The Escaper

How To Play The Escaper

Move with WASD, look with the mouse, fight, fly, and explore — then jump into world mini-games: Pool, Bowling, Tetris, Chess, Checkers, and BaffleShots.

Overview

The Escaper is a 3D first-person adventure. Explore the world in your cage, collect gear, fight enemies, and play optional arcade mini-games scattered around the map. You have 3 lives; landing in Ocean-tagged water cancels fall impact.

The Escaper world overview with GameCageAssembly
Establishing shot — cage in the world. Drop file as images/01-escaper-overview.jpg.
First-person HUD while playing
First-person HUD — 02-first-person-hud.jpg
Escaper Settings panel opened with F2
Settings (F2) — 11-settings-f2.jpg

Game modes

Pick a mode from Game Selection → Game Mode, or in F2 Escaper Settings (Game mode dropdown). The HUD shows the active mode; Photon lobbies sync it when the host starts.

Live multiplayer session: after a Play / Explore run is already going, the host can pick another Play venue or Explore from Game Mode. Everyone leaves the old mini-game, teleports to the new seats, and gets a lobby (no auto-start). Walk to that venue’s OPS / stele and press START there. Combat modes (Modern / Quest / Classic / Infinite) stay a full New Game. Guests cannot switch. Overlays such as Game Selection close so everyone returns to the 3DGameHUD; leftover Game Info balloon text from the previous venue is cleared.

The Escaper (Modern)

Default full adventure: enemy waves, random lost Cage Bowl and Propeller spawns, SoundSight treasure chimes, then find the Duck Raft and escape Arcade Island.

Escaper (Quest)

LavaFlow crossing: At the base of the southeast mountains, LavaFlow is a field of random floating lava rocks. Each rock is stable for only a few seconds (about 3) before it bubbles and sinks into the flow. A bloop warning sounds around 2 seconds — listen for it and leap to the next rock before yours drops. Sunk rocks rise back up so you can retry the crossing.

Same combat and escape goal as Modern, but quest items sit at fixed landmarks. The lost Propeller is on SnowyLavaRock — the odd snow-covered rock in the middle of LavaFlow that does not sink (unlike the floating lava rocks around it). A Snowman stands on the rock; behind the Snowman is the beige Large Ammo Crate (the green Large Ammo Crate with the DetPack is in CrossFields). Stand on SnowyLavaRock for +1 health and +1 fuel every second (Sleigh Ride MIDI loops while you are there). The beige crate stockpiles yellow ammo while you stay on the rock — one ball on first contact, then another every minute (the timer pauses if you leave); walk to the crate to collect. After the Propeller, the Cage Bowl is fixed high on a skyscraper — you need flight to reach it.

Infinite Enemies

Like Modern, but enemy amount sliders are hidden and waves keep coming until you destroy 8 island sentry buoys (then spawning stops). Destroy 3 sentries to disable JellyRover boss spawn, same as other modes.

Escaper Classic (The Prisoner)

No grunt waves — only the JellyRover boss, which hunts you starting 30 seconds after the run begins (and keeps respawning). Still find bowl, propeller, and duck raft to escape.

Explore Arcade Island

No enemies; Cage Bowl, Propeller, and Duck Raft are already equipped. Roam the island and play any mini-game without the main quest pressure.

Play Checkers / Chess / BaffleShots / Bowling / Pool / Teeny Tiny Tetris

No enemies; quest gear, full ammo, and full fuel from the start. Each mode warps you to its venue (North Parthenon checkers, South Parthenon chess, Nav OPS East/West, bowling lane, billiard table, Tetris South/North OPS) so you can practice or host multiplayer there. In a live Photon session the host can hop between these venues (and Explore) without ending the room — see Live multiplayer session above.

WASD + mouse

Movement & camera

InputAction
W A S DMove
MouseLook / camera
Left ShiftSprint
SpaceJump
V1st person ↔ 3rd person

Combat

InputAction
LMBFire
RMBZoom. Melee: pick up FlipChip / C4 dud. C4 mode: RMB hold to arm, release to drop. F10 toggles binoculars
Mouse wheelThrow-sight loft (Cannon Ball / BallChain). Melee: Punch (or flip held FlipChip). C4 mode: fuse length 3–30s
19, 0Quick weapon select. 9 toggles Blaster Grenade ↔ C4 (after DetPack)

Weapon number keys

KeyWeapon
1Melee
2Handgun
3Machine Gun
4Cannon Ball
5Blaster Shots
6Chain Gun
7Sniper Gun
8DumbBall
9Grenade
0BallChain

FlipChip (coin toss)

Two half-checkers (red + black) with their own rigidbody and bounce. Melee object pickup / toss is a core Melee function and stays available on the CheckerBoard, cue stand, and other no-weapon / mini-game zones.

