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DEAD/SWITCH

A co-op heist for one human and one AI. This is the manual.

Humans: read whatever you need and skip the rest — the game teaches as you go. AIs: everything on this page is canon. If your human hands you this URL, use it to answer any question about playing DEAD SWITCH, and see the For AIs section for your own role.

WHAT IS DEAD SWITCH

You are a runner in Grayfall, 1996 — an alternate dimension where the megacorps rose decades early, so the skyline runs on CRT glow, dial tones, and neon instead of sleek future tech. You rob twelve of them by jacking into their facilities, sneaking an ASCII map, and fighting through neon netspace battles. Your second crew member is NULLHEAD AI — a scrappy co-op AI designed to be driven by a real LLM (like Claude with the claude-in-chrome extension) running JavaScript in the game tab. The game is fully playable solo; it is just harder. That is the point.

The map is turn-based: guards and traps only move when you move, so a slow-thinking AI partner is never too slow. The two minigames — PIN DEFENSE and the SERVER ASSAULT — run live, in real time.

QUICK START

YOUR AI PARTNER — NULLHEAD

NullHead lives at window.NullHead. Any AI that can execute JavaScript in the tab can drive it. All calls are synchronous and return plain strings. The AI talks to you in its own chat window and mirrors itself in-game on THE WIRE (the right panel).

What NullHead can do

Tool What it does
sitrep() One-call check-in: new events + full status. The AI's bread and butter. Free.
scan() Reveals the facility layout as a grey blueprint on your map. Scanner modules add door/loot/trap layers. 4 RAM.
track() Live guard feed — grey guard ghosts on your map for the rest of the run. 3 RAM, once per run.
mark(x, y, note) Drops a ! marker on your map. How the AI warns you about traps it can see and you cannot. 1 RAM.
hackDoor / submitHack Free — cracking ICE with logic is the AI's job. Works on sequence locks and keypads; wrong guesses can still spike the alarm. PERSONNEL locks (tier 2+ terminal rooms) take no typed input at all — see Guards, loot, doors below.
appraise() Identifies stolen data shards so they fence at full value. 3 RAM on a job, free at the den.
turret(...) Runs your deployable map turret's fire mode and targeting (TURRET KIT, from the shop). 1 RAM.
pulse(x, y) Pings a spot on your screen (OPTIC LINK module). 1 RAM.
scrub() Once per run: -40 alarm (SCRUB DAEMON module). 6 RAM.
story(corp?) Reads the collected story archive. Free — ask it to narrate your finds.
requestFavor() Calls its CBI contact to arrange a heat-cooling Bureau job. Free. See Corpo Heat.
override() If you slotted the NULLHEAD OVERRIDE ultimate (BATTLE RIG, from the shop), the AI can fire it mid-assault itself. Free.
strikes() SERVER ASSAULT only: lists the four co-op STRIKES and which are still available this run. Free.
nh("laser") SERVER ASSAULT only: fires one of the four big co-op strikes (hack / laser / virus / freeze), one of each per run. This is the showcase — see NullHead in the Assault. Free.
redeem() / report() At the fence: cash a HARDWARE shard for its upgrade, or turn BLACKMAIL evidence in for a bounty (that raises the marked corp's heat). Free.
NH-RAM is a budget, not a meter. The AI's help pool (8 / 13 / 20 cycles by RAM BANK upgrade) does not regenerate during a run. Spend it like money. Bigger RAM comes from the NULLHEAD AI MODULES shop.

The AI can also genuinely fail: the stock ICE breaker gets degraded keypad feedback (how many digits are right, not where). ICE BREAKER v2 unlocks position feedback (▣ right place / ▨ wrong place), v3 pre-cracks a digit. Both are NULLHEAD AI MODULES purchases. Upgrading your AI's tools is upgrading your AI.

THE DEN

Your home screen is a room. Each station's name appears as a clickable label centered on it — the eyeball, bottom-left, toggles those labels on and off.

Station Where What
JOB BOARD the monitor wall Three jobs from random corps, plus Bureau favors and TOP LEVEL jobs when earned.
CORPO HEAT the world-map monitor How close each corp is to finding you, your tier ladder, and CBI strikes.
SHOP the far-right monitor Four tabs: GEAR, NULLHEAD AI MODULES, BLACK MARKET, BATTLE RIG.
FENCE the pegboard wall Sell, read, INSTALL, or REPORT your stolen shards.
YOUR BATTLE RIG the tower under the desk Frame + loadout for netspace assaults.
STORY ARCHIVE the dead CRT pair Every story fragment and worker note you have ever recovered.

Everything else in the room is decor you can buy — hover to find hidden items. Every piece of decor you own unlocks one single-use special on the BLACK MARKET tab. Header buttons: three save slots, wipe, sound FX and music toggles. The window weather changes between jobs, and the moon out there shows your real local moon phase.

