DayZ wiki
Misfitz field wiki
A growing DayZ book in the boys’ voice — Levi-prepared, Kane-calm. Not official. Tick the 1–99 when you want a list. Read here when you want the why.
Start
Coast spawn
You wake up wet, empty, and loud if you sprint. Stop. Look. Drink. Then move.
Survive
Water and wells
Wells and pumps are free. Ponds are a delayed death unless you can boil or tablet.
Survive
Food and cooking
Cans need a tool. Meat needs fire. Fruit is free. Hoarding ten steaks is how you die slow.
Survive
Temperature
Cold is a hospital you don't have. Dry clothes and a fire beat a pretty plate carrier.
Medical
Medical kit
Rags stop blood. Disinfect when you can. Say your health out loud.
Contact
Infected
Melee first. Don't farm agro for fun. A wall of infected means a player was here.
Contact
Player contact
Sound first. One holds, one moves. Not every contact is a highlight.
Crew
Duo play
Split roles. Keep a meet. Extract the vibe if the hour is going bad.
Start
Loot, first hour
Slots, a blade, a common caliber. Souvenirs wait.
Start
Maps, overview
A compass and one inland route home beat a panic spin.
Survive
Night
Move slower. Light is a signature. NVG and flashlights are loud in different ways.
Contact
Wildlife
Howls are a group problem. Bears are a mistake you already made. Chickens are food if you can cook.
Gear
Military loot
Airfields and camps are loud, watched, and worth it only when you can leave.
Gear
Guns and ammo
A common caliber you can restock beats a rare empty legend.
Gear
Bases
Walls buy time and a second life. They don't stop people.
Start
Chernarus coast
Learn a stretch of coast instead of racing five names you can't find again.
Start
Livonia
Tighter forests, different names, same rules: drink, bag, don't ego the first town.
Medical
Hospitals
Grab what you came for. Don't nest. Everyone else had the same idea.
Gear
Vehicles
A car is a plan until it isn't. Fuel, parts, and the noise you just made.
Survive
Logging out
Fed, dry, hidden. Logging in the open is a vulnerability.
Survive
Weather
Wet clothes, loud roofs, and a fire you shouldn't stay at.
Medical
Illness
Track temperature, food, and water when sick. Don't wait to see how it goes.
Contact
Stairs and corners
Clear slow. Don't both peek. Stairwells are rude on purpose.
Gear
Stashes
Inland backup beats dying with everything on you.
Crew
Freshie etiquette
Help once in a while. Or don't. Calm fun either way — just don't farm the helpless for a clip.
Crew
Comms
Clock, color, and health. Silent reloads make your duo push alone.
Gear
Airfields
Hangars and runways are malls with worse cover. Go late or go together.
Survive
Fire
Cook and dry, then move. A camp that stays is a gift.
Gear
Bags and weight
A bag you can fill later beats a tiny one stuffed with souvenirs.
Gear
Police stations
Guns and ammo, also other shoppers. Shop fast or don't.
Contact
Melee
One tool you trust. Don't knife a KA because it would be funny.
Gear
Repair
Fix it before the hike. Ruined gear is a slow death you already agreed to.
Gear
Night vision
Use them. Don't live in them. Batteries and the hum are part of the kit.
Survive
Hunting
A dead chicken you can't process is just noise. Wolves are not dinner first.
Start
Railroads
Tracks beat a pretty forest when you don't know north.
Contact
Looking around
Peek corners. Don't peek the same window twice. Sound still wins.
Gear
Industrial
Sheds and factories feed vehicles and repair. They also feed campers.
Gear
Tents
Hidden, inland, not on stream. A tent is a second life if you can find it again.
Crew
Servers
Official, community, low pop, high pop. The rules change. The thirst doesn't.
Contact
Explosives
Grenades and land mines write a story. Use them, don't live in them.
Survive
Fishing
A rod, a hook, and time. Not a first-hour plan. A later-hour gift.
Start
Castles
A landmark and a magnet. Climb for the view. Don't nest on the wall.
Crew
Radios
Frequencies, batteries, and not broadcasting your stash.
Gear
Helmets and plates
A helmet is stats. A plate is a choice. Overdressing is a slow walk.
Start
Villages
Learn two villages well. That's a kit. Racing five names is a highlight reel of dying.
Start
Compass and map
A compass plus one inland route beats a panic spin in pretty trees.
Start
Forests
Use them for cover. Don't live in them without a heading.
Survive
Fruit and gardens
Apple trees and village gardens beat a heroic run on an empty stomach.
Contact
Restraints
A kit you may never use. Don't make it the bit.
Survive
Swimming
A last resort. Dry after. Don't treat the sea as a highway.
Medical
Helping the duo
Bleed, break, sick — say it, then treat it. Silent damage is how friendships end.
Start
Deer stands
Climb for the grid. Don't nest. Everyone else had the same idea.
Survive
Rain gear
A raincoat beats a pretty plate when the sky opens.
Gear
Optics
A scope you didn't zero is a museum piece. Cover still wins.
Start
Farms
Axes, food, and long sightlines. Walk the yard. Don't sprint the barn door.
Crew
Dying well
The next hour matters more than the last death. Laugh, stash, respawn.
Start
Churches
You can see it from the field. So can they. Climb for the view. Don't nest in the pew.
Gear
Binoculars
A cheap optic for people who like living. Peek, don't pose.
Survive
Gloves and boots
Hands and feet are stats. Fashion is survival.
Gear
Construction sites
Nails, lumber, long sightlines. Builders and campers both shop here.
Crew
Meeting up
One named place beats five clever plans. The woods are not a meet.
Start
Lighthouses
A compass you can see from two towns over. So can they.
Survive
Matches and firestarters
Matches, a road flare, a hand drill. Without one, meat is a problem.
Survive
Stamina and sprint
Sprint is a tell. Walk towns. Save the burst for the leave.
Start
Apartments
Clothes and cans. Also every camper's favorite vertical mall.
Contact
Quiet loot
Doors, drawers, and pride are loud. Slow is a kit.
Contact
Third parties
If it was loud, someone else is walking toward it. Loot fast or leave.
Survive
Pumps
A pump is a well with a handle. Fill, then leave. Don't picnic.
Crew
Dropping loot
Drop for the duo. Don't drop a museum in a field.
Contact
Rooftops
Climb for the grid. Don't nest. The skyline sees you back.
Start
First week
Learn a stretch of coast. Drink. Bag. Meet. That's the week.
Gear
Gas stations
Cars and cans. Also a roof everyone can see. Shop fast.
Gear
Knives
Open cans, skin dinner, cut rags. A second pistol can wait.
Survive
Fog
Walk. Don't sprint a guess. Sound matters more than the pretty tree line.
Gear
Inventory
Leave a hole. Ruined items are a tax. Souvenirs wait.
Crew
Watching the back
The oldest duo rule. Don't both stand in the fridge light.
