The Tide Rises
The hive groans, the Inquisition moves, and the agents walk into the deepening dark of Tertium.
Bruce Miller, CSIRO · CC BY 3.0
"The Tide Rises" is the opening act of the campaign in Warhammer 40,000: Darktide, the cooperative tactical shooter developed by Fatshark. It introduces players to the grim, industrial hive city of Tertium on the planet Atoma Prime and the Inquisition agents who are thrust into a spiraling conspiracy that threatens to tear the city apart from within. As the narrative's first chapter, it establishes the tone, the stakes, and the central antagonistic thread that carries through the remainder of the campaign.
- Type
- Campaign Act (Act 1 of 3)
- Setting
- Hive city of Tertium, planet Atoma Prime, 41st Millennium
- Affiliation
- Agents of the Inquisition
- Game
- Warhammer 40,000: Darktide (Fatshark)
- Player count
- 1–4 cooperative
- Role in campaign
- Introductory act; establishes the central conspiracy
Lore & Background
Tertium is a hive city of crushing verticality: a cityscape that stretches from sunless underhives to the smog-choked upper tiers where the Administratum's light barely penetrates. It is a place where the Imperium's machinery of control grinds against the desperate survival of billions, and where the Inquisition keeps a permanent, watchful eye. "The Tide Rises" drops the agents directly into this pressure cooker. They are not heroes in the traditional sense; they are instruments, expendable and effective, summoned to respond to disturbances that the local authorities cannot or will not address. The act's narrative threads weave together a seemingly routine series of Inquisition orders with a larger, more sinister design. What begins as isolated incidents—sabotage, disappearances, unexplained violence in the lower sectors—quickly coalesces into a pattern that points toward a coordinated effort to destabilize Tertium. The agents, working in small cells, uncover fragments of a conspiracy that implicates figures far above their pay grade, and the Inquisition's own involvement in the situation becomes murkier with each revelation. Thematically, "The Tide Rises" captures the core Darktide experience: the agents are cogs in a vast and often indifferent machine, fighting for an institution that uses them as readily as it discards them. The hive itself is a character—oppressive, decaying, and alive with hidden threats. Every corridor, every ventilation shaft, every flickering neon sign reinforces the sense that the world is closing in, that the tide of darkness is not a metaphor but a literal, grinding force pressing against the thin walls of order the Imperium maintains.
In Their Own Story
The rain on Tanith did not fall so much as it seeped, a perpetual grey mist that clung to the agents' armor and turned the underhive streets into rivers of rust and oil. Kael wiped his visor with a gloved thumb, the wiper leaving a thin smear of grime. Around him, his cell moved in tight formation, weapons low, eyes scanning the narrow alley where the Inquisition's latest target was supposedly holed up. The target was not a person, as it turned out. It was a door. A heavy, sealed bulkhead set into the wall of a decommissioned water-processing plant, stenciled with a serial number and a warning sigil the agents did not recognize. Behind it, something hummed—a low, resonant vibration that Kael felt in his teeth more than heard with his ears. "Inquisitorial orders are clear," said the voice crackling over the comm, cold and distant, as though the speaker were on the other side of the world. "Open it. Assess. Report. Do not engage beyond the threshold."
But the door was already open. And what stood on the other side was not what any of them had been briefed to expect. The hum grew louder. The mist thickened. And somewhere far above, in a tier the agents would never see, a figure watching through a screen smiled and whispered a single word into the dark: *soon.*
Reader's Guide
⚠️ SPOILER WARNING: The following is a chronological recap of Act 1 and contains major plot reveals. The act opens with the agents receiving their first Inquisition directive: respond to a series of unexplained disturbances in Tanith's lower sectors. The initial missions are straightforward combat engagements—clearing out hostile forces, securing a location, eliminating a target. What the agents discover at each site, however, is not random violence but methodical sabotage: infrastructure damaged with precision, data wiped, witnesses silenced. The pattern is deliberate. As the agents push deeper into the hive's underbelly, they encounter escalating threats. Enemy compositions shift from standard hostile forces to more organized, better-equipped groups that appear to be operating under a coordinated command. The agents begin to find evidence pointing toward a single source: a figure or faction operating from within the hive's own power structures, using the Inquisition's own channels to mask their movements. This is the act's first major reveal—the conspiracy is not an external attack but an internal one, and the Inquisition's local presence is compromised. The act culminates in a boss encounter that serves as both a physical and narrative climax. The agents must breach a fortified position and confront the operative leading the sabotage campaign. The fight is a test of everything the agents have learned in the preceding missions, demanding coordinated use of their abilities and class synergies. Defeating the boss unlocks the act's final narrative beat, which reframes the entire sequence of events and sets the stage for the deeper conspiracy that Act 2 will unravel. The agents survive, but the Inquisition's response to their findings is telling: the orders that follow are colder, more controlling, and leave the agents questioning who, exactly, they are serving.
Did You Know?
- Darktide's campaign is structured into three acts, and "The Tide Rises" is the first, serving as both a tutorial for the game's systems and the narrative foundation for the entire story.
- The game supports up to four players in a single cooperative session, meaning the agents in "The Tide Rises" can be a full cell of four distinct classes tackling the same Inquisition orders simultaneously.
