CEDAR HOLLOW CORRECTIONAL FACILITY · INMATE #4417

The Long Night

Four threads · Two levels · One window of dark

Cedar Hollow Correctional, cell block C. You took a fall you didn't earn — the night watch found a body and a planted knife with your name all over it. Eighteen years. Your cellmate Diaz tells you the first thing you have to unlearn: nobody walks out of Cedar Hollow at ground level. What this place has instead is a basement — the Undercroft, thirty feet of boilers, breakers and black water, with one storm outfall running under the wall. Every way out goes through it. The power is dead, the sump is flooded, the tool crib is locked, and the count is every four hours.

Two maps — the prison, and the flooded sublevel beneath it
Four threads at once — a way under, power, water, the count
3 exits — storm outfall, front gate, hand-dug tunnel
Blackout windows — wait for the drill, or pull B7 yourself
Smart guards — cones, hearing, dogs, squad call-outs
Full gamepad + phone controls + WAN co-op

Options

Music
Sound effects
Reduce motion & flashing
Controller rumble
Master volume 90

The soundtrack is an adaptive minor-key score that tightens as the alarm climbs. Prefer quiet? Turn Music off — sound effects and the alarm siren stay on their own toggle.

Controls

Move — drag anywhere in the lower-left of the screen (the stick appears under your thumb)
ACT — the big round button; its label tells you what it will do
SNEAK — tap to toggle slow-and-quiet on or off
Dialogue — tap a reply
PLAN / MAP / ❚❚ — the small buttons above ACT; tap the map to close it
Move — W A S D / Arrows
Interact / Talk / Advance — E / Space
Sneak (slower, harder to spot) — Shift (hold)
Dialogue choices — 1–4, or arrows + E
Journal / objectives — J
Map — M
Pause — Esc
Toggle music — N

Get spotted and the alarm climbs. Fill it and you're grabbed — you lose a night and the window you were standing in. The third grab, or swinging on another convict, puts you in D WING: segregation, on your own, with your property in a cage at the end of the corridor. You have to work your way out of it and back to the block. A full heat gauge, a second stretch in the hole, or three write-ups inside it, and you're transferred. Press J for the plan — every thread, every step, and what's still locked. Standing water is slow and loud. Nothing goes out except during a blackout, and nothing goes out at all until there's something in your bunk that looks like you sleeping.

Co-op — Break Out Together

One player hosts a cellblock and shares the 4-letter code. Up to 4 convicts. The host runs the guards and the clock; everyone shares the alarm. Reach an exit as a crew.

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Lockdown (Paused)