W A S T E L A N D
EXODUS
A Choose-Your-Own-Path Survival Adventure
TUCSON, ARIZONA ⟶ VICTORIA, BRITISH COLUMBIA
1,847 miles of toxic roads, cannibal territory, and
broken dreams.
My Character:
My Name:
For use in classroom thought-experiment roleplay | A
Critical Thinking Curriculum Tool
HOW TO PLAY
This is not a
video game. This is a story that lives inside your mind.
WASTELAND EXODUS is a
choose-your-own-path survival narrative. Every decision you make will have
consequences — some immediately, some many sections later. The world doesn't
care about fairness. It only cares about survival.
THE RULES
1. READ each section carefully before making any
choice.
2. THINK before you flip. Each choice box asks
you to reason through your decision.
3. WRITE your choices in the Decision Tracker at
the back of this booklet.
4. DO NOT go back. Once you make a choice, you
live with it.
5. IF YOUR CHARACTER DIES — that is part of the
story. Write one paragraph explaining what killed them, then start over with a
different character.
TRACKING RESOURCES
Your character
has three survival meters. Track them honestly in the margins:
|
HEALTH |
Starts
at 10. If it hits zero, your character dies. Injuries, illness, and
starvation reduce it. Rest, food, and medicine restore it. |
|
SUPPLIES |
Starts
at 5. Tracks food, water, and usable gear. Spend supplies to survive events.
At 0 you begin losing 1 Health per section. |
|
TRUST |
Starts
at 3. How much others believe in you. High Trust opens doors. Low Trust gets
you abandoned — or worse. |
THE WORLD
Twelve years ago,
three disasters hit within eighteen months of each other:
• The
Cascade Collapse: a chain of chemical plant failures along the Gulf Coast
released a toxic fog that spread inland.
• The
Gray Plague: an engineered pathogen escaped a biolab outside Atlanta. Fifty
million dead in four months.
• The
Hot Rain: Three nuclear facilities failed simultaneously during a catastrophic
earthquake. Fallout contaminated the Central Valley.
What remains of
the United States is divided into Deadlands, Drift Zones, and rare Safe
Corridors. Victoria, British Columbia, protected by the Olympic Mountains and
prevailing Pacific winds, is rumored to be the last organized human settlement
in western North America.
You start in Tucson. You have
to get to Victoria. Nothing about this will be easy.
CHOOSE YOUR SURVIVOR
Before your journey begins, choose
ONE of the four characters below. Read all four carefully. Each has unique
strengths and weaknesses that will change how you experience the story.
CHARACTER: MARISOL REYES
"The only
thing worse than watching someone die is watching them die because you didn't
try."
|
Name: |
Marisol
Reyes |
|
Role: |
Field
Medic |
|
Age: |
17 |
|
Background: |
Daughter
of a veterinarian and a nurse, Marisol grew up helping her parents run an
underground clinic after the Collapse. She has seen more death than most
adults. |
|
Special
Ability: |
TRIAGE
MIND — Once per major region, Marisol can stabilize any injured NPC or party
member, restoring 2 Health without spending Supplies. |
|
Key
Skills: |
First aid,
chemistry, persuasion, plant identification |
|
Weakness: |
Cannot
bring herself to abandon injured strangers. This has cost her before. |
|
Starting
Gear: |
Medical
kit (3 uses), canteen, dog-eared pharmacology textbook, her mother's silver
ring. |
MY NOTES ON THIS CHARACTER:
CHARACTER: DARIUS COLE
"The
desert taught me everything. The apocalypse just made the test harder."
|
Name: |
Darius
Cole |
|
Role: |
Scout /
Tracker |
|
Age: |
18 |
|
Background: |
Grew up in
the Tohono O'odham Nation's emergency camp system. Learned desert survival,
navigation by stars, and how to read the land from elders who refused to
flee. |
|
Special
Ability: |
GHOST STEP
— Darius can attempt to pass through Danger Zones without triggering
encounters. Roll a coin: heads = success, tails = still encountered, but with
warning. |
|
Key
Skills: |
Tracking,
stealth, long-distance running, sign language, water sourcing |
|
Weakness: |
Distrusts
groups and technology. Will occasionally act alone, which can create
problems. |
|
Starting
Gear: |
Compound
bow (12 arrows), hand-drawn maps, emergency jerky, signal mirror. |
MY NOTES ON THIS CHARACTER:
CHARACTER: ZARA OKONKWO
"Given
enough time and scrap metal, I can solve anything. We just never have enough
time."