Start
Schools
A first-hour mall. Also every camper's favorite hallway.
Medical
Bandages and rags
Rags first. Disinfect when you can. A dirty wrap is a delayed argument.
Survive
Night fires
Cook and dry, then put it out. A camp that stays is a gift.
Start
Rivers
Follow the bank. Don't swim the plot. Drink only if you can boil.
Crew
Splitting up
Two towns is two deaths if comms die. Name the well first.
Start
Supermarkets
Food for a week if you live. Also a mall. Shop fast or don't.
Medical
Morphine and splints
Splint the leg. Morphine is a bridge. Don't hike on a wish.
Gear
Flashlights
Light briefly, then move. Living in the beam is a signature.
Start
Bridges
Everyone crosses somewhere. Don't picnic in the middle.
Crew
Naming things
Wells, rails, churches. If Kane can't find it from a sentence, it isn't a meet.
Gear
Barracks
Military clothes and a hallway. Shop late or shop together.
Medical
Cuts and tetanus
Disinfect when you can. Don't wait to see how it goes.
Survive
Smoke
Fires write your name on the sky. Cook, then kill the column.
Start
Bus stops
A landmark on the road. Not a nest. Name it, then walk.
Crew
Patience
The hour you don't sprint is the hour you keep. Extract the vibe if you must.
Gear
Warehouses
Tools and car parts. Also every footstep twice. Walk.
Medical
Charcoal tablets
Dirty water is a delayed death. Tablets are cheap. Don't wait to see how it goes.
Contact
Crouching
Use it in kitchens and stairs. Don't crouch a field as a bit.
Survive
Bottles and pots
Fill at a well. Boil in a pot. Don't walk inland dry.
Crew
Extracting the hour
If the vibe is going bad, log with a plan. The next hour matters more.
Start
Pubs
Calories and a landmark. Don't nest in the booth.
Medical
Bleeding out
Stop the leak first. A pretty fight is still a drip.
Contact
Fences and vaults
Loud, slow, and a silhouette. Don't vault into a yard you haven't heard.
Crew
Who loots first
One watches. One loots. Switch. Don't both grab the same jacket.
Survive
Warming up
Dry clothes, a fire, then move. Don't hike wet because the jacket was pretty.
Start
Hunting cabins
Sometimes a gun. Always a landmark. Don't nest like it's a hotel.
Medical
Saline and blood
Practice before the panic. Bags need hands and a sentence.
Contact
Doors
Closed doors you left open tell a story. Open them like someone is already there.
Gear
Loadouts
A common caliber, a blade, a pouch. Souvenirs wait.
Crew
Jokes in a fight
Kane energy after the reload. Not during the peek.
Gear
Fire stations
Tools and a landmark. Don't slide the pole as a bit unless you accept the landing.
Medical
Vitamins and tetracycline
Take them when you feel fine. Waiting is how a scratch becomes a hike.
Contact
Windows
Peek, don't pose. Don't loot a fridge in the glow.
Gear
Holsters and slings
A pistol you can reach beats one buried under steaks.
Crew
Ending a session
Fed, dry, hidden, named. Then extract the vibe.
Start
Train stations
A meet on the line. Sometimes a kit. Don't nest on the platform.
Medical
Iodine and disinfectant
A dirty rag is a delayed argument. Disinfect when you can.
Contact
Going prone
Use it to look, not to live. Fields still have sky.
Survive
Hats and balaclavas
Heads lose heat. Fashion is survival.
Crew
Check-ins
Health, heading, hunger. Silent hours are how duos split.
Start
Water towers
Climb for the view. Don't nest. Everyone else had the same idea.
Medical
Painkillers
They let you move. They don't replace a rag or a splint.
Contact
Muzzle flash
Night shots write your name. One, then move.
Gear
Magazines
A common mag you can restock beats a rare empty legend.
Crew
Rain checks
If the sky opens, name a roof. Don't invent a new inland in the mud.
Survive
Orchards
Fruit trees are a kit. Don't farm the same row until someone else arrives.
Survive
Heat packs
They help the meter. They don't replace dry clothes.
Contact
Silhouettes
Don't stand on the skyline. Walk the dip.
Gear
Can openers
Cans need a tool. A second pistol can wait.
Crew
Radio silence
Quiet on purpose is a plan. Quiet by accident is a split.
Survive
Greenhouses
Gardens with worse cover. Pick, then leave. Don't picnic in the glass.
Gear
Sewing kits
Fix the jacket before the hike. Ruined is a tax you already agreed to.
Contact
Car noise
Drive with a reason. Park off the road. Don't honk as a bit unless Kane is already running.
Survive
Keeping matches dry
A raincoat and a closed bag. Without a light, meat is a problem.
Crew
When you're down
Call where, call the leak, don't narrate the sky.
Start
Mills and silos
A landmark on the farm. Climb for the view. Don't nest in the grain.
Contact
Listening
Stop walking. Ten seconds. The town will tell you.
Gear
Duct tape
Fix the hole. Wrap the stick. Don't walk ruined because you were busy looting a third pistol.
Start
First life of the night
Coast, drink, bag, meet. Military can wait.
Start
Using a compass
Say the heading. 'That way' is not a heading. Levi will ask again.
Start
Wrecks on the coast
Boats and cars on the sand. Loot fast. Don't nest in a hull.
Medical
Blood types
Know yours. Don't invent a transfusion in a field.
Contact
Tracers
Pretty, loud, and a pin. Use them, then move.
Gear
Swapping bags
A better bag is a plan. An open field is a donation.
Crew
A Misfitz hour
Prepared when it counts, silly when it helps. Extract the vibe if you must.
Start
Piers
A landmark on the coast. Don't picnic at the end.
Medical
Epinephrine
It lets you run. It doesn't fix the bone or the leak.
Contact
Footsteps
Walk towns. Stairs are drums. If you heard yourself, they heard you.
Survive
Tarps and rain covers
Dry the kit. Hide the glow. Don't stream the exact tree.
Crew
Who talks
Callouts from one mouth. Bits after the reload.
Gear
Bunkers
Military underground. Late or together. Don't nest in the dark.
Medical
Splints
A break is not optimism. Make the splint. Then move.
Contact
Reloading
Say it. Don't reload in the window. Don't both go dry.
Survive
Dawn
Light comes back. So do silhouettes. Move or hide, don't stand on the ridge.
Crew
A shared stash
If Kane can't find it from a sentence, it isn't shared.
Start
Checkpoints
Roads pinch here. Walk the ditch. Don't picnic in the booth.
Gear
Suppressors
A night you can keep. Still a flash. Still a pin if you dump the mag.
Survive
How long to cook
Raw is a toilet event. Burned is a waste. Eat, then put the fire out.
Crew
One always watches
Fridge, fire, bag swap, map. Someone faces the dark.
