Every room has a purpose.
Access Court → Power Garden → Core Compound. Use tower roofs and raised cableways to avoid live floors. Your minimap marks the two relays and Sentinel.
A VERY SMALL WORKPLACE INCIDENT CHAPTER 01
The team got shrunk.
Production is going down.
“To understand the packet, you must become the packet.”
Sentinel took that literally. Get your team back.
Twelve stages. Four bosses. One wildly misinterpreted directive.
Three compounds. Two relay towers. One very bad management system.
~ 4–6 MIN SOLOINCIDENT #0002
Access Court → Power Garden → Core Compound. Use tower roofs and raised cableways to avoid live floors. Your minimap marks the two relays and Sentinel.
Disable the edge uplink and power relay, then destroy Sentinel’s core. Optional servers earn extra points. Coffee heals. Smash a mounted gun’s section to stop its bullets. Cutting power stops the defenses.
2–4 players, one shared level, three minutes. Damage earns points; collapse bonuses follow your contribution. Reboot after five seconds. Highest score wins.
KNOW YOUR SHORTCUTS