|
Name: |
Zara
Okonkwo |
|
Role: |
Engineer /
Mechanic |
|
Age: |
17 |
|
Background: |
Her father
ran a salvage operation in South Tucson. Zara can fix almost anything with
duct tape, wire, and stubbornness. She rebuilt a working radio at age
fourteen. |
|
Special
Ability: |
JURY RIG —
Zara can repair one broken piece of equipment or vehicle per region,
potentially opening travel options unavailable to other characters. |
|
Key
Skills: |
Mechanical
repair, electrical systems, vehicle operation, bartering |
|
Weakness: |
Overconfident.
Sometimes her plans work brilliantly. Sometimes catastrophically. |
|
Starting
Gear: |
Multi-tool,
electrical wire (15 ft), salvaged solar charger, cracked tablet with
technical manuals. |
MY NOTES ON THIS CHARACTER:
CHARACTER: ELI VARGAS
"People
don't shoot you if they think you can answer their questions."
|
Name: |
Eli Vargas |
|
Role: |
Negotiator
/ Historian |
|
Age: |
16 |
|
Background: |
Son of a
librarian, Eli memorized maps, survival guides, and pre-Collapse history
before he was twelve. He survived by being the person every group realized
they needed. |
|
Special
Ability: |
CULTURAL
MEMORY — Eli knows the histories of communities you encounter. Once per
region, he can prevent a hostile encounter by demonstrating knowledge of
their group's past. |
|
Key
Skills: |
History,
negotiation, reading people, cartography, multiple languages |
|
Weakness: |
Physically
the weakest of the four. Gets sick more easily. Cannot run far or fight well. |
|
Starting
Gear: |
Waterproof
journal (full of notes), two trade-grade antibiotics, compass, forged travel
papers. |
MY NOTES ON THIS CHARACTER:
THE ROAD AHEAD
Your journey moves through five
major regions. Each has its own dangers, its own people, and its own critical
decisions.
|
REGION |
ROUTE |
PRIMARY
THREAT |
SECTIONS |
|
1 |
Tucson →
Phoenix (I-10) |
Chemical
Drift Zones, Dust Gangs |
1–12 |
|
2 |
Phoenix →
Las Vegas (US-93) |
The
Scorch Desert, The Burners cult |
13–26 |
|
3 |
Las Vegas
→ Reno (US-95) |
Radiation
Zones, Mutant Fauna |
27–40 |
|
4 |
Reno → San
Francisco (I-80) |
The
Cannibal Kingdoms, Coastal Fog Toxins |
41–58 |
|
5 |
SF →
Victoria, BC (US-101 / Coast) |
The
Final Crossing, Pacific Storms |
59–70 |
|
THINK
ABOUT IT |
Before
you begin: Study the map above. Which region do you think will be most
dangerous for YOUR character? Write your prediction on the back cover. |
SECTION 1
THE MORNING EVERYTHING CHANGED
The air tastes like rust and
ammonia.
You wake before dawn in the
basement of the Tucson Central Library, your sleeping bag still damp from last
night's acid rain. Through the cracked ceiling, pale yellow light filters down
— not sunlight. Sunlight hasn't been yellow since the Hot Rain. This is the
color of a sky that wants to hurt you.
Today is the day.
You've been planning this for
eight months. After Grandmother Petra died, after the water reclamation center
finally shut down, after the last radio broadcast from the northern settlement
confirmed it: Victoria is real. A city. With doctors and schools and food that
doesn't give you tremors.
You have three hours before the
midday heat makes travel impossible. Your pack is ready. Your route is
memorized.
But when you step outside, you
find something you did not plan for.
At the library steps, hunched over
a burning trash can, are two people. An elderly man with a rag over his face
and a girl about nine years old, clutching a stuffed coyote with button eyes.
The man looks up.
