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Field manual

How to power a sector

The city runs on a single current. Rebuild the route from the power core to the beacon using the tiles already on the grid — no tile is added or removed, just turned. Twelve sectors, three difficulties, thirty-six challenges — all free, with progress kept in this browser.

Rotate

Tap or click any wire to spin it a quarter turn clockwise. Some tiles are already correct — leave them alone.

Follow the glow

Wire carrying current glows cyan and animates. Unlit wire is disconnected from the core.

Connect

The beacon must be lit, then press Check connection. A lit beacon alone won't score the sector.

Budget

Every rotation spends a move. Run out and the grid locks — restart and take a cleaner route.

Interactive

See the current for yourself

The sample below uses the same tile logic as the real grid.

Try it · live circuit

Beacon dark

Click the middle wire until its openings face the core and the beacon. Power flows the instant the route is joined — nothing has to be confirmed while you play.

How to read the board

  • Cyan, animated wiring is carrying power from the core.
  • Dim wiring is disconnected — it still needs turning.
  • The core sits on the left edge, the beacon on the right.
  • Stars reward precision, no hints and a swift clear.

Stuck? The hint button highlights the next joints that need turning — twice per sector.

Tile reference

Every tile is symmetric or nearly so — a shape can read as solved from more than one angle, so turn it to fit rather than aiming for a specific number of clicks.

Power core

Where the current begins. Fixed in place.

Beacon

Route power here to complete the sector.

Straight wire

Carries power straight through.

Corner

Bends the current 90°.

Junction

Feeds up to three branches.

Difficulty

Three modes, one ruleset

Switching modes never clears what you have already restored.

Beginner

Easy

Compact boards, generous budgets and a live route guide.

  • Grids up to 7 × 6
  • Generous move budgets
  • Live route guide
  • Score ×1.0

Advanced

Medium

Bigger grids and tighter budgets that reward planning.

  • Grids up to 9 × 8
  • Balanced move budgets
  • No route guide
  • Score ×1.45

Expert

Hard

Large, heavily wired boards with almost no slack.

  • Grids up to 10 × 8
  • Tight move budgets
  • Deepest wiring
  • Score ×2.1

Scoring

Every sector is scored the same way: a base value, plus a bonus for finishing quickly and for the moves you did not need, minus a fixed cost per hint — all multiplied by the mode. Finishing on the minimum moves without a hint adds a perfect-circuit bonus. Stars come from three fair criteria, and only your best run on each sector is kept.

Score build

How points are counted

  • Sector base400 + 60 × (sector − 1)
  • Time bonusup to 600
  • Unused movesup to 500
  • Perfect circuitminimum moves, no hints+400
  • Each hinttwo hints available per sector−150
Multiplied by modeEasy ×1Medium ×1.45Hard ×2.1

Only your best score on a sector is kept — replaying can raise a record but never lowers it, and points are never counted twice.

Stars

Three criteria, one star each

  • PrecisionFinish within the sector's three-star move allowance — shown on the board.
  • UnaidedClear the sector without spending a hint.
  • SwiftBeat the par time shown next to the clock while you play.

Meeting all three earns three stars, any two earns two, and every cleared sector earns at least one. Par time and move allowances scale with the sector and mode, so every difficulty is judged on its own terms.