ThinkTest / OODA
Tide Dispatch
Four segments; deliver by tick 10. You have only 5 energy: the coast is reliable but slow, while bridges are fast but gated. Queries take time; coastal relays provide the next forecast.
Reading costs no time. The clock advances only when you travel, query or wait. You already have the first forecast; you do not need to request it again as a routine.
Restarting preserves the gate schedule and port requirements. Unseen information does not secretly change with your choices.
Segment 1 · What next?
Bridge now: Open. This does not guarantee access on arrival. The coastal road is always passable and provides the next segment's forecast on arrival.
Arrive at tick 2, with 4 energy remaining.
The available forecast covers your arrival: gate open.
Now: tick 0 / 5 energy; deadline: tick 10; unloading: Requires 0 energy.
Your forecasts
Departure · received at tick 0, valid through tick 6, inclusive.
Not received. This means neither closed nor open.
Rules: queries, waiting and recovery
Four segments. At normal speed, a bridge takes 2 ticks and the coast 3. Boosting saves 1 tick and costs 1 extra energy. Each route's energy cost is shown on its button.
Bridge access is checked at the arrival tick. If closed, you wait until it opens, for up to 3 ticks. Waiting costs no extra energy. Later boosts may recover lost time, but you must keep enough energy to unload.
A query costs 1 tick, then provides a six-tick forecast for the current and next segments. A coastal relay provides the next forecast on arrival. Times beyond a forecast are unknown; validity never extends automatically. Waiting 1 tick does not refresh reports.
Port requirements are confirmed at the first checkpoint. Each challenge has 8 fixed cases; answers do not change with the player's route. Useful general strategies are worth learning. Route changes and query counts are not scoring criteria.