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
----
send it to player 2
ROLEWAITING FOR PLAYER 2
BRIEFING1 / 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.
• HoldE (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
3:00ROOM ----
SEEKER SIGNAL --%
DISTANCE -- m
SEEKER POV WALKING
Hold the line. Every second they waste is a second you win.