Chereads / Infinite Death Games Apocalypse: The Rise of Villains / Chapter 52 - The newly established Paranormal Intelligence Agency will spearhead efforts to tackle these intricate cases.

Chapter 52 - The newly established Paranormal Intelligence Agency will spearhead efforts to tackle these intricate cases.

Chapter 52 - Stage 1 (Survivor) - 2

Stage 1 Rules

1. Stage 1 consists of three matches. Upon completion, you can earn credits to purchase essential items for the subsequent trial.

2. You have one hour to prepare. You may purchase items from the credit shop and bring them to the stage.

 2.1. One survivor may bring as many items as they can carry.

 2.2. Items brought into the stage cannot be refunded if lost during the match.

 2.3. Basic necessities such as food, water, shelter, and toiletries will not be provided. You are responsible for your personal affairs.

3. Upon completing a stage, you have the option to rest for 24 hours or proceed directly to the next stage.

4. The first stage is an escape game. Your primary objective is to escape the stage within the time limit. Failure to escape within the time limit will result in death.

5. There are three ways to clear the stage: by escaping through hidden passages, by defeating the guardian and the hunter, or by completing the quota.

 5.1. By escaping through the hidden passages, the survivors who escape will proceed to the next stage.

 5.2. If the stage's guardian and hunter are defeated, all dead survivors will be resurrected, and the group will proceed to the next stage together with the survivors.

 5.3. By fulfilling the quota (200 Points) and escaping through it, the survivor who achieves this first will proceed to the next stage. The default escape passages will be permanently sealed afterward.

6. Runes are scattered across the map. You may consume, collect, or offer them at the hidden Altar of Sacrifice within the stage to gain personal points.

7. Ranks are evaluated based on how you pass the first trial.

 7.1. By escaping normally, you earn grades depending on the number of living survivors. Those who escape using this method receive the same rank.

 - 1 Survivor = C Rank

 - 2 Survivors = B Rank

 - 3 Survivors = A Rank

 - 4 Survivors = S Rank

7.2. By defeating the elite guardian and the hunter, participants in the fight automatically earn an S Rank and hidden bonuses based on their contributions.

 - First Rank Contributor = 10 rare 2nd-grade runes, one super rare 2nd-grade rune, one epic 2nd-grade rune, one elemental aptitude rune, and all ownerless runes on the map.

 - Second Rank Contributor = 6 rare 2nd-grade runes, one super rare 2nd-grade rune, and one epic 2nd-grade rune.

 - Third Rank Contributor = 4 rare 2nd-grade runes, one super rare 2nd-grade rune, and one epic 2nd-grade rune.

 - Fourth Rank Contributor = 2 rare 2nd-grade runes, one super rare 2nd-grade rune, and one epic 2nd-grade rune.

7.2.1. When the elite guardian is defeated, the one delivering the final blow may choose one of the following rewards:

 - Steal 100% of the defeated elite guardian's status attributes. The guardian will be permanently executed, and the sealed hunter will be immediately released, receiving additional blessings that increase their status attributes by 100%.

 - Steal 50% of the defeated elite guardian's status attributes. The hunter's attributes will be increased by 50% until the end of the match.

 - Steal 50% of a random status attribute from the defeated elite guardian. No buff is given to the sealed hunter.

 - Take nothing. The hunter will receive a penalty, decreasing all attributes by 50% for the entire match.

7.2.2. When the hunter is defeated, the one delivering the final blow may choose one of the following rewards:

 - Steal all permanent attributes of the defeated hunter and kill them. The next stage's hunter will be of a higher rank, and the hunter will receive additional blessings, increasing their status attributes by 100% until the end of the match. The hunter will be released at the beginning by default.

 - Steal 50% of the permanent attributes of the defeated hunter. The next stage's hunter will be of a higher rank. The hunter will be released at the 15:00 minute mark by default, with their attributes increased by 50% until the end of the match.

 - Steal 50% of a random status attribute from the defeated hunter. In the next match, you will face the same hunter and another hunter from the same rank. 

 - Do not take anything. You will encounter the same hunter in the next stage. Should you defeat this hunter a second time, you will automatically steal half of their status attributes before confronting them for the third time. Upon defeating them once more, you will absorb all status attributes from their elite guardian, along with the hunter's stats. Subsequently, the hunter and their legion will face execution, and all items belonging to the hunter will be transferred to your stash box.

7.3. Those who escape by fulfilling the quota automatically earn an S Rank.

7.4. Each rank offers different rewards:

 - S Rank Rewards: Two 3rd-grade skill tickets, two 3rd-grade weapon tickets, and ten 3rd-grade rune stones.

 - A Rank Rewards: One 3rd-grade skill ticket, one 3rd-grade weapon ticket, and five 3rd-grade rune stones.

 - B Rank Rewards: Three 3rd-grade rune stones.

 - C Rank Rewards: Two 1kg gold bars.

 - D Rank Rewards: 500 credits.

 - E Rank Rewards: One lesser healing potion.

 - F Rank Rewards: None.

8. The difficulty of this stage is set to Terror Mode. The following effects are enforced:

 - No initial supplies are provided.

 - The elite guardian spawns upon entering the stage.

 - Every five minutes, the hunter can summon additional guardians, ambush survivors, or place new traps.

 - During the final five minutes, the hunter will be released and pursues players until the stage ends.

