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The Forsaken Dawn II {100 Day Zombie Apocalypse }

This is a Challenge I made for Forge Labs, Try, i dare you ( ͡° ͜ʖ ͡°)
Dawn Through the Fog

Dawn Through the Fog

Face of the Horde

Face of the Horde

Amethyst Ridge

Amethyst Ridge

Description

The Forsaken Dawn II

 

They hear you. They smell your blood. And they will dig through your walls to reach you.

Survive 100 days in a world where hiding doesn't work, dying makes things worse, and the horde only grows. Built to be harder than RLCraft — and it knows it.

>> Zombies mine through blocks to hunt you down
>> Horde nights march on your base and get deadlier every time
>> Die, and a zombie version of you rises — wearing your gear
>> A full modern gun arsenal to hold the line
>> Ships shader-ready. Looks incredible. Runs smooth.

That's the pitch. Check the gallery to see it for yourself — then keep reading if you want to know exactly what you're walking into.

 

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The Horde — Why Nowhere Is Safe
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This isn't a pack where zombies wander around waiting to be farmed. The undead in The Forsaken Dawn II are hunters:

* They dig. If a zombie knows where you are, blocks will not save you. They break through walls, tunnel out of caves, and mine straight down to your hidden base. That cozy dirt hut? A speed bump.
* They hear and smell you. Breaking blocks, sprinting, taking damage — everything makes noise, and spilled blood leaves a scent trail. You can be tracked by a zombie you've never seen.
* Horde nights. On a schedule you'll learn to dread, waves of undead spawn in the distance and march on your position. Early hordes are survivable. Later hordes bring mounted skeleton archers, cave spiders ridden by poison-arrow skeletons, witches, illagers, and brutes — and a horde on the march means nobody on the server sleeps through it.
* Infection. Zombie hits can infect you. You've got a 25% base chance to shrug it off; otherwise, find a cure before the clock runs out. Lose the race and you don't just die — you turn.
* Your death feeds the horde. When you die, a zombie version of you spawns at your death point carrying your gear. Getting your stuff back means hunting down your own corpse — and it fights back.
* Dozens of zombie variants with unique abilities, mobs that claw out of the ground beneath your feet, and creatures from Alex's Mobs filling out a hostile food chain.

 

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Fight Back — The Arsenal
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  • Timeless and Classics Zero brings a full modern armory: pistols, revolvers, SMGs, shotguns, assault rifles, snipers, and heavy weapons — with working attachments, scopes, lasers, and suppressors.
    * Build a gun bench, craft your ammo, manage your mags. Guns are loud — and the horde is listening. Every shot is a choice.
    * When the mags run dry: Spartan Weaponry's melee armory — daggers, spears, halberds, greatswords — plus throwing weapons for silent kills.
    * Scavenge smarter: craft gunpowder, recycle rotten flesh into leather, and live off expanded surface loot. You're a survivor, not a strip-miner.

 

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Survival Is a System — Everything Matters
============================================

 

* Mediumcore: dying has permanent consequences. There is no shrugging off death here.
* Stamina: sprinting, swinging, and panicking all drain you. Exhausted survivors are dead survivors.
* Temperature and seasons: summers scorch, winters kill, and the seasons turn whether you're ready or not. Dress for the weather or die in it.
* Food is a project: meals spoil, your body demands a varied diet, and real cooked dishes (Farmer's Delight) are worth the farm they came from.
* Light is temporary: torches burn out. Darkness always comes back — and it brings friends.
* No free passes: no punching trees, no guaranteed safe beds, long nights, and your corpse holds your loot... if you can fight your way back to it.
* Co-op lifeline: playing with a friend? When one of you drops, there's a two-minute bleed-out window to reach them and pull them back from the brink. After that, it's permanent.

 

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A Dead, Beautiful World
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* Terralith + Tectonic terrain: towering ranges, deep valleys, and continents that make every journey a route-planning decision.
* YUNG's overhauled caves below, a reworked amplified Nether beyond, and dynamic trees that actually grow.
* No villages. No traders, no friendly faces, no free food. Civilization is gone — you missed it.
* The world breathes: falling leaves, drifting cave dust, real footstep sounds on every surface, echoing cave audio, and a full ambient soundscape that makes silence feel earned.
* Fresh Animations, first-person blood-and-damage effects, camera motion, 3D dropped items, eating animations — and it ships with the Insanity shader, so it looks like the screenshots the moment you press play.

 

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Smooth Where It Counts
============================================

 

A 100-day run deserves a pack that holds up. The Forsaken Dawn II is aggressively optimized — Embeddium, Canary, ModernFix, ImmediatelyFast, FerriteCore and more — plus Deadweight, a custom performance mod built exclusively for this pack. It quietly sheds server load during horde nights without changing a single thing you can see, hear, or fight. The horde stays huge. The frames stay up.

 

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The 100 Day Challenge — Official Rules
============================================

 

1. Show your world creation at the start.
2. Play on Mediumcore.
3. Keep video edits to a minimum — no hiding deaths.
4. Use a title screen transition between sessions.
5. Beat 100 days? Post it on YouTube. Prove it.

 

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Quick Facts
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* Minecraft 1.20.1 · Forge · ~130 hand-picked, deeply intertwined mods
* Solo or co-op (revive system built for playing with friends)
* Shaders included and pre-configured (Insanity) — no setup needed
* Recommended: 6-8 GB of RAM allocated

The sun is going down on day one. The horde already knows where you are.

 

Can you make it to dawn 100?    Try it, i dare you

The The Forsaken Dawn II {100 Day Zombie Apocalypse } Team

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