- Tertium, the hive city where the campaign is set, is located on the planet Atoma Prime, not to be confused with any other hive world in Warhammer 40,000 lore.
- The Inquisition in Darktide is portrayed as a demanding, often ruthless employer—the agents are tools to be deployed and discarded, a theme that runs through every act of the campaign.
Origins & the Birth of a Franchise
Warhammer 40,000 is a British miniature wargame created and published by Games Workshop, and it has grown to become the most popular miniature wargame on the planet, with a particularly strong following in the United Kingdom. The game's first rulebook hit shelves in September 1987, and the franchise has since evolved through multiple revisions, reaching its eleventh and current edition in June 2026. What began as a concept was the science-fiction mirror image of Warhammer Fantasy Battle, a medieval fantasy wargame also produced by Games Workshop. While the two games share certain thematic elements and even some characters, their fictional settings remain entirely independent of one another. The 40,000 universe is set in a far-off future where humanity's civilisation has stagnated and is under constant assault from alien races and supernatural entities. This blend of futuristic warfare with otherworldly horror gave the game a distinctive identity that set it apart from other tabletop conflicts of its era.
Battles on the Tabletop
At its core, Warhammer 40,000 is a turn-based tactical game in which two opponents command armies of miniature warriors and combat vehicles across a hand-built battlefield. The playing surface is not a fixed board; instead, players construct their own terrain using modular pieces representing buildings, hills, trees, and other features. The official rulebook suggests a table width of 44 inches, with length adjusted to suit the size of the armies involved. Unlike grid-based wargames, the game relies on a measuring tape to determine distances in inches, adding a layer of physical precision to every movement. Combat itself is resolved through dice rolls and straightforward arithmetic. Armies are assembled not from a fixed set of pieces but from a catalogue of datasheets, each listing a model's movement range, toughness, and weaponry. Both players must lock in their rosters before the match begins, and no new units may be introduced once play starts. In official tournaments, only Games Workshop-produced models are permitted, with limited exceptions for kitbashed figures that meet specific material and identification criteria.
The Craft Behind the Miniatures
One of the defining features of Warhammer 40,000 is that Games Workshop sells no finished, ready-to-play figures. Instead, hobbyists receive boxes of individual parts—soldiers, monsters, and vehicles—that they must assemble, sculpt, and paint by hand. The majority of these models are moulded from polystyrene plastic, though smaller production runs are cast in lead-free pewter or epoxy resin. The company also markets its own line of glues, assembly tools, and acrylic paints to complete the finishing process. For many fans, the act of building and painting is as important as the gaming itself; a significant number of customers purchase models purely for display rather than play. A single army can take weeks of careful work to bring to a playable state, and the financial commitment is considerable. A newcomer should budget at least two hundred pounds for a basic game setup, while tournament-level armies can cost many times that amount. All rulebooks and miniatures are copyright-protected and sold exclusively through Games Workshop and its subsidiaries.
Grimdark Legacy and the Expanding Universe
Warhammer 40,000 has earned widespread critical praise for the tone and narrative depth of its fictional setting, and it is widely regarded as the foundational work of the grimdark genre in speculative fiction. The very word 'grimdark' was coined from the series' iconic tagline: 'In the grim darkness of the far future, there is only war.' Beyond the tabletop, the setting has been expanded through a substantial body of novels published by Black Library, Games Workshop's own publishing arm. The brand has also spawned a wide array of connected tabletop and board games, including Space Hulk, Necromunda, and Kill Team for smaller-scale conflicts, and Battlefleet Gothic, Adeptus Titanicus, and Warhammer Epic for vastly different scales of warfare. Role-playing game lines were developed in partnership with Fantasy Flight Games and later Cubicle 7. In the digital and visual media space, video game adaptations such as Dawn of War, the Space Marine series, Darktide, and Rogue Trader have brought the universe to screens, while the 2010 animated film Ultramarines and a series of animated web shows on the Warhammer+ streaming service have carried the narrative into film and television.
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Frequently Asked Questions
What is "The Tide Rises" in Warhammer 40,000: Darktide?
It is the opening campaign act in Fatshark's co-op tactical shooter, where a squad of Inquisition agents is thrown into a brewing conspiracy on the hive world of Tanith. As Act 1 of 3, it serves as the narrative entry point for the entire campaign.
What happens in The Tide Rises?
Players guide Inquisition agents as they uncover a deepening plot threatening to tear Tanith apart from within. The act lays the groundwork for the larger conflict that spans the full three-act campaign, establishing both the stakes and the central antagonistic thread.
Where does The Tide Rises take place?
The entire act is set on Tanith, a grim industrial hive world in the 41st Millennium. This same setting carries through all three campaign acts, making Tanith the shared backdrop for Darktide's story.
Can I play The Tide Rises solo or do I need a full squad?
The act supports anywhere from one to four players in a cooperative session, so you can tackle it alone or bring a full team of agents. No minimum party size is required to start the campaign.
Why is The Tide Rises important to the overall Darktide story?
As the first chapter, it plants the seeds of the central conspiracy, sets the narrative tone, and introduces the antagonistic thread that drives Acts 2 and 3. Without completing it, players miss the foundational context for the rest of Tanith's unfolding crisis.
More in Campaign & Missions
Elsewhere in the Warhammer 40000 Darktide universe
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