THE NIGHT
You are alone in a preserve that was never meant to be entered after dark.
Each level has its own objective (top left), and each ends differently:
restore power with fuses, recover the dead town's tapes, blow the buried crossing
with blast charges, triangulate Greer's signal from relay cells, then hunt the
Stalker itself — and finally run for the extraction beacon. Your torch is life
and death: it shows the way, but light and noise both draw attention.
CREATURES
T-REX STALKERThe apex. Red eyes. Mostly unseen — when it roars and the
compass shows a red diamond, RUN. Bullets mean nothing; two rockets kill it.
Approaching it is a death wish.
RAPTORSAmber-eyed pack hunters. They flank, then rush.
Killable — shotgun up close, +50 each. Sprinting noise draws them in sooner.
THE SICKGrey, slow, red-eyed shamblers that walk straight at you,
groaning. Two barrels of the sawed-off settles one. +25. They never stop coming.
VERMINKnee-high nest scavengers in the ruins and town. One round
each, +10 — but wake the nest and they all come. Clear them before you loot.
TRICERATOPSPeaceful grazer that hates your torch. Hold the beam on
one and it charges (30 dmg). Douse the light, or a warning shot turns it. Enough lead drops it (+75).
STEGOSAURUSA slow nomad. Crowd it and the tail answers (14 dmg). It takes a small war to fell (+200).
Give it room.
PARASAUR HERDSHarmless — they crash through brush in the dark to
scare you. Quick to drop if you spend the rounds (+20).
SAUROPODA giant on the skyline. It ignores you — but a patient
hunter with ammo to spare can bring it down (+250).
ARSENAL
SAWED-OFFYour starter. Two shells of close-range thunder —
devastating inside torch range, useless past it.
PUMP SHOTGUNFound each level. Five shells, tighter spread, loud.
M16Level 2+, deep off-path. Full auto — hold to fire. The whole
forest hears it.
HUNTING RIFLELevel 3+. Slow, hard-hitting — and it can STAGGER the
Stalker mid-charge.
ROCKET LAUNCHERIn the deepest ruin from level 3 — five rockets.
Splash kills everything near. Two direct hits fell the T-Rex Stalker (+600).
Swap weapons with X (SWAP button on phones). Every shot adds
heat — heat brings the T-Rex Stalker.
SUPPLIES
OBJECTIVE ITEMSFuses, tapes, charges, cells — glowing, one marked at
a time on compass + map. Collect the count to open the way out.
BATTERYTorch fuel. The torch dies in ~2.5 minutes of constant light.
Manage the dark.
AMMOShared by every gun except the launcher.
MEDKIT+50 health on pickup. Lives in ruins and town houses.
TRACKER FLARE8 seconds of the exit bearing on the compass — the only
way to find the way out. Adds heat.
ADRENALINETen silent seconds at 10.6 m/s — faster than everything,
including the T-Rex Stalker. THE escape tool. Q uses gear, C (or hold the gear button) swaps it.
READ THE FOREST
Red veil + heartbeat: something dangerous is near. "SOMETHING BIG IS
COMING — RUN": the T-Rex Stalker is charging — sprint, juke trees, burn
adrenaline. (On the extraction run, the warning is the pack closing in instead.)
Ruins, caves and the town are charted on your map (M) with loot worth the
detour. Kills, objective items and speed all feed your score, and dying costs you —
the board keeps your best run.