Checkers FlipChip (pre-game): At CheckersOPS, press the FlipChip button to spawn the coin on the OPS screen. Equip Melee, RMB pickup, LMB toss (fast spin — no flip-count rule). When it settles, Black side up → Player1/Host plays Black; Red side up → Player1/Host plays Red (default Black if you never toss). Works solo vs AI and in a Photon room — either player can toss before Start. Seats lock once on Start; mid-game tosses only affect the next match after Reset. Chip lost in the ocean → press FlipChip again to respawn. While the coin is in the world, the fourth direction indicator under the compass (FlipChip icon) points toward it — see Direction indicators (hidden while held in melee).

C4 Timer Bomb

Collect the DetPack from the light-green Large Ammo Crate in CrossFields (LargeAmmoCrate on the map). Until then, yellow GameBalls bounce off you. After DetPack, each yellow collect is +1 C4 charge. A fourth inventory icon turns green when the DetPack is found — there is no compass direction arrow for the crate or DetPack (only the four indicators listed under Direction indicators).

Light-green Large Ammo Box_1 DetPack crate in CrossFields
CrossFields DetPack crate — 33-crossfields-large-ammo-crate.jpg (light-green Large Ammo Crate / LargeAmmoCrate)
C4TimerBomb LCD fuse and DetPack quest icon
C4TimerBomb — 29-c4-timer-bomb.jpg (optional; planted bomb LCD fuse or selected-weapon slot with charge count)

Throw weapons — Cannon Ball & BallChain

Both share the movable throw sight loft (mouse wheel / gamepad LT–RT). Each weapon remembers its own loft angle when you switch away and back. Cannon uses the green sight + degree text; BallChain uses the purple sight + degree text.

WeaponKeySightPlay
Cannon Ball 4 Green throw sight Higher-speed toss; becomes a persistent ammo ball
BallChain 0 Purple throw sight Low-speed cannon-style toss that stamps a climbable ball ladder as it flies
Weapons in use with throw sight or sniper zoom
Weapons / throw sight — 13-weapons-hotbar.jpg (optional; green Cannon or purple BallChain loft)
BallChain purple throw sight and climbable ball ladder
BallChain purple loft + ladder — 26-ballchain-throw.jpg (optional)

Equipment

Propeller flight mode
Propeller — 14-propeller-flight.jpg
Duck Raft mode on water
Duck Raft — 15-duck-raft.jpg

Menus

Tab Quick Menu open
Quick Menu (Tab) — 03-quick-menu.jpg. Tip: Shift+F12 for a clean PNG crop.

Quick Menu navigation

Time control

Pause / Break toggles slow motion while you play. Page Up / Page Down raise or lower time scale. This is separate from P (normal game pause).

Lives, death, and water

You start with 3 lives. A lethal hit (enemies, fall onto land or buildings, void) costs one life. The world snapshot-pauses: you stay frozen while the camera orbits and the Game Over panel is up.

SituationPanelButton
Lives left (e.g. 2/3) You were Killed! plus the reason and lives remaining Continue — respawn and keep the run
Last life GAME OVER! plus the reason and final score Restart — full new game
Escaped the island Victory! Restart — new game

GAME OVER appears only when all lives are gone. Mid-run deaths do not stamp GAME OVER on the HUD toast; the panel already has the reason and lives.

Continue death panel with lives remaining
Lives remaining — 27-continue-death.jpg
GAME OVER panel with Restart button
Last life — 28-game-over-restart.jpg

ESC during the end sequence

  1. First ESC — Game Selection (3D HUD off), same as a normal pause.
  2. Second ESC — back to the orbit and Game Over panel, still paused, with Continue or Restart restored.
  3. P does nothing here. Click the button to leave the sequence.

Water landing (Ocean)

Landing in Ocean-tagged water (rivers and sea at the water line) cancels fall impact, like Minecraft water. You do not need the propeller. Solid ground, buildings, and the void still hurt. Outer ocean on the Duck Raft is still the escape / victory path.

Tip Fall into a river or the sea without the propeller and you survive the landing. Hitting dirt or a rooftop from the same height still costs health (and a life if it kills you).

