MANYPLAY / ILLUSTRATED GUIDE

How to play Dead Moon Relay

Read the controls, follow the real example and compare the result before trying your own run.

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A ManyPlay browser walkthrough · Checked . Screenshots below show the actual game; cover illustrations in the catalog are presentation artwork. Who publishes these games?

Verified opening-board solution

Start here

After the opening sequence, choose BEGIN on Prologue — Crash Site, then POWER UP on First Light. Tap the junction explanation to continue. The board begins at 0/2 POWERED and MOVES 0.

The rules you need

  • Tap or click a rotatable conduit once to turn it. Both touching contacts must face each other across a shared tile edge.
  • First Light asks for both emergency lamps. One illuminated branch is partial progress; check the POWERED counter as well as the glowing path.
  • The bottom-center reactor supplies the circuit. On later boards, read the briefing and keep different bus types separate; reset and pause let you reconsider a sequence.

First Light: restore both lamps in three rotations

The shown board has lamps in the upper-left and upper-right cells, a reactor at bottom center, a horizontal straight conduit directly above it and a tee immediately above that. An elbow sits below each lamp. Use these tile relationships rather than pixel coordinates.

  1. Make the reactor connection vertical

    Rotate the straight conduit directly above the reactor once. Power reaches the tee and the right lamp: MOVES 1, 1/2 POWERED.

  2. Point the tee toward both branches

    Rotate the central tee once so its contacts face left, right and down. The right lamp stays powered. The left branch still has a mismatched elbow: MOVES 2, 1/2 POWERED.

  3. Turn the elbow below the left lamp

    Rotate that elbow once so its contacts face up and right. Both lamps now connect to the reactor. The game confirms SUBSYSTEM ONLINE with Moves 3 and Optimal 3.

Why this sequence works

The first rotation supplies the network; the second creates the missing branch; the third joins that branch to its lamp. The unused lower-left elbow and lower-right straight tile do not need to be connected to satisfy this particular briefing. This is a complete solution to First Light, not the whole campaign.

Mistakes to avoid

  • Do not stop at 1/2 POWERED: the briefing requires both lamps.
  • Do not rotate every visible tile. Trace backward from the unpowered lamp and fix the contact that actually interrupts its route.

Questions about this board

Why is the left lamp still dark after turning the tee?

The tee now points toward it, but the elbow below that lamp still faces the wrong horizontal direction. Both sides of the shared edge must have a contact.

Must every conduit be lit?

No. This briefing asks for two lamps, and the verified solution leaves two spare conduits unused. Later boards have their own targets and constraints.

Other modes and further play

Later chapters introduce fixed tiles, one-way diodes, fuses, boosters, bridges, converters and multiple networks. Trace constrained pieces before flexible corners. The campaign is untimed and includes mission briefings, progress, challenge and leaderboard menu entries; the opening-board result does not verify every later mode.

Report a changed rule or control. Browser and Android editions can differ; the checked date describes this walkthrough, not a new game release.

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