ISV VANTA — 6 YEARS OUT — CRYO REVIVAL ERROR
the crew came back wrong. the ship rearranges every sleep.
find 3 POWER CELLS. reach the ESCAPE POD — aft, lowest deck.
A/D move · S crouch · SPACE leap · W/S elevators · MOUSE aim · CLICK fire · R reload E interact / blast doors · 1-6 weapons · F lamp · ESC pause G flare · T grenade · C prox mine · V trip mine LEFT STICK move · up/down rides lifts · RIGHT STICK aim · shove it to the rim to fire
the keycaps read the ship back — USE says what it will do, THROW / DEPLOY / SPECIAL say what they hold swipe a keycap up or down to change what it holds — FIRE for weapons, THROW / DEPLOY / SPECIAL for gear · turn the phone sideways to fight, upright to see the decks above and below
you wake in the dark with nothing. even the lamp is a pickup.
headshots kill — the big ones take two. fire spreads. mind the ceiling.
controller supported — twin-stick, rumble, START to board.
[ CLICK TO WAKE ]
MODE: STANDARD ◂▸|CREW: SOLO ◂▸
the lamp waits beside your pod
ONLINE: HOST A SHIP · JOIN BY CODE
CREW LINK
NAME
LINKINTERNET — DIRECT ◂▸
or
EXPIRED
[ CLICK TO RE-ENTER CRYO ]
AWAY
[ CLICK TO DREAM AGAIN ]
HELD
CONTROLSLOADOUTDATABASE
A / DmoveSPACEleapScrouch / crawl ductsW / Sride the elevator (on the platform) · at the side panel, send a waiting car off unmanned — whatever's on the platform ridesEcall the elevator to your deck (interact) · so W/S stays free for crouching by a lift-side ventMOUSEaim lamp & gunCLICKfireRreload1–6weaponsQcycle weapon[ / ]cycle field gear — sets which grenade/mine (T), deployable (V) or special (X) the category keys use when UNIFIED CYCLE is onEinteract / blast doorsFlamp on / offGthrow flareTthrow grenade — hold to wind up; power swings full-and-back, release on the click. the pin is OUT while you holdXthrow cryovent chargeKthrow extinguisher canisterNthrow flashbangUfire the void cannonHdeploy phantom rigMthrow ripsaw discCthrow prox mineVplace trip mine (kneel)Bdeploy sentry turret (kneel)ESC / Ppause
CONTROLLER — LS move / elevators · RS aim · RT fire · A leap · B interact · X reload · Y lamp LB flare · RB grenade · LT sentry turret · D-PAD ◄► weapons ▲ prox mine ▼ trip mine · START pause
headshots are lethal (brutes soak one) · fire spreads and makes light · sealed doors get pounded down
prone bodies slip under trip lasers · arcing conduits hurt everyone · a leap clears floor hazards
— ARMAMENT —M-9 SIDEARMthe first gun you'll find · 8 rd mag · dependable, quiet-ishBREACHER-12one blast drops a walker · pellets pass through the lineVK ROTARYhold to hose · 32 rd · eats reserve fastLANCE COIL RIFLEslow, savage · pierces everything in the laneDRAKE FLAMERrare · fuel stream ignites; the burning light your wayHAVOC LAUNCHERrare · rockets gib crowds, wreck doors · mind the splash— FIELD GEAR —FLAREthrown light · the dead walk to it — use as baitGRENADEbounces off walls and decks, rolls through crawl bores · the pin comes out the moment you start the wind-up: 2.2s on the clock, held or thrown, with a live countdown · power SWINGS full-and-back (a click at each peak — release on it) · cook it to land it hot, hold too long and it takes your hand with itPROX MINEsticks to floor, wall, ceiling · arms in 1s · blinks in the darkTRIP MINEkneel to mount · short laser fan · the emitter itself is the charge · low bodies slip underSENTRY KITkneel to deploy · 60 rd, overheats · noisy — draws them off youEXTINGUISHER CANISTERCO₂ grenade · smothers every fire, drip and burning body in the burst and keeps the cloud cold for seconds · defuses a lit barrelFLASHBANGwhite crack · everything near it stands blind for two seconds · when they come round they come for you, and everything that heard it comes tooVOID CANNONrare · recovered ordnance · opens a singularity for five seconds — walkers, crawlers, bosses, bodies, barrels, gear, grenades, all of it falls toward the point · detonate anything inside and the whole catch goes up burning · a long recharge between shotsCRYOVENT CHARGEcoolant grenade · freezes everything in the burst solid for seconds · frozen