Start
Back to the coast
You died. Drink. Bag. Meet. The 1–99 still applies.
Survive
Well etiquette
A well is a meet and a magnet. Fill, tell the duo, walk.
Crew
Sharing food
Say what you have. Don't both starve next to a closed can.
Crew
Night watch
One sleeps the log-out. One faces the tree line. Switch.
Gear
Police cars
Sometimes a gun. Always a silhouette. Shop fast.
Start
First inland town
Bag, blade, water, then one heading. Don't wander the beach forever.
Start
Graveyards
A named place next to a church. Don't nest between the stones.
Gear
Ammo types
A pile of the wrong caliber is a museum. Feed the one you keep.
Crew
Friendly fire
Call the shot. Don't cook a grenade next to Levi. Say sorry, then the rag.
Start
Sheds first
An axe and a can opener beat a police lobby on an empty stomach.
Contact
Watching smoke
Theirs is a pin. Yours is a dinner bell. Decide before you walk.
Survive
Ponds
Don't drink it raw. A well is free. Tablets or a boil if you must.
Gear
Sidearms
A holstered pistol you can feed beats a rifle buried under steaks.
Crew
Where I fell
Call the landmark. Don't narrate the sky.
Survive
Inland wells
Fill, watch, leave. Inland wells have more shoppers.
Crew
Talking to strangers
If they don't shoot first, you can still talk. The coast remembers.
Start
Quarries
Open ground and a lip. Walk the rim. Don't picnic in the pit.
Medical
Pressure and rags
A rag that isn't tight is a suggestion. Stop the leak.
Gear
Counting mags
Say how many you have before the push. Dry is a sentence.
Crew
Notes for the duo
If comms die, the note is the meet. Write it like Kane has to find it.
Survive
Midday
Light everywhere. Walk towns. Save the ridge for night.
Start
Power lines
Follow the poles. Don't live under them. Everyone else can walk a straight line too.
Survive
Keeping the bag dry
Raincoat on the outside. Matches and rags on the inside.
Survive
Dusk
Light dies. Silhouettes get honest. Don't stand on the ridge to watch it.
Contact
After the loot
Grab what feeds the gun. Third parties love a wardrobe argument.
Gear
A spare blade
A backup knife in the stash is a second life. Don't die with both on you.
Contact
Fields
Walk the hedge. Don't sprint the middle. A hat on wheat is a pin.
Gear
The last mag
Call it. Don't invent a spray. Melee exists for infected.
Crew
Saying you're hungry
Call the hunger before you fold in a field. Then Kane can joke.
Survive
Wind
It hides you and hides them. It also steals heat.
Gear
Inland wrecks
Parts and a silhouette. Shop fast. Don't picnic in the seats.
Contact
Hedges
Walk them. Don't stand in the gap. Sound still wins.
Crew
Saying you're thirsty
Call it before the hike. A well is free. A joke can wait.
Medical
The last rag
Call it. Make another. Don't wait for the next leak.
Start
Back roads
A dirt track is a compass. Don't live on it. Everyone else can walk a straight line too.
Crew
The calm hour
Stash, drink, check in, joke. That's the channel when it's going well.
Contact
Tree lines
Walk inside the trees. Don't stand on the lip like a painting.
Crew
Saying you're sick
Call it. Tablets. Warm. Don't wait to see how it goes.
Survive
The last match
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Start
Second life
You died. Walk the pin. That's why both names are on it.
Crew
Who carries the meds
Split the story. Levi can take the bag. Kane can take the rags. Say it.
Contact
Ridges
Glass from the dip. Don't stand on the crown.
Crew
Saying you're broken
Call the break. Splint it. Don't hike on a wish.
Gear
The last battery
Call it. Don't live in the beam. NVG and radios eat the same pile.
Start
Farm tracks
A tractor path is a compass. Don't live on it.
Crew
Who carries the ammo
Split the story. One feeds the rifle. One feeds the sidearm. Say it.
Contact
Ditches
Walk them. Don't stand up to peek twice.
Crew
Saying you're wet
Call it. Swap. Fire. Don't hike dripping because the jacket was pretty.
Medical
The last pill
Vitamins and tetra are cheap until they're gone. A number, then a town.
Crew
Who navigates
Levi can hold the compass. Kane can still make north a bit — after the number.
Start
Barn lofts
Sometimes a kit. Always a ladder. Don't nest in the hay.
Contact
Culverts
Cover and a funnel. Don't nest in the pipe.
Crew
Saying you're tired
Call it before you fold. Extract the vibe. The next hour matters more.
Survive
The last can
A closed can is a rock. Call it. Don't hoard it next to a folding friend.
Crew
Who holds
The stair, the door, the field. Don't both vanish into the peek.
Start
Attics
Sometimes a kit. Always loud. Don't nest under the beams.
Contact
Underpasses
Cross, don't camp. Echoes tell on you.
Crew
Saying you're lost
Call it early. Name what you can see. Don't invent a new inland.
Survive
The last bottle
A dry bottle is a rock. Call it. The next pump is the plan.
Crew
Who scouts
A scout without a meet is a split. Name the tree first.
Start
Basements
Sometimes a kit. Always a funnel. Light briefly.
Contact
Overpasses
A view and a silhouette. Cross, don't picnic.
Crew
Saying you found them
Don't sprint in as a bit unless you accept the outcome. Hands, then the joke.
Gear
The last flare
A meet or a funeral. Don't test it as a bit unless Kane is already running.
Crew
Who cooks
Don't both stare at the pan. Someone faces the dark.
Gear
Garages
Parts and a fridge. If the door is open, treat it as loaded.
Contact
Tunnels
Light briefly. Don't nest. Echoes tell on you.
Crew
Saying later
Name the log-out. Don't vanish mid-sentence.
Gear
The last tape
Call it. Fix the hole that matters. Don't wrap a souvenir.
Crew
Who drives
A car is a pin. Agree the route. Don't honk as a bit.
Gear
Workshops
The boring kit that keeps you alive two hours later.
Survive
Caves
A hide, not a house. Light briefly. Don't nest in the drip.
Crew
Saying wait
Wait means stay findable. Name the rock. Don't wander.
Gear
The last sewing kit
Call it. Fix the hole that leaks heat. Don't sew a souvenir.
Crew
Who loots the body
Don't both fashion-show the kit. Third parties love a wardrobe.
Gear
Lumber yards
The boring kit that makes a stash. Also a camper's favorite yard.
Contact
Ravines
Walk the floor. Don't stand on the lip. Sound funnels.
Crew
Saying go
Go means now. Don't invent a second plan in the doorway.
Survive
The last heat pack
Call it. Give it to the wet one. It doesn't replace dry clothes.
Crew
Who calls contact
Clock, color, what they're holding. Then the bit stops.
Gear
Sawmills
Tools and a silhouette. Walk. Don't nest on the stack.