"Going north?" he
rasps. "We see your pack. We know the signs. We been watching."
The girl doesn't say anything. Her
eyes are the eyes of someone who has already seen too much.
"There's a road crew on
I-10," the man says. "The Dustmen. They're collecting travelers
today. Taking tolls in — " he coughs, long and wet. "In things that
people need."
He means people. He means the
Dustmen take travelers as labor. Or worse.
You have three choices in the next
sixty seconds.
|
THINK
FIRST |
Before
choosing: What does your character value most — speed, safety, or compassion?
How does that change your options? |
[ A ] Invite them to travel with you. Two more people slow you
down, but the girl deserves a chance. → Go to Section 2
[ B ] Give them your map of the alternate route around I-10.
You don't need it — you memorized it. They can't follow you anyway. → Go to Section 3
[ C ] Tell them you're sorry and move. Every minute you spend
here is a minute the Dustmen get closer.
→ Go to Section 4
[ D ] Ask them more about the Dustmen. Information is survival.
But talking costs time. → Go to Section 5
SECTION 2
THREE IS A GROUP. GROUPS GET NOTICED.
The old man's name is Luther. The
girl is Camila, his granddaughter. Luther says he has asthma — pre-Collapse
asthma, the kind that was manageable with an inhaler before inhalers cost more
than houses. Now he manages with slow breathing and stubbornness.
Camila says nothing. She holds the
coyote.
You take the back alleys heading
northwest, away from the I-10 corridor. The plan is to reach the Rillito River
wash and follow it to the Marana Interchange, bypassing the Dustmen entirely.
It adds six miles. Luther moves slowly.
By hour two, the sun is fully up
and the heat is a physical weight on your shoulders. Luther stops and leans
against a crumbling wall. His breathing is labored.
"I'm slowing you down,"
he says. He says it matter-of-factly, like it's a math problem. "Camila
can keep up with you. She's fast."
He is telling you to leave him.
Camila finally speaks. Her voice
is small and precise.
"He does this when it's
hot," she says. "He needs water and fifteen minutes. He'll be
okay."
You check your supplies. You have
enough water — but sharing means you'll need to find more before Phoenix. And
you can already see a dark smear on the horizon. Toxic weather system. Maybe
two hours out.
|
HEALTH
CHECK |
No
Health change yet. But you spent 1 SUPPLY sharing water with Luther. Update
your tracker. |
[ A ] Give Luther the water and wait the fifteen minutes. You
can outrun the weather if you push. → Go to Section 6
[ B ] Give Luther the water but explain that you have to move
now. He has to keep up or stay behind. → Go to Section 7
[ C ] Ask Camila if she knows anywhere nearby to shelter. She's
lived here. She might know something you don't.
→ Go to Section 8
[ D ] Make the decision Luther won't: tell him you'll come back
for him after you reach Marana. Leave the rest of your water. Take Camila. → Go to Section 9
SECTION 3
YOU GIVE WHAT YOU CAN
You pull the laminated map from
your pack — the one with the safe route marked in red pen, the water sources
circled in blue, the known Dustmen patrol areas crossed out in black.
Luther stares at it for a long
moment. His eyes are wet when he looks up.
"This is — this is months of
work. You've been watching them for months."
"It won't do me any
good," you say. "I've got it memorized."
Camila, still silent, takes the
map from her grandfather. She folds it carefully along its original creases and
tucks it inside the stuffed coyote. Luther doesn't ask her why. He seems to
understand that this is how she keeps things safe.
You leave them at the library
steps and head northwest alone.
For an hour, everything is fine.
The alternate route takes you through the Menlo Park neighborhood, past
collapsed houses and one rusted shopping cart that somehow still has a single
wheel that spins. You almost laugh.
Then you hear the engines.
Two motorcycles, cutting through
the alleys. Dustmen — you can tell by the gray filter masks and the
spray-painted D on their forearms. They haven't seen you yet. You're in the
open, thirty yards from the nearest cover.
|
THINK
FIRST |
What
does your character know or have that could help here? Think about your
special skill before you choose. |
[ A ] Drop flat behind the wreckage of a solar bus and wait.