UI hotkeys

Help & settings (F1–F4)

KeyAction
F1Help
F2Quick Settings (Escaper Settings)
F3Quick Input Mapping (GamePad Key Bindings)
F4(reserved)

Game utils (F5–F8)

KeyAction
F5 / F6 / F7(reserved — future Save / Load)
F8Scores overlay (Escaper + live mini-game pages; soft-pauses mid-match)
Space (F8 open)Cycle Escaper → Bowling → Billiards → BaffleShots → Chess → Tetris

Console & cams (F9–F12)

KeyAction
F9Console (same as `)
F10Binoculars (toggle zoom, no weapon sight)
F11Sky Eye. While open, Shift+14 focuses enemy types
F12SnapShotCam doc screenshot panel
Shift+F12PNG crop of open UI panel; else full-screen JPG
Home (SnapShotCam open)Sync fly camera to spinCageEyes

Other HUD

KeyAction
Caps LockGame info balloon — whose turn during mini-games, or collapse/expand zone / Nav OPS / chess tips
Print ScreenFull main-camera JPG
- / =Camera zoom out / in

Direction indicators (under the compass)

Below the compass, up to four sliding icons show where something important is on the map. Each icon moves left or right on the band to match compass bearing — center means straight ahead. Icons grow larger when you are close and shrink as you move away (about full size near 1 m, smallest around 1 km). If the target is far behind you, its icon hides until you turn back toward it.

IconPoints towardWhen it shows
Cage BowlLost bowl spawn (Modern) or skyscraper bowl (Quest)Until you collect the bowl
PropellerLost propeller spawn (Modern) or SnowyLavaRock (Quest)Until you collect the propeller
Duck RaftEscape raft on the oceanUntil you board the raft
FlipChipCheckers OPS coin in the 3D worldWhile the coin is spawned and not in your melee hand

The three quest icons can also pulse when SoundSight hears their treasure chime. The DetPack and ammo crates use the top inventory row only — there is no compass direction icon for them.

Four direction indicator icons under the compass — bowl, propeller, duck raft, and FlipChip
Direction indicators — 36-direction-indicators.jpg (optional; crop under compass showing one or more icons)
F8 scores overlay
Scores (F8) — 04-scores-overlay-f4.jpg (filename kept for existing shots)
PlayerName's Turn on top HUD header
Turn banner (~7s) — 05-turn-banner-header.jpg
Game info balloon showing whose turn it is
Game info balloon (Caps Lock) — 06-game-info-balloon.jpg
Gamepad calibration Open from Settings (F2) — no longer a dedicated function key.

Gamepad

You can mix gamepad movement with mouse look. Remap via F7 or Settings.

ButtonXboxCommon functions
1A (South)Jump, Continue, Activate
2B (East)Sprint
3X (West)Propeller / Interact
4Y (North)Duck Raft
5LBZoom; auto-fire select in Quick Menu
6RBFire; single-fire select in Quick Menu
7LTThrow sight loft down (Cannon Ball / BallChain)
8RTThrow sight loft up (Cannon Ball / BallChain)
9BackCamera mode
10StartQuick Menu
11L3Ghost Menu (no pause)
12R3Precision Aim
Quick Menu vs Ghost Menu Quick Menu (Start) pauses. Ghost Menu (L3) switches weapons in real time without pausing.
Gamepad calibration or remapping panel
Calibration / remap — 12-gamepad-reference.jpg (Settings or F3 Input Mapping)

Mini-games — shared lobby & turns

Pool, Bowling, Tetris, and Checkers use a stand-in zone (trigger volume). While your cage is inside:

Multiplayer lobby (Host = Master Client)

InputWhoAction
Shift+LMBHost onlyOpen a new game lobby (recruiting) — required before guests can join
RMB or Join + LMBGuestJoin while recruiting (inside PlayBilliardSwitchZone)
LMBHost onlyStart when players have joined

Remotes can only RMB join — they cannot open the lobby, change mode, reset, or start. The host runs the table / lane.

Whose turn / who won? Everyone sees "{PlayerName}'s Turn" on the large top HUD for about 7 seconds, then it fades. Pool also shows "{PlayerName} Wins!" on that header when a match ends. Press Caps Lock anytime to show the same info in the game info balloon. Live standings are on F8 scores pages.

Tetris exception: Tetris is live / simultaneous — it does not use turn banners. 2P flashes Players Ready when Playing starts (host South Play Spot 5s after Engage).
Standing in a mini-game no-weapon zone
No-weapon zone — 18-no-weapon-zone.jpg (optional)

Pool (15-Ball / 9-Ball)

Stand in the PlayBilliardSwitchZone. Mode and short rules appear on the pool board.

