>_ HOW TO PLAY

Everything you need before your first match — movement, commands, targeting, and the concepts that win games on the 4-second scheduler.

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Quick Start Guide

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>_ cat /usr/share/termina/quickstart.txt
1
Queue Up

Click FIND MATCH in the lobby. You'll be matched into a 5v5 game (bots fill empty slots after 10s).

2
Pick a Hero

Choose from 18 heroes, each with a passive and four actives — Q/W/E from level 1, the ultimate (R) at level 6. Picks alternate between teams.

3
Move Out of Fountain

You start in your fountain. Type move base (a shortcut that always means YOUR base) to leave, then move out onto a route.

4
Farm Waves

Waves spawn every 8 cycles. Last-hit them with attack wave:0 to earn 40sc and XP.

5
Buy Items

You start with 600sc. Return to base and open the SHOP (click it, or press Esc then S). You have 6 inventory slots.

6
Fight & Push

Use abilities on enemies and raze a route to its T3 ICE — that exposes the enemy Terminal. Destroy it to win.

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Movement & Navigation

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>_ man move
Explore the Map
>_ loading map…
How Movement Works
  • -The map is divided into zones (fountain, base, routes, silt, crossings)
  • -You walk one zone per cycle (4 seconds) — but you can order a move to ANY zone and your hero auto-paths there, cycle by cycle
  • -Type move <zone-id> to move (e.g., move rookery-terminal, move coldstore-t3-chaff), or tap any zone on the map
  • -Issuing any new action cancels the walk; a new move order redirects it
  • -Shortcut: mv is the same as move (e.g., mv coldstore-t2-chaff)
Zone Naming Convention
  • -Routes: seawall-t1-chaff, coldstore-t2-audit, shallows-t3-chaff (route-tier-team) — top is SEAWALL, mid is COLDSTORE, bot is SHALLOWS
  • -Crossings: seawall-cross, coldstore-cross, shallows-cross (the neutral ground between the two sides)
  • -Silt: silt-chaff-upper, silt-audit-lower (silt-team-side)
  • -Base & Fountain: rookery-terminal, rookery-anchor, landing-terminal, landing-anchor
  • -Special: hollow, cache-seawall, cache-shallows
Movement Tips
  • -Fountain heals 15% INTEG / 15% BW per cycle — retreat there to recover
  • -Fountain is only adjacent to your base (must go through base first)
  • -You can't move while dead — respawn takes 3 cycles plus 1 per level after level 1
  • -Team-relative shortcuts: move base / move fountain always go to YOUR side, whichever team you are
  • -More aliases save typing: move coldstore (or cs) → coldstore-cross, move hollow → the Tenant pit; unambiguous prefixes work too
Example: Getting to Mid Lane (Chaff)
rookery-anchormove rookery-terminalmove coldstore-t3-chaffmove coldstore-t2-chaffmove coldstore-t1-chaffmove coldstore-crosscoldstore-cross

Each arrow = 1 cycle (4 seconds). This path takes 5 cycles (20 seconds) to reach mid river from fountain.

