HEIST / DEAD CIRCUIT
Power has consequences.
Climb to the upper latch for a prepared short return, or dig the
marked maintenance entry toward the breaker. Face a control and
press R. Divert opens the vault and closes the short return unless
you latched it. Before theft, the breaker can restore power.
Once diverted, the optional upper staging post can save preparation
before theft. Taking the cell commits emergency power, opens the
lower grille and reports the vault once. Carry it home through the
prepared return or low maintenance. G puts down or hands off cargo;
carrying keeps movement and digging. Small valuables are optional.
Guards patrol until they see you or hear dig noise. Shaded tiles show
sight; solid cover blocks it. Break sight or make a fresh trap to
cross. Darkness is decorative. A personal return drops cargo locally;
Retry restores the saved phase while captures and time remain.
HEIST / FREIGHT DEBT
Choose the landing.
The winch sends freight to the watched berth for a shorter carry.
The brake offers a sheltered lower pickup and longer haul. Both
returns cross the warehouse watch. Use the ground route or build a shared cable.
Face a control and press R. First release commits; release alone is quiet.
Face a marked anchor to preview its full line, then R installs the
shared rig. Overhead haul crosses above the aisle; Service span bridges
the lower wells. Guards can use either line too. R at either end
recovers it, then another anchor can redeploy it—even during the haul.
Occupied lines cannot be recovered; a refusal never queues removal.
The ground return works with the rig stowed.
R takes the load. Both guards investigate that landing once; the
report stays there. Use a fresh trap, dig noise or real cover to open
a crossing. G puts down or hands off cargo. Carrying keeps every movement
and dig action; only the carrier can dispatch it.
A personal return leaves cargo at a reached local anchor. Retry
restores the suspended load, release choice and stowed rig. Captures and time remain.
HEIST / SPLIT FEED
One cell. Two feeds.
Take the supply cell with R. Each runner can carry one object.
Access first: power access, retrieve the capsule and carry it down
the service hoist to the west bench. G parks it; then move supply to
dispatch, recover the capsule and leave. The access catch is optional:
once removed, the capsule no longer needs access power.
Dispatch first: power dispatch, secure its upper catch, then move
supply to access. Leave it there and carry the capsule home in one
haul. A crew can divide supply transport and capsule retrieval.
R inserts carried supply or unplugs a socket with empty hands. G puts down or hands off
carried cargo. Closing shutters wait for bodies to clear.
Parking is an ordinary drop, never a bank or checkpoint. Only the
capsule's first pickup reports its bay to both guards. The capsule
carrier needs dispatch powered or held to extract. Personal returns
drop cargo locally; Retry restores both original objects and catches.
Captures and time remain.
TRANSIT EXCHANGE / BLIND TRANSFER
Decide what the watch knows.
Take the parcel at the west loading bay with R and carry it to the
east dispatch tower. G puts it down or hands it to the highlighted
teammate. Only the carrier can deliver. Taking the parcel is quiet;
guards must see a runner or receive a report to react.
The overhead camera watches the shaded downward lane. Real steel and
intact brick block its view. It needs 0.6 seconds on the same runner
to confirm, then sends that observed location to G1 on the platform.
The report stays at that location while you move. The camera rearms
after its visible lane has been empty for 0.5 seconds.
You can reach the optional relay along the signal gantry and Use it
to cut future reports. Guards keep any response already dispatched.
Or keep the camera live: draw G1 toward a service-panel dig or a
camera report, then change route behind a railcar or through the
undercar lane. Direct guard sight still matters with the feed cut.
Live feed mastery rewards delivery without cutting the relay.
In co-op, one runner can prepare the gantry or draw the response
while another hauls the parcel. You can perform both roles alone.
Personal returns drop cargo without repairing the camera feed or
erasing reports. Entrance retry restores the parcel, feed, guards
and camera reports; captures, time and retries remain on the record.
TRANSIT EXCHANGE / FALSE POSITIVE
Prepare a response. Carry it through.
Recover the trace cartridge from Signal Intake's service pit. Taking
it is quiet. R takes it; G puts it down or hands it to the highlighted
teammate. Carry that same object through Dispatch Press Hall to the
southern freight lift. Only its carrier can deliver.
The optional mast relay forges the next room's first real scanner
report: G1 checks the marked inspection bay rather than the observed
runner. It also shuts the elevated escape grille for that attempt;
the lower maintenance loop stays open. Keep the authentic feed to
retain the elevated escape and manage the scanner directly. A forgery
creates no report until the scanner actually confirms a runner.