Start
Hills
Use them as a compass. Don't live on the crown.
Crew
Saying clear
Clear means you looked. Don't say it from the doorway.
Crew
Who carries the map
Don't both bury the map under steaks. Levi can hold it. Kane can still make north a bit.
Medical
The last water tablet
Call it. Don't spend it on a guess if a well is a walk away.
Crew
The duo rules
Watch the back. Name the meet. Call the meter. Joke after. Extract if you must.
Start
Valleys
Walk the floor. Don't paint the rims. Sound funnels.
Crew
Saying hold
Hold means freeze. Don't invent a peek.
Medical
The last splint
Call it. Make another. Don't hike on a wish.
Crew
Who takes point
Switch. Don't both lead the same hallway.
Gear
Depots
Industrial with a timetable. Shop late or shop together.
Contact
Plateaus
Walk the edge in the trees. Don't picnic in the middle.
Medical
The last saline
Call it. Don't invent a bag under fire. Practice first.
Crew
Who takes rear
Point walks. Rear watches. Switch. Don't both lead.
Gear
Hangars
Late or together. Open doors and a magnet.
Crew
Saying push
Push means commit. Don't stop in the doorway to narrate.
Survive
Swamps
Don't drink it. Don't sprint it. A well is still free.
Crew
Saying cover
Cover is a place, not a vibe. Name the wall.
Medical
The last morphine
Call it. Don't spend it to ignore a break you can still splint.
Gear
Control towers
A view and a funeral if you nest. Climb late.
Crew
Who takes the shot
Don't both paint the same second. Call it.
Start
Beaches
Walk the tree line. Don't picnic on the sand.
Crew
Saying reload
Reloading is a word. Don't make them guess you're dry.
Medical
The last epi
Call it. Don't live on it. Reach cover, then treat the rest.
Gear
Fuel depots
A drive two hours later. Also a magnet. Shop fast.
Crew
Who calls leave
Anyone can say it. Then you walk. Don't argue in the window.
Contact
Cliffs
Glass from the dip. Don't stand on the lip. Falling is a death you chose.
Crew
Saying up
Up means the gun is back. Then Kane can talk.
Medical
The last blood bag
Call it. Don't guess. A wrong bag is a second funeral.
Crew
Who carries the radio
Don't both bury it under steaks. Don't say the stash on a public channel.
Gear
Military tent camps
Late or together. Canvas is not a wall.
Start
Coves
A named hide on the coast. Don't nest like it's a hotel.
Crew
Saying dry
Dry means the gun is empty. Break. Don't invent a spray.
Medical
The last blood tester
Call it. Write the type down. Don't invent a transfusion.
Crew
Who carries the binos
Don't both bury them under steaks. Peek, don't pose.
Gear
Radar sites
Late or together. A landmark you can see for a grid.
Start
Islands
A named place if you can boat. Don't swim the plot.
Crew
Saying bleed
Call it. Rag it. Don't narrate the sky.
Medical
The last disinfectant
Call it. Clean the wrap that matters. Don't drink it as a bit.
Crew
Who carries the scope
One glass. Don't both hip-fire a hunting scope as a bit.
Gear
AA sites
Late or together. Open ground and a silhouette.
Start
Peninsulas
A named coast. One way inland. Don't nest on the tip.
Crew
Saying down
Down means you're on the dirt. Where. Then they can come.
Medical
The last charcoal
Call it. Don't spend it if a well is a walk away.
Crew
Who carries NVG
One set. Don't both live in the green. Light is a choice.
Gear
Comms towers
A view you can see for a grid. Don't nest on the platform.
Start
Inlets
A named coast. Don't nest where the water pinches.
Crew
Saying you heard it
Clock, then wait. Don't invent a push from a twig.
Medical
The last painkiller
Call it. Don't spend it to ignore a break you can still splint.
Crew
Who carries the compass
Don't both bury it. Say the heading out loud.
Start
Fire lookouts
A view and a magnet. Climb for the name. Don't nest.
Survive
Deltas
Don't drink it. Don't sprint it. Name one channel and leave.
Crew
Saying you see them
A pin, not a novel. Then the bit stops.
Medical
The last iodine
Call it. Don't drink it as a bit. A dirty rag is a delayed argument.
Crew
Who carries the axe
Don't both pack a pretty empty. A blade you can swing is a kit.
Crew
The hour list
Drink. Bag. Meet. Watch. Leave while it's fun.
Survive
Bogs
Slow is the kit. Don't drink it. Don't sprint it.
Crew
Saying you're moving
Moving means they shouldn't shoot the bush. Name the heading.
Medical
The last bandage
Call it. Make rags. Don't wait for the next leak.
Crew
Who carries the shovel
One shovel. The pin still has to be a sentence.
Start
Hunting blinds
Sometimes a kit. Always a silhouette if you nest.
Contact
Moors
Walk the dip. Don't stand on the crown. Wind lies.
Crew
Saying you're checking
Checking means stay findable. Name the door. Don't wander.
Medical
The last salve
Call it. Clean the wrap. Don't wait to see how it goes.
Crew
Who carries the rope
One coil. Don't both vanish up a wall as a bit.
Start
Watchtowers
A view and a magnet. Climb for the name. Don't nest.
Contact
Meadows
Walk the hedge. Don't picnic in the flowers.
Crew
Saying you're cooking
Cooking means someone faces the dark. Call it before the smoke.
Medical
The last tetracycline
Call it. Don't wait for the meter to argue.
Crew
Who carries the saw
One saw. Don't both pack a pretty empty.
Start
Water mills
A named place on a river. Don't nest in the wheel.
Contact
Pastures
Walk the hedge. Don't vault into a yard you haven't heard.
Crew
Saying you're eating
Eating means someone faces the dark. Call it.
Medical
The last codeine
Call it. A cough in a stair is a diary.
Crew
Who carries the hammer
One hammer. A stash you can describe. Don't stream the tree.
Start
Windmills
Climb for the name. Don't nest in the sails.
Contact
Paddocks
A gate is a door. Treat it as loaded. Don't picnic in the mud.
Crew
Saying you're drinking
Drinking means someone faces the road. Call it at the well.
Medical
The last multivitamin
Call it. Take it when you feel fine. Waiting is how a scratch becomes a hike.
Crew
Who carries the lockpick
One set. Don't both vanish into a click as a bit.
Start
Grain elevators
A landmark on the farm. Climb for the view. Don't nest in the grain.
Contact
Corrals
A funnel you chose. Don't picnic in the ring.
Crew
Saying you're logging
Logging means name the bush. Don't vanish mid-sentence.
Medical
The last antibiotics
Call it. Don't wait to see how it goes.
Crew
Who carries the crowbar
One bar. Loud. Don't both vanish into a crack as a bit.
Survive
Pump houses
Drink, then leave. A roof is not a nest.