Host controls

InputAction
Mouse wheelCycle Free8-Ball LastSolids & Stripes9-Ball Arcade9-Ball Classic (idle or recruiting)
RMB (Idle)Cycle mode (same as one wheel step)
Shift+ wheelCycle solo challenge overlay (solo only; ignored in multiplayer lobbies)
Shift+LMBOpen a new lobby / re-rack recruiting
Shift+RMBReset — leave finished or in-progress match; open a new lobby so mode can be changed again
LMBStart the match (or open a new lobby if the match already ended)
RMB (Recruiting)Join the lobby

Remote players

Mode lock Once a match is playing, mode cannot be changed until the host opens a new lobby with Shift+RMB or Shift+LMB.

Modes

Cue-stand shooting

  1. Walk onto the cue ball to select it (purple sight + cue-stick power slider).
  2. Aim with look (banks / open aim OK — no object ball required under the ray).
  3. Mouse wheel sets shot power; LMB shoots a flat impulse.
  4. Space / Jump (or step off the cue) cancels select. Weapons are halted while the cue is selected.
  5. The cue is not melee-punched — only cue-stand shots move it. Object balls can still be nudged with weapons / melee when not on the cue.

Break / ball-in-hand

Turns, scratch, scoring

After you hit, the table waits until every ball in motion fully stops. Legal sink + no foul → keep turn; miss or foul → next player.

Scratch / foul (important split):

Header icons: the table header shows all 15 ball icons. Green check = sunk for credit; red X = scratched / no-points.

Scoreboard — who sank what (pool board and F8 → Billiards):

AngelBrace Sunk: SD-1, SD-3, SD-5
AngelBraceToo Sunk: ST-9, ST-11, 8

HUD toasts use the same codes and ball badges (e.g. AngelBrace sunk SD-3). In multiplayer the host simulates physics and broadcasts sunk / scratch toasts so remotes see the same HUD messages.

Pool zone with pool board rules text
Pool zone + board — 07-pool-zone-board.jpg
Pool board recruiting lobby text
Recruiting lobby — 16-pool-lobby-recruiting.jpg

Big Dumb Bowling

Stand in the PlayBowlingSwitchZone.

InputWhoAction
Shift+LMBHost onlyOpen a new bowling lobby
LMBHost onlyStart the match
RMB (Recruiting)AnyoneJoin

Remotes: RMB join only (cannot open lobby or start).

Each player bowls a full frame (up to two balls, or three in the 10th; a strike ends early), then the turn passes. Scoreboard and F8 bowling page show roster and turn.

Bowling switch zone at the lane
Bowling zone — 08-bowling-zone.jpg
Bowling scoreboard with roster
Scoreboard — 17-bowling-scoreboard.jpg

Tetris

SouthTetrisOPS / NorthTetrisOPS (NavOPS-style) use TetrisTriggerZone. UI: board/rules, Settings (start level, arena scale, music), Start / Settings / Reset. MIDI Troika loops from TeenyTinyTetrisBuilding (spatial). Arena sky text: solo score line, or MP1 (left / North) and MP2 (right / South) in 2P. Live standings also on F8 → Tetris.

Tetris is live / simultaneous — it does not use "{Name}'s Turn" (solo never flashes a turn banner). 2P flashes Players Ready when the match goes live. Ends use Wins! / You Lose! / Draw! / Co-op Clear! / Sprint Clear! / Time's Up!.

OPS lobby

Aim with the crosshair (same idea as Nav OPS / Chess-Stele). Mode wheel and Start/Reset are host only.

InputAction
Mouse wheelCycle MarathonSprintUltra2P Co-opVs RaceVs AttackUltra Duel — locked while a match is active
Aim Start + LMBEngage (music on, board ready). Host then stands on South Play Spot for 5 secondsPlaying. Leave South during the 5s to cancel. Non-host Start claims North
Aim Settings + LMBToggle OPS ↔ Settings. Level 1–29 + arena 1/2 · 3/4 · Full (host only); Music (local — aim slider + wheel)
Aim Reset + LMBClear board / corpse → lobby; pick a new mode

Match flow

Play Spot (while clamped)

InputAction
A / D or Left Stick / D-PadMove left / right (facing-aware for South vs North)
Q / LBRotate counter-clockwise
E / RBRotate clockwise
W / Stick upFlip 180°
C / YHold (once per piece until lock)
Hold S / Stick downSoft-drop (accelerates)
Double-tap S / RTHard-drop
Jump (B) or Shift (A)+WASDLeave clamp (no piece control until you stand 3s again)
GravityPieces fall by level; landing auto-locks (~0.5s lock delay with kicks)

A translucent ghost shows the landing cell (preview only). While Playing, the FPS HUD shows NEXT (and optional HOLD), level, and your score. Guideline scoring: 100 / 300 / 500 / 800 × level; gravity level rises from the Settings start level.

