Phase I / Wake

Relay Zero

Last Light — a ten-command rescue.

  1. I Wake
  2. II Surge
  3. III Handoff
MARA / HABITAT CONTROL

Relay Zero, do you copy? We are losing the air loop.

Commands left
10
Fuse banks
● ● ●
Systems saved
0 / 5
Score
000 · 100 needed
Next · B03

♥ 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: purge

Purge removes the oldest corrupt signal without direct fuse damage, runs one command, advances surviving traffic, and forfeits that system's score and S rating.

03:17 / Kestrel blackout

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 CONTROL

Relay Zero, do you copy? We are losing the air loop.

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
  1. CarrierLoading traffic…