Start
Pigsties
Sometimes a kit. Always a funnel. Don't nest in the mud.
Crew
Saying you're watching
Watching means they can loot. Name the angle.
Medical
The last activated charcoal
Call it. Don't spend it if a well is a walk away.
Crew
Who carries the wrench
One wrench. Don't both pack a pretty empty.
Gear
Transformer yards
Industrial with extra voltage. Shop late. Don't nest.
Start
Hen houses
Eggs if the map is kind. A blade if it isn't. Don't nest.
Crew
Saying you're swapping
Swapping means someone faces the dark. Do it in cover.
Medical
The last purification tablet
Call it. Don't spend it on a guess if a well is a walk away.
Crew
Who carries the jerry can
One can. Heavy. Don't both pack empty plastic.
Gear
Substations
Poles, fences, a landmark. Shop late. Don't nest.
Start
Stables
Sometimes a kit. Always a funnel. Don't nest in the hay.
Crew
Saying you're sewing
Sewing means someone faces the dark. Fix the hole that leaks heat.
Medical
The last rag roll
Call it. Cut it. Don't wait for the next leak.
Crew
Who carries the pliers
One pair. Don't both vanish into a cut as a bit.
Gear
Switchyards
Industrial with extra trains. Shop late. Don't nest in a boxcar.
Start
Silage pits
Cover if you stay in it. A nest if you picnic. Don't drink it.
Crew
Saying you're taping
Taping means someone faces the dark. Fix the hole that leaks heat.
Gear
The last thread
Call it. Fix the hole that leaks heat. Don't sew a souvenir.
Crew
Who carries the wire
One coil. Don't both vanish into a snare as a bit.
Crew
The check list
Water. Rags. A heading. A meet. Then the joke.
Contact
Vineyards
Walk the row. Don't picnic in the middle. A hat on grapes is a pin.
Crew
Saying you're fixing
Fixing means someone faces the dark. Call it before the hammer.
Gear
The last duct roll
Call it. Fix the hole that matters. Don't wrap a souvenir.
Crew
Who carries the nails
One box. Don't both pack a pretty empty.
Survive
Water treatment
Looks like water. Treat it like a pond unless you know.
Contact
Hop fields
Rows are sightlines. Walk the edge. Don't picnic in the wires.
Crew
Saying you're cleaning
Cleaning a gun or a wrap means someone faces the dark.
Medical
The last alcohol wipe
Call it. Clean the wrap that matters. Don't drink it as a bit.
Crew
Who carries the planks
One stack. Heavy. Don't both pack a pretty empty.
Survive
Sewage plants
Looks like water. It isn't. A well is still free.
Contact
Wheat fields
Walk the hedge. Don't stand in the gold. A hat on wheat is a pin.
Crew
Saying you're zeroing
Zeroing means someone faces the dark. Don't both stare at a leaf.
Medical
The last auto-injector
Call it. Don't live on it. Reach cover, then treat the rest.
Crew
Who carries the tarp
One tarp. Don't both pack a pretty empty.
Survive
Spillways
A landmark and a funnel. Don't picnic on the lip.
Contact
Rye fields
Walk the hedge. Don't stand in the gold. A hat on rye is a pin.
Crew
Saying you're counting
Counting mags or rags means someone faces the dark. Call the number.
Medical
The last transfusion kit
Call it. Don't guess. A wrong bag is a second funeral.
Crew
Who carries the bedroll
One roll. Don't both pack a pretty empty.
Survive
Weirs
A landmark on a river. Don't picnic on the lip.
Contact
Barley fields
Walk the hedge. Don't stand in the gold. A hat on barley is a pin.
Crew
Saying you're sharing
Sharing means someone faces the dark. Call what you have.
Medical
The last IV start
Call it. Don't invent a bag under fire. Practice first.
Crew
Who carries the pot
One pot. Don't both pack a pretty empty.
Survive
Sluices
A landmark and a funnel. Don't picnic on the gate.
Contact
Oat fields
Walk the hedge. Don't stand in the gold. A hat on oats is a pin.
Crew
Saying you're dropping
Dropping means someone faces the dark. Call what hit the ground.
Medical
The last tourniquet
Call it. Don't spend it on a scratch. Pressure first.
Crew
Who carries the skillet
Don't both stare at the pan. Someone faces the dark.
Survive
Canal locks
A landmark. Don't picnic in the chamber.
Contact
Corn fields
Walk the edge. Don't picnic in the middle. A hat on corn is a pin.
Crew
Saying you're passing
Passing means someone faces the dark. Call what you handed.
Medical
The last splint kit
Call it. Make another. Don't hike on a wish.
Crew
Who carries the cup
One cup. Don't both pack a pretty empty.
Survive
Aqueducts
A landmark and a silhouette. Cross, don't picnic.
Contact
Sunflower fields
Walk the edge. Don't picnic in the gold. A hat on sunflowers is a pin.
Crew
Saying you're trading
Trading means someone faces the dark. Call what you gave.
Medical
The last epipen
Call it. Don't live on it. Reach cover, then treat the rest.
Crew
Who carries the canteen
One canteen. Don't both pack a pretty empty.
Contact
Viaducts
A view and a silhouette. Cross, don't picnic.
Contact
Rapeseed fields
Walk the hedge. Don't stand in the yellow. A hat on rape is a pin.
Crew
Saying you're giving
Giving means someone faces the dark. Call what you handed.
Medical
The last charcoal tab
Call it. Don't spend it if a well is a walk away.
Crew
Who carries the flask
One flask. Don't both pack a pretty empty.
Contact
Flyovers
A view and a silhouette. Cross, don't picnic.
Contact
Clover fields
Walk the hedge. Don't picnic in the green. A hat on clover is a pin.
Crew
Saying thanks
Thanks is a sentence. Then Kane can restart the joke.
Survive
The last matchbox
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Crew
Who carries the joke
Kane energy after the kit. Levi can still make north a bit — after the number.
Crew
Four hundred
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Contact
Alfalfa fields
Walk the hedge. Don't picnic in the green. A hat on alfalfa is a pin.
Crew
Saying sorry
Sorry is a sentence. Then you rag, then Kane can talk.
Medical
The last shirt
Call it. Cut it. Don't wait for the next leak.
Crew
Who carries the harmonica
One toy. After the reload. Don't play it on a ridge.
Contact
Roundabouts
A landmark. Don't picnic in the island.
Contact
Hay fields
Walk the hedge. Don't picnic on a bale. A hat on hay is a pin.
Crew
Saying ready
Ready means the mag is in. Then the word is go.
Gear
The last sewing thread
Call it. Fix the hole that leaks heat. Don't sew a souvenir.
Crew
Who carries the cards
One deck. After the reload. Don't deal on a ridge.
Contact
Road junctions
A named pinch. Don't picnic in the middle.
Contact
Straw yards
Cover if you stay behind them. A nest if you stand on them.
