>_ HOW TO PLAY

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

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Quick Start Guide

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>_ cat /usr/share/termina/quickstart.txt
1
Practice First

Click PRACTICE VS BOTS. One route, verbs unlock as you go, no account required. FIND MATCH is the lobby queue for later — it is not the first walk.

2
Get a Handle

Quick-match assigns you one of 18 operators — Q/W/E from level 1, the ultimate (R) at level 6. Bots fill empty slots after ten seconds. There is no pick/ban screen on this path.

3
Leave the Anchor

You start in your fountain (the anchor). Type move terminal — always YOUR terminal — then move coldstore-t2-chaff onto the route behind your first ICE. Walking onto T1 on cycle one is how you die.

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 take the ICE on a route down in order, T1 to T3 — one fallen T3 lifts the firewall on 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
  • -A new move order redirects the walk. Any other main order (attack, cast, buy…) or an item use ends it; a talent pick, buyback or surrender leaves it alone
  • -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 terminal / move anchor 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-anchor→move rookery-terminal→move coldstore-t3-chaff→move coldstore-t2-chaff→move coldstore-t1-chaff→move coldstore-cross→coldstore-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 (from cycle 225, 15 min; 60% of your team's human players must agree). surrender cancel retracts your votesurrender confirm—
talent <10|15|20|25> <left|right>Pick a talent — a one-time left/right choice. The tiers unlock at levels 3, 6, 9 and 12 (you still type talent 10|15|20|25)talent 10 left—
status / map / scanstatus prints your line. map and scan open a brief overlay of the ground around you — hops, contacts, and the verbs that hit what is here. Free — costs no cyclescan—
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
terminalTarget the enemy Terminal — from inside the enemy base, once one of their T3 ICE has fallenattack terminal
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 give ONE main order per cycle (move, attack, cast, buy, burn, tap…); an item use, a talent pick, buyback and surrender each ride their own slot and do not spend it. The action window is 3.5 seconds; your orders resolve when the cycle commits. Two orders STAND until replaced: a move keeps auto-walking you toward its destination, and an attack on a hero, ICE or the Tenant keeps swinging at it each cycle. A wave hit never stands — every last-hit is its own decision.

$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 route has 3 ICE tiers per side: T1 1500 INTEG, T2 2000 INTEG, T3 2500 INTEG (BLACK ICE). They fall in order: T2 cannot be hit until T1 in that route is down, T3 not until T2 is. ICE hit for 120 and prioritize heroes who attack under them, then waves. An ICE kill splits 500sc among allies in the zone.

@The Terminal

Each base houses its team's Terminal (6000 INTEG). It is firewalled — it cannot be damaged — until ANY ONE of that team's three T3 ICE (BLACK ICE) has fallen. Once it is exposed, heroes and waves in that base can attack it.

^Levels & XP

Gain XP from wave kills and hero kills, up to level 25. Behind your own team's average level? Every XP gain is worth +50% per level behind, up to ×2. 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

Chip damage pays nothing by itself — scrip goes to whoever CLAIMS the unit. You do NOT have to out-damage a wave unit to claim it: a line unit spawns with 400 INTEG and grows all match, while one swing per cycle is only your attack stat. 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 ANY swing that cycle takes the payload — 40sc and 40 XP (allies in the zone share 20 XP, so standing on the route is never worth zero). If several of you swing in the same cycle, everyone who swung claims it together and SPLITS the payload. Outside the window only a swing that would kill the unit outright claims it. 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 is at or below 50% of its spawn INTEG, burn wave:0 takes it out so the enemy gets nothing, and you keep 20sc and 20 XP (split if several of you burn it). 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 — pick it up with backup. Power-up caches spawn at cache-seawall/cache-shallows every 60 cycles and expire after 30; pick them up with grab.

WWin Condition

Destroy the enemy Terminal (6000 INTEG) to win. It is firewalled until any one of that team's three BLACK ICE falls, and the ICE on a route falls in order, T1 then T2 then T3. A team can also surrender from cycle 225 (15 minutes), once 60% of its human players vote to (bots do not vote; the tutorial has no minimum).

BBREACH

Targets start closed. Code damage is halved into a closed target and hard control fails outright. breach <hero> opens a 5-cycle window for your whole crew (50 BW, 10-cycle cooldown). Kinetic never needs access. If you are the one opened, breach self flushes it.

=Two slots

Each cycle has two slots you will use all the time: MAIN (move, attack, cast, buy, burn, tap) and RIG (use <item>). An item active and an ability can fire in the SAME cycle — that is the combo. The HUD shows MAIN and RIG as open or committed. A talent pick, buyback and a surrender vote have slots of their own, so they never cost you your MAIN order.

QMatchmaking

The live path is quick-match: you search, bots fill after ten seconds, heroes are assigned. A 5v5 snake draft is not live yet. Party co-op puts your crew on CHAFF with bots filling the rest.

SSeasons & Ranks

The competitive ladder resets each season. Ranked games (no bots) move your seasonal rating; from it you earn a rank — Unlisted → Stringer → Runner → Fixer → Shotcaller → Deepwater → Landfall. 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?
[ENTER THE TERMINAL]