Everdawn

Dark Zone

Past Wall Sina lie the layers, each deeper and harder than the last. Nobody claims land there, and nothing is written down — except a killing.

Wall Sina

A row of Svitanok stabilisers with a red field between them. It stops nobody.

Past it the registry is silent: what you lose there is not permission but a witness.

More in the handbook
LayerPast the line, blocksScrubber filterScrubber fuelWhat is there
Rose———The ruins of the first wall, the first caches.
Maria———The ruins of the second wall.
Ash———Ground from a world of fire.
Hush———Ground from a world of ice.
Talmora———Ground from an ocean world.
Xendar———Ground from all of those worlds at once.
HeartUnknownSvitanok stabilisers. A party that brings them down eases the air for everybody for a season.

Distances appear as soon as the game publishes them.

  • Mask

    A mask with a filter cuts the dose you take in. Filters burn out — carry spares.

  • Filters

    Pale, yellow, black: the deeper you go, the better the filter the mask and the scrubber need.

  • Room and scrubber

    A sealed room with a scrubber cleans the air. In the deepest layers the scrubber burns fuel as well.

Renegades and reapers

More in the handbook
  1. A killingThe killer becomes a renegade with a red name. Past the wall no blood-debt is owed — only the hunt.
  2. The huntA reading shows the search area, and the reapers can see it.
  3. The endThe reapers catch the renegade — or the window runs out.
  1. FindA gas detector and survey maps lead you to a seep.
  2. ChartThe first survey report filed in the Safe Zone charts the seep under the name you give it.
  3. HoldA seep is nobody's: what is held is its taps — by a wellhead and the lubricant fed to its seal.
  4. SellIn metal drums — on the market, where the Oil tab follows their prices, or by contract.

Rifts and bosses

More in the handbook

Go in, loot, close it.

A rift opens into one of the worlds the Wormhole War left in ruins. It closes when its anchor falls.