Crew
Saying set
Set means the angle is yours. Then the word is go.
Gear
The last glue
Call it. Fix the hole that matters. Don't glue a souvenir.
Crew
Who carries the dice
One pair. After the reload. Don't roll on a ridge.
Contact
Crossroads
A named pinch. Don't picnic in the middle.
Crew
404 — not found
Lost is a sentence. Name what you can see. Don't invent a new inland.
Crew
Saying you found it
Found is a sentence. Then one watches while you kneel.
Gear
The last compass
Call it. Don't bury it under steaks. The woods are not a pin.
Crew
Who carries the notes
One scrap. The meet, not the stash circle on stream.
Contact
Dead ends
A funnel you chose. Don't nest at the stop.
Contact
Cul-de-sacs
A funnel you chose. Don't nest at the stop.
Crew
Saying you're marking
Marking means someone faces the dark. Call what you wrote.
Gear
The last map
Call it. Don't bury it under steaks. The woods are not a pin.
Crew
Who carries the pencil
One stub. Don't both pack a pretty empty.
Contact
Switchbacks
Walk the trees. Don't stand on every hairpin.
Contact
Hairpins
Walk the trees. Don't stand on the crown of the bend.
Crew
Saying you're drawing
Drawing means someone faces the dark. Call what you marked.
Gear
The last pencil
Call it. Write the meet. Don't sketch a souvenir.
Crew
Who carries the chalk
One stub. A meet you both can see. Don't write the stash.
Survive
Causeways
A landmark and a funnel. Don't picnic on the lip.
Contact
Berms
Walk behind it. Don't stand on it. A hat on a berm is a pin.
Crew
Saying you're erasing
Erasing means someone faces the dark. Call what you wiped.
Gear
The last chalk
Call it. Write the meet. Don't write the stash.
Crew
Who carries the marker
One pen. Don't write the stash. Don't both pack a pretty empty.
Contact
Embankments
Walk the trees. Don't stand on the crown.
Contact
Cuttings
A funnel you chose. Walk the trees. Don't picnic on the floor.
Crew
Saying you're copying
Copying means someone faces the dark. Call what you wrote.
Gear
The last marker
Call it. Write the meet. Don't write the stash.
Crew
Who carries the eraser
One stub. Don't both pack a pretty empty.
Survive
Levees
Walk behind it. Don't stand on it. Don't drink the race.
Survive
Dykes
Walk behind it. Don't stand on it. Don't drink the race.
Crew
Saying you're folding
Folding means someone faces the dark. Call when it's away.
Gear
The last eraser
Call it. Wipe the stash circle. Don't write it again.
Crew
Who carries the ruler
One stick. Don't both pack a pretty empty.
Survive
Flood banks
Walk behind it. Don't picnic on the crown. Mud plus wet is a hospital you don't have.
Contact
Bunds
Walk behind it. Don't stand on it. A hat on a bund is a pin.
Crew
Saying you're pocketing
Pocketing means someone faces the dark. Call what you took.
Gear
The last ruler
Call it. Don't bury it under steaks. 'That way' is not a heading.
Crew
Who carries the hour
The vibe is a kit. If Kane says later, you walk.
Crew
Ten more
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Contact
Terraces
Walk the hedge. Don't picnic on a step. A hat on a terrace is a pin.
Crew
Saying the heading
Heading is a sentence. Out loud. Then walk.
Gear
The last watch
Call it. Don't bury it under steaks. Night still happens.
Crew
Who carries the watch
One clock. Don't both pack a pretty empty.
Contact
Retaining walls
Walk behind it. Don't stand on it. A hat on a wall is a pin.
Contact
Olive groves
Walk the row. Don't picnic in the middle. A hat on olives is a pin.
Crew
Saying the time
Time is a sentence. Dusk is a pin. Night is a choice.
Gear
The last watch battery
Call it. Don't waste it on a glow you don't need.
Crew
Who carries the whistle
One toy. After the reload. Don't blow it on a ridge.
Contact
Gabions
Cover if you stay behind them. A nest if you stand on them.
Contact
Almond groves
Walk the row. Don't picnic in the middle. A hat on almonds is a pin.
Crew
Saying dusk
Dusk is a sentence. Leave or commit. Don't invent a new inland.
Crew
The last whistle
Call it. After the reload. Don't blow it on a ridge.
Crew
Who carries the bell
One toy. After the reload. Don't ring it on a ridge.
Contact
Revetments
Walk behind it. Don't stand on it. A hat on a revetment is a pin.
Contact
Walnut groves
Walk the row. Don't picnic in the middle. A hat on walnuts is a pin.
Crew
Saying dawn
Dawn is a sentence. Drink. Watch. Then walk.
Crew
The last bell
Call it. After the reload. Don't ring it on a ridge.
Crew
Who carries the kazoo
One toy. After the reload. Don't play it on a ridge.
Contact
Parapets
Peek, don't picnic. A hat on a parapet is a pin.
Contact
Chestnut groves
Walk the row. Don't picnic in the middle. A hat on chestnuts is a pin.
Crew
Saying noon
Noon is a sentence. Drink. Watch. Then walk.
Crew
The last kazoo
Call it. After the reload. Don't play it on a ridge.
Crew
Who carries the drum
One toy. After the reload. Don't tap it on a ridge.
Contact
Battlements
Peek, don't picnic. A hat on a merlon is a pin.
Contact
Pecan groves
Walk the row. Don't picnic in the middle. A hat on pecans is a pin.
Crew
Saying midnight
Midnight is a sentence. One watches. Don't invent a new inland.
Crew
The last drum
Call it. After the reload. Don't tap it on a ridge.
Crew
Who carries the fiddle
One toy. After the reload. Don't play it on a ridge.
Contact
Merlons
Peek, don't picnic. A hat on a merlon is a pin.
Contact
Hazel groves
Walk the row. Don't picnic in the middle. A hat on hazels is a pin.
Crew
Saying evening
Evening is a sentence. Drink. Watch. Then walk or nest.
Crew
The last fiddle
Call it. After the reload. Don't play it on a ridge.
Crew
Who carries the banjo
One toy. After the reload. Don't play it on a ridge.
Contact
Crenels
Peek, don't picnic. A hat in a crenel is a pin.
Contact
Pistachio groves
Walk the row. Don't picnic in the middle. A hat on pistachios is a pin.
Crew
Saying morning
Morning is a sentence. Drink. Watch. Then walk.
Crew
The last banjo
Call it. After the reload. Don't play it on a ridge.
Crew
Who carries the guitar
One toy. After the reload. Don't play it on a ridge.
Contact
Bartizans
A view and a magnet. Climb for the name. Don't nest.
Contact
Apple rows
Walk the row. Don't picnic in the middle. A hat on apples is a pin.
Crew
Saying afternoon
Afternoon is a sentence. Drink. Watch. Then walk.
