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

  1. 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

WEATHER: MISTY, CLOUD, VAPOR, HAZED MINERAL: BERYL, TOPAZ, AGATE, BORAX, OPALS TECH: LASER, DRONE, HELIX, ROBOT PROCESS: SMELT, FORGE, WELDS, HEATS BIRD: RAVEN, HERON, ROBIN, EAGLE

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.

Column 1: Ω · Ψ · Σ · ∆ · Φ · Θ · Λ Column 2: α · β · γ · δ · ε · ζ · η Column 3: κ · λ · µ · ν · ξ · ο · π Column 4: ρ · σ · τ · υ · φ · χ · ψ

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.