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The full game guide

Critical Load: Rush Hour · Mission operations, equipment, research and recovery.

Read the complete operations guide here, or open the printable PDF.

01 / Getting started

Mission operations

Deliver friendly requests before they expire. Reach the first star to clear a main mission; contracts may add spending, hardware or recovery requirements. The campaign includes 24 main missions and 12 optional contracts.

  1. Review the load. Select a mission in Campaign. Read Waves, Towers and Goals, then Deploy.
  2. Place the equipment. Tap an equipment card, then a highlighted compatible site. Check credits and spare power before building.
  3. Commission, then dispatch. Let construction finish and tap Start wave. Pause stops traffic and all build, upgrade and repair jobs.
  4. Inspect the next wave. Tap the wave counter for Plan: Work, Threats and Disruptions. Keep Auto waves off for planned changes.
Mission 1: Quick towers restore friendly Chat packets on their route through Meadow Campus
Meadow Campus. Tap any guide screenshot to view it at full size.

Mission 1: build a second Quick near the exit, then add a third before wave 2. Quick costs 55 credits. Deliver 8 / 10 / 11 of 12 requests for 1 / 2 / 3 stars.

Credits: deliveries fund the next build. Between waves, repair damage and finish commissioning before dispatch.

02 / Know the traffic

Workloads & threats

Friendly requests need service. Match the equipment to the workload, and keep hostile packets away from your compute.

Packet portraits: Chat, Code, Image and Batch above Corruption, Flood, Malware and Spoof
Top: Chat, Code, Image, Batch. Bottom: Corruption, Flood, Malware, Spoof.
Friendly workloads
RequestWorkloadEquipment
ChatLightQuick
CodeFastQuick
ImageHeavyGPU
BatchSlow, heavyGPU
Incident response
ThreatSymptomResponse
CorruptionWrecks Quick/GPU, or spreads faults.Firewall upstream; ECC for faulted friendlies.
FloodSlows nearby friendly traffic by 25%.Firewall; keep healing the delayed requests.
MalwareJams a service tower for 4 seconds.Firewall; cover the gap or pay for recovery.
SpoofConsumes the first 3 compute pulses.Firewall reveals it and deals damage immediately.

03 / Plan your site

Equipment, power & cooling

Values are T1 / T2 / T3. The first credit price builds T1; the next two are separate upgrade charges. Power is shown in game MW.

On a narrow screen, scroll the table sideways to see every value.

All 10 tower families
EquipmentIn-game roleCredits
T1 / T2 / T3
MW
T1 / T2 / T3
QuickChat and Code healing. T2 prioritizes Code; T3 adds a critical-health rescue boost.55 / 65 / 12510 / 18 / 32
GPUImage and Batch healing. T2/T3 add healing splash to nearby heavy workloads.120 / 105 / 19028 / 42 / 65
CacheFaster friendly transit and less health loss while requests are in coverage.75 / 95 / 17516 / 24 / 36
Traffic GatewayTransit support, retry management and routing where alternate paths exist.110 / 110 / 18518 / 24 / 32
PowerAdds generation. Its own output is unavailable while it is being upgraded.90 / 100 / 180+80 / +140 / +220
UPS BatteryStores spare power for outages. Both stored energy and discharge output are limited.100 / 110 / 17580 / 120 / 160*
CoolingRemoves heat and boosts nearby compute. Select it to see its coverage dome.80 / 90 / 16012 / 18 / 26
Maintenance BayAutomatically dispatches paid repairs to wrecked or jammed equipment in range.125 / 125 / 20016 / 22 / 30
FirewallDamages hostiles and reveals Spoof immediately. Upgraded Firewalls add Flood sweep.95 / 90 / 16018 / 26 / 38
ECC RelayClears faults in friendly requests. T2/T3 correct nearby requests together.115 / 110 / 18522 / 30 / 42

MW: draw for service/support equipment; + values are Power output. *UPS values are maximum discharge output, not continuous generation.

Power planning

Use Plan to check the supply affected by an outage. Charge UPS beforehand and compare its reserve with the expected load and outage duration.

Thermal limit

Above 75 heat, service is 35% slower. Add Cooling around the busy processors or spread work across more towers.

04 / New technology

Research & tower unlocks

Open Research from Home or mission results. Spend research points (RP) to unlock a tower family or its next tier.

Research screen showing connected tower tiers and a selected tier’s mission requirement, RP cost and unlock action
Select a tier to inspect its requirements and research cost.
  1. Select the technology. Drag the tree, then tap a tower tier. The connected nodes show T1, T2 and T3 for that family.
  2. Check its requirements. Clear the named mission and own the previous tier. Quick T2 requires Mission 1 and Quick T1.
  3. Unlock it with RP. Tap Unlock tower, Unlock T2 or Unlock T3. Quick T2 costs 4 RP; its 65-credit installation is a separate mission purchase.
Research mission requirements
FamilyT1T2T3
QuickStart18
GPU1716
Cache91012
Traffic Gateway101220
PowerStart616
UPS Battery61422
Cooling2513
Maintenance Bay171820
Firewall4819
ECC Relay111223

Research costs & saved runs

  • T1: 2 RP / T2: 4 RP / T3: 8 RP. Quick and Power T1 are free starters. Mission results earn RP; improved replays pay only the extra reward.
  • New runs use new research. Continue and Retry Opening retain the saved mission’s technology.
  • Refund resets purchased research and returns the RP actually spent. EVOCS code unlocks remain.
  • Mission loans grant temporary T1 access only. Stars record results and cannot be spent.