 - Survivors have 30 minutes to either escape the stage or defeat the hunter. Failure means disqualification. 

9. All survivors have three lives. Those who die will be sent to the lobby, where they will be matched with other survivors from the same difficulty level or regroup with teammates from the previous round. Any survivor who depletes all three lives will be either executed or cursed into a monster. 

10. Each resurrection incurs a random penalty, with effects accumulating:

 - Penalties include debuffs, status reductions, and organ removal, which can only be lifted or cured upon completing all three stages.

 - Certain penalties may result in permanent death or monster transformation, leading to disqualification and eternal entrapment within the realm.

10.2. All items are lost upon death, except those stored in the storage chest. Skills, credits, and attributes are retained.

11. Items stored in your personal stash carry over to the next match, including equipped items. External objects outside player possession are deleted at the end of each stage.

12. If a player discovers and steals a secret rune within the map, the match will enter Phase 2, resulting in immediate effects:

 - Decrease the time limit by 10 minutes.

 - If the time limit before the reduction is less than 11 minutes, set the remaining time limit to one minute.

 - If the time limit before the reduction is more than 11 minutes, decrease the time limit by 10 minutes.

 - The hunter will enter the stage to hunt the survivors.

 - The hunters can always detect the survivors. Survivors with superior stealth-related runes may avoid detection.

 - If any survivor consumes the hidden rune of that stage, the hunter will prioritize killing that survivor first. Any survivor killed by the hunter in this manner will receive a severe penalty upon resurrection.

 - If no one consumes the hidden rune of that stage, the hunter will prioritize retrieving the rune. However, if any survivor voluntarily returns the rune to the hunter, they will earn the privilege of switching sides to become a hunter. Surrendered survivors may receive an additional penalty, depending on the hunter's judgment.

The rules are different from the tutorial stages, and they encourage selfish actions, such as escaping alone through fulfilling the altar's quota, consuming runes by themselves, or surrendering to the hunter. 

Vesper, Noah, and the Middle Eastern man's expressions change. They glance at each other, unable to entrust their backs to their colleagues. 

'It doesn't matter. I'll follow Alanna's strategy and kill the hunter. I just need to be wary of opportunists and hidden rules.'

According to Alanna, there are hidden rules that encourage survivors to kill each other. If Vesper kills a survivor, he will receive a token called "Combo." By killing two or more survivors, Vesper can permanently steal the latest victim's strongest attribute by a fixed amount, depending on the "Combo" level. The higher the combo, the more stats Vesper can steal.

However, Vesper can't abuse this in the early game due to severe penalties. While every survivor can gain easy status attributes by murdering each other, the hunters and monsters can also receive strong blessings. For every combo a survivor acquires, all monsters and the hunter receive a blessing, increasing their stats.

For example, two combos increase the hunter and all monsters' attributes by 20%. Three combos increase it by 30%, and so on.

In short, every rule favors the hunter's side. 

'Don't get complacent. Don't be greedy. I'm not a novel protagonist. I don't have plot armor,' Vesper reminds himself as he claps his hands and searches for his inventory box.

Looking at the billboard, Vesper notices a lone black chest nearby. He approaches and touches the box.

*DING*

This is Vesper's Elite Stash, containing all the items he prepared in the real world and all the gear he received as a hunter.

Glancing at the gear, Vesper hesitates about bringing out the hunter's clothes and scythe, considering their superior appearance to the prepared clothes. Ultimately, he shakes his head, deciding against it to avoid complications.

'I should keep my status as a hunter secret. I'll act like I know nothing.'

Making his decision, Vesper pulls out a military uniform, a tactical jacket, boots, and gloves. For a weapon, Vesper secretly takes his favorite 4th-grade wane and hides it in his jacket. 

Once again, there are more nasty hidden rules. While the billboard stated that Vesper could bring any items to the match, it didn't mention that he could use them. According to Alanna's testimony, all items except those concealed within a jacket or clothes will be confiscated or given to the hunter upon entry. This twist may tip the balance against the survivor team if he isn't careful. 

Meanwhile, Noah and the mysterious man attend to their own preparations. They, too, ready themselves for the upcoming situation.

Noah chooses casual clothes, jeans, and leather boots. He equips himself with a hatchet reminiscent of the old ghost's in the tutorial stage. 

The other man dons thick hiking clothes. He retrieves a backpack and a long iron spear and puts on peculiar black glasses.

Vesper frowns. He wants to tell them the secret, but he has to keep his mouth shut for the time being. They will learn the truth the hard way. 

Before Vesper can inspect their character status, the billboard updates its information.

Vesper bitterly smiles, recalling how he almost died three times in the tutorial - the first time by getting his neck snapped, and the second time by blood loss. Judging from the rules and the complications, the odds are against him. Vesper can only hope that the hunter won't be a high-ranker or a black-cloaked grim reaper.

The billboard continues explaining the process.

The three men gaze at the fountain as three glowing magic circles emit red light from the ground, tempting everyone to stand on them.

Meanwhile, the statue of the faceless old man tilts its head and fixes its gaze on Vesper for some reason, seeming eager to start the game.

Vesper looks back at the statue and sighs deeply. To an observer, the match hasn't yet begun. However, for Vesper, the death game has already begun.

Adhering to the preparation, Vesper summons his system menu.