things are brittle — and they shatterPHANTOM RIGprojects a light that walks like you · the dead swarm it while you leave · clawing wears it out fasterRIPSAW DISCthrown blade · shreds through the line, rings off doors and plating, flies the crawl bores · lands as a pickup — go get it back— SUPPLIES —MUNITIONSreserve ammo for the weapon in hand (plus sidearm)MED-GEL+40 vitalsSHOULDER LAMPyour light, once you find it · F toggles · drains its cell · they don't all take the beam the same way — some cover their eyes and come in twice as angry, some back out of itLASER SIGHTrail-mount emitter, fits every weapon aboard · the dot walks the walls and stops on the first thing with a pulse problem · what the beam can't reach, the bullet can't eitherLAMP CELLcarried as a spare · auto-swaps in when your cell dies — a long few seconds in the dark, hands fullMODULEunknown augment on a lab pedestal · permanent, stacksPOWER CELLthe way home · they feel it when you take one— SHIP LORE —FREIGHT DISPATCHa waiting car can be sent off EMPTY from the side panel — load the platform first: a fuel barrel, an armed prox mine, a cooked grenade, all of the above · the ship doesn't ask questions about cargoOPEN SHAFTSan empty column is a hole in the floor — careless pursuers go over the edge · what survives the fall waits in the pit, and a called car does not brake for it · crawlers take the walls instead, straight up or down the well · fire from a moving car works fineSEALED VAULTno servo will answer · the vent grate takes a few rounds — watch the slats bend out one by one — or one good explosion · get low, crawl in · somebody hid the good stuffFREIGHT STACKSjump onto crates for high ground · most of the dead can't reach — brutes canFIREonce one of them catches, it burns until there's nothing left · a torch coming for you, on a timerSCRAPthree denominations, none of them common — the WASHER (1⬡, brass), the LUG (3⬡, blue), the CORE (5⬡, the one that glows) · most of the dead carry nothing · it magnetizes to a living handCOMMISSARYone per sector, welded on OUTSIDE the hull past the level's edge · find the running light at a hull end, crouch at the pulse reader, and the hatch cycles — for the living only; nothing dead has ever been through it · the Quartermaster stocks three priced goods · the dented sundries box marked "LADY VANTA" takes 3⬡ and pays out how she pleases · a bad pull rings a bell the whole deck hears — and she blows the hatch to let them all in. It never seals againGRAVEBOOTSmag-anchor soles · surface somewhere on your side after a hull breach · the void cannot take you off the deck — but it can still take your airTHE VEILEDone arm clamped over its eyes as it gropes forward — it has learned · the beam that blinds and staggers the others does NOTHING to this one; it never flinches, never averts, just keeps coming · its eyes still burn under the shielding arm, so you can spot it — you just can't blind itRIOT PLATEsome of what waits behind the seals wears armor forward · sparks and PLATE mean you're feeding the front — flank it, bait the charge into a bulkhead and hit the stun, or take the head: a skull is never armored · explosives don't read plate eitherTHE GATESeach sector ends at a ring-lock gate behind QUARANTINE seals — chevrons, strobes, and a section somebody closed on purpose · the seal breaks only by hand, twice · something has already claimed every gate room · four sectors down, and the pod at the bottom of it allHULL INTEGRITYblasts near glass leave cracks — enough of them and the pane goes, and the room goes with it · seal the blast doors on both sides to repressurize · get low against the pull · watch the atmosphere meterCRAWLWAYSsome compartments sit behind solid ship · the bore at deck level takes you through — get low and stay low · anything that fits will drop and crawl in after you (brutes don't fit) · red-marked OVERHEAD vents are their road, not yours
[ CLICK OR ESC TO RESUME ]
ABANDON RUN
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— tap a control —SHOW/HIDE−SIZE+VIEW ZOOMRESETDONE