Cinterra Relay — Operator Instruction Manual (Kaelar Vostik Trials)
Use this manual when guiding a Tech through the on-screen modules. The Operator never sees the puzzle page; all decisions come from your deductions and the Tech’s descriptions.
0) Roles & Flow
- Tech (on the device): Describes what they see, presses buttons, enters values.
- Operator (you, with this manual): Listens, asks targeted questions (“edgework”), and gives precise instructions.
- Win: Clear every active module before the timer reaches zero.
- Time Bonus: Each solved module grants +30 seconds (the timer flashes green 3×).
- Mistakes: A wrong submit adds a strike and the page flashes red 3×.
Rounds, Timer, and Strikes
- Round 1: 3 puzzles · 2:00 · 5 strikes
- Round 2: 4 puzzles · 2:00 · 4 strikes
- Round 3: 5 puzzles · 2:30 · 3 strikes
- Round 4: 6 puzzles · 3:00 · 2 strikes
- Module eligibility: Glyph Families and Constellation Align appear only in Rounds 1–2. All others can appear in any round.
1) Edgework (Ask the Tech)
- Unit ID: A 6-character string of letters/digits. (Digits are 1–9; 0 is omitted.)
- Vowel check: Whether the Unit ID contains A, E, I, O, or U.
- Repeated letter check: Whether any letter repeats anywhere in the ID.
- Trailing character (“last digit”) rules: If the last character is a digit, use that digit. If the last character is a letter, treat as “none.”
- Parity conventions used in modules: When a rule says EVEN (or none), count none as even; when a rule says ODD (or none), count none as odd only when explicitly stated (see Safety Signage).
- Power Cells: A number on the HUD (0–4).
A) Beacon Blinks
A single red lamp loops a 3-beat pattern of SHORT (S) and LONG (L). Timings: S = 0.5 s on, L = 1.0 s on, 0.5 s off between beats, then a 3.0 s pause, which marks the start of each cycle.
1) Determine legend temperature
- If Power Cells < 2 → WARM legend.
- If Power Cells ≥ 2 → COLD legend.
2) Invert if needed
- If last digit is EVEN (or none) → invert perceived pattern (swap S ↔ L) before mapping.
3) Map to channel
WARM: SSS→AMBER, SSL→GREEN, SLS→RED, SLL→BLUE, LSS→VIOLET, LSL→CYAN, LLS→AMBER, LLL→GREEN
COLD: SSS→BLUE, SSL→CYAN, SLS→AMBER, SLL→GREEN, LSS→RED, LSL→VIOLET, LLS→BLUE, LLL→CYAN
B) Circuit Sever (Wires) — Action: CUT
Panels show 3–6 colored wires: Red, Blue, Yellow, White, Black, Green. Cut exactly one wire.
3 wires
- If no Red → cut 2nd.
- Else if last wire is White → cut last.
- Else if >1 Blue → cut last Blue.
- Otherwise → cut last.
4 wires
- If >1 Red and last digit ODD → cut last Red.
- Else if last is Yellow and no Red → cut 1st.
- Else if exactly one Blue → cut 1st.
- Else if >1 Yellow → cut last.
- Otherwise → cut 2nd.
5 wires
- If last is Black and Unit ID has a vowel → cut 4th.
- Else if exactly one Red and >1 Yellow → cut 1st.
- Else if no Black wires → cut 2nd.
- Otherwise → cut 1st.
6 wires
- If no Yellow and last digit ODD → cut 3rd.
- Else if exactly one Yellow and >1 White → cut 4th.
- Else if no Red wires → cut last.
- Otherwise → cut 4th.
C) Constellation Align (Rounds 1–2 only)
Three dials A/B/C show values 1–8. Submit when all three match the hidden targets.
- Base: If any letter repeats in Unit ID → A=2, B=5, C=7; else → A=1, B=4, C=6.
- Parity shift: If last digit EVEN (or none) → add +1 to A, B, C (wrap 8→1).
- Cell swap: If Power Cells ≥ 3 → swap A and C targets.
D) Glyph Families (Rounds 1–2 only)
From 8 displayed letters, select all letters in the active family.