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Command Reference

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>_ help --all
In-game command reference
Command Description Example Shortcuts
move <zone>Walk to any zone — one zone per cycle, auto-pathing until you arrivemove coldstore-t1-chaffmv
attack [target]Attack a target in your zone. Bare attack auto-hits the nearest enemy heroattack wave:0atk
burn [wave:N]Last-hit your OWN low-INTEG wave to burn the enemy its scrip. Bare burn auto-picks oneburn wave:0
cast <q|w|e|r> [target]Use an ability. Bare `cast q` auto-picks a target; add one to aim it yourselfcast qq, w, e, r
use <item>Use an active/consumable item. Offensive actives (Burnout, Hex…) auto-hit the nearest enemyuse trauma_patch
buy <item>Buy an item (must be in base/fountain)buy edge_kitb
sell <item>Sell an item for 50% valuesell scrap_lot
tap <zone>Place a camtap or sniffer (current or adjacent zone)tap coldstore-cross
grabPick up the cache in your zonegrab
backupPick up the Backup in the Tenant pitbackup
hardenMake your ice invulnerable for 5 cycles (one per team every 20 min)harden
chat <team|all> <msg>Send a chat messagechat team group mid
ping <zone>Ping a map zoneping coldstore-cross
buybackPay scrip to respawn instantly (while dead)buyback
surrender confirmVote to forfeit (after 15 min; 60% of team must agree)surrender confirm
talent <10|15|20|25> <left|right>Pick a tier talent — a one-time left/right power choice unlocked at levels 10/15/20/25talent 10 left
status / map / scanPrint a quick readout (your stats / reachable zones / visible enemies). Free — costs no cyclestatus
who / net / lookMore readouts: visible contacts with cooldowns (who) / macro state (net) / your zone's units (look). Free — costs no cyclewho
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Targeting System

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>_ man targeting
Targeting format reference
Format Description Example
hero:<name>Target a hero by their hero IDattack hero:daemon
wave:<index>Target a wave by index (0, 1, 2...)attack wave:0
neutral:<index>Target a silt camp wave standing in your zoneattack neutral:0
ice:<zone>Target the ice in a zoneattack ice:coldstore-t1-audit
tenantTarget Tenant — only from inside the pit. Killing him drops the Backupattack tenant
selfTarget yourself (for self-cast abilities)cast w self
<hero-name>Shorthand for hero: prefixattack daemon
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Keyboard Shortcuts

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The command prompt takes focus first, and while it has focus it keeps every keystroke — that's what lets you type sell, tap or surrender. Press Esc on an empty prompt to hand the keyboard to the game: the prompt harden changes from >_ to [KEYS] and the keys below become live. Click the prompt to type again.

Esc
Close suggestions → clear the prompt → release the keyboard
S
Toggle the shop
Q/W/E/R
Quick-cast that ability
1-6
Use the item in that inventory slot
Arrows
Move one hop along the trace (up = deeper, down = back)
Tab
Hold to show the scoreboard
Tab (typing)
Autocomplete the command
Up/Down (typing)
Cycle through command history
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Game Concepts

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>_ cat /etc/termina/rules.conf
>Cycles

TERMINA commits every instruction at once, 4 seconds wide — one cycle. You queue ONE action per cycle. The action window is 3.5 seconds; your command resolves when the cycle commits.

$Scrip & Items

Earn scrip from wave last-hits (40sc), hero kills (200sc base + streak and comeback bonuses), assists (100sc split), and passive income (4sc/cycle). Spend scrip at the shop in your base. Max 6 items.

?No Feed

You have no feed on ground you do not hold. You see your own zone and the zones next to it, your allies, your ice, and anywhere you have a camtap. Enemies outside that are not on your screen at all.

#Wave Waves

AI waves spawn every 8 cycles in each lane. 3 line + 1 sweep per wave (breach every 5th wave). Last-hit them for scrip. They push lanes automatically.

!ICE

Each lane has 3 ice tiers per side: T1 1500 INTEG, T2 2000 INTEG, T3 2500 INTEG. ICE hit for 120 and prioritize heroes who attack under them, then waves. A ice kill splits 500sc among allies in the zone.

@The Terminal

Each base houses its team's Terminal (6000 INTEG). It is invulnerable until at least one of that team's T3 ice falls; once exposed, heroes and waves in the base can attack it.

^Levels & XP

Gain XP from wave kills and hero kills, up to level 25. Q/W/E are usable from level 1 and get stronger at levels 1, 3, 5, 7. Your ultimate (R) unlocks at level 6 and strengthens at 12 and 18. Reaching levels 3, 6, 9 and 12 each grants a one-time talent choice (a left/right power pick): use `talent <tier> <left|right>` — the tier names stay 10/15/20/25 regardless.