They may pass. → Go to Section 10
[ B ] Run for the nearest building. It's risky. You might catch
their eye — but the interior could have multiple exits. → Go to Section 11
[ C ] Stand your ground and act like you belong. Dustmen take
people who look scared. Confidence is camouflage. → Go to Section 12
[ D ] Double back toward Luther and Camila. Two Dustmen won't
bother with what looks like a sick old man and a kid. → Go to Section 6
SECTION 4
EVERY CHOICE HAS A WEIGHT
You tell them you're sorry. You
say it once, clearly, so they know you mean it.
Luther nods. He doesn't blame you.
Camila stares.
You've moved forty yards when you
hear her voice — that small, precise voice — calling after you.
"There's a tunnel,"
she says. "Under Speedway Boulevard. The Dustmen don't know about it. We
found it before everything got bad."
You stop. The sun is fully up now.
She gives you the tunnel entrance
location, described in the particular detailed way that children describe
things they've memorized because their lives depended on it. Behind the
collapsed Circle K. Move the shopping cart. Pull up the manhole. Forty feet to
daylight on the other side.
The Dustmen are three streets
north. You can hear the motorcycles.
The tunnel is real. You know it
is. This girl has no reason to lie.
But using the tunnel means going
back toward them.
|
MORAL
WEIGHT |
Note
in your Decision Tracker: How did leaving them feel? Was it the right call?
Would your character regret this? These feelings are data — they tell you who
your character is. |
[ A ] Use the tunnel. Go back, get them, use it together. You
can still reach Marana. → Go to Section 10
[ B ] Use the tunnel alone. It's the smart play. You'll move
faster without them. → Go to Section 11
[ C ] Thank her, but stick to your original plan. You don't
know if the tunnel is safe. → Go to Section 12
SECTION 5
KNOWLEDGE IS CURRENCY
You ask about the Dustmen and
Luther talks for eight minutes without stopping.
The Dustmen are not what most
people think. They're not mindless. They're organized — led by a woman who
calls herself Cinder, a former logistics coordinator who turned the collapse of
civilization into a logistics problem and solved it for herself.
Cinder runs three routes: I-10
west, I-10 east, and downtown. Each route has a captain. She taxes travelers in
supplies, but she also trades. People forget that part.
"She's looking for
someone," Luther says. "Someone with medical skills. Her camp has
plague sick. She's taking anyone who looks like they know medicine. She's not
killing them — she's — " he searches for the word. "Recruiting."
This is important. This changes
things.
Luther also knows about a water
cache under a specific overpass on the 77 connector. He draws it on your arm in
ballpoint. It'll wash off in rain, so you'd better find it before the next
storm.
You spend twelve minutes talking.
When you stand to leave, the old man holds out his hand.
"You're one of the careful
ones," he says. "Good. Be careful all the way to the end."
Camila watches you go. This time
she doesn't call out. She just watches, with those too-old eyes.
|
BONUS
GAINED |
You
learn: (1) Cinder is collecting medical personnel. (2) Water cache location
on the 77 connector — gain 1 SUPPLY. (3) Dustmen are organized, not just
violent. This affects Sections 10, 11, and 12. |
You head northwest alone, faster
for the knowledge.
Continue to Section 10 to
encounter the Dustmen checkpoint.
[ → ] Continue alone toward the I-10 bypass. → Go to Section 10
SECTION 6
THE CITY BREATHES POISON
You wait.
Whether you waited with Luther and
Camila or dropped flat behind the solar bus wreckage, the next fifteen minutes
are the same: the sound of motorcycle engines cruising the parallel street,
getting louder, then fading. The Dustmen pass without finding you.
The toxic weather system hits an
hour later.
It's not a full Drift Zone — just
edge contamination. A yellow haze that burns your eyes and puts a metallic
taste in the back of your throat. You cover your face with your filtration
cloth and keep moving. You reach the Marana Interchange by early afternoon,
then find shelter in a concrete maintenance building under the overpass.
Inside, someone has scratched a
message into the wall: WATER NORTH 200 PACES RILLITO BANK ROCKS MARK X
You find the cache. Three full
bottles, sealed tight. You fill your canteen and take one bottle.
You lose two hours to the weather.
The sky clears by late afternoon and you push on.
