Final Hours (Arc)

**Final Hours** is an event arc in The Fall of Winterhome.

## A chance for our children

This event will trigger if you have children remaining in your city during the final days of the scenario.

"I can't sit idly by knowing that so many children will die here. I heard that our scouts found a well-protected cave where we could shelter with them for a good while. Maybe help will come. Let us take the children to the hideout."

You have the following options:

* Let them go and give them food rations: A few men and all children will leave the city Hope will rise slightly.
* Let them go: A few men and all the children will leave the city.
* Stop them: Hope will fall

## A flight to nowhere

This event will trigger if the Dreadnought is full during the final days of the scenario.

"We have to get out of here!" they shout. "The Dreadnought's full, and the Generator will kill us sooner or later! Our only chance is to flee to Freshwater Springs and try to survive there."

You have the following options:

* Let them go: Discontent will rise greatly. Hope will fall greatly. A group of people will leave the city.
* Use lethal force to stop them: People will get badly hurt and some may die. Requires an active Guard Station or Faith Keepers

## A flight to nowhere v2

This event will trigger if the Dreadnought isn't full during final days of the scenario.

"This city is doomed!" they shout. "The Generator will kill us all sooner or later! If we can't get on the Dreadnought, our only chance is to flee to Freshwater Springs and try to survive there."

You have the following options:

* Let them go: Discontent will rise greatly. Hope will fall greatly. The first group of people will leave the city. The second group will go towards the Dreadnought.
* Stop the people going to the dreadnought: People will get badly hurt and some may die. Requires an active Guard Station or Faith Keepers
* Stop the people from going to freshwater springs: People will get badly hurt and some may die. Requires an active Guard Station or Faith Keepers

## Death will not do us part

The exact trigger of this event is unknown, but it will result in two deaths during the final days of the scenario.

"We know what the future holds for us, whether it's here or in the Dreadnought. We refuse to be separated by death, so now we are united in it."

You have the following options:

* I see: Hope falls

## Left Behind

This event will trigger if you have amputees left in the city during the final days of the scenario.

They watch their friends and neighbours impassively, some of them standing, others who are missing legs sitting on empty crates or barrels. A few look in your direction, but there is no anger in their faces, only resignation.

You have the following options:

* I did what i had to do: Hope falls

## The Generator is critical

This event will trigger when the Generator runs out of time and you've opted to leave the engineers in the city.

The people still left in the city are starting to panic. If we don't act, they'll abandon their posts and run for their lives, and the Generator will explode shortly thereafter.

You have the following options:

* Flee for your lives!: The game will end.
* I'm staying with you! remain at your posts!: You will gain 24 more hours.
* Stay at your posts!: You will gain 24 more hours. Requires an active Guard Station or Faith Keepers

## The Generator is critical v2

This event will trigger when the Generator runs out of time and you've opted to send the engineers to the dreadnought.

There's only a handful of people left in Winterhome, but our engineers are ready to stay until the end to send as many evacuation transports as possible. Their sacrifice would buy us 24 more hours.

You have the following options:

* Evacuate the engineers now: The game will end. Requires an active Guard Station or Faith Keepers
* Their sacrifice will not be forgotten: You will gain 24 more hours.
* I'm staying with you: You will gain 24 more hours.