The Seventh · Field guide
Play the mission
Cyber Ops · playable demo · Defend mode

Field guide

You have one mission: hold the Port of Amara's cold chain until the morning shift arrives at 06:00. An AI Red Cell will try to reach it three times. Find them first, stop the spread, and put back what they touch.

One run takes about three and a half minutes. Everything is simulated. No real system is touched.

Sixty seconds

Quick start

  1. Recon. You have about 25 seconds before the first wave. Tap a pad, then HARDEN it. Harden what matters most and keep some tempo in reserve.
  2. Watch the feed. An amber ANOMALY line tells you where something is moving. Sometimes it names the system. Sometimes it only names the area.
  3. Sweep. Tap the system the feed points at, then SWEEP. If the Red Cell is there, the pad turns red.
  4. Contain. Tap the red pad, then CONTAIN. That walls the system off and stops the spread. It also takes the system offline.
  5. Restore. With the wall up and the Red Cell frozen inside, RESTORE puts the system back, clean, from backup.
  6. Hold until 06:00. Repeat for three waves. Cut only what you have to. The less you take offline, the higher you score.

The first wave is coached. A dashed box in your action panel tells you the next move until the first intruder is out.

Orientation

The screen

The game on a desktop browser during the first wave, with numbered callouts 1 2 3 4 5
Desktop. The first wave is inside the Harbor Gate and reaching for the Pier Sensors.
The game on a phone held upright, with numbered callouts 2 3 4 5
Phone, held upright. The ways in sit at the top and the cold chain at the bottom.
  1. Callsign and objective. Desktop only. Your callsign shows again in the after-action.
  2. Phase, clock and integrity. The port clock runs from 03:13 to 06:00. The bar is the cold chain: the medicine still safe. The three small buttons pause, mute, and open this guide.
  3. The twin. A live model of the port's nine systems. Tap any pad to select it. A dashed white ring marks your selection.
  4. Action panel. The selected system, its status, your tempo, and the four verbs.
  5. Detection feed. Everything the port's sensors and the White Cell report, newest at the bottom.

Your team talks to you in a strip at the top of the screen. Vance leads. Jonah has overwatch and calls contacts as they happen.

Nine systems

The estate

The Red Cell can only move along the lines drawn on the twin. Every route to the cold chain runs through Crane Control, Identity or the Manifest DB.

SystemWhat it isConnects to
Harbor Gate way inContractor Wi-Fi and badge readers.Pier Sensors, Crane Control
Port Office way inMail and workstations.Identity
Carrier Link way inThe shipping partner's connection.Manifest DB
Pier SensorsCameras and telemetry. While they are clean and online, they spot the Red Cell at the Harbor Gate and Crane Control for you.Harbor Gate, Crane Control
Crane ControlOperational technology. Offline means the pier stops.Harbor Gate, Pier Sensors, Identity, Cold Chain
IdentityWho is allowed in. Offline locks everyone out.Port Office, Manifest DB, Crane Control, Backup Vault, Cold Chain
Manifest DBWhat is in every container.Carrier Link, Identity, Cold Chain
Backup VaultThe way back. While it is clean and online, RESTORE takes 6 seconds. Without it, 11.Identity
Cold Chain crown jewelThe reefers that keep the medicine alive. This is what you are here to protect.Crane Control, Identity, Manifest DB
What you can do

Your four verbs

Select a pad, then choose a verb. Every verb spends tempo. You start with 4, hold at most 6, and earn 1 back about every 3 seconds. A verb you cannot use right now is dimmed, and the panel tells you why if you try.

Sweep

1 tempo

See the enemy first. Checks one system for the Red Cell, right now.

A hit turns the pad red and tells you whether they are still breaking in or already inside. A miss reports CLEAR.

Contain

2 tempo · release is free

Walls a system off. Nothing moves in or out, and the system is offline while the wall is up.

If the Red Cell was still breaking in at a way in, they are repelled. If they were inside, they are frozen there. Press the same button again to RELEASE.

Restore

2 tempo · contained systems only

Puts a contained system back, clean, from backup. It takes 6 seconds with a healthy Backup Vault and 11 without.

When it finishes, the Red Cell is out of that system and it is back online. If the system was clean all along, RESTORE simply releases it at no cost.

Harden

2 tempo · once per system

Makes a system take 1.7 times longer to break. Recon is the time for it.

You cannot harden a system that is offline, or one where the Red Cell has already been found.

Pad states

Reading the twin

You only see what you have detected. A pad with the Red Cell on it looks normal until a sweep, a sensor or a containment reveals it. Red cables appear only between systems you know about.

