Phase I / Wake
Relay Zero
Last Light — a ten-command rescue.
- I Wake
- II Surge
- III Handoff
Relay Zero, do you copy? We are losing the air loop.
- Commands left
- 10
- Fuse banks
- ● ● ●
- Systems saved
- 0 / 5
- Score
- 000 · 100 needed
CONTROLAwaiting operator handoff.
♥ Medbay oxygen at Intake · FAST selected.
Click the highlighted Intake diamond to choose BUFFER and run B03.
Or keep FAST. BUFFER is slower, but earns +10 if Medbay arrives.
How commands work
Diamond: switch that route and run. Run as shown: change no routes. Every signal advances once; Buffer may hold one.
Keys 1–3: junctions · H: run as shown · P: purgePurge removes the oldest corrupt signal without direct fuse damage, runs one command, advances surviving traffic, and forfeits that system's score and S rating.
One relay. Forty-one lives.
A carrier storm severed Kestrel Habitat from its control grid. Backup air holds for ten commands.
- Match ♥ ◆ × with the terminal showing the same symbol.
- Click a diamond to flip that junction and immediately run one command.
- Run as shown to change nothing. Each signal advances once; Buffer may hold one in place.
MARA / HABITAT CONTROLRelay Zero, do you copy? We are losing the air loop.
Carrier restored
Kestrel made it through the blackout.
- Score
- 0
- Objectives
- 0
- Fuse banks
- 0
- Bonus routes
- 0 / 4
No run recorded.
Signals enter from the left and remain in the network between commands. Match each signal to the terminal with the same symbol. Clicking a junction flips that route and runs the next command. Run as shown advances the command without changing a junction. Each command advances every live signal once; a signal waiting in Buffer may remain there for that command. Fast or Buffer bonus routes add points only when that signal is delivered.
Run manifestActive, upcoming, and saved systems Bonus routes 0 banked · 4 for S
- CarrierLoading traffic…