Crew
The last guitar
Call it. After the reload. Don't play it on a ridge.
Crew
Who carries the uke
One toy. After the reload. Don't play it on a ridge.
Contact
Keeps
A magnet. Late or together. Don't nest in the stair.
Contact
Pear rows
Walk the row. Don't picnic in the middle. A hat on pears is a pin.
Crew
Saying cheers
Cheers is a sentence. Then Kane can restart the joke.
Crew
The last uke
Call it. After the reload. Don't play it on a ridge.
Crew
Who carries the bit
Kane energy after the reload. Levi can still make north a bit — after the number.
Crew
Four twenty
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Contact
Plum rows
Walk the row. Don't picnic in the middle. A hat on plums is a pin.
Crew
Saying quiet
Quiet means the bit stops. Then you listen.
Crew
The last mug
Call it. Don't both stare at the cup. Someone faces the dark.
Crew
Who carries the stein
One mug. Don't both pack a pretty empty.
Contact
Gatehouses
A funnel you chose. Don't picnic in the arch.
Contact
Cherry rows
Walk the row. Don't picnic in the middle. A hat on cherries is a pin.
Crew
Saying listen
Listen means the bit stops. Then you name what you hear.
Crew
The last stein
Call it. Don't both stare at the cup. Someone faces the dark.
Crew
Who carries the thermos
One flask. Don't both pack a pretty empty.
Crew
Five hundred
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Contact
Peach rows
Walk the row. Don't picnic in the middle. A hat on peaches is a pin.
Crew
Saying wait
Wait means stay findable. Don't invent a new inland.
Crew
The last thermos
Call it. Don't both stare at the flask. Someone faces the dark.
Crew
Who carries the kettle
One kettle. Don't both pack a pretty empty.
Contact
Barbicans
A funnel you chose. Don't picnic in the yard.
Contact
Apricot rows
Walk the row. Don't picnic in the middle. A hat on apricots is a pin.
Crew
Saying stop
Stop means the bit stops. Then you listen.
Crew
The last kettle
Call it. Don't both stare at the pot. Someone faces the dark.
Crew
Who carries the lid
One lid. Don't both pack a pretty empty.
Contact
Drawbridges
A funnel you chose. Don't picnic on the span.
Contact
Fig rows
Walk the row. Don't picnic in the middle. A hat on figs is a pin.
Crew
Saying freeze
Freeze means the bit stops. Then you listen.
Crew
The last lid
Call it. Don't both stare at the pot. Someone faces the dark.
Crew
Who carries the ladle
One ladle. Don't both pack a pretty empty.
Contact
Moats
Walk the hedge. Don't picnic in the water. Don't drink it.
Contact
Quince rows
Walk the row. Don't picnic in the middle. A hat on quinces is a pin.
Crew
Saying down
Down means prone. Then you listen.
Crew
The last ladle
Call it. Don't both stare at the pot. Someone faces the dark.
Crew
Who carries the fork
One fork. Don't both pack a pretty empty.
Contact
Portcullises
A funnel you chose. Don't picnic under it.
Contact
Mulberry rows
Walk the row. Don't picnic in the middle. A hat on mulberries is a pin.
Crew
Saying cover
Cover means get off the crown. Then you listen.
Crew
The last fork
Call it. Don't both stare at the pot. Someone faces the dark.
Crew
Who carries the tongs
One pair. Don't both pack a pretty empty.
Contact
Sally ports
A funnel you chose. Don't picnic in the frame.
Contact
Elder rows
Walk the row. Don't picnic in the middle. A hat on elders is a pin.
Crew
Saying spread
Spread means don't both fill the same door. Then you listen.
Crew
The last tongs
Call it. Don't both stare at the coals. Someone faces the dark.
Crew
Who carries the poker
One stick. Don't both pack a pretty empty.
Contact
Posterns
A funnel you chose. Don't picnic in the frame.
Contact
Hawthorn rows
Walk the row. Don't picnic in the thorns. A hat on hawthorn is a pin.
Crew
Saying stack
Stack means one door, not two bodies. Then you listen.
Crew
The last poker
Call it. Don't both stare at the coals. Someone faces the dark.
Crew
Who carries the bellows
One pair. Don't both pack a pretty empty.
Contact
Murder holes
Peek, don't picnic. A hat in a hole is a pin.
Contact
Blackthorn rows
Walk the row. Don't picnic in the thorns. A hat on blackthorn is a pin.
Crew
Saying move
Move means walk. Then one watches.
Crew
The last bellows
Call it. Don't both stare at the coals. Someone faces the dark.
Crew
Who carries the kit
Both. Levi packs the why. Kane packs the bit. That's the channel.
Crew
Four thirty
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Contact
Gorse
Walk the hedge. Don't picnic in the gold. A hat on gorse is a pin.
Crew
Saying slow
Slow means walk. Then one watches.
Crew
The last lantern
Call it. Don't picnic under a glow. Someone faces the dark.
Crew
Who carries the candle
One stub. Don't both pack a pretty empty.
Contact
Machicolations
Peek, don't picnic. A hat on a slot is a pin.
Contact
Heather
Walk the hedge. Don't picnic in the purple. A hat on heather is a pin.
Crew
Saying fast
Fast means sprint. Then one watches.
Crew
The last candle
Call it. Don't picnic under a glow. Someone faces the dark.
Crew
Who carries the matches
One box. Don't both pack a pretty empty.
Contact
Arrow slits
Peek, don't picnic. A hat in a slit is a pin.
Contact
Bracken
Walk the edge. Don't picnic in the ferns. A hat on bracken is a pin.
Crew
Saying walk
Walk means walk. Then one watches.
Survive
The last matchstick
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Crew
Who carries the flint
One stone. Don't both pack a pretty empty.
Contact
Embrasures
Peek, don't picnic. A hat in an embrasure is a pin.
Contact
Broom
Walk the hedge. Don't picnic in the gold. A hat on broom is a pin.
Crew
Saying sprint
Sprint means dump the meter. Then one watches.
Survive
The last flint
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Crew
Who carries the steel
One striker. Don't both pack a pretty empty.
Contact
Loopholes
Peek, don't picnic. A hat in a loop is a pin.
Contact
Ferns
Walk the edge. Don't picnic in the green. A hat on ferns is a pin.
Crew
Saying jog
Jog means move. Then one watches.
Survive
The last steel
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Crew
Who carries the tinder
One pouch. Don't both pack a pretty empty.
Contact
Hoardings
A view and a magnet. Climb for the name. Don't nest.
Contact
Nettles
Walk the hedge. Don't picnic in the green. A hat on nettles is a pin.
Crew
Saying crawl
Crawl means prone. Then you listen.
Survive
The last tinder
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Crew
Who carries the kindling
One bundle. Don't both pack a pretty empty.
Contact
Palisades
Walk behind it. Don't stand on it. A hat on a palisade is a pin.
