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TOUR 01 • 1965–1966 • THE ROAD BEGINS

Before the stadium years.

3 current tour stages. 3 restored encore stages. One growing campaign.

The road begins before arenas and stadiums: borrowed rooms, unreliable power, patched doors, one bus, and a Deadhead crew learning to keep the music moving when the undead arrive.

Stages
3
Mission modes
3
Defense routes
4
Build pads
20

Current playable world

Start where the road starts.

Historical stage context stays sourced and visible; every undead battle, promoter, room, and tactical crisis remains original fiction.

Stage dossiers

Know the room. Route the power.

Routes, objectives, and rewards come directly from the current campaign records.
STAGE 01 • MAY 1965

First Paid Room

First Current · Headline mission

Before the stadium years, a Deadhead road crew has one borrowed room and one battered bus. Route power between the Front Latch and Signal Lamps while the undead follow the current.

ProtectHouse BusFinaleRoadcase Brute + Fog DrifterVenue systems2
  1. Main objectiveKeep the Current

    Survive all eight waves and protect the House Bus.

  2. Bonus medalLatch Stays Shut

    Win without allowing a single enemy through the House Bus latch.

  3. Bonus medalStill on Their Feet

    Win without your hero being downed.

Clear rewards
Two Doors unlockedFirst Current room key
STAGE 02 • DECEMBER 1965

First Named Night

Two Doors · Headline mission

The first named night comes with a bad promise: the promoter secured the Main Door and ignored the Side Return. The undead found both.

ProtectService CaseFinaleRunner + Roadcase Brute + Fog DrifterVenue systems1
  1. Main objectiveHold Both Doors

    Survive all eight waves and protect the Service Case.

  2. Bonus medalSafe Return

    Repair the Return Bar at least once between waves.

  3. Bonus medalSide Door Sealed

    Win without a leak from the Side Return route.

Clear rewards
Carry Forward unlockedTwo source fields preserved
STAGE 03 • DECEMBER 1965

First Hall Relay

Carry Forward · Headline mission

A longer early hall turns back at its service edge. One small choice from Two Doors can help the opening, but the room still has to be read and held.

ProtectHall ServiceFinaleRoadcase Brute + Fog DrifterVenue systems1
  1. Main objectiveHold the Hall

    Survive all nine waves and protect Hall Service.

  2. Bonus medalCarry Forward

    Win with a valid preparation carried from Two Doors.

  3. Bonus medalKeep the Line

    Win without allowing a single enemy through Hall Service.

Clear rewards
Carry Forward hall note

Campaign progression

Read it. Route it. Hold it.

First Rooms begins with historically informed stage names—First Paid Room, First Named Night, and First Hall Relay—while First Current, Two Doors, and Carry Forward remain the mechanical missions. The encore reframes Festival Gate, Backstage Merge, and Riverfront Camp around ticket pressure, crooked promotion, touring labor, hostile authority, and community survival.

Take stop one
  1. 01
    ReadLearn the S-curve

    Six construction points divide early, blind-bend, overlap, and final-latch coverage.

  2. 02
    RouteChoose where the current goes

    Keep the Front Latch armored or feed the Signal Lamps for a reusable stun-and-reveal pulse.

  3. 03
    ReactAnswer the second door

    Two Doors warns before the Side Return opens on wave four, exposing a second route into the shared final room.

  4. 04
    HoldRepair the Return Bar

    Spend between waves to restore the barricade, or accept the open lane and reinforce the shared tail.

  5. 05
    CarryPrepare the next room

    After a Two Doors clear, choose Crew Float or Door Brace—or skip both—then carry that one opening advantage into Carry Forward.

The rooms are live

First Rooms starts now.

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