In pursuit of Jones, the Edda, and the technology to save Janine’s life, you travel to the Far Hebrides, arriving first at the dreaded Devil’s Breath Cave on Mor Island.
You must make your way inland if you want to avoid the shooters, and you find an unexpected ally...
Your new local friend will help you reach the beach, but will you get there in time to catch Jones?
There's only a small window for you to get to the radio hut on the island, and make contact with your friends at Abel. But things never have run smoothly for you
In seach parties, you help protect locals from zombie sightings, but who will help you when trouble strikes?
A resident of Mor is having problems in his Herb Garden, but all isn't as it first appears...
On your journey to Dearg Island, will you find the help you need, or something much stranger?
As you follow your first solid lead on Jones to Niomh Island, you're risking much more than you expect...
Niomh Island's dormant zombie population are waking up, and you're caught in the middle.
An overwhelming threat, the armoury destroyed, and a dying leader. Janine's plan will need to be perfect if you are to survive.
It's time. Defend Mor Island with your rag-tag crew of Abel folk and Far Hebrideans.
To learn the truth of Mor Island, you'll need to follow a very dangerous man in to a very dangerous place...
Hunting down the source of the red fungus leaves you with more questions than answers.
You're on the cave path that leads straight back to Mor Island, but the path is anything but simple
Following Jones' map from the Edda leads you to terrifying discoveries
You arrive on Dearg Island to collect Janine's cure, but find more than you expected to.
You follow the path of the King of the Rocks, but can you complete the ritual in time?