The Hollowing · Mission 4 of 10 · Find and escape
Radio Silence
Any three of five breakers: each lights a drain and moves where the horde comes from.
Host Radio SilenceThe briefing
WMRF went off the air at nine, mid-song. The transmitter on Hill Road still stands, and its signal reaches the state police barracks forty miles away, if it has power.
The power on this side of Main Street runs through breaker boxes in the school, the motel, the garage and the electronics store. Every breaker you throw brings a streetlight back on, and the hollowed won’t climb out of a lit drain: there are five breaker boxes and three will do, so throw the ones that quiet the drains you fear most. Then get everyone into the studio and call for help.
The goal
Throw any 3 of the 5 breakers, then get every survivor into the radio studio. Each breaker thrown lights the drain nearest it: it stays quiet all night, and every second one lit shuts a drain for good.
At the end of round 15 the transmitter’s batteries are flat and there is no one left to hear you.
What makes this night different
- Your choice of target: any three of the five breakers will do, so pick the ones that help you most.
- Lit drains stay quiet: each breaker lights the nearest drain, and nothing climbs out of a lit drain.
The breakers

Breakers
Throw 3 breakers to quiet drains, then reach the studio. The way out is the WMRF Radio, 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 | 15 rounds, adjusted a little for the size of the team |
| The way out | WMRF Radio (STUDIO) |
| Campaign | Chapter 7 of 10, Act II, the valley |
| Players | 1–6, co-op. Alone you lead 2 to 6 survivors |
| Price | Free, in the browser |
If you make it
The studio lights flicker on. The needle climbs. A voice from the barracks answers on the third try, and asks you to repeat that.
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: Lights Out · Previous: Pharmacy Run · All missions
Questions
How long does Radio Silence take?
The round track is 15 rounds, adjusted a little for the size of your team. Most missions take about 45 to 60 minutes.
Can I play Radio Silence 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 WMRF Radio 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?
Radio Silence is chapter 7 of 10, in Act II, the valley. 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.