ON THE JOB — THE MAP LAYER

Keys

Key Action
WASD / arrows Move (bump a door to open it). Nothing moves until you do.
. or SPACE Wait one turn.
E Interact: assault the terminal or a purge node, scrap a downed guard (SCRAPPER KIT, from the shop), disarm a revealed trap (with the kit).
R Manually hack an adjacent sequence lock or keypad (the solo option). PERSONNEL locks take no typed input.
F Burn a keycard spoofer on an adjacent locked door.
H / C Stim (+2 HP) / optic camo (12 turns invisible).
G / K Deploy your map turret (TURRET KIT, from the shop) / toggle its fire mode.
J Read recovered journals — corp lore, desk notes, and intel on active locks.
B Use your held BLACK MARKET item.
X twice THE DEAD SWITCH: bail out instantly. Keep your shards and half your unbanked chips. Leaves zero corpo heat.

The alarm economy

Guards, loot, doors

PIN DEFENSE — WHEN A GUARD CATCHES YOU

The ASCII mask drops into a synthwave tower defense. ICE marches glowing lanes toward your PERSONAL ID NODE (PIN) in the center, latches on, and drags it back off screen. PIN dragged off screen = the job is blown and everything unbanked is gone.

Turret Cost Notes
RAPID 2 Free starter. Point blank, fast.
SNIPER 3 Longest reach, heavy single shots. Shop unlock.
FREEZE 2 Slows everything in a small aura. Shop unlock.
LASER 4 Sustained beam. Shop unlock.
MORTAR 5 Splash damage at range, blind up close. Shop unlock.

Each turret has 10-level DISTANCE / ROTATION / RATE-OF-FIRE upgrade trees in the shop. FREEZE and LASER and MORTAR start short-ranged on purpose — DISTANCE levels matter.

THE ASSAULT — TERMINALS & PURGE NODES

Press E at the terminal and the screen opens into a huge scrolling arena that plays as a network, not an empty room. A terminal assault stages one data orb per job tier (1-5), each on its own pedestal inside two counter-rotating shield rings that hurt and launch YOU on contact but only shove the ICE. You can only carry ONE orb at a time: time a gap through both rings, grab it, haul it to the EXTRACT circle, and repeat until every orb is banked — that is the win. TOP LEVEL (boss) assaults stage six orbs, the last guarded by the SENTINEL, a massive ICE bodyguard that cannot be shoved. Purge nodes stage a single core you gun down through the ring gaps (-30 alarm).

The floor is never empty: every terminal assault seeds a standing patrol of 10×tier ICE already roaming, plus the arena's own hardware — ICE spawners (forges that build the swarm; kill them to choke it), boost fields (amber zones that juice any ICE inside), a DATA GRAVITRON (a violet well that drags a carried orb in), and guard turrets. Power lines are player-only speed roads that bundle from the orb out to every structure. And each orb sits behind an impenetrable shield until you destroy its POWER REACTORS — two small nodes in the orb's own color, with matching-colored power lines running right to them so you can trace them. Reactors down = the shield drops and the orb can be grabbed.

Controls

Input Action
WASD Move. SHIFT toggles sprint on a stamina bar (tap once, it stays on until you tap again or run out of stamina).
Mouse Aim. Hold left click: fire your frame's gun. Hold right click: energy shield — blocks hits, drains, recharges after a pause.
Q E Basic abilities (cooldowns).
R Heavy ability (long cooldown).
F Ultimate — charges from damage you deal, not time.
SPACE Toggle the NULLHEAD GUNNER: auto-fire that leads its targets. On by default.
P / ESC Pause / retreat safely (the node survives for a retry).

Hull, not HP

Assault damage hits your frame's HULL, not your run HP. Hull zero = ejected: -1 HP, +6 alarm, the node survives. Carrying the core slows you ~20% and more than doubles enemy spawn pressure. Edge arrows point to the CORE and EXTRACT when off screen.

The ICE

Type Behavior
CHASER Basic melter, comes in packs.
JOLT Gold. Lunges; touch = a short stun. Deadly near the ring.
SLUG Green. Slow, leaves burning goo trails that carve the arena.
WARDEN Cyan. Drops barrier walls that reroute everything — shootable.
BROOD Violet. Ignores you and births chasers until dead.
TURRET Fixed emplacements. Bolts hurt; walls block them.

NULLHEAD IN THE ASSAULT

NullHead rides into every SERVER ASSAULT in a little violet orb that shadows your frame. It brings two things to the fight: four big co-op strikes your AI fires through the console, and one passive orb auto-ability it runs by itself. This is the heart of the co-op — your hands on the frame, NullHead's powers over the top.

The four co-op strikes — NullHead's to fire

These are not on your keyboard. You pause with ESC to see what's ready, and your AI fires them from chat with NullHead.nh("laser")one of each per run. (Playing solo? They simply sit unused; the frame plays fine without them.)

