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← The Pilot’s ManualChapter 12

The Breachstone

A month-long siege against one colossal, sealed stone — worked a handful of strikes at a time, wall by hard-gated wall, for as long as it takes to earn the gear that finally cracks it. This chapter covers the whole shape of the siege. What’s actually sealed inside it, it does not say.

01 Finding the Sealed Grotto

Somewhere in The Lower Dark, the scope has a return it refuses to read — logged from day one as a sealed contact and nothing more. That fault has two separate locks on it, and both have to give before you can fly through:

  • You have to find it. The mouth is a hidden passage in the trench wall like any other — no marker, no arrow. Fly your own lamp close enough and it’s recorded, the same proximity rule as everything else the dark hides. See The World.
  • The signal has to unjam. Even found, the fault stays sealed until your Pilot ladder crosses Level 15. Below it, the Chart keeps drawing a sealed contact and nothing more; cross it and the same water reads as a real passage, ready to fly into. See Pilot & Classes.

The water on the far side runs warmer than the trench around it, on a rhythm too slow to be tidal. That much the scope has always been willing to tell you.

The stone itself doesn’t sit still. It reads as a slow-turning vortex of rock plates, the whole mass rotating as one piece — the plating’s own colour tracks the siege as it goes, so a glance at the stone tells you roughly how far the wall has fallen before you’ve even opened the console.

02 The daily strike cell

Once inside, a console of its own lights up on the left of the screen — nowhere else on the HUD. It holds the whole siege: how much of the stone is left, how many strikes you have today, and what’s fitted to swing them.

Fig. 1

Striking the stone

  • 10 strikes a day.The cell refills whole at the next day boundary — a siege measured in days, never in an evening of grinding. Twenty days at ten strikes clears a stone at perfect aim; that pace is fixed, and it’s the same twenty days for every pilot in the water.
  • X to aim, X to swing— the same two-press rhythm as throwing a net. An arc sweeps, and where you catch it decides how hard the blow lands — a graze does 60% of a clean hit, a true miss outside the window does nothing at all, and the day’s attempt is still spent either way.
  • A better mount unlocks the next wall — it never chips harder. A strike’s rank still comes from whatever cannon or launcher is fitted in your weapon slot, not the claw, and rank is still what a threshold wall checks (§03) before it lets a swing land at all. But once a strike is allowed to happen, every rank does the exact same damage — the wall chips at the identical rate for a stock mount and a Leviathan Lance alike, on purpose (see Weapon & Rockets for where a bigger mount’s numbers actually do matter: breakable rock, not this stone). The siege is the one place in the whole water where gear buys no speed.

03 Five walls, each hard-gated

The stone doesn’t simply drain. At 90%, 75%, 50%, 25% and 10% integrity, the strike you’re about to land instead erupts a wave of guardians — and every wave has its own minimum mount tier. Swing anything weaker and the blow doesn’t glance, it glances off: the console says so outright, names the tier you’re missing, and the wall doesn’t move until you come back better equipped. This is a content number, not a soft suggestion — it’s the entire reason the rest of the power loop matters.

Fig. 2

The five thresholds

IntegrityWallGate
90%The First CrackThe face opens a hand's width and the water goes bright.Coastal-grade
75%The Face GivesA slab the size of the drone calves off and falls out of the lamp.Twilight-grade
50%Half the StoneThe crack network reaches the ceiling. Something inside answers it.Midnight-grade
25%The Last QuarterThe light no longer leaks. It pours.Abyssal-grade
10%The Wall FailsWhat is left of the stone is a shell around a lamp.Leviathan-grade

Each gate matches the equipment rarity ladder exactly — Coastal through Leviathan — so “is my mount strong enough for the next wall” is always answerable at a glance from the tier already printed on the item card.

04 Guardians

A wave is a swarm, not a boss — a handful of hostile bodies that home in and work on your hull strain, the same meter the Lower Dark’s own pressure already fills. One clean strike drives a single guardian off for a few seconds; it doesn’t clear the water by itself. Clearing a wave is either outlasting it on the clock, or landing enough strikes to drive the whole thing off outright — whichever suits how you’d rather fly.

Let the strain meter fill all the way inside the Grotto and nothing about your progress is lost. There’s no death and no confiscation: the wave is abandoned, the wall you were working stays exactly where it was, and the water simply shoves you back out through the mouth you came in by. Being driven out costs you the trip back down — nothing else.

05 Materials, and the mounts they craft

Every wave you clear — whether by outlasting it or beating it down — drops a batch of materials found nowhere else in the game. Bank enough of one kind and the console’s own forge lets you build the very mount the next wall is asking for.

Fig. 3

Exclusive materials

MaterialRarityDropped by
Fracture ScaleTwilightFirst Crack
Gaunt ToothMidnightThe Face Gives
Medusa FilamentAbyssalHalf the Stone
Elite CarapaceAbyssalThe Last Quarter
Warden PlateLeviathanThe Wall Fails
Fig. 4

Craftable mounts

MountTierCosts
Arc CannonTwilight-grade mount8× Fracture Scale
Maw CannonAbyssal-grade mount10× Medusa Filament, 6× Gaunt Tooth
Leviathan LanceLeviathan-grade mount8× Warden Plate, 12× Elite Carapace

These three cannons aren’t exclusive to the console’s own forge — the ordinary Workbench can build every one of them too, for crystals and generic materials, once each one’s own depth is crossed (see Weapon & Rockets). Siege materials are simply the faster, feels-earned route to the exact same three parts.

