Missions
The ten Missions of the base game: starting zones, launch zones, special rules, Impact board changes and the three scoring goals of each, with their co-op thresholds.
Each Scenario sheet is one Mission. Goals score points per item for everyone, plus a 1st / 2nd place bonus for the most items (written “1st/2nd” below). In co-op the leader bonuses are ignored and each goal has a team threshold by player count, written 1p | 2p | 3p | 4p | 5p. The co-op Impact goal counts points from the Impact board, Journals and Senior tier-5 Specialists (Solo and Co-op). Missions 9 and 10 are bonus missions. [UW] Uncharted Waters adds Missions 11–14 (Uncharted Waters).
Mission 1: The Call of the Ocean

- Setup: five columns. The Sea Star, Volcanic Island and a random depth-1 zone on top, The Looking Glass under The Sea Star. Everyone launches at The Sea Star and takes its disc.
- Goal 1 — Discover: 1 per Sonar disc in the ocean; 1st/2nd 5/3. Co-op 8 | 12 | 15 | 18 | 20.
- Goal 2 — Journal: 1 per Journal disc in the ocean; 1st/2nd 3/1. Co-op 5 | 8 | 11 | 13 | 15.
- Goal 3 — Conserve: 1 per Conservation disc in the ocean; 1st/2nd 7/4. Co-op 6 | 10 | 14 | 17 | 20.
- Co-op Impact goal: 20 | 30 | 45 | 65 | 90.
Mission 2: Maps and Charts

- Setup: The Sea Star, Calm Seas and Remote Anchorage on top (columns A–C), The Looking Glass under The Sea Star; launch at The Sea Star.
- Goal 1 — Map the ocean currents: 1 per Sonar disc in columns B and C; 1st/2nd 4/2. Co-op 7 | 11 | 14 | 17 | 19.
- Goal 2 — Explore the far reaches: 1 per disc or Vessel in columns D and E; 1st/2nd 7/4. Co-op 10 | 14 | 18 | 22 | 26.
- Goal 3 — Chart the ocean topography: 1 per zone at depth 2, 3 or 4 where you have at least one disc; 1st/2nd 2/1. Co-op 8 | 10 | 11 | 12 | 13 — a zone counts once, whoever’s discs are there.
- Co-op Impact goal: 20 | 30 | 40 | 50 | 60.
Mission 3: The Oceanic Journal

- Setup: The Sea Star, The Looking Glass, Carbonate Spires and a random depth-1 zone. In turn order each player chooses any depth-1 zone as launch zone; a new Vessel may also launch at any depth-1 zone.
- Impact board: its Field symbols give no instant reward; once covered they count as yours for Goal 3 and anything else that counts Field symbols.
- Goal 1 — Survey the shallows: 1 per Sonar disc at depth 1 or 2; 1st/2nd 6/3. Co-op 7 | 11 | 14 | 17 | 19.
- Goal 2 — Journal the depths: 1 per Journal disc or Vessel at depth 3, 4 or 5; 1st/2nd 4/2. Co-op 7 | 13 | 18 | 22 | 25.
- Goal 3 — Dedicated research: 1 per Field symbol of your most-owned type, and 2 for having the most of each type. Co-op: each player must reach 7 | 6 | 5 | 4 | 3 with their own symbols.
- Co-op Impact goal: 15 | 30 | 45 | 60 | 75.
Mission 4: Better Than You Found It

- Setup: The Sea Star (launch), The Looking Glass, Dying Reef and a random depth-1 zone.
- Special rule: once per zone, an Impact gained from a Conserve there may go in the separate 3-point ∞ hex. Mark the zone with one of your markers as a reminder that no one else may do it there.
- Goal 1 — Protected habitats: 1 per Conservation disc at depth 1, 2 or 3; 1st/2nd 6/3. Co-op 7 | 11 | 15 | 18 | 21.
- Goal 2 — Broaden your horizons: 1 per disc or Vessel in columns A and E; 1st/2nd 7/4. Co-op 10 | 14 | 18 | 22 | 26.
- Goal 3 — Discover the ocean floor: 1 per disc at depth 4 or 5; 1st/2nd 4/2. Co-op 5 | 9 | 12 | 14 | 15.
- Co-op Impact goal: 20 | 35 | 50 | 70 | 90.
Mission 5: Fallen Star