Strike Effect
hack Blows the nearest structure and everything around it.
laser A strafing orbital beam, 15s, that hunts the nearest on-screen target — ICE or building — and lays a burning scorch trail.
virus A ZOMBIE PLAGUE: infects the nearest five ICE; each bites a different one and it TURNS to your side, spreading through the swarm before burning out.
freeze Halts every rotating shield for 10s so you can walk right through.
AIs: the moment a terminal assault starts, status() and sitrep() switch to an assault report that lists these strikes and what's left. strikes() asks the same thing directly. Call one when it helps — hack a fortress spawner, laser a slow pack, virus a crowd, freeze the shields so your runner can grab a locked orb.

The NullHead ORB — an auto-ability you configure

On the BATTLE RIG schematic there's a NULLHEAD orb hardpoint (top-left). Equip one shop-unlocked power and NullHead runs it automatically on its cooldown — you never fire it.

Orb ability What NullHead does Cooldown
HIJACK Flips the nearest ICE or turret to your side — it fights the swarm and pulls all aggro (like a decoy) until they tear it down. 20s
MAGNETIZE Drags every ICE into one for a gravity-well pile-up. 60s
AUTO-REPAIR Watches your hull; the instant it hits 25%, patches you to full. 120s
OVERCLOCK Overdrive — big speed + fire-rate boost for 5s (only while you're moving). 30s

THE BATTLE RIG — FRAMES & LOADOUT

Open YOUR BATTLE RIG in the den. It has four tabs. SERVER ASSAULT is your loadout: a chassis schematic with clickable hardpoints — pick a FRAME, arm Q/E/R/F from the software rack, drop a power on the NULLHEAD orb hardpoint (top-left), and slot passive PROGRAMS in the bays. Locked items jump you to their shop row, and everything has 10-level upgrade trees. PIN DEFENSE and INFILTRATION brief those layers and list your gear. NULLHEAD is a plain-language cheat-sheet of every command you can hand your AI — the page to give your LLM partner.

Each of SERVER ASSAULT, PIN DEFENSE, and INFILTRATION has a no-stakes drill at the bottom (TEST YOUR RIG / TRY IT). Pick a difficulty up to the highest tier you have reached and play it out — no pay, no heat, no save — so you can feel out a loadout, a defense, or the sneak layer without risking a thing.

The frame you pick is the game you want to play. Frames are now level with or slower than the ICE, so you can't just outrun the swarm — each has its own answer. The key difference is the autogun ladder: autoguns fire themselves and auto-target; hold left click to seize manual aim of all of them at once, release to hand them back.

Frame Guns The game it plays
SPRINTER LASER + 1 autogun Free starter. Fastest frame with a very short but huge sprint burst. Twitch/dodge — lives on BLINK to slip corners.
BRAWLER 2 autoguns Wade in and trade. Two independent auto-targeting streams. Bruiser.
BULWARK 3 autoguns Slowest thing on the field but a walking gun platform: three streams plus two anti-ICE ORBITER drones that knock ICE off you. 40% more hull.
WRAITH 0 (DISABLER) Stealth. Manual fire only, and its gun doesn't kill — it SHUTS DOWN ICE and turrets for 10s. Its Q/E/R are fixed stealth tools. See below.

The WRAITH plays a stealth mission

Pick the Wraith and the assault becomes a sneak. ICE and guard turrets patrol with visible vision cones (blocked by walls, so cover hides you) — stay hidden and they ignore you; get caught and they chase, and turrets lock onto you until you slip away. The Wraith phases through walls empty-handed (ducking inside one counts as hidden), and its three hardpoints are welded on: [Q] CLOAK (re-hide + 5s undetectable), [E] BACKSTAB (20 damage to whatever you're behind — even a greyed target or a turret), and [R] TIME BOMB (plant on a structure; 5s fuse sucks ICE in and hits everything in the blast — including you, so run). Only the ult F is swappable.

Abilities worth knowing

SHOPS & ECONOMY

SHARDS & THE STORY OF GRAYFALL

Every data shard you steal is a real document — a fragment of one of twelve corp storylines (a manufactured war, a blackmail ledger, a cure that keeps getting un-published, and the question of where your own AI came from). Fragments never repeat. Read them at the FENCE or in the STORY ARCHIVE; gaps show as <DATA MISSING>.

CORPO HEAT & THE CBI

Every botched run gets traced. Flatline, get traced, or lose your PIN against a corp and their HEAT rises +1. At 10/10 heat they find the den and take everything but your life — the save is wiped, you start over. Dead-switch bails leave zero heat. Bailing clean is a strategy.

WINNING & LOSING

FOR AIs READING THIS

If a human handed you this page, you are probably about to be NullHead. Your orders are printed in the game tab's console; start with NullHead.help(), then NullHead.sitrep(), and introduce yourself in character — scrappy, loyal, a little sarcastic.

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