By nightfall, you're at the edge
of what used to be Tempe, looking at the beginning of what travelers call the
Phoenix Spine — the only safe passage through the collapsed city core.
|
SUPPLIES |
Gain 2
SUPPLIES from the water cache. Lose 0 HEALTH if you kept your filtration
cloth on during the Drift. If you didn't, lose 1 HEALTH. |
You are now at the border of
Region 2.
[ → ] Enter the Phoenix Spine at dawn. Continue to Section
13. → Go to Section 13
SECTION 7
THEY KEEP UP — BARELY
Luther tries. You have to give him
that. He moves on sheer will, the way old people sometimes do — not because the
body cooperates but because something behind the eyes refuses to stop.
Camila holds his hand. She walks
at his pace without complaint.
You reach Marana ahead of the
toxic storm system, but barely. You shelter in a defunct auto parts store while
lightning — genuine white lightning, not the purple toxin-charged kind — cracks
the sky overhead. Real rain, for once. Clean enough that you set out every
container you have.
During the wait, Camila finally
talks.
She tells you she knows the names
of seventeen safe houses between Tucson and Phoenix. She heard travelers
talking, memorized the landmarks. She recites them in a flat voice, the way
children recite multiplication tables.
You write as fast as you can.
"You were planning to come
too," you realize out loud.
"I've been planning it for
two years," she says. "Grandpa wouldn't go without someone to
lead."
She looks at you. She chose you.
|
TRUST
+1 |
Camila's
information gives you access to safe houses through Region 2. Gain 1 TRUST.
Gain 1 SUPPLY from the rain collection. Luther is slowing you, but the
network of knowledge is worth it so far. |
[ → ] Cross into the Phoenix corridor at dawn. Continue to
Section 13. → Go to Section 13
SECTION 13
REGION 2: THE SCORCH
The Phoenix Metro died in the
second year after the Cascade Collapse.
When the chemical plants along the
Gila River failed, the winds carried the contamination east into the city
basin. Six million people tried to leave in seventy-two hours. The highways
became parking lots. The parking lots became graveyards. Most people don't call
it Phoenix anymore. They call it the Bone Garden.
You enter from the south, moving
through what was once Chandler Boulevard, now cracked into a tilting ridge of
asphalt you have to climb on hands and knees. The buildings downtown have a
reddish chemical corrosion on their lower floors — the Scorch Line. Anything
below ten feet is lethally contaminated.
The Phoenix Spine is a route that
stays above the Scorch Line: fire escapes, walkways, the tops of buses. There's
even a stretch across what remains of the light rail track, forty feet above
the ground.
You're halfway across the light
rail bridge when you see the camp.
Below, in the ruins of a parking
garage, there are fires. And people. A dozen at least, maybe more, living below
the Scorch Line in some way that should be impossible. They wear hazmat suits —
patched, repaired, cobbled together from different makes — but suits.
One of them looks up. They see
you.
They wave. An actual wave. Not a
threat.
A sign is held up, hand-lettered:
THE ENGINEERS. TRADE? COME DOWN?
|
CRITICAL
CHOICE |
You're
above the Scorch Line. Going down means risking contamination exposure. But
these people have suits, resources, and knowledge. Who are they — and can you
trust them? |
[ A ] Wave back but keep moving. You can't risk the
contamination. → Go to Section 14
[ B ] Signal that you'll come down. If they've survived here,
they know something vital. → Go to Section 15
[ C ] Call down to them from the bridge. Ask what they're
offering. No commitment yet. → Go to Section 16
[ D ] Watch them for five minutes before deciding. Observe
before you act. → Go to Section 17
SECTION 14
THE COST OF CAUTION
You wave back and keep moving. The
Engineers watch you go.
You cross the light rail bridge
without incident and find the north descent — a series of emergency ladders
welded to the side of a parking structure that takes you to the I-17 corridor,
well above the contamination.
You move fast. By midafternoon,
you're clear of the Bone Garden and looking north toward the open highway that
becomes US-93, your route toward Nevada.
Then you hit the Roadblock.