Later reports are authentic, even after the false response ends.
Face the one-way airlock and Use when every connected runner is active,
settled on stable footing inside its marked muster zone, with the
cartridge carried by the crew. The preview identifies missing runners,
loose cargo, nearby security and unresolved casualties. A disconnected,
downed teammate leaves a local rescue signal: face it and Use before
transferring, or retry Intake. Disconnecting cannot erase that casualty.
Transfer commits the whole crew, keeps the carrier and chosen preparation,
and secures Dispatch's entrance once. Intake is retired. Dispatch retry
restores an unowned cartridge in the entrance cradle, the selected feed
and an unspent first observation. Time, captures, contract misses and
retries remain. A personal return leaves dropped cargo at a reached
local anchor; a revive keeps that runner's return spent.
Divide relay preparation and cartridge recovery in Intake. In Dispatch,
one runner can supply the scanner observation while another hauls, then
exchange the cartridge with G. Both roles also work sequentially alone.
If the false response expires, prepare another trap or use the service
loop; it does not require restarting. Solid press housings block sight.
TRANSIT EXCHANGE / TWIN GALLERIES
Two samples. One changing crossing.
Upper sample A hangs on the eastern cable; lower sample B waits in
the inspection gallery. Both are required. Face a sample and press R
to take it quietly. Each runner carries one object. G puts it down or
hands it to the highlighted teammate. Work sequentially alone or
split the galleries in parallel with a crew.
Carry each sample to its matching west receiving dock and Use to
deposit it deliberately. The first deposit rings the dock bell,
drawing one existing guard to that dock, and closes the neutral
crossing. Deposit A first to open the lower return for B. Deposit B
first to open the upper return for A. The longer outer maintenance
route stays connected. A closing crossing waits for an occupying
runner to clear; it cannot crush the crew.
A secured sample stays banked. The second deposit is quiet. After
both docks show SECURED, any active runner can reach the separate
west dispatch tower to extract the whole crew. Carrying cargo or
gathering every runner at the tower is not required.
Personal returns leave secured samples banked and drop carried cargo
at a reached local anchor. Entrance retry restores both samples,
empty docks, the neutral crossing and an unspent dock bell; captures,
elapsed time and missed contracts remain. If the response outlasts
your opening, break sight, prepare a fresh trap or take maintenance.
SECURITY SPINE / MAINTENANCE WINDOW
Choose which return to keep.
Sabotage the east service panel with R to open the central bypass
and release the west workshop's regulator clamp. A visible repair
unit leaves its dock and physically approaches that panel. It must
work there uninterrupted for 1.2 seconds to restore the bypass and
close the untaken regulator clamp. Its approach has no hidden repair
countdown. The wrench-marked unit cannot capture runners; the patrol can.
The unit may avoid an early visible hole. Watch it reach the service
deck, then dig into its current approach to interrupt repair, or cross
to the remote manual override on the west cable. Use the override while the
bypass is open to hold the upper hatch and clamp open permanently.
Isolation also closes the lower crossover once occupying runners or
units clear. Leave isolation unused to keep that lower return after
repair. The service panel can be sabotaged again.
Take the regulator quietly with R while its clamp is open. Carry it
to upper dispatch; only its carrier can deliver. G puts it down or
hands it to a highlighted teammate. Once taken, the regulator stays
recoverable after repair. Work sequentially alone, or split the
interruption, override and haul among the crew. After isolation,
return through the held upper bypass. Only a breach dug beneath the
lower shutter before isolation survives until refill.
Personal returns preserve the live bypass, override and repair
state, and drop cargo at a reached local anchor. Entrance retry
restores the shut bypass, open lower crossover, unsecured override, clamped regulator,
repair unit and patrol. Captures, elapsed time and missed contracts remain.
SECURITY SPINE / COUNTERCURRENT
Keep two mechanisms open. Protect one catch.
One portable supply cell powers either inlet or outlet. Use R to
pick it up, insert it at a highlighted socket or unplug it with empty
hands. Set a catch on its upper balcony while that feed has power.
A catch keeps its mechanism open after the cell moves. Both inlet
and outlet must have power or a secured catch together to release
the turbine core in the suspended central cage. This is a preparation
requirement; once removed, the core needs neither feed for delivery.
The wrench-marked repair unit physically approaches an unprotected
catch and removes it after 1.2 seconds of uninterrupted work there.
It can remove a catch even while that feed has power; current power
still holds the mechanism open. Watch the named repair target, then
interrupt its approach with a fresh trap or Use the separate protection
control beside a prepared catch. You can protect only one catch for
this attempt. That choice cannot switch sides, and the unit can still
repair the other catch. It cannot capture runners; the patrol can.