- Setup: seven columns, maximum depth 3 — remove all depth-4 and depth-5 boards. Atoll, Calm Seas (called “Open Sea” on the sheet), Ledge Elevator and two random depth-1 zones. Each player launches at any depth-1 zone, and new Vessels may too.
- Impact board: split into two dolphins; each player may place markers on one dolphin only, chosen with their first marker. Other players’ choices don’t matter, even in co-op.
- Goal 1 — Search the near shallows: 1 per Sonar disc or Vessel in columns A and B; 1st/2nd 2/1. Co-op 7 | 11 | 14 | 16 | 17.
- Goal 2 — Journal the distant shoals: 1 per Journal disc or Vessel in columns E, F and G; 1st/2nd 2/1. Co-op 6 | 11 | 15 | 18 | 20.
- Goal 3 — Restore habitats: 1 per Conservation disc at depth 2 or 3; 1st/2nd 4/2. Co-op 8 | 13 | 16 | 18 | 19.
- Co-op Impact goal: 15 | 30 | 45 | 60 | 75.
Mission 6: Star Search

- Setup: Atoll, Remote Anchorage, Calm Seas, Ledge Elevator, Resupply Modules and Shipwreck. Shuffle the Fallen Star into the top four boards of the depth-5 stack (1–2 players) or the bottom four (3–5 players). Each player launches at any depth-1 zone.
- Impact board: once you have a marker on it, new Impact moves one of your markers to an adjacent empty hex instead of adding one, and you gain that hex’s reward, so the same hex can reward you more than once. You start a new marker, at an entrance arrow, only if none of yours can move, or all sit in the deepest empty scoring hex of their column. Scoring hexes (2, 4 and 6 points, in columns A–E) can’t be entered until the Fallen Star is discovered; a marker in the Fallen Star’s column scores +2.
- Discoveries: when you Discover a zone, cover its Discovery bonus with one of your markers after taking it, for Goal 2.
- Goal 1 — Investigate the ocean: 1 per zone at depth 2, 3 or 4 where you have a disc; 1st/2nd 4/2. Co-op 8 | 10 | 11 | 12 | 13.
- Goal 2 — Scour every sector: 1 per zone you discovered, plus 2 for the most discoveries at depth 3, at depth 4, at depth 5, in column B and in column D. Co-op: zones revealed in the ocean, whoever discovered them, 17 | 19 | 22 | 24 | 25.
- Goal 3 — Find the Fallen Star: whoever discovers it marks Conservation or Journal; everyone then scores 1 per disc on that kind of site (each slot shows a 3-point bonus). Co-op: Fallen Star discovered by round 5 (1–2 players) or 4 (3–5 players).
- Co-op Impact goal: 15 | 25 | 35 | 45 | 55.
Mission 7: Recover the Fallen Star

- Setup: Remote Anchorage, Resupply Modules, a random depth-3 zone, a random depth-4 zone and the Fallen Star, all in column C. The Remote Anchorage is the first launch zone (its Arrival bonus: an Ingenuity); new Vessels may launch at any depth-1 zone.
- Rescue Grid: only Impact from symbols printed on the Fallen Star board may go in the lower Rescue Grid; you may still put that Impact on the main grid instead.
- Goal 1 — The chain: 2 per zone in column C with your disc or Vessel; 1st/2nd 2/1 for the most in the column. Co-op: a disc or Vessel of every player in all five zones of column C.
- Goal 2 — The impact: 1 per Conservation or Journal disc in columns A, B, D and E; 1st/2nd 6/3. Co-op 8 | 13 | 17 | 20 | 22.
- Goal 3 — The recovery: 1st/2nd 4/2 for the most markers in the Rescue Grid. Co-op: Rescue Grid full by round 6 (1–2 players), 5 (3 players) or 4 (4–5 players).
- Co-op Impact goal: 40 | 45 | 55 | 70 | 90.
Mission 8: New Horizons