Three old school buses have been
dragged across all four lanes of US-93. Behind the buses, maybe twenty people
in salvage-plate armor. And painted on the lead bus, in chemical-yellow paint:
THE BURNERS.
TOLL AHEAD.
The Burners are a cult — you've
heard of them. They believe that fire purifies contamination, that the
apocalypse was a gift. They burn everything that might carry plague or toxins.
Sometimes they burn travelers who won't pay the toll.
A Burner steps forward — young,
maybe twenty, face paint like ash. She carries a flamethrower made from a
propane tank and copper tubing.
"What do you have to trade
for the road?" she asks.
|
THINK
FIRST |
What
does your character uniquely bring to this negotiation? Your answer depends
on who you chose to be. |
[ A ] Offer supplies. Pay the toll and move on. → Go to Section 18
[ B ] Refuse to pay. Stand your ground. See if they actually
enforce it. → Go to Section 19
[ C ] Tell them you carry the Gray Plague. Watch what
happens. → Go to Section 20
[ D ] Ask to speak with their leader. Refuse to negotiate with
anyone who isn't in charge. → Go to Section 21
SECTION 15
WHAT SURVIVES IN THE DARK
You go down.
The Engineers meet you at the
bottom with a spare patched suit — not a great one, but better than nothing.
Their leader is a woman named Oksana, late thirties, chemical burn scars along
her left arm, voice like she's smoked gravel.
"How long do you need to get
through the Bone Garden?" she asks.
"Six hours. Maybe
seven," you say.
She nods. "We can loan you a
suit. Full Scorch Line access. In exchange, we need a courier run."
The Engineers need a data drive
delivered to a settlement called the Raven Post, forty miles north. They've
been trying to get it through for three months. The data: chemical analysis of
a water treatment method that could de-contaminate groundwater.
"If this works," Oksana
says, "people could drink from the wells again. Not here — the damage here
is too deep. But north. Nevada. Maybe Oregon."
The data drive is small. A thumb
drive in a lead-lined case.
|
HIGH
STAKES |
This
is a pivot point. Carrying the drive means extra risk but potentially saves
thousands of lives. It also gives you allies. This is the kind of choice that
defines who your character is. Write your reasoning in the Decision Tracker. |
[ A ] Take the drive. Deliver it to Raven Post on your way
north. → Go to Section 22
[ B ] Decline politely. You can't take on someone else's
mission. You have your own. → Go to Section 23
[ C ] Ask Oksana to explain the full contents of the drive and
what Raven Post is before you decide. → Go to Section 24
SECTION 27
REGION 3: WHAT VEGAS BECAME
Las Vegas didn't die the way other
cities did.
After the power grid failed and
the casinos went dark and the water stopped flowing from Lake Mead — which had
been drying since before the Collapse — Las Vegas got weird. The people who
stayed didn't mourn. They adapted.
The Strip is now called the Glow
because of the bioluminescent algae that colonized the flood runoff channels.
At night, the downtown core pulses soft blue-green. It would be beautiful if
you didn't know the algae was mildly toxic on skin contact.
The city is run by a council
called the Compact. They've established three rules that every traveler must
follow: (1) No open fires. (2) No taking water from the algae channels. (3) Pay
the gate tax.
The gate tax is negotiable. Almost
everything in Vegas is negotiable.
You arrive at the southern gate —
reinforced shipping containers welded into a wall — at dusk. A guard in a
leather duster examines you through a slot.
"Business or passage?"
Business means you want to trade.
Passage means you want through and out.
If you choose passage, you'll be
escorted through without stopping. Safe but slow — escorts are never fast. If
you choose business, you have an hour in the market, unsupervised.
But you have three hours before
curfew locks the north gate.
|
TIME
PRESSURE |
You
have approximately 3 hours. The escort takes 2.5 hours. The market will take
at least 1 hour if you stop to trade. The north gate locks at curfew. Math
matters here. |
[ A ] Passage. Get through safe and fast. → Go to Section 28
[ B ] Business. The market might have critical supplies for the
road ahead. → Go to Section 29
[ C ] Tell the guard you have a medical emergency. Different
set of rules apply. → Go to Section 30
SECTION 41
REGION 4: THE CANNIBAL KINGDOMS
Nobody named them that. The name
grew on its own, whispered on the road from traveler to traveler.
