Everything below the summary is behind one shutter, in the sibling wiki’s pattern. The first two acts are sketched above it in general terms so that a cautious reader is not looking at a blank page, and the shutter covers all four acts beat by beat. The endings are not here at all. They have a page of their own behind a heavier door.
Act I, THE HAIL. You board a ship that has been silent for seven years, walk her corridors, find that everything aboard still works and nobody is aboard, and reach a flight log with one entry flagged. Reading it and playing it are the last two things left to do, and the game waits for you to do them.
Act II, MAINTENANCE. The ship stops being empty. You follow a trail of weld-marks west toward the reactor, learn what the cutter is for and what it does to a person, meet CANTOR and learn to read his visor, and find out what has been happening at the reactor deck for the last seven years.
Act III, THE ANTENNA. Three interlocks, in three rooms on the outer deck, carried back one at a time to the centre of the ship. Each one you seat winds one ring of the drive up to speed. When the third one is in, somebody calls you back to the airlock, and somebody else stops you from going.
Act IV, SEND IT BACK. The sending page covers this act as a mechanic, openly and in detail, because a player who is stuck at the platform should be able to get help without being told how the game ends.
The game opens on the docking ring at the far south of the deck, with the Magpie mated to the Meridian and Ryn narrating her own situation in three sentences that do not sentimentalise it. The ship has been lost seven years, a full share of her clears what Ryn owes, and Ryn is therefore the one going in. Boone is on the channel from the first minute, quoting salvage law and asking for the flight data. Osei announces that he is taking the reactor deck, wants twenty minutes, and asks her to keep her channel open. The camera then finds the drive, and Ryn says the sentence that turns a salvage job into a story: there it is, that is the thing they came out here to test.
You board through the airlock, which slides open for you because you are alive, and the ship is immediately strange in the way the whole game is strange. The gravity is on. The lights are on. The air is moving. Everything works and nobody is here.
The spine runs north the length of the ship and there are two rooms worth stopping in on the way to the log. The galley is set for six, five trays pushed back and one still sealed, and the wall board beside it has been reporting exactly that arithmetic for seven years. The airlock board reads LAST EGRESS 7 Y AGO, which is one cycle, on the day the crew went out and did not come back in. Ryn observes that whatever is aboard did not come in this way.
The log station stands in front of the command centre with a red light pulsing beside one flagged entry out of four thousand one hundred and eighteen. Reading it and playing it are two separate interactions, and the game makes you choose twice.
“Do not answer the hail. Do not play the crossing.” THE MERIDIAN’S CAPTAIN, SEVEN YEARS AGO, LOCKED BY HER OWN HAND
Ryn answers it with the flattest line in the game, which is also the closest she comes to admitting fear: we answered the hail, boss, that is what we did. Then the objective line says the quiet part out loud. The log will play the crossing, and nothing else is left to try.
What plays is about ten seconds of what starts as telemetry chatter and does not stay that way. The pitch falls, the syllables open out, and by the end of it the thing that was a data stream has become a cadence. The subtitles render it in glyphs and never in words. Ryn works out what she is hearing one beat after the player does: that is not telemetry, that is a voice, it has been slowed down until it stopped sounding like one.
The ship’s power dies across every deck, and the tape dies with the lights, which is a small piece of craft worth noticing. In the dark, all the way down the corridor, helmet lamps come on, and they come on together.
Nobody turned those on, Boone. They decided to. RYN, IN THE DARK SPINE, ACT BREAK
Act II is the game’s teaching act, and every lesson in it is something Act IV later requires. There are three of them and they are laid out along the route west, in the order you will need them.
The west branch is blocked by a service hatch that has been welded shut, at (-9, 41), with three glowing weld lines across it. It takes a couple of seconds of held beam to open and there is no other way through, so the first thing the game teaches is that the cutter is a tool with a job. Ryn says both halves of the lesson in two sentences, and the second half is the one that matters later: the hatch is open, that is what the cutter is for. It does not do that to a person. It only slows them down.
About fifteen seconds into the act, one of the crew leaves its patrol and takes station on Osei’s weld line at (-13.4, 41), directly in the branch you have to walk down, and it will not move. Approach it and it turns to face you and holds. Ryn states the problem plainly: it is standing on the weld line, it will not step off.
Cut it and it goes down, and while it is down you can get past. When it gets up it has lost interest in the post and returns to its ordinary round, and Ryn notices the detail that makes the whole species work: it got up and walked off the mark. It did not look at me. No grudge, no pursuit, no memory. The game has now taught you, in one encounter, that they can be moved, that they cannot be killed, and that they are not personally interested in you.
He catches up with you in the corridor, teal, and the introduction is one sentence long: his visor is teal, that is all he tells me, and it is enough. At the junction he gives you the only routing advice in the game, and it is good advice: the reactor deck is west, keep to the weld line, do not stop where they are standing.
Meanwhile Osei keeps reporting in on the channel every twenty seconds or so. He is almost through the interlock stack. Five more minutes. The log stamp reads zero four eleven, and the year on this thing is wrong, by the way. And then his third transmission arrives, and CANTOR floods red underneath it, and the subtitle labels it honestly.
Through CANTOR: “Ryn, it is Osei. The reactor is perfectly fine. Come to the drive bay instead.” THE FIRST LABELLED MIMIC IN THE GAME
The reactor is not perfectly fine, and the drive bay is not where she needs to be yet. A corridor later Ryn works out what she saw. His visor went red back there. The voice was not his.
He is exactly where he said he would be, kneeling at the panel with both hands still inside it, and he does not look up. The reveal is not a face, because the game never shows you one. It is the soles of his boots, which are worn through, and the arithmetic that follows from that.
The power comes back the moment she says his name, and she notices, and declines to interpret it. Then every screen aboard the ship changes at once, and not just the four wall boards but the corridor panels and the console displays as well. They all show the same frame: the inside of the ring, from a camera that does not exist. The caption on the feed says so.
Three interlocks, behind three welded panels, in three rooms on the outer deck: the greenhouse grown wild under warm work-lights, the observation tower with nothing lit in it but your own helmet, and the shuttle hangar open to the sky with a hole in its floor and a rail around it. Your hands hold one at a time, so the act is three round trips.
Each interlock seated at the dais winds exactly one ring up to speed, and Ryn counts them off as they go. One ring, and the bay changes pitch. Two, and the dust is going the wrong way now. Three, and it is awake, and it knows the shape of the room. The drive page covers the mechanism and the detail that the seats light red rather than teal when they fill.
Four seconds after the third interlock is seated, Boone’s voice calls you back to the airlock to leave. The camera goes with you and CANTOR is already in the doorway. He will not move.
He is teal while he does it. He is himself, refusing an order from a captain, which is the bravest thing anybody does in this game and is done by the robot.
What he plays instead is the tug channel, and the transmission is six hours old. The real Boone cut loose because the hail had started climbing her own antenna, and her instruction is the plan the rest of the game runs on: close it from the inside, and she will hold at one kilometre.
Sixty hours of Boone on the channel. The Magpie left six hours ago. Ryn does the subtraction out loud and then asks the only question left, twice, because the first time does not take.
Then who has been talking to me? Who has been talking to me? RYN, AT THE AIRLOCK, ACT BREAK
The last act is one place and one task. Stand on the platform under the core and read the crossing back, inverted, in order, with no machine in the loop, while the ship’s crew converge to maintain the door you are standing in. The rules are laid out in full on the sending page, which is open on purpose so that being stuck does not cost you the ending.
There are three ways it can finish, and all three are on the endings page.