Contact
Thistles
Walk the hedge. Don't picnic in the purple. A hat on thistles is a pin.
Crew
Saying kneel
Kneel means get off the crown. Then you listen.
Survive
The last kindling
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Crew
Who carries the log
One log. Don't both pack a pretty empty.
Contact
Stockades
Walk behind it. Don't stand on it. A hat on a stockade is a pin.
Medical
Dock leaves
A leaf is not a rag. Treat the sting, then walk.
Crew
Saying stand
Stand means get up. Then one watches.
Survive
The last log
Call it. Don't waste it on a vibe fire. Meat and wet clothes first.
Crew
Who carries the hatchet
One blade. Don't both pack a pretty empty.
Contact
Abatis
Walk around it. Don't picnic in the tangle. A hat on an abatis is a pin.
Contact
Brambles
Walk the hedge. Don't picnic in the thorns. A hat on brambles is a pin.
Crew
Saying sit
Sit means get off the crown. Then you listen.
Gear
The last hatchet
Call it. Don't bury it under steaks. A door still exists.
Crew
Who carries the saw
One blade. Don't both pack a pretty empty.
Contact
Cheval de frise
Walk around it. Don't picnic in the spikes. A hat on a cheval is a pin.
Contact
Briars
Walk the hedge. Don't picnic in the thorns. A hat on briars is a pin.
Crew
Saying ready up
Ready up means the mag is in. Then the word is go.
Gear
The last saw
Call it. Don't bury it under steaks. A door still exists.
Crew
Who carries the meet
Both. Levi names it. Kane can still make it a bit — after the number.
Crew
Four forty
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Contact
Ivy
Walk the hedge. Don't picnic on the wall. A hat on ivy is a pin.
Crew
Saying check
Check means the mag is in. Then the word is ready.
Crew
The last coin
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the token
One token. Don't both pack a pretty empty.
Contact
Glacis
Walk the trees. Don't stand on the slope. A hat on a glacis is a pin.
Survive
Moss
Moss is a hint, not a heading. The woods are not a pin.
Crew
Saying confirm
Confirm means the number is yours. Then the word is go.
Crew
The last token
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the pin
One pin. Don't both pack a pretty empty.
Crew
Six hundred
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Survive
Lichen
Lichen is a hint, not a heading. The woods are not a pin.
Crew
Saying copy
Copy means you heard. Then the word is go.
Crew
The last pin
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the badge
One badge. Don't both pack a pretty empty.
Contact
Scarps
Walk behind it. Don't stand on it. A hat on a scarp is a pin.
Crew
Four fours
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Crew
Saying roger
Roger means you heard. Then the word is go.
Crew
The last badge
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the patch
One patch. Don't both pack a pretty empty.
Contact
Counterscarps
Walk behind it. Don't stand on it. A hat on a counterscarp is a pin.
Survive
Fungus
Pretty is not food. If you don't know it, leave it.
Crew
Saying wilco
Wilco means you'll do it. Then the word is go.
Crew
The last patch
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the tab
One tab. Don't both pack a pretty empty.
Contact
Ravelins
Walk the trees. Don't picnic on the crown. A hat on a ravelin is a pin.
Survive
Toadstools
If you don't know it, leave it. A hospital you don't have.
Crew
Saying affirm
Affirm means yes. Then the word is go.
Crew
The last tab
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the tag
One tag. Don't both pack a pretty empty.
Contact
Lunettes
Walk the trees. Don't picnic on the crown. A hat on a lunette is a pin.
Survive
Puffballs
If you don't know it, leave it. A hospital you don't have.
Crew
Saying negative
Negative means no. Then you listen.
Crew
The last tag
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the lanyard
One cord. Don't both pack a pretty empty.
Contact
Redans
Walk the trees. Don't picnic on the crown. A hat on a redan is a pin.
Survive
Morels
If you don't know it, leave it. A hospital you don't have.
Crew
Saying say again
Say again means you missed it. Then you listen.
Crew
The last lanyard
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the clip
One clip. Don't both pack a pretty empty.
Contact
Hornworks
Walk the trees. Don't picnic on the crown. A hat on a hornwork is a pin.
Survive
Chanterelles
If you don't know it, leave it. A hospital you don't have.
Crew
Saying break
Break means the bit stops. Then you listen.
Crew
The last clip
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the ring
One ring. Don't both pack a pretty empty.
Contact
Crownworks
Walk the trees. Don't picnic on the crown. A hat on a crownwork is a pin.
Survive
Boletes
If you don't know it, leave it. A hospital you don't have.
Crew
Saying out
Out means leave. Then the meet, the stash, the log-out.
Crew
The last ring
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the vibe
Both. Levi packs the why. Kane packs the bit. That's the channel.
Crew
Four fifty
Drink. Bag. Meet. Watch. Joke after. Leave while it's fun.
Survive
Truffles
If you don't know it, leave it. A hospital you don't have.
Crew
Saying later
Later means the hour is over. Then the meet, the stash, the log-out.
Crew
The last star
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the charm
One charm. Don't both pack a pretty empty.
Contact
Bastions
Peek, don't picnic. A hat on a bastion is a pin.
Survive
Oyster mushrooms
If you don't know it, leave it. A hospital you don't have.
Crew
Saying goodnight
Goodnight means the hour is over. Then the meet, the stash, the log-out.
Crew
The last charm
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the bead
One bead. Don't both pack a pretty empty.
Contact
Curtain walls
Walk behind it. Don't stand on it. A hat on a curtain is a pin.
Survive
Shiitake
If you don't know it, leave it. A hospital you don't have.
Crew
Saying gm
Gm means the hour started. Then the check list.
Crew
The last bead
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the string
One string. Don't both pack a pretty empty.
Contact
Casemates
A magnet. Late or together. Don't nest in the vault.
Survive
Enoki
If you don't know it, leave it. A hospital you don't have.
Crew
Saying gn
Gn means the hour is over. Then the meet, the stash, the log-out.
Crew
The last string
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the knot
One knot. Don't both pack a pretty empty.
Contact
Powder magazines
A magnet. Late or together. Don't nest in the vault.
Survive
Maitake
If you don't know it, leave it. A hospital you don't have.
Crew
Saying ty
Ty means thanks. Then Kane can restart the joke.
Crew
The last knot
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the twine
One coil. Don't both pack a pretty empty.
Contact
Barbettes
Peek, don't picnic. A hat on a barbette is a pin.
Survive
Lion's mane
If you don't know it, leave it. A hospital you don't have.
Crew
Saying np
Np means the rag landed. Then Kane can restart the joke.
Crew
The last twine
Call it. Don't bury it under steaks. A meet still exists.
Crew
Who carries the cord
One cord. Don't both pack a pretty empty.
Contact
Terrepleins
Walk behind it. Don't picnic on the flat. A hat on a terreplein is a pin.