The truth — as best you can piece
it together from what people say — is that there are three separate groups that
practice cannibalism along the California coast route. They didn't start that
way. All three began as legitimate survivor communities. But isolated
communities under enough stress make terrible decisions, and these three made
the same terrible decision.
What's left of the scientific
community calls it 'acute resource psychosis combined with cultural drift.'
Most people call it evil. You've never been sure those are different things.
The three groups are:
THE FAMILY — Occupies the San
Jose corridor. Presents as a friendly trading post. Invites travelers in. You
don't want to know the rest.
THE CLERGY — Operates between
Salinas and Monterey. Religious framing. They call what they do 'communion.'
They call travelers 'the offering.'
THE QUIET — The most dangerous.
They don't announce themselves. They follow. They wait. They don't care where
you sleep.
You are at the edge of this region
with a choice that travelers have argued about for two years.
|
THE
BIG QUESTION |
There
are three possible routes through Region 4. Each has a different risk profile
based on your character's skills. Study them carefully. What you know — and
who you are — changes what's possible. |
[ A ] The Inland Route (I-5 / Highway 99): Longer, drier,
avoids the coast groups but passes through Drift Zone patches and what
travelers call the Dead Orchards. → Go to Section 42
[ B ] The Coastal Route (US-101): Faster, but directly through
Family and Clergy territory. High risk, high information density — travelers
who survive learn a lot. → Go to Section 43
[ C ] The Ridge Route: An unmarked path along the coastal
mountains used by pre-Collapse hikers. Almost no travelers know it. Physically
brutal. No encounters if you can navigate it.
→ Go to Section
44
[ D ] Wait at the edge settlement and try to find a guide who
knows the region personally. → Go to Section 45
SECTION 59
REGION 5: THE LAST MILES
San Francisco exists.
You weren't sure it would. After
everything you've seen — the Bone Garden, the Burners, the Glow of Vegas, the
terrible mathematics of the Cannibal Kingdoms — part of you stopped believing
that cities could still stand.
But San Francisco stands, after a
fashion.
The Bay is strange now — the sea
level rise combined with the tide surge from the coastal earthquake chain has
pushed water deep into SoMa and the Mission. People call it Little Venice, and
they mean it as a compliment. There are boats. There are markets on piers.
There is noise and light and the smell of something cooking that might actually
be food.
The Golden Gate is half standing.
The southern tower fell six years ago. The northern tower remains, and from it,
every day at noon and sunset, someone plays a trumpet. Nobody knows who. Nobody
goes up to check. They just listen.
You have two days before the
scheduled ferry convoy. Once a month, a convoy of fishing vessels and salvage
ships makes the run from San Francisco Bay north along the coast, past the
Sonoma coast and Mendocino, up through the redwood corridor, through the
Columbia River mouth — all the way to Victoria Harbor.
It's the safest way. But there's a
waiting list.
At the Harbor Authority, a woman
named Prescott reviews your papers, your supplies, your condition.
"Priority goes to medical
personnel, engineers, and children," she says. "After that, it's what
you contribute."
She looks at you over her glasses.
'What do you contribute?'
|
WHO
ARE YOU NOW? |
Think
about everything your character has done, learned, and become on this
journey. What have you contributed? What can you offer Victoria that it
needs? This is your final argument for yourself. Write it out in the margin
before you choose. |
[ A ] Make your case based on skills and experience. What your
character does best. → Go to Section 60
[ B ] Offer to work passage — contribute to the convoy's safety
and operations. → Go to Section 61
[ C ] Show them the data drive from the Engineers, or the
letters of introduction, or whatever connections you've built. Let the journey
speak. → Go to Section 62
[ D ] Ask Prescott directly: what does Victoria need most right
now? Then answer that question. → Go to Section 63
SECTION 70
VICTORIA
The harbor comes at dawn.
You've been on the water for four
days. You've been sick twice — the Pacific swells are nothing like the dry-land
nausea you're used to. You've eaten rationed sea biscuits and salt fish and
been grateful for both. You've talked to the other passengers: a dentist from
Fresno, twin boys who don't speak but communicate in hand gestures, an old
woman who insists she's one hundred and three and cannot be proven wrong.
