First Objectives

*This article is in need of images. You can help Project Winter Wiki by adding new images.*

Upon beginning a round of *Project Winter*, you are met with a repair beacon that lasts two minutes, and a marker on the cabin map showing you the way to the first objective. On all map variants except the gondola map, the first objective is located in the same tile as the cabin. On the gondola map, the first objective is located in the south tile and can be quickly accessed by using the gondola. In Blackout and Basic mode, only` Material Repair is in the pool of available variants. There are three variants of the first objective currently in the game.

## Variants

### Material Repair

The Repair Objective is the most common first objective variant. In this objective players will need to examine the generator to determine what materials are required for repair. They will be required to gather a certain amount of randomly generated advanced materials, including gas, mechanical scrap, or electronic scrap to repair the objective. The materials can be placed into the generator prior to the final repair, but be wary, for they can be easily removed and hidden by traitors. Survivors will need one of the following combinations of materials: 14 to 16 of a single material, 8 to 10 of two materials, or 6 to 7 of each material.

There are three potential locations that contain a generator in need of repair parts: the Hydro Station, the Radio Station, and the Power Station. Each is functionally identical, but several different trapping and guarding configurations may be used. The Hydro Station has a long ramp wrapping around the West side of the building, with an entrance at the top (this door becomes locked upon exile), and there is a prominently placed survivor symbol on the outside wall of the Hydro Station. Keep in mind that you can place traps on the ramp even if you're exiled. Inside, there is a large chalkboard with many calculations and diagrams, with the generator taking up most of the right wall. There are several unique posters scattered around the Hydro Station. The Radio Station is a smaller building, with an open entrance, whose roof had presumably caved in. The generator is located on the west wall and a medium-sized radio tower with glowing indicators on the east corner of the station. The Power Station is a simple shack-like edifice with shattered windows and a derelict roof. The generator is located across from the door.

### Excavation

In this objective, players will find a Dig Site with a notice-board and a shack full of shovels next to a Power Station. On the notice board there are 3 to 4 images showing locations around the map, depending on the amount of survivors. These parts will be of the following: a square, a circle, a dumbbell, or a nugget. Normally, there are two tiles selected with two parts each, rarely having different tiles for each part. Survivors must identify each location and use a shovel to dig up a part. When they spawn, each part can be dug up three times, and respawns shortly after. Like the Material Repair objective, parts can be placed into the generator prior to objective completion, which the traitors are able to steal. It is recommended to dig up all three parts from each of the areas to have extras in the event of a sabotage.

The Dig Site has a unique decoration in that of a survivor symbol placed on a decaying wall above the generator. This survivor symbol has a red traitor symbol graffitied over it. The notice board outside has a large map of Northern Canada behind the Dig photos, with several other photos behind it, including an Argo, a Comms Station, the Truth Serum Lab, a Helicopter, and some mysterious crystals. Why these photos are there remains a mystery, and what connection the graffiti has to the traitors' organization is a question yet to be answered.

### Cipher Station

The Cipher Station is likely one of the most demanding objectives currently in *Project Winter,* considering the co-operation required between the survivors. To repair the Cipher Station, survivors must access remote cipher panels located in bunkers around the map. Players will need to find 3 to 4 missing digits by activating these panels and inputting them into the cipher station. If a bunker has a small rectangular box with a green light on it, it has a code console inside, and therefore one of the digits. Traitors can sabotage the code consoles to display an alternate number. Cipher Bunkers can contain duplicates, and they tend to spawn closer to the centre of the map rather than the outer edges, so keep that in mind when bunker hunting. The digits can appear in any order, and will have dashes indicating missing numbers. For example, "--9-" tells us that the third digit is 9. When all the digits are collected, the players can return and input them all at the same time. It is not uncommon for survivors to begin "brute forcing" the digits if they have collected three of them. They will begin to guess the number that is missing using the 10 possible digits.

The Cipher Station is a very uniform rectangular building with several mainframe computers, assumedly for processing the cipher digits, whatever they may represent. In the centre of the computers, there is a panel with a monitor and several cylindrical cartridges with unknown purposes. Upon interacting with the panel, the player is introduced to a booting computer, sending the cipher digits to the remote cipher bunkers for retrieval. The Station's ceiling is falling apart with several wires hanging from it. Curiously, the Cipher Station only First Objective that seems to belong to the traitors' organization. It bears the traitor insignia on the outside of the Station and on the Cipher Panel. They can also be seen when booting up the code consoles.

## Sabotage

### Excavation

When traitors sabotage the excavation generator, one part will be required to repair it. If the survivors excavated extra parts when they went digging the first time, it will be much easier to repair.

### Cipher Station

Traitors can sabotage both the objective's panel and the individual bunker consoles. For five traitor credits, a traitor can sabotage a cipher console to have it display an incorrect number instead of one of the right ones. If the objective is sabotaged, it will require a new, 1 or 2 digit sequence to repair. All code consoles will be updated with a new number to reflect the code now required.