- Families:
- STRAIGHT: E F H I K L M N T V W X Y (no curves)
- CURVED: B C D G J O P Q R S U (has curves)
- HOLES: A B D O P Q R (closed counters)
- Bounds:
- If Unit ID has a vowel → active family = HOLES; else → STRAIGHT.
- If last digit EVEN (or none), treat S as belonging to HOLES for this round.
E) Patch Panel (A–D → jacks 1–6)
Assign a distinct jack (1–6) to each of A, B, C, D so all rules are true:
- A by vowels: If Unit ID has a vowel → A is ODD (1,3,5); else → A is EVEN (2,4,6).
- B by Power Cells: If Cells ≥ 2 → B > 3 (4–6); else → B ≤ 3 (1–3).
- C by last-digit parity: If last digit ODD → C is PRIME (2,3,5); else (or none) → C is COMPOSITE (4,6). (1 is neither.)
- Distinctness: A, B, C, D are all different.
- D by remaining pool: If Cells ≥ 3 → D is the SMALLEST unused; else → D is the LARGEST unused.
F) Priority Queue
Order the stack (top→bottom): PRIME, VENT, SCAN, PURGE, SEAL, SHUTTER so all of these hold:
- PRIME is before VENT.
- PURGE is immediately above SEAL (adjacent pair).
- If last digit EVEN (or none) → SHUTTER is TOP; else → SHUTTER is BOTTOM.
- If Unit ID has a vowel → SCAN is AFTER VENT; else → SCAN is BEFORE VENT.
G) Relay Passcode
The Tech sees a list of 25 five-letter words. Exactly one is correct. The Tech must type it exactly.
Word bank
Step 1 — Category gate
- If Unit ID has any vowel → WEATHER.
- Else (no vowel): If last character is a digit → even → PROCESS; odd → MINERAL.
- Else (letter ending, “none”): If any repeated letter → BIRD; else → TECH.
Step 2 — Pick the word in that category
WEATHER: trailing digit odd → MISTY; trailing digit even → CLOUD; trailing letter + Cells odd → VAPOR; trailing letter + Cells even → HAZED.
MINERAL (odd digit exact map): 1→BERYL, 3→TOPAZ, 5→AGATE, 7→BORAX, 9→OPALS.
PROCESS (even digit exact map): 2→SMELT, 4→FORGE, 6→WELDS, 8→HEATS.
BIRD (last-letter quadrant): A–F→ROBIN, G–L→HERON, M–R→RAVEN, S–Z→EAGLE.
TECH (last-letter quadrant): A–F→LASER, G–L→DRONE, M–R→HELIX, S–Z→ROBOT.
H) Safety Signage
Six toggles: Laser, Radiation, High Voltage, Corrosive, Explosive, Biohazard. Set each ON/OFF to match the final codex.
1) Legend temperature
- If Cells < 2 → WARM baseline.
- If Cells ≥ 2 → COLD baseline.
- WARM: Laser=ON, Radiation=ON, High Voltage=OFF, Corrosive=ON, Explosive=OFF, Biohazard=ON
- COLD: Laser=ON, Radiation=OFF, High Voltage=OFF, Corrosive=ON, Explosive=ON, Biohazard=ON
2) Parity Flip
- If last digit ODD (or none) → flip Corrosive.
- Else (even digit) → flip High Voltage.
3) Vowel Flip
- If Unit ID has any vowel → flip Radiation.
I) Sigil Sequence (Runes)
Four rune buttons are shown. Find the single column below that contains all four symbols. The Tech presses them in that column’s top→bottom order.
J) Wire Labels (Stroop) — Action: PATCH
Six wires each have a TRUE COLOR and a TEXT LABEL (which may match or lie). Patch exactly one wire using this priority:
- If any LABEL appears 3+ times, patch the FIRST wire with that LABEL whose TRUE COLOR ≠ LABEL.
- Else if ≥2 mismatches and Cells ≥ 2 → patch the SECOND mismatched wire.
- Else if any mismatch and Unit ID has a vowel → patch the FIRST mismatched wire.
- Else if a true RED exists (red wire labeled “RED”) → patch the LAST true RED.
- Else if any true BLUE → patch the LAST true BLUE.
- Otherwise → patch the LAST wire.