering Game, Round two...]
[Human versus Human]
[Background: Nazi Germany won the world war, leaving them to take over one-third of the world. Now, half a century later, they came once again to finish the job]
[Main Quest: Stop the invading Nazi]
[Time: 14 days]
[Secondary Quest (Optional): Took over the town]
[Bonus Quest (Optional): Locate and stop WMD]
[Mission Failure Penalty: 2500 survival points]
With the final notification popping up, all players were automatically teleported out of the port town. The second round of Apocalypse Game, Year 5, has finally begun.
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