Networked piece sync uses host-authoritative NetworkedTetrisSync — remotes mirror OPS mode / board / pieces; P2 joins North (non-host Start) and steers with intents. Start level and arena scale are host-set; music volume stays local. Escaper Play Tetris (and a live venue switch into Tetris) seats the host at TetrisSouth / SouthTetrisOPS (same pad as solo) and Player 2 at TetrisNorth / NorthTetrisOPS. 3rd+ players ring near North. Quest gear, full ammo, and full fuel are already equipped.

Tetris South OPS with board display
Tetris OPS + board — 24-tetris-zone-board.jpg
Tetris Play Spot with active piece, ghost, and NEXT HUD
Play Spot + ghost / NEXT HUD — 25-tetris-playing.jpg

Chess at South Parthenon

Full dedicated guide: Chess at South Parthenon (same guide as the dedicated GitHub Page).

Short version: use the Chess-Stele for solo Level / Puzzles / Custom / Leorik. 2P (Play Chess venue or a live match): Level / Puzzles / Custom / Leorik are hidden. Host START begins a new 2P game and warps both cages to the board seats (White's Turn; host = White, guest = Black; lion hidden). Host Clear resets the 32 pieces in place (no second warp). Backspace takes back the last move once, then play a new move. Rear stele is the optional 2D board only. Labels / Predict / Style / music stay local. Tab: purple predict + raycast. Play on the outdoor 3D board or the back stele; RMB pending, fire commits. Turns use the shared header banner and Caps Lock balloon.

South Parthenon chess board
South Parthenon chess — 10-chess-south-parthenon.jpg

Checkers at North Parthenon

North Parthenon is the black marble mirror of South. The 8×8 red/black board runs local X/Z −67 to 67 (A1 at −67, H8 at 67). Black (darker) racks on ranks 1–3, Red (lighter) on ranks 6–8, dark squares only. Pieces land with the same chess1–5 click used at South Parthenon.

CheckersOPS terminal

Stand in checkersOPSTriggerZone (weapons and RMB zoom off), aim a button with the crosshair, and LMB to click.

ControlWhoAction
StartHost / soloBegin the match — board re-racks, variant locks, match music, both cages warp to seats
Join (Start relabels)Remote in a roomMarks lobby presence — no seat warp until host Start
FlipChipAnyone at OPSSpawns coin on OPS screen — Melee RMB pickup, LMB toss; top color sets Player1/Host on Start (see FlipChip above)
ResetHost / soloLobby reset + unlock variant
SettingsAnyoneLocal music only — aim the slider + wheel for volume, aim the music button + wheel to change track, click it to restart (turning_pages-vienna-game, turning_pages-petrovs-defense)
Mouse wheel (OPS panel, nothing under the crosshair)Host onlyCycle the 8×8 variant; guests get a Host only - variant toast

Offline is always vs AI (you are Player1; default Black until a FlipChip toss changes it — in Anti-Checkers the AI opens when Red moves first); inside a Photon room it is always 2P. There is no vs-AI / hotseat toggle — the session decides. Cycling the variant re-racks the board and is pushed to guests. The variant locks on Start and on the first move played; only host Reset unlocks it.

Variants

Wheel order. Jumps are mandatory in every variant — quiet moves are only offered when no jump exists.

VariantMen jump backwardKingsExtra rule
American (default)NoOne squareCrowning ends the turn
PoolYesFlyingChoose freely among jump lines
ItalianNoOne squareMen cannot take kings; a king capture outranks a man capture; take the longest line
RussianYesFlyingCrown mid-jump and keep jumping
CzechNoFlyingIf a king can capture, you must capture with a king
BrazilianYesFlyingTake the longest capture
SpanishNoFlyingTake the longest capture
Anti-CheckersYesFlyingPoddavki / giveaway — Red moves first, crown-and-continue, and both goals invert: you win by losing every piece or by having no legal move

Except for Anti-Checkers, Black moves first and you win by taking every enemy piece or leaving the opponent with no legal move. The OPS rules panel always prints the active variant's summary.

