SIGNALHUNT

One player hides a chip in the digital world.
The other has 3 minutes, a signal meter that pings every 3 seconds, and two relay masts out there worth running for.

JOIN ROOM

4 CHARACTERS · LETTERS AND NUMBERS · PASTE IS FINE
ROOM CODE
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send it to player 2
ROLE WAITING FOR PLAYER 2
BRIEFING 1 / 3
OPPONENT IS PLANTING THE CHIP
0:45

Study the terrain — and mark where the two relay masts stand. When the round starts your meter pings every 3 seconds; high number means you are close.

THE RELAY MASTS ARE NOT SCENERY. They do nothing until you switch them on.
• Walk up to a mast — inside 2.6 m, the tip at the bottom of your screen turns into HOLD TO LINK.
• Hold E (or the HOLD TO LINK RELAY button) for 2 seconds without stepping off the pad. Let go early, or walk out of the ring, and the uplink drops to nothing.
• Both online = your meter pings every 1.8 s instead of 3, for 25 s. It happens once — when it lapses, the masts are dead.
• And the arena hears you do it. Every mast you bring online — and the amplifier — hands the guard drones a fix on where you were standing. They break patrol and come and work that spot over. Link it, then leave.
• The tunnels and the roofed room are the answer: a cone of light out of the sky does not go through a ceiling.
SEEKER
3:00
ARENA
RELAY LINKboth masts = 2s pings
DRONE SCAN WINDOWGET OUT OF THE BEAM
SOMETHING IS HEREPRESS E TO GRAB IT
RELAY 0 — 14 m
UPLINKKEEP HOLDING
RUN
JUMP
HOLD TO
LINK RELAY
GRAB
E GRAB  ·  HOLD E LINK RELAY  ·  Q AMPLIFY  ·  WASD MOVE  ·  SHIFT RUN  ·  SPACE JUMP
HIDER — PLANT THE CHIP
0:45
WALK SOMEWHERE NASTY, THEN DROP IT
0 m
FROM THE SEEKER SPAWN
Tight corners and dead ends buy you seconds.
JUMP
PLANT
CHIP
E PLANT THE CHIP  ·  WASD MOVE  ·  SPACE JUMP
3:00 ROOM ----
SEEKER SIGNAL --%
DISTANCE -- m
SEEKER POV
WALKING
Hold the line. Every second they waste is a second you win.
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SERIES