HOLLOWTIDE

A Castaway Adventure of the Verge Survey Service · TIFE Core 2.3.0

HOW TO BEGIN

Press MAKE LANDFALL on the cover to start. The cover is also where you choose whether to enable spoken narration and station ambience; both can be changed later from the ACCESSIBILITY panel in the footer, and neither is required to finish the game.

You begin inside Escape Pod 4, on its side, on a salt flat. Everything a pod carries, it carries in one place. Try OPEN LOCKER.

CONTROLS

Type a command into the line at the bottom of the terminal and press ENTER, or use the buttons. Choosing an action button shows you the valid targets for it, so the whole game can be played without typing.

MovementNORTH SOUTH EAST WEST UP DOWN IN OUT, or N S E W U D
ActionsLOOK EXAMINE TAKE DROP USE OPEN CLOSE SEARCH READ TALK WAIT
This storySPLICE PRIME VENT CULTURE CLIMB SWIM LISTEN SIGNAL
InformationINVENTORY JOURNAL QUESTS ACHIEVEMENTS STATS SCORE
SystemHINT HELP SAVE RESTORE TRANSCRIPT RESTART

Short forms work: X for EXAMINE, I for INVENTORY, L for LOOK, Z for WAIT.

TURN ORDER

The game is turn-based and waits for you; nothing happens while you think. One command is one turn. Looking, checking your inventory, reading the quest log, asking for a hint, saving and restarting do not consume a turn.

Each turn resolves in a fixed order, which is also the order it prints in: your command is echoed, the action is carried out and its text printed, the room is described if you moved, and then any consequences of what you did are reported last.

MOVEMENT

Exits are listed at the end of every room description, in the EXITS panel on the left, and as buttons under the command line. Some exits are shut until you have done something about them; the game always tells you what is in the way rather than simply refusing.

The station has twenty rooms in five regions. The chart in the right-hand panel fills in as you go and marks where you are standing.

SCORING

One hundred and fifty points.

Eight required tasks15 each — 120
One optional task10
Four optional objects5 each — 20

Nothing can be permanently missed. Every optional object stays exactly where it is until you come back for it, and no part of the station ever closes behind you.

SALINE FEVER

You catch something on the way in. It advances one stage at four fixed points in the story, never on a turn clock — so exploring, reading, talking and taking hints cost you nothing at all. The fever ladder is shown under the chart. It will not kill you, but you will not be allowed up the beacon mast until it is dealt with, and the interlock at the foot of the ladder is not open to persuasion.

WINNING

Make a signal. Climb the beacon mast, clip on, and SIGNAL. Landfall, shelter, signal — in that order, exactly as your standing orders said.

LOSING

Three places in Hollowtide will kill you outright: the tide race below the seawall, the main bus on the turbine floor before it has been isolated, and the mast platform if you reach for the beacon head without clipping on. All three are described in the room text, and all three are warned about again by a placard or a character before you can get to them. If you die, the story ends and you may RESTART or RESTORE a save and carry on.

There is no other way to lose, no time limit, no hunger, no lamp timer, and no way to make the game unwinnable.

SAVING AND RESTARTING

Use SAVE MANAGER in the footer, or type SAVE name and RESTORE name. Saves are kept in this browser only, under a single local storage key, and nothing is transmitted anywhere. RESTART begins the story again from the pod; it costs no turn. Restoring a save after a death clears the ending and lets you carry on.

IF YOU GET STUCK

HINT gives you a three-step ladder for wherever you are standing: a nudge, then a specific pointer, then the exact command. Ask again for the next step. Hints are free and cost no turns. Every room in the game has one.