Radio Silence: mission art 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 Silence

The 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

The breakers

  1. A painted standee: the breaker

    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

TypeFind and escape
Round track15 rounds, adjusted a little for the size of the team
The way outWMRF Radio (STUDIO)
CampaignChapter 7 of 10, Act II, the valley
Players1–6, co-op. Alone you lead 2 to 6 survivors
PriceFree, 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

  1. June Castellanos, a painted survivor standee

    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.

  2. A Hollow, a painted standee of a townsperson gone hollow

    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.

  3. A Brute, a heavy hollowed mill worker

    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.