DIRECT ANSWER / FIELD-READY
Lights Out is a mild elevator modifier (roughly 3/10 intensity) that comes with a flashlight; the real danger is finding a spare fuse when the power is out, not the dark itself. During the run, keep one reliable light source, mark turns and return before the route becomes ambiguous.
RUN CARD / 03
Carry these into the next run.
- 01Lights Out intensity roughly 3/10 with a flashlight.
- 02A Fuse modifier needs a spare fuse found first.
- 03Keep a visible return landmark.
- 04Darkness compounds Rot and navigation mistakes.
FIELD NOTE / 01
The modifier and the fuse
Lights Out is recorded as a mild elevator modifier — roughly 3/10 intensity — that comes with a flashlight. When the Fuse modifier kills the power, search lockers and chests for a spare fuse before trying to leave; keeping one in the elevator helps for later emergencies.
FIELD NOTE / 02
Light as a team resource
Assign a lead light and a rear check instead of creating four competing beams. Call doors, stairs and hazards so the path remains understandable when visibility drops.
FIELD NOTE / FAQ
Frequently Asked Questions
How hard is the Lights Out modifier?
Roughly 3/10 intensity — it comes with a flashlight, so the danger is mostly finding the spare fuse, not the dark.
How do I fix the fuse during Lights Out?
Search lockers and chests for a spare fuse first; keeping one in the elevator helps for later emergencies.
EVIDENCE / SOURCE REGISTER
Source register
- wikigrainrot.org — Lights Out
- field-noteLocal field-research inventory