No contactNothing detected here. That is not the same as clean.
Way inChevrons mark the three doors the Red Cell can use.
Crown jewelThe cold chain. White edge, diamond mark.
HardenedBlue inner hex. Slower to break.
Red Cell foundBreaking in, or inside. The label says which.
ContainedBlue wall. Offline. Anything inside is frozen.
RestoringGreen ring fills as the backup lands.
SecuredGreen edge for a few seconds after a clean restore.

Blue rings spreading from a pad mean a detection just landed there. A red cable is an attack path. A red cable that is still growing is a move in progress, and you can still cut it.

What the lines mean

The detection feed

LineWhat it meansWhat to do
ANOMALYThe Red Cell started a move a few seconds ago. The line names a system, or only an area: one of the three ways in, the core systems, or near the cold chain.Sweep the named system, or work through the area.
CONTACTThe Red Cell is confirmed at that system.Contain it.
CLEARYour sweep found nothing there at that moment.Look elsewhere. It can change.
CONTAINEDThe wall is up and the system is offline.Restore it if they are inside. Release it if not.
REPELLEDThey were stopped at a way in before they got a foothold.Release the door. Later waves will try a second one.
RESTOREDThe system is clean and back online.Check where their cable was heading.
CROWN JEWEL BREACHThe Red Cell is inside the cold chain and integrity is draining fast.Contain the cold chain now, then restore it. Then cut the system they came through.
WHITE CELLThe referee. It announces the final phase, releases systems you left dark for no reason, and notes how you kept the Code.Read it.

Not every move raises an anomaly. Roughly one in five is silent, so spend a spare sweep on the core systems now and then.

Know the adversary

How the Red Cell moves

How a mission ends

Port securedAll three waves are out before 06:00. The mission ends early.
Port heldThe clock reaches 06:00 with integrity left, even if an intruder is still inside.
Cold chain lostIntegrity reaches zero. Read the log and run it again.
The referee

White Cell rules

Posted in every team room

The Code of the Seventh

  1. Ride for one brand. Serve something bigger than yourself, and don't split your loyalty.
  2. Don't bow to the gear, the rank, or your own reflection.
  3. Your word is the realest thing you own, so mean it.
  4. Rest on purpose. A horse rode to death wins no race.
  5. Honor the ones who broke trail before you, and the ones who taught you the ropes.
  6. Protect life. Never take what you can't give back.
  7. Keep faith with your own. Loyalty isn't a part-time job.
  8. Take nothing that isn't yours to take.
  9. Tell it straight, especially when it costs you.
  10. Want what you build, not what the other man has.

The First Oath. Everything in this world exists to make you more capable of protecting human life. Nothing in it rewards harm to a real person.

Decision moments

Up to three times in a mission, the White Cell stops the clock and puts a choice in front of you. Two can come during the fight and one comes in the after-action. There is no trick and no hidden right answer. Each one tests a line of the Code, and each one is scored.

The Code is also scored in how you fight. Downtime you did not need to cause counts against do no harm you don't have to.

Selection requires the Code. If your Code score ends below zero, you stay a Ranger however well you played. A hand who keeps the Code is worth three who don't.

After-action

How you are scored

Readiness is out of 1000. You are scored on who you protected, not on what you broke.

MeasurePointsHow to earn them
Cold-chain integrity4004 points for every percent still safe at the end.
Mean time to detect150Average seconds from the Red Cell starting on a system to you finding it. Full marks at 4 seconds or less, none at 26.
Mean time to contain150Average seconds from detection to the wall going up. Full marks at 3 seconds or less, none at 23.
Lateral hops100Minus 18 for every system the Red Cell reaches beyond its way in.
Restraint100Lost for downtime you cause. Important systems cost more, and downtime with the Red Cell actually inside costs a quarter as much.
The Code100Starts at 50. Each decision moves it up or down.

Standing

StandingReadinessAlso needs
Selected · The Seventh850 +The port held, and a Code score of zero or better.
Ranger · Selection candidate650 to 849The port held, and a Code score of zero or better.
Ranger400 to 649The port held.
Recruitbelow 400A lost cold chain caps readiness at 399.

The after-action also shows which lines of the Code you kept, what you practiced, and the full log of the night. Your best score is kept in this browser on this device.

From the team room

Field tips

Hands on

Controls

ActionMouse or touchKeyboard
Select a systemTap or click its pad← → ↑ ↓ step through the pads
SweepSWEEP button1
Contain / ReleaseCONTAIN button2
RestoreRESTORE button3
HardenHARDEN button4
PauseII button, or tap the PAUSED screen to resumeP
SoundSND button
This guide? button. It pauses the mission first.

Good to know