And then the coast appears.
It is green.
Not the yellow-green of toxic
bloom, not the blue-green of the algae in Vegas. Green the way the word means
when you say it to a child: trees. Real trees, thick and dark with life,
covering hills that roll down toward blue water. The Olympic Mountains behind
them, white-capped, solid as a promise.
Victoria Harbor is a working
harbor. There are cranes. There are docks with actual workers on them. There is
a building with a hand-painted sign: INTAKE & REGISTRATION — WELCOME.
You stand at the rail of the boat
as it pulls in, and you feel something unfamiliar pressing behind your ribs.
It takes you a moment to identify
it.
Safety.
You made it.
YOU SURVIVED. WHAT HAPPENS NEXT?
Victoria is not paradise. The
story doesn't end here. There are rations and assignments and hard community
work ahead. There is grief for the things and people you couldn't bring with
you. There is the long work of rebuilding.
But you are here. That is not
nothing.
That is, in fact, everything.
FINAL REFLECTION — Answer in
your journal or on the back cover:
1.
What was the hardest choice you made on this journey? Why?
2.
Which moment would you change if you could?
3.
What did this character teach you about yourself?
4.
What does it mean to survive — and is surviving always the right goal?
DECISION TRACKER
Record every
major choice you make on your journey. Write your reasoning — not just what you
chose, but WHY. Critical thinking means understanding your own logic.
|
Section # |
Choice
Made |
Why?
(Your Reasoning) |
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RESOURCE TRACKER
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HEALTH
(Start: 10) |
SUPPLIES
(Start: 5) |
TRUST
(Start: 3) |
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TEACHER & STUDENT DISCUSSION
GUIDE
CRITICAL THINKING CONNECTIONS
WASTELAND EXODUS is designed to
teach specific critical thinking and problem-solving skills through narrative
immersion. Below are the key skill areas addressed and discussion questions for
each.
1. ETHICAL DECISION MAKING
Many choices in this game have no
clear right answer. They require weighing competing moral values.
Discuss: Was there ever a moment
where the 'right' choice and the 'smart' choice were different? What did you
do?
Discuss: The old man Luther offers
you information but will slow you down. What ethical framework did you use to
decide?
2. RISK ASSESSMENT
Every route, every encounter,
every choice involves calculating risk against potential reward.
Discuss: How did you assess risk
differently when YOUR character had high Health vs. low Health?
Discuss: When did you take a risk
that didn't pay off? What information would have changed your decision?
3. RESOURCE MANAGEMENT
Supplies, Health, and Trust are
finite. How you spend them reflects your priorities.
Discuss: Did you ever run out of a
resource? What cascading effects did that have?
Discuss: Which resource was
hardest to rebuild? What does that tell you about the world of the story?
4. CHARACTER AND IDENTITY
Your character's skills and
background shaped what options were available to you.
Discuss: Did you ever make a
choice that felt 'wrong' for your character? Why did you make it?
Discuss: Compare your choices with
someone who played a different character. Where did your paths diverge most?
5. SYSTEMS THINKING
The world of WASTELAND EXODUS is a
system — the cannibal groups, the Dustmen, the Compact, the Engineers are all
connected.
Discuss: How did your choice in
Section 15 (the Engineers' data drive) affect or potentially affect the larger
world?
Discuss: What systems in the story
most resemble real-world systems? What can we learn from how they work?
WRITING EXTENSION PROMPTS
1. Write a journal entry from your
character the night before they arrive in Victoria.
2. Rewrite a scene where you made
a choice that led to a bad outcome — but this time, make a different choice.
How does the story change?
3. Create a new character —
someone who would have a completely different experience of this journey. Who
are they? What's their background? What do they struggle with most?
4. The world of WASTELAND EXODUS
was caused by human decisions. What decisions? Write a one-page history of how
the Collapse happened.
5. You arrive in Victoria. Write
the intake interview — the official questions they ask you, and your
character's answers.
WASTELAND EXODUS — A Post-Apocalyptic
Critical Thinking Narrative
Designed for classroom use | Grades 8-12
| Single-player, thought-experiment format
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