When the stone reforms, your integrity and its waves reset — your banked materials and every mount you’ve already crafted never do. A new stone is a new wall, never a confiscation. (Read “season” nowhere on this page by accident: the game calls this a new stone, on purpose — see §06.)

06 Four stones, one rotation

Break the last wall and the grotto doesn’t simply reset — it reforms as a different stone, with a different creature sealed inside, a different livery, and its own name. Four stand in the rotation today, in a fixed order that wraps back to the first once the fourth is cleared, so a cycle you missed always comes round again rather than vanishing for good. Every stone’s cycle is the same twenty days at ten strikes; the payout is what changes.

Clearing any stone pays two things, and only the second one is a roll:

Fig. 5

Guaranteed, no roll involved

The sealed creature. Inked into the Ledger the moment the wall falls — the whole reason a pilot cares which stone this cycle is.
Its livery. Cosmetic only, and never a duplicate — once every livery the rotation can hand over is already worn, that slot pays a bundle of Elite Carapace instead of repeating itself.
A materials payout. A fixed handful of the stone’s own materials, banked the instant the wall gives — nothing about it depends on the roll below.

Then three cards turn, drawn from one published table — the odds on screen are the exact weights the draw itself uses, so the printed number can never drift from the rolled one. Reveal them one at a time, or press skip and see all three at once.

Fig. 6

The published table — nine rows, one draw of three

CardPaysChance per card
Sheet of Scale2× Fracture Scale (Twilight)18.0%
Pair of Teeth2× Gaunt Tooth (Midnight)16.0%
Filament Coil2× Medusa Filament (Abyssal)15.0%
Carapace Course2× Elite Carapace (Abyssal)14.0%
Signal Bundle3× Signal Rocket10.0%
Warden Plating1× Warden Plate (Leviathan)9.0%
Salvage Arma drone part — never a duplicate9.0%
Deep Magazine8× Signal Rocket5.0%
Crystal Purse600 crystals4.0%

Nine rows, three drawn without repeats, so a stone can never hand over three copies of the same card. Worked from those same weights: a drone part — the rarest row on the table — lands in a stone’s three cards about 28.5% of the time before pity ever steps in. The part itself climbs a fixed ladder — Gaunt Claw, then Filament Harpoon, then Warden Harpoon — three claws that existed in the catalogue with no recipe and no price before this table gave them a door; once all three are owned, the card pays a Leviathan materials bundle instead of a duplicate.

Fig. 7

The caps, plainly

Pity is two stones. Go two stones in a row without a part card and the third is guaranteed one, swapped in for whichever of your three cards was the most ordinary — a guarantee that never costs you the best thing you drew. The counter is shown, not hidden: an invisible pity is no pity at all.
Every payout is tier-capped. No single card, wave drop or the Titan’s own drop may hand over more than a fraction of a full recipe at that material’s tier — Coastal 3, Twilight 2, Midnight 2, Abyssal 2, Leviathan 1 per round. Against the Leviathan Lance’s 8-Warden-Plate recipe, that’s at least eight stones of drops before rewards alone would cover it. A stone contributes to a top-tier build. It never delivers one outright.
Nothing here is purchasable, ever. No entry cost, no key, no paid reroll — the only input to a stone’s reward is which cycle it is. Reload the page mid-reveal and the same three cards are waiting; there is nothing to gain by trying.

07 Breach Shards

A shard is the one way to move the siege faster than your own strikes can, and the game is plain about exactly what that buys: “It moves the day forward. It never moves the wall.” Ring one against the stone and the whole rock answers at once — a week’s patient chipping delivered in a single note. It cannot touch a guardian, cannot skip a wave, and cannot open a gate your mount isn’t rated for.

Every one of the five threshold walls rolls its own 50/50 the moment it opens — clear a wall and there’s a coin-flip chance it hands over shards on top of whatever the wave dropped. That roll is recorded the instant it’s made, win or lose, so re-entering the grotto can never reroll a wall you’ve already opened. And the coin isn’t left to chance forever: reach the fifth and final wall having won nothing all cycle, and that last roll is skipped — it pays out for certain, so a whole stone is never a total shard drought.

Fig. 8

The caps, plainly

2 a day. The cell doesn’t care how many you’re holding.
37.5% of a stone, total. However many you spend, the stone will not fall more than a little over a third faster than the daily grind alone would take it.
Earned, not sold. Every shard you’ll ever hold comes from a wall’s own 50/50, or the last wall’s guarantee if the whole cycle paid nothing. There is no purchase button anywhere near this stone.

That cap is a promise, not a limitation somebody forgot to lift. However patient or however impatient you are, the siege still asks the same thing of everyone in the end: fly better, hunt harder, build the next mount. A shard only ever buys you time you’d have earned anyway.

08What’s behind the stone

Something is sealed inside — the water says so from the moment you first find the fault. What it is, this manual won’t say. What the manual will say is the shape of the ending: the last wall gives way, whatever has been waiting behind it wakes, and there is one final fight before the stone reforms with something different sealed inside next time.

That much is structure, not spoiler. The rest is exactly what a month of strikes is for.