*Abilities

Each hero has a passive + 4 active abilities (Q/W/E/R). Abilities cost BW and have cooldowns measured in cycles. Cast with: cast q [target]

+Sustain

There is NO innate regeneration — an INTEG or BW bar you spend stays spent. The only recoveries are: your fountain (15% INTEG / 15% BW per cycle, and only while out of combat), Trauma Patch and Charge Tab (consumables you carry), Clot Ring (2% max INTEG per cycle) and Drip Mask (2% max BW per cycle), and the regeneration cache (5% of both per cycle). Buy one of those before you plan to hold a route — otherwise every trade is one-way and the walk home costs you the wave.

/Stripping & Burning

Only the killing blow pays scrip: chip a wave to 1 INTEG and someone on your route takes it, you get nothing. You do NOT have to out-damage a wave unit to take it — a line unit spawns with 400 INTEG and grows all match, while you hit for 30–70 once per cycle. Instead, wait for the window: once a unit is at or below 35% of the INTEG it spawned with, it is carrying more than it can defend and attack wave:0 takes the payload outright, for 40sc and 40 XP (allies in the zone share 20 XP, so standing on the route is never worth zero). The ActionRow says which: STRIP means a unit is in the window right now, HIT means you would only be chipping. Burning is the mirror on your own side — once one of YOUR units drops below 50% INTEG, burn wave:0 takes it out so the enemy gets nothing, and you keep 20sc and 20 XP. Prefer STRIP / BURN on the ActionRow (or look then attack wave:N) over guessing an index: wave:N counts the living waves in your zone, so N shifts every cycle as waves die and waves spawn.

XDeath & Respawn

When you die, you respawn at your fountain after 3 cycles + 1 per level after level 1 (3 cycles at level 1, 12 at level 10). Buyback with scrip to return instantly (6 min cooldown).

oWards

CAMTAPs (75sc) grant vision of a zone for 45 cycles. Max 3 active per team. Place with: tap <zone>. Essential for map control.

%Tenant & Caches

Tenant (5000+ INTEG) lurks in hollow and drops the Backup when killed — grab it with backup. Power-up caches spawn at cache-seawall/cache-shallows every 60 cycles and expire after 30; grab them with cache.

WWin Condition

Destroying any of a team's T3 ice exposes their Terminal (6000 INTEG) in their base. Destroy the enemy Terminal to win. Teams may also surrender after 15 minutes with a 60% vote.

DDraft & Bans

In 5v5 and 3v3, the draft opens with a ban phase: teams take turns removing heroes from the pool before the snake pick. Banned heroes can't be picked by either side — use bans to burn a matchup you don't want to face.

SSeasons & Ranks

The competitive ladder resets each season. Ranked games (no bots) move your seasonal rating (SR); from it you earn a rank tier — Iron → Bronze → Silver → Gold → Platinum → Diamond → Terminal. The leaderboard shows the current season; your lifetime rating is tracked separately.

&Parties & Co-op

Create a party from the lobby and share the 5-letter code with friends (up to 5). The leader can start a co-op game: your party takes Chaff and bots fill the rest — a no-pressure way to play together (co-op games don't affect your rating).

GGuilds

Found or join a guild to get a tag that rides next to your name on the leaderboard and your profile. Guilds are persistent — a home for your crew across seasons.

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Postures

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>_ ls /cast/postures/
BREACH

You create the opening — mobility, stealth, silence, reveal, burst.

Daemon, Regex, Malloc, Cipher, Lambda, Traceroute
HOLD

You keep what the crew already has — shields, heals, taunts, mitigation.

Kernel, Proxy, Firewall, Cron
ROAM

You are never where the fight was — links, swaps, teleports, map presence.

Socket, Null, Ping, Thread
HARDLINE

You win the long grind — sustain, scaling, and the hits that keep landing.

Echo, Sentry, Mutex, Cache
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Ready?

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>_ tutorial_complete. deploy --forceREADY TO PLAY?