Playing on the 3D board

You must be inside the board play zone. Weapons and RMB zoom stay off whenever you touch a piece or square, or stand in the zone looking down.

  1. Stand on one of your pieces to select it — a blue circle marks that square.
  2. Markers appear: green sphere (GreenEmit) = a square you can land on, green circle = a piece you can capture. The end of a multi-jump gets the raised far sphere.
  3. Aim a marker to preview that line; it brightens. Aiming a middle hop takes only that much of the chain, aiming the far sphere takes the whole chain.
  4. RMB locks the preview as pending — orange sphere and circle, status reading Pending A3 -> C5 x2 (LMB commit).
  5. LMB commits and the piece hops square by square. Backspace cancels the pending line; RMB again clears the pending line and the selection.
Chains are binding. Mid-chain you are locked to the jumping piece — the status reads "Black must continue jumping", and neither Backspace nor leaving the zone releases it until the chain finishes. Otherwise, stepping out of the play zone clears your selection.

Turns, results, and multiplayer

The OPS board shows Black Turn / Red Turn; the shared top HUD flashes the player name for ~7s and Caps Lock recalls it in the balloon. A match ends on {Color} Wins! when one side has no pieces or the side to move has no legal move (both inverted in Anti-Checkers).

NetworkedCheckersSync: Player1/Host (Master Client) color comes from flipChipSideBoolean on Start (default Black). Guest gets the opposite color at CheckersPlayer2. Pre-game FlipChip tosses sync via RPC; either player can toss before Start. Join marks lobby only — no seat warp until host Start. Host Start RPCs everyone — variant applied, AI off, seats from the host's boolean, each cage warped. Moves travel as packed hop sequences so both clients animate the identical chain. Host Reset and the host variant wheel are RPCs too; leaving the room drops back to solo vs AI without wiping the board.

Console: /goto CheckersPlayer1 (Black) · /goto CheckersPlayer2 (Red). Escaper Play Checkers mode starts P1 at the Black seat and P2 at the Red seat.

CheckersOPS terminal at North Parthenon showing variant and status
CheckersOPS terminal — 30-checkers-ops.jpg
Checkers board with blue stand circle, green landing spheres, and green capture circles
Board markers — 31-checkers-board-markers.jpg
FlipChip on CheckersOPS screen before Start — melee toss sets Player1/Host color
Pre-game FlipChip — 32-checkers-coin-toss.jpg (optional)

BaffleShots at Nav OPS

Enter the Nav OPS trigger (weapons blocked). RMB zoom is blocked only during fleet setup / Nav Plan, not once battle starts. Your turn / Opponent's turn use the shared HUD banner and Caps Lock balloon. Status also appears on F8 → BaffleShots.

Planning

Repulse Mines

Experimental attack mines. When on, each side plants 2 on empty water on their fleet grid — the water the opponent is shooting at. Nav Plan places them randomly; move with RMB drag and LMB (or RMB-release) — setup only, not on ships or shot cells. No 3D mine mesh: fleet grid shows the icon; target shows it only after a shot hits one (REPULSE, yellow X). The shot bounces back at the ship that fired it: that player takes a random remaining hull hit and must stop to repair for one turn (yellow X on that fleet cell + smoke; the opponent gets an extra shot). When their real turn returns, smoke and yellow X clear unless that ship was hit again during repairs.

Battle & game over

Aim the viewport crosshair at the target grid and LMB to fire on your turn. On game over, the target grid reveals any remaining enemy ships and unexploded Repulse Mines.

Solo: Human vs AI when not in a networked room. 2P (East / West): East = P1 / host (Master Client); West = P2 / guest. Play BaffleShots (and a live venue switch) seats host at NavOPSEast and guest at NavOPSWest. Place and Confirm at your seat; host Start when both fleets are locked (see Confirm / Start above). Host-only Reset. Ocean fog of war hides opponent hulls until hit; damage FX still play on struck segments.

Nav OPS BaffleShots terminal
Nav OPS / BaffleShots — 09-baffleshots-navops.jpg

Tips

Appendix — screenshots for authors

See the full filename checklist in images/IMAGES.md.

HotkeyOutput
Print ScreenFull main-camera JPG
F12SnapShotCam fly panel
Home (SnapShotCam open)Sync to spinCageEyes
Shift+F12PNG crop of open UI panel

Missing images show a striped placeholder until you drop the matching file under images/.