Protect a catch, move the cell to the opposite feed, then take the
core quietly with R. Or protect neither and work around the repair
unit's actual approach. G puts down or hands off the highlighted
object; each runner carries one. Work sequentially alone, or split
cell transport, interruption and core retrieval among the crew.
Only the turbine core carrier completes the lower dispatch lift.
The bottom return and outer shafts stay connected after a repair.
A repaired catch can be set again while its feed is powered. Removed
cargo remains recoverable at its local marker. Personal returns keep
live feeds, catches, protection and repair state. Entrance retry
restores both original objects, empty sockets, unsecured catches and
the protection choice, repair unit and patrol. Captures, elapsed time
and missed contracts remain.
SECURITY SPINE / SERVICE CALL
Call the repair you need. Plan its consequence.
Use R at the lower fault signal to call the wrench-marked repair
unit to the damaged archive clamp. This repair helps you: the unit
must physically reach the clamp and work there uninterrupted for
1.2 seconds before the archive drive can be taken. There is no remote
repair countdown. The call cannot be cancelled. A blocked or trapped
unit resumes its approach when it has a route; trapping it delays access.
Restoration permanently releases the clamp for this attempt and sends
one service report at the clamp's actual location to G1. That existing
patrol investigates the frozen location, searches and returns to its
authored patrol. It still reacts to real sight and dig noise. The
wrench-marked unit returns to its dock and cannot capture runners;
G1 can. No new guard appears, and drive pickup is quiet.
Take the released archive drive with R and carry it to dispatch.
Cross the exposed high crane cable to go above the response, or prepare
a fresh trap and use the lower return. The crane route record requires
the actual drive carrier to cross its central marker; an empty runner
or an adjacent ledge does not count. Both routes remain connected.
Prepare sequentially alone, or divide the call, patrol distraction and
retrieval among your crew. G puts down or hands off the drive.
Personal returns preserve the call and completed repair and drop the
drive at its reached local anchor. Entrance retry restores the damaged
clamp, uncalled unit, original drive, crane record and unspent report.
Captures, elapsed time and missed contracts remain. A missed optional
return contract never prevents the main delivery.
REACTOR DISTRICT / FOUNDRY LOOP
Prepare another way out. Dig in.
In Cast House, select west or east support with R. Only one chain
can be prepared, and you may change the choice before transfer.
It prepares the matching alternate shaft in Cooling Vault. Muster
every active runner empty-handed in the marked airlock lane, rescue
every downed signal including disconnected crew, then Use to transfer.
The foundry cell is still ahead; do not search Cast House for cargo.
Transfer commits the support choice, retires Cast House and secures
Cooling Vault's entrance. Descend through the powered inlet and dig
through the real brick cap protecting the foundry cell. Both return
shafts stay shut before pickup. Taking the cell opens only the
selected shaft and shuts the used inlet after occupying bodies clear.
Carry the cell through that alternate shaft to dispatch. The other
support route stays shut; there is no need for simultaneous controls.
Taking the cell broadcasts one known theft location to ordinary
guards. It does not reveal the carrier's future position. Use cover,
dig noise and fresh traps to break pursuit or protect the selected
return. R takes or recovers the cell; G puts it down or hands it off.
Work sequentially alone, or divide preparation, digging, observation
and transport among the crew. Only the cell's carrier can dispatch.
Personal returns preserve the live supply change and drop carried
cargo at a reached local anchor. Cooling Vault retry preserves the
committed chain and restores the untaken cell behind its brick cap,
the open inlet, shut return shafts, terrain and guards. It does not
move cargo to an entrance cradle. Captures, elapsed time and missed
contracts remain. Restart the entire expedition to choose the other
chain after transfer.
REACTOR DISTRICT / BLACK START
Read what power reveals. Accept what it wakes.
Carry the dispatch core to extraction. Before taking it, Use R at
the optional relay to restore power. This permanently activates the
camera over the direct cargo deck for the attempt and reveals a live forecast of the
two guards' upcoming inspection assignments. Both authored inspection
posts are visible even with power off. The extra information is which
guard would be assigned to each post if the core were removed now.
LIVE / IF REMOVED NOW is a forecast, not a current guard objective.
It uses the real reachable routes, current guard positions, terrain
and remembered pits. Assignments may change while guards move or you
dig. A waiting-for-route label means that assigned post is currently
unreachable. Power cannot be switched off during the attempt and
cannot be restored after core pickup. Leave it off for a dormant
camera and react when orders are revealed at pickup instead.
