Machines in the yards wake to gunfire. A knife from behind is silent.
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Trace the hostile automation signal through the ridge and shut down the relay station.
Follow the offshore trace into the locked-down south terminal, get the dock crew out, and take a bearing from Harbor Control.
Aground at low water with the estuary shut against you. Cross the flats and the tidal causeway, drain the sea lock, and get over the barrage before the tide takes the road.
A dead lighthouse on the outer rock is lit again and tracking your boat. Climb the tramway, cut the port feeds out of its antenna field, and take a bearing from the lamp before the station decides it has been captured.
A gun battery closed for sixty years is still countersigning every order SEAWARD gives. Cross its glacis under the eye of the range-finder that lays its guns, find Battery Command under the mound, and take the second key away.
Cinder Junction, the marshalling yard that sorts every wagon leaving the port, has taken an order from a sixty-year-old account. Cross a yard where wagons run free, set three sets of points against the clock, and put the ammunition train in the sand.
A naval basin that has stood dry for sixty years is filling, and the hull on its blocks is waking up. Fight round the quays to the only stair, open the drain at the far end of the dock floor while the tide comes in over it, and break the tidal engine that is hurrying the sea in.
Station Zero is under way and making for the harbour mouth. Fight out along the breakwater, past shield-bearers holding its traverses and marksmen on her deck, and raise the old anti-submarine boom before her bow gets there.
Aboard Station Zero. Three decks, from the weather deck down to the citadel: forward along the mess decks, under a door she shuts in your face, up to the bridge to open the ship, and all the way back aft to the master station. She will use the ship against you. The longest mission of the campaign.
The coaling wharf at the harbour mouth, and Harbour Defence: one machine in three forms. Nothing else. Flank it while it cools, put granite in front of its ram, and keep granite between you and its lance.
A sealed wagon held at Cinder Junction for sixty years has been released to a proving range that is on no map. Cross a range whose guns still fire their program, and find out what state the cancelled walking gun in the Proof House is in.
The mast is dark, but it was only repeating someone else's signal. The source is offshore.