[ENG DUB] Raising a Queen at the End of the World Full Episode

[ENG DUB] Raising a Queen at the End of the World - Episode 11
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She intensifies cultivation, refining telekinesis and time control until she can launch silver needles and silently kill, but remains unsatisfied and presses to grow stronger. Meanwhile, you search neighboring buildings with puppets and find the past owner's combat manuals on striking, clinch work, freestyle fighting and grappling. Using your evolved, flexible physique and immunity to bites, you train aggressively, turning puppets into sparring partners. Drills speed your punches and sharpen accuracy, but you realize theory isn't enough: only real combat will hone senses and opponent reading. The episode ends with you readying to test your skills in live fights.

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[ENG DUB] Raising a Queen at the End of the World - Episode 12
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During a supply sweep you send scouting puppets, which spot two zombies on the third floor of Sunshine Complex No. 1. A crimson figure appears with terrifying speed; you glimpse its peeled skin, exposed brain, deformed mouth, clawed limbs and wall-climbing agility. It kills your two puppets instantly, leaving you shaken. The blood moon has driven zombie evolution beyond your current power—five puppets couldn't stop it—and you only hope it stays away from Building No. 5. With no time to waste you spar with zombies daily; a week later you are still racing to get strong enough before it returns.

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[ENG DUB] Raising a Queen at the End of the World - Episode 13
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You're practicing close-quarters combat and sending puppets to scavenge when one reports a nearby sighting: a lean Agile Zombie with mutated claws is hunting a gaunt, frail human in the street. Meanwhile Ivy, a baby in the bedroom, has advanced her Glazed Breath training and now levitates an inch, a development that could attract survivor camps. After cleaning up dismantled zombies and preparing to go upstairs to feed Nette, you must decide whether to intervene and chase the evolved hunter to save the survivor or stay to tend to Ivy and Nette. The episode ends with your immediate choice unresolved.

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[ENG DUB] Raising a Queen at the End of the World - Episode 14
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A scavenger searching for food is killed by an evolved Agile Zombie, so you intervene. You send a puppet to tail it and dispatch four puppets armed with axes that mimic shamblers and close in. At thirty feet you charge. The Agile Zombie dodges many blows but is slashed on the right arm and back; one puppet's axe sticks and the zombie tears off its head. Two puppets distract while two strike the waist. After it decapitates another, the remaining three rush in to rain axes, leaving the Agile Zombie battered but still moving—the episode ends on that unresolved clash.

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[ENG DUB] Raising a Queen at the End of the World - Episode 15
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After Agile Zombie falls, puppets harvest its red-and-white core and return to the complex. You station puppets at the door, carry the core to the sixth floor and swallow it, feeling a power surge: your telekinesis strengthens—you can now control ten zombies within two miles. You pick ten strong zombies, arm them with fire axes and form a Zombie Squad, then spend three days training on the sixth floor as your body improves in strength, speed, reflexes, and durability. Despite growing confidence, you fear the Crimson Zombie and plan puppet probes in a few days, leaving the threat unresolved.

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[ENG DUB] Raising a Queen at the End of the World - Episode 16
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After training you clean your puppets, wash off blood, and feed Nette; her brief, innocent grin lightens you while Ivy watches your awkward play deadpan. Determined to challenge the Crimson Zombie, you pick ten large, intact horde members and arm them with fire axes. Remembering a motorcycle shop, you smash the door and fit helmets on each puppet, convinced protecting the head will increase lethality. The episode closes with the helmeted squad assembled and ready for confrontation, leaving the crucial test of whether this tactic will work unresolved.

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[ENG DUB] Raising a Queen at the End of the World - Episode 17
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From Building No.5 you remotely pilot a revamped puppet squad into Building No.1 to clear a monster. The puppets sweep four floors until an evolved Licker (a Crimson Zombie) hides in a fifth-floor blind spot and ambushes them, knocking the lead puppet but the helmet saves it. You order counterattacks; the injured puppets ignore wounds, grab the Licker's claws and adapt focused ax strikes. After brutal close combat and improved timing, three puppets finally sever the Licker's arm, leaving the creature wounded but its survival and the squad's next move unresolved.

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[ENG DUB] Raising a Queen at the End of the World - Episode 18
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A wounded Licker smashes a window and escapes after your low-level puppets fail to match its speed and accuracy. Alarmed, you recognize the creature could slip into Building No. 5 and threaten Nette, so you redeploy three strong armored puppets to guard that building while the others continue hunting evolved zombies. Devouring two cores gave you confidence, but the Licker's performance humbles you. Upstairs, Ivy, a former empress, has dramatically improved her telekinesis and practices by making two dolls dance, clutching them when she senses you return. You brace to see if the new patrol will be enough.

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[ENG DUB] Raising a Queen at the End of the World - Episode 19
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You're sealing the apartment windows while Nette plays, telling the child you want both to survive the apocalypse. Ivy watches and accuses you of cowardice, but you're boarding the panes to keep Nette safe after the blood moon created evolved humans who now hunt zombies. You leave slats for light and ventilation and reinforce defenses to buy time in case the Licker returns. For three days the Licker stays hidden; you maintain patrols and ration vigilance. Then, without warning, a sudden mental pulse hits your brain, upending the fragile security.

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[ENG DUB] Raising a Queen at the End of the World - Episode 20
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A puppet scavenging two streets away finds a group of human survivors. They mistake it for a shambler until it turns its head, and Bob—a muscular survivor—charges with an iron rod. You swing a fire ax but clash with Bob; his obscene strength numbs the puppet's arm, sends your ax flying, then crushes the puppet's skull in one blow. The survivors immediately flatter Bob as he orders them to move the supplies to avoid drawing more evolved zombies. You're stunned to see a strong survivor; you suspect Bob may be an evolved human, leaving the group's reliance on him unresolved.

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