Phase 8: the southern campaign and Jack’s workshop
Three fronts in the south of Town, plus the side stories that raise everyone’s reputation for the election.
- 12 items to collect
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Herbert pushes into the south of Town on three fronts: the southern outpost, the sewers (with Davy, the looters’ boss) and the plaza and streets. In between, Jack reclaims his workshop and Agatha builds a choir. Along the way Herbert reaches 60 reputation — one of the three thresholds the election asks for.
Checklist
| Quest | Who | What it takes |
|---|---|---|
| Hope It Doesn’t go South | Herbert | Two outpost battles (12 and 20 strength). |
| Sad Captain, No Action | Herbert | Hear about his Love Novel. |
| Wharf Rats | Davy | One Keys for Looters. |
| Battles in the Sewers | Herbert’s guards | Two sewer battles (8 and 24 strength, no barricades). |
| Herbert and? | Herbert | The Love Novel. |
| The Nun Also Reads | Agatha | A Choir and a sermon with it. |
| Reader for a Warrior | Herbert | Tell him Agatha will read. |
| Brawns and Brains | Agatha | Two rounds of kits for better corpses. |
| Plaza Battle | Herbert’s guards | 22 strength. |
| Jack’s Back in Business | Jack | 5 Building Kit I and 5 Wooden Kit I. |
| Street Battles | Herbert’s guards | 36, then 56 strength. |
| Fight for the Town | Herbert | Finish all three southern fronts. |
The southern outpost
- Our Military Plan started this. Talk to the guards by the southern outpost’s battle camp. Fight one: 12 strength, 1 squad — the rehired mercenaries plus two barricades. Reward: Defender’s Emblem, 6 Zombie goo, 4 Town Gratitude, and the mercenary equipment upgrade unlocks.
- In the Barracks, Upgrade mercenary equipment: 3 Iron Ingots take the group from 8 to 16. The second upgrade (3 Steel Ingots, 16 → 24) has to wait for the Bishop’s steel in Phase 10.
- Fight two: 20 strength, 2 squads — upgraded mercenaries plus two intact barricades. Reward: a Victory Banner, 6 Zombie goo, 4 Town Gratitude.
Herbert’s novel and the sewers
- This talk has been open since your first victory (the Phase 4 port battle). In the Barracks, Herbert opens up: a Love Novel is still sitting in his old home, deep in the infected Town. Getting it is a job for Davy.
- At the Dockside Club, talk to the mysterious man — Davy. His request needs 1 Keys for Looters, and the simplest source is the first sewer battle.
- Sewer fight one: 8 strength, 1 squad, and no barricades or towers underground — the paid mercenaries alone are enough. Reward: 3 Keys for Looters, 4 Zombie goo, 3 Town Gratitude.
- Give Davy a key with Love novel (you get the book and a Story), then give Herbert the book with Give the romance novel: 10 Herbert reputation, 2 Town Gratitude.
Agatha’s choir
- At the Crossroads choose Read for my friend (needs 20 Agatha reputation: Holy Moly! plus the writing supplies). First she wants a Choir.
- Research Church Music I (50 red, 20 blue; after Church Carpets, which itself checks 30 Agatha reputation — see reputation). Music Notes: Clean Paper x8 + Ink x4 → 4 at the Writing Desk (Book writing 5). Build the Choir from the church desk with Oiled Plank x4, Bronze Detail x2, Music Notes x4 — it completes instantly.
- Tell Agatha The choir is ready, let her leave the Crossroads for your next ceremony, and hold a sermon with the Choir. Her confession scene gives 10 Agatha reputation and 2 Town Gratitude.
- In the Barracks, tell Herbert about it with Novel reading: 10 Herbert reputation.
Better corpses
- Bring Wooden Kit I x2 + Stone Kit x2 and choose Better corpses: 10 Agatha reputation, Town Gratitude.
- Choose Better corpses again (40 reputation): future deliveries move to the first improved tier. Then bring Furniture Kit I x2 + Building Kit I x2 and choose Upgrade for the second tier. Bodies already delivered don’t change.
The plaza and Jack’s workshop
- Jack’s Town Supplied opened the Plaza Battle: 22 strength, 2 squads. With starting mercenaries (8) you need seven barricades; with the iron upgrade (16), three. Your Defender’s Emblem buys a second squad slot from the Barracks standard-bearer. Reward: 6 Zombie goo, 4 Town Gratitude — and Jack’s workshop opens.
- Enter Jack’s Town Workshop: 10 Jack reputation, 2 Town Gratitude, a Story. He needs 5 Building Kit I (5 Stone Kits + 30 Bricks) and 5 Wooden Kit I (three crafts: 9 planks + 3 oiled planks → 6). Both deliveries: another 10 Jack reputation and 2 Town Gratitude.
- Now that the workshop is back, check Jack’s reputation: at 60 he signs Gunter’s agreement with Get a PR contract. Take it to Gunter (New Frontman, 10 Gunter reputation).
- Check Jack’s reputation now: at 60 he signs Gunter’s contract (Phase 7).
The streets and the end of the southern campaign
- The street battles open once both the plaza and the outpost scenes are done. Fight one: 36 strength, 2 squads — 16 from the mercenaries plus 20 more (ten Barricade I, for instance). Reward: a Defender’s Emblem, 6 Zombie goo, 4 Town Gratitude. Talk to the guards again for fight two: 56 strength, 3 squads — 40 on top of the mercenaries, from defences and other squads. Reward: a Victory Banner, 6 Zombie goo, 4 Town Gratitude.
- Sewer fight two: 24 strength, 2 squads, no barricades or towers. The mercenaries cover 16; the other 8 must come from zombie fighters in your second squad slot. A squad holds 4 zombies, and each adds the value of its armour and weapon: Bronze Armor (+1; Bronze Equipment research, 30 red, needs 20 Herbert reputation) plus a Light Pike (+1; Bronze Weapons, 35 red, 10 green) make 2 per zombie, so four of them give exactly 8. A Town Smithy sells both from tier 1. The fighter is a copy: losing it in battle doesn’t cost you the zombie. Reward: 3 Keys for Looters, 4 Zombie goo, 3 Town Gratitude, and Davy’s Sewrena talk (More keys) about an optional sewer arena with more keys.
- When the third front finishes, Fight for the Town plays automatically: 10 Herbert reputation and A New Dawn.