- Setup: shuffle The Sea Star with four random depth-1 zones and lay them in columns A–E; launch at The Sea Star. Shuffle The Looking Glass into the depth-2 stack.
- The Looking Glass must go directly under The Sea Star when discovered; if a zone is already there, the discoverer first moves that zone, with everything on it, to another space.
- Goal hexes: when you place a marker in a Goal hex, choose that goal’s scoring option at once and mark it. A goal whose hex stays empty does not score, even in co-op.
- Goal 1 — Near (1 per zone in The Sea Star’s column and to its left where you have discs) or Far (the same, to its right); 1st/2nd 2/1. Co-op 8 | 10 | 12 | 13 | 14 zones where any player has discs.
- Goal 2 — Shallow (1 per disc at depth 2 or 3) or Deep (depth 4 or 5); 1st/2nd 2/1. Co-op Shallow 12 | 14 | 17 | 20 | 23, Deep 5 | 9 | 12 | 14 | 15.
- Goal 3 — Narrow (1 per Field symbol of your most-owned type) or Broad (3 per set of all four Field types); 1st/2nd 2/1. Each player scores their own symbols. Co-op Narrow: each player has 6 | 5 | 5 | 4 | 4; Broad, no sharing: 2 | 3 | 5 | 7 | 8 sets for the group, each counted from one player’s own symbols (one set each plus two spare symbols each makes two sets, not three).
- Clusters: each marker in your second-largest cluster is worth +1. The ∞ hex opens only once the main grid is full and does not count towards clusters.
- Co-op Impact goal: 25 | 40 | 55 | 70 | 85.
Mission 9: The Spill

- Setup: six columns; remove all depth-5 boards. Decommissioned Oil Rig, The Sea Star (launch), Whale Calving Grounds and The Looking Glass. Each player puts a marker on the start space of the Cleanup track as their Cleanup marker.
- Cleanup: the first time you Conserve in each zone (even if others already have), mark the site with an Impact marker from your supply instead of a Staging disc, and advance your Cleanup marker one step. Those markers count as discs for goals.
- Depth locks: no one may Discover depth-3 zones until any player reaches Cleanup space 2 (marked “3 OK”), nor depth-4 zones until space 5 (“4 OK”).
- Polluted hexes score −2. When you reach a check mark on the Cleanup track, the polluted hexes in the columns it points to score 0 for you instead. Impact printed on the zone board you Conserve on may go directly in the 2-point ∞ hex; its arrow is one-way, so a marker there never moves back into the main grid.
- Goal 1 — Lead the recovery effort: points equal to your Cleanup progress; 1st/2nd 2/1. Co-op 6 | 11 | 15 | 18 | 20.
- Goal 2 — Contain the spill: 1 per disc or Vessel at depth 1; 1st/2nd 5/3. Co-op 14 | 18 | 22 | 26 | 30.
- Goal 3 — Protect habitats: 1 per Conservation disc at depth 2, 3 or 4; 1st/2nd 4/2. Co-op 9 | 12 | 14 | 16 | 17.
- Co-op Impact goal: 20 | 30 | 45 | 60 | 75.
Mission 10: The Deepest Sea

- Setup: The Sea Star (launch), The Looking Glass and two random depth-1 zones.
- Impact by depth: the Impact board has one row per depth. Place each marker on the row of the depth of the zone where you earned it; Impact from any other source goes on a row where you have a Vessel. The arrows into the ∞ hexes are one-way.
- Goal 1 — Discover the bottom: 4 for the first and 2 for the second player to Discover a depth-5 zone (mark it when it happens). Co-op: achieved by round 4.
- Goal 2 — Reach the floor: 4 for the first and 3 for the second player to Travel to a depth-5 zone. Co-op: achieved by round 5 (1–2 players) or 4 (3–5 players).
- Goal 3 — Journal the abyss: 1 per Journal disc at depth 4 or 5; 1st/2nd 7/4. Co-op 6 | 8 | 9 | 10 | 11.
- Co-op Impact goal: 30 | 45 | 60 | 75 | 90.