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Field Guide

Everything you need to walk the Controlled Zones and attempt the Final Awakening. Jump to a section, or read straight through.

The Basics

You are one of the awakened in the Informed Planet — a near-future world smothered by the Great Fog. Venture into the Controlled Zones to defeat the Fog-addled, bank Red Pills (the currency), gear up, and climb toward the Final Awakening against the Grand Architect.

The core loop: spend your daily Awakening Turns exploring and fighting, cash in Red Pills and XP, return to a Safehouse to heal, stash your Pills, and buy gear — then come back tomorrow for more turns and your daily reward.

Turns & the Daily Download

  • You get 20 Awakening Turns each day. Exploring and laying low each cost one turn; fighting a battle you started does not cost extra turns.
  • A new day restores your turns and clears your Heat. It happens automatically the first time you visit after midnight (site time).
  • The Daily Download is a login reward that grows with your Clarity Streak — log in on consecutive days for a bigger payout. Miss a day and the streak resets.

Exploring the Zones

From Explore, "Enter the Controlled Zones" spends a turn and turns up one of a few outcomes:

  • A fight — a Fog-addled enemy appears and combat begins.
  • A scavenge — you find loose Red Pills.
  • Nothing — the Zones are quiet (or something was watching).
  • An event — a curse, a field stim, or a twist of fate.

Too hurt to fight? Use Lay Low to spend a turn recovering a little HP without risking an encounter.

Combat

Combat is turn-based. Your options each round:

  • Attack — strike once. The enemy strikes back.
  • Attack ×3 / Fight to the End — batch several rounds into one click (identical maths to attacking one round at a time) for faster fights.
  • Signature Ability — each calling has one. It spends Clarity, which you build up as the fight goes on.
  • Flee — slip away from the encounter and walk away (no rewards).

Clarity & abilities: Clarity charges each round; once you have enough, your Signature Ability unlocks a powerful move or a timed buff (Empowered, Guarded) — while curses can leave you Vulnerable or Weakened. Active effects show as chips on the combat screen.

Awareness (Heat): winning fights raises your Heat, which sharpens your rewards but draws tougher hunters into higher-level Safehouses. Cool it down at a Detox Clinic or by laying low; it also clears on the daily reset.

Character & Progression

Winning fights grants XP; enough XP levels you up, raising your Max HP and your attributes:

  • Resolve — raises your Attack.
  • Evasion — raises your Defence and your chance to dodge.
  • Fortitude — train it to raise your Max HP.
  • Discernment — raises your chance to land a critical hit.

At a Truth Dojo you can train attributes with Red Pills, or pay for a respec to wipe your trained points back to your calling's baseline (level-up growth is always kept) and rebuild.

The Economy

Safehouses offer services — travel the Map to reach ones that have what you need:

  • The Black Market — buy and sell weapons, armour and stim consumables. Gear-upgrade hints flag anything better than what you have.
  • The Secure Bunker — bank your Red Pills. Banked Pills are SAFE from raids and death — only what you carry on hand can be lost.
  • The Detox Clinic — pay to restore your HP to full; the visit also cools your Heat.

Gear & Anomalies

Equip a weapon for Attack and armour for Defence from your Inventory. Looted gear can roll Anomalies — prefix/suffix affixes (like "Weaponized Tinfoil Shiv of the Fog") that boost attack, defence, or your Red-Pill and XP find. Stim consumables grant short, powerful out-of-combat buffs.

Quests, Achievements & Seasons

  • Quests — a story chain plus daily and weekly bounties. Complete the requirement, then claim the reward on the Quests screen.
  • Achievements — permanent milestones for defeating enemies, leveling, banking, streaks and boss kills.
  • Leaderboard — an all-time ranking plus a monthly season derived from the current month's activity, so there is always a fresh race.

Dead Drops (Mail)

Send messages to other players by handle from the Mail screen. Your inbox also receives battle reports and Cell invitations. You can block a sender, or report abuse to the moderators. Bank-safe rule of thumb: never share anything you would not want screenshotted.

Cells (Guilds)

  • Found your own Cell for 500 Red Pills (requires level 5), or join an existing one.
  • To join: accept an invitation from a leader/officer, or open the Top Cells list and Request to Join — an officer then approves or rejects you.
  • Ranks are Leader, Officer and Member. Officers can invite and handle requests; the leader can promote, demote, transfer leadership, kick, and disband.
  • Each Cell has a board (a shared note) and appears on the Top Cells ladder, ranked by its members' combined level. Cellmates can't raid each other.

Raids (PvP)

  • The Raid Board opens at level 5. It lists rivals within a few levels of you that you can attack.
  • A raid fights a stored snapshot of a rival — they are never online. Win and you take a slice (about 10%) of their ON-HAND Red Pills; their Bunker is untouchable. You get 10 raids a day.
  • Wins and losses move your Elo rating on the Raid Ladder. There is also a monthly "This Season" ladder (season records reset each month; your rating carries over) and a Recent Raids log of who you hit and who hit you.
  • Anti-farm guards: a per-target cooldown, a daily raid cap, and a newcomer shield for low-level players. The lesson: bank your Red Pills so a raid can't take them.

The Final Awakening & Endgame

  • Reach level 15 to attempt the Final Awakening — the boss fight against the Grand Architect at the Core Tower. Go in healthy; a wounded run is turned away.
  • Defeat the Architect to become Veilbreaker and unlock repeatable Core Tower reboots — escalating raids that boot back stronger each time.
  • When you are ready to start over stronger, Re-Awaken (New Game+) for a permanent Prestige rank and begin the climb again.

Quick Tips

  • Bank Red Pills you don't need on hand — death and raids only take what you carry.
  • Watch your Heat: high Heat means better loot but nastier hunters. Detox before you're overwhelmed.
  • Spend all your turns each day, and log in daily to keep your Clarity Streak (and its growing reward) alive.
  • Save your Signature Ability for the moment it swings a fight — a Guarded buff before a big hit, or a finisher.