Sector 1 · Norček Facility
Sector 1 wakes you up, walks you through the Wellness Check, hands you a printed access card job, gives you an experimental Norček prototype and ends at the Exotic Matter Laboratory. Five achievements cover it, and the first two are unmissable.
Sector 1 is the tutorial that refuses to call itself one. It wakes you up, runs you through a corporate Wellness Check, hands you an access-card job, gives you an experimental Norček prototype and deposits you at the Exotic Matter Laboratory. Five achievements cover it, and the first two are unmissable.

What this sector is asking
The facility starts by testing whether the two of you can describe things to each other. That is the entire pedagogy of Sector 1: not "can you solve a puzzle", but "can you say out loud what is in front of you, accurately, while someone else acts on it".
The Fiction layer is doing real work here. Director Kathleen Bowe is briefing you as a new hire, which means the tasks you are given are written as administrative chores — a wellness check, a card, a prototype handover — and every one of them is a front for a co-operative puzzle.
Checkpoints
| Achievement | What it marks | % |
|---|---|---|
| The World of Tomorrow | Awoke in a new world | 100.0 |
| Corporate Exercise | Pass the Wellness Check | 100.0 |
| Micromanagement | Created a brand new access card | 88.6 |
| 'Morrow's Miracles | Obtained an experimental Norček prototype | 86.2 |
| All Matters Exotic | Arrived at the Exotic Matter Laboratory | 77.7 |
The gaps between those numbers are informative. Everyone wakes up and everyone passes the Wellness Check — but 11.4% of players never print the access card, and another 8.5% get the card and never reach the prototype. Those two steps are where Sector 1 filters people, and both are physical-object puzzles rather than logic puzzles: you have to build, print or carry something.
A sixth achievement, Smooth Moves (perform a crouch slide, 90.7%), is a movement primer rather than a story beat. It fires early for most players and is worth doing deliberately, because crouch-sliding becomes a way to traverse tight spaces later.
The rules this sector teaches
Your tool is not a key, it is a verb. By the end of the sector one of you is carrying the experimental Norček prototype, which is the precursor to the Hook Gun and the Goop Gun. Do not file it away as a puzzle item; try it on everything that looks like a surface, a seam or a receptacle.
The card is data, not permission. "Created a brand new access card" is the achievement wording, and it is literal: the card has to be produced from information the two of you hold separately. One of you reads, the other one writes or prints.
The Wellness Check is a lie with a lesson inside. It is framed as a medical or corporate formality, and mechanically it is a two-view reading task — the shape every later puzzle uses, with the difficulty turned all the way down so you can learn the grammar without dying.
Where pairs actually stall in Sector 1
- Describing a screen from the wrong angle. Symbols that look like a letter from your side look like a different letter from your partner's. Say shapes and counts, not names: "two bars over a circle", not "a B".
- Skipping the movement primer. Players who never learn the crouch slide spend Sector 3 fighting geometry instead of puzzles.
- Treating the prototype as a cutscene prop. It is the first tool. Fire it at things.
- Not listening to the Director. Bowe's briefing sentences contain room names. If you are lost, the noun she used is the place you should be looking for.
Getting the sector closed
Finish at the Exotic Matter Laboratory. When All Matters Exotic fires, Sector 1 is done: the lab is the last room of the sector and the doorway out of it leads to the elevator problem that occupies Sector 2.
The one thing worth doing before you leave: make sure both of you have used the prototype at least once. The next sector expects you to be comfortable with a tool in hand, and the elevator section does not re-teach it.
Next: Sector 2 · Cargo Elevator, where the facility stops holding your hand and the completion curve drops by twenty points.

