The Hollowing · Mission 5 of 10 · Find and escape
Lights Out
The long night: four fuses hidden somewhere in the biggest town. Search for them.
Host Lights OutThe briefing
Marrow Falls went dark because the substation on the south road blew its fuses. The hollowed follow sound, not light; with the floodlights back you could see them coming, and the whole valley could see you.
The linesman who lived here kept spare fuses everywhere: in the houses, the diner, the hardware store, the school. He kept them in eight places, and nobody remembers which four still have one: the marked buildings. Search them. He left notes, too: an empty one may tell you where not to bother. Find four. Then get everyone into the switchyard and throw the main.
The goal
Find 4 fuses (3 for a pair) hidden in the 8 marked buildings (search one to find out; the first empty one, and about half the rest, hold a note crossing off another), then get every survivor into the switchyard.
At the end of round 20 the horde has found the switchyard, and the lights will never come back on.
What makes this night different
- Hidden fuses: four are hidden somewhere in eight marked buildings, and you only find out by searching.
- Notes left behind: an empty building may hold a note that crosses another one off the list.
The fuses

Fuses
Search the marked buildings for fuses, then the switchyard. The way out is the Substation, always on the east edge of town. Everything around it is dealt fresh from the town tiles each game.
At a glance
| Type | Find and escape |
|---|---|
| Round track | 20 rounds, adjusted a little for the size of the team |
| The way out | Substation (GATE) |
| Campaign | Chapter 5 of 10, Act I, the town |
| Players | 1–6, co-op. Alone you lead 2 to 6 survivors |
| Price | Free, in the browser |
If you make it
You throw the main. The floodlights bang on down the south road, and for the first time tonight you can see how many of them there are. You can also see the way out.
How a round goes

Everyone acts at once
Each survivor gets three actions a turn: move, search a building, fight, open a door. Talk it over, then do it.

Then the horde moves
The Hollows walk toward whoever they can see, or toward the loudest noise. A shotgun saves you and calls the street. A baseball bat is quiet.

You get stronger, and so does it
Survivors level up and pick new skills. The stronger you get, the bigger the horde gets. Finish the mission before the round track runs out.
Next mission: Separated · Previous: Radio Silence · All missions
Questions
How long does Lights Out take?
The round track is 20 rounds, adjusted a little for the size of your team. Most missions take about 45 to 60 minutes.
Can I play Lights Out alone?
Yes. Alone, you lead the whole team: 2 to 6 survivors, each yours to play. Friends can join on their own phones with the room code, up to six players.
Is the map the same every time?
No. The Substation always stands on the east edge, but the rest of Marrow Falls is dealt from town tiles each game and turned at random.
Which twists can turn up?
Unless you turn twists off, one of these may be dealt: Blackout, The Pack, Walking Wounded, Restless, Echoes, Bitten. You can also pick one yourself in the lobby.
Where does it fall in the campaign?
Lights Out is chapter 5 of 10, in Act I, the town. In the campaign your survivors bring their chosen skills and one item from the night before.
More from Rucksy: Play The Hollowing · Play Candlewake · The Hollowing: zombie survival board game · The Hollowing’s ten missions · The daily mission · Solo board games online · Candlewake: haunted house board game · Hidden traitor games online · Board games to play with friends online
The Hollowing and Candlewake are original games by Rucksy.