Taking the core freezes the inspection orders. COMMITTED ORDERS then
shows those actual assignments to the whole crew whether the relay
was powered or not. The markers record the assigned posts; current
guard behavior is shown separately. Guards can still see you, hear
local digs, investigate camera reports and abandon an unreachable
route after a finite response. These orders never track the carrier's
hidden position, and dropped cargo does not move an inspection post.
The powered camera watches the shaded central cargo deck. The upper
cable lies outside its view, but still leads through guard routes;
a different height does not make the haul safe. The camera confirms
a visible runner over 0.6 seconds and sends that frozen location to its
designated guard; it rearms after the lane stays clear for 0.5 seconds.
Prepare a trap, use cover or change height before committing the core.
R takes or recovers it; G puts it down or hands it off. Solo can prepare
sequentially, while a crew can divide relay reading, distraction and
transport. Only the core's carrier can finish extraction.
Personal returns preserve power and committed orders and drop cargo at
a reached local anchor. Entrance retry restores the untaken dispatch
core, relay off, dormant camera and uncommitted orders. Captures,
elapsed time and missed contracts remain. A missed optional contract
never prevents the main delivery.
01 / MOVE
Run. Climb. Hang.
WASD or arrows move you across floors and ladders. Ropes bridge the
open shafts. Press Down to drop onto a lower route. Hold Up to move
along a dug pit and climb out at its edge. Hold Left or Right with
Up to choose the edge.
02 / DIG
Make a little room.
Q/E dig diagonally below your feet and briefly stop your run. Marked
cores inside brick need digging. The lowest floor is brick; only the
steel frame and ladders stay intact. Holes close in 7 seconds. A
crossed target explains a failed dig. Amber teeth and a warning
sound mean the brick is about to return. Hold Up to leave the pit.
In First Cut, the bottom lane stays safe until the crew takes its
first core or climbs out of that lane. Then security wakes up.
03 / EVADE
Turn a chase into a trap.
Bait a following sentinel into a hole, then run across its head.
Blue guards marked SAFE support a crossing. SAFE: CLIMB means they
are moving to an edge. WAKE counts down their harmless recovery; red
CHASE names the runner being pursued. Contact with any active guard,
including one on patrol, costs a shared life in arcade vaults. In
heists, each runner has one emergency return per secured phase.
A second capture leaves a downed signal: a teammate can face it and
press Use to revive you, or you can retry the phase for the whole crew.
A revive does not refill your return. Escaped guards remember
that pit until refill.
04 / SECURE A PHASE
Keep your preparation.
In Dead Circuit, divert power, prepare your route, then Use the upper
staging post before taking the cell. Securing it saves the facility
and refreshes each runner's personal emergency return once. Retrying
restores that saved phase for everyone; captures, run time and retry
count stay on the record. Downed runners can ping for help or press T
(P2 Backspace) to retry. The host can also retry from Pause. Restart
expedition resets the entire job. If everyone is downed, the saved
phase retries automatically. Freight Debt saves at its dispatch
entrance only: retry restores the sealed load and both release choices.
Split Feed also saves at its entrance: retry restores both objects,
sockets and door catches. Blind Transfer saves at the west loading
entrance: retry restores the parcel, camera feed and reports. False
Positive secures Dispatch when the crew commits its one-way airlock;
retry then places the trace cartridge in the secured entrance cradle.
OPTIONAL CONTRACTS
Choose a condition before the job.
Main job has no extra condition. Select one optional contract in the
briefing to change the aim of that heist. A missed contract never
prevents the crew from completing the main job. Phase retry keeps a
contract failure; it cannot erase it. Restart the entire expedition
for a fresh attempt, or pause and choose Change contract to return
everyone to the briefing. The host chooses for an online crew.
Browse saved feats and completed contracts in Feats & records.
05 / EXTRACT
Leave together.
In arcade vaults, collect every loose core and brick cache, then any
runner reaches the lit gate to extract the crew. In carry-out heists,
the payload carrier must reach extraction. Split Feed also needs
dispatch power or its secured catch. Twin Galleries requires both
samples banked; then any active runner can take the west lift. Last
Extraction requires the reserve loaded and the whole crew in the
departure zone; Use leaves together. Press F to mark your location
for a teammate. You can lure a guard while another runner retrieves
cargo. First heist clears restore a settlement service. Replays can
improve records or try another plan. Each guard awards capture and
burial score once per expedition.