05 / Change windows

Upgrades

Tap a tower to open its inspector. Use the displayed status, credit price, power requirement and downtime to decide the next action.

Quick tower inspector with the upgrade action, credit price, spare power and commissioning time
Quick T1 → T2: +8 MW, 5 seconds offline, 65 credits.
  1. Review the change. Own the next research tier. T2 needs at least 100 MW total capacity; T3 needs 180 MW, plus enough spare power for the job.
  2. Tap Upgrade T2/T3. Pay the shown credits, then resume. The tower stops serving while commissioning. Keep another server covering its route.

Blocked? Read the inspector reason: research, credits, capacity, an active job or a contract limit. Repair a wreck before upgrading it.

Power and salvage: a Power tower supplies nothing during its upgrade. Healthy towers sell between waves for 60% of their invested credits. Clear wreck takes 2 seconds and returns no credits.

06 / Service recovery

Repairs & recovery

Damaged Quick T2 tower with Repair 42 and Clear wreck controls
Repair restores the existing tier. Clear wreck removes it.
  1. Check the status. A wreck needs a paid repair. A software jam can expire on its own, or be cleared by a paid recovery.
  2. Tap Repair, then resume. Wreck recovery costs 35% of invested build/upgrade credits, rounded up, and restores the same tier. Spare restart power is required.

Jammed tower: recovery costs 15 / 20 / 25 credits at T1/T2/T3 and takes 1.5 seconds.

Automatic and emergency repairs

Maintenance Bay pays for repairs in range; its gear menu sets a 0 / 55 / 110-credit reserve. Emergency repair uses the normal fee, takes 45% less time and has a 40-second cooldown.

Quick T2 repair example: (55 build + 65 upgrade) × 35% = 42 credits; normally 8 seconds.

07 / Put it into practice

Outage drill: Ridge Blackout

Mission 8, wave 3 cuts grid power by 80% at 8 seconds, for 14 seconds. Plan your coverage, check the reserve and make the three calls below.

Ridge Blackout mission showing entry, branching routes and the final stretch to the exit
Entry: put Firewall coverage upstream. Routes: cover both lanes with Quick and GPU. Exit: retain a final healing opportunity.
Worked power budget
EquipmentLoad
2 Quick T120 MW
1 GPU T128 MW
1 Firewall T118 MW
Site overhead20 MW
Total load86 MW

One full UPS T1 has 80 MW output and 900 stored energy. Blackout grid supply is 30 MW. UPS load is 86 − 30 = 56 MW. Over 14 seconds, that uses 784 / 900 energy. The decisions below use this load.

Before wave 3

Turn Auto waves off. Check Plan > Disruptions, fully charge the UPS and finish active jobs. Set essential towers to Critical in their gear menu. Keep 42 credits available if a Quick T2 needs repair.

1. Upgrade now or defer?

Quick T2 costs 65 credits, adds 8 MW and takes 5 seconds offline.

Read the debrief

Defer until grid recovery. With this load, the upgrade needs 896 / 900 UPS energy through the outage. Only 4 units remain. Add generation first if you need T2 for wave 3.

2. More compute or power?

Another GPU T1 costs 120 credits and adds 28 MW.

Read the debrief

Power first. The extra GPU raises demand to 114 MW; grid plus UPS can supply only 110 MW. A 90-credit Power T1 adds 80 MW throughout the blackout.

3. Repair or replace?

After the outage, a Quick T2 is wrecked. Repair it or clear the site?

Read the debrief

Repair for 42 credits and 8 seconds to retain T2. Clearing gives no refund; a new Quick T1 costs 55 credits and loses a tier. Check spare restart power.

Replay: change one decision. Record deliveries and stars; note which tower lost power first.

08 / Explore the campaign

Level & technology codes

Codes permanently unlock a named mission on this device and the tower technologies available through its milestone. They are not case-sensitive.

  1. Open Settings > Redeem code.
  2. Enter a code below and tap Redeem.
  3. Tap View level, then start a fresh run to use the unlocked technology.
Main missions
LevelMissionCode
01First ConnectionEVOCS-LINK
02Mixed WorkloadEVOCS-MIX
03Stay OnlineEVOCS-LIVE
04Corruption AlertEVOCS-ALERT
05Across the RidgeEVOCS-RIDGE
06Backup WindowEVOCS-BACKUP
07Rolling MaintenanceEVOCS-SHIFT
08Ridge BlackoutEVOCS-DARK
09Rush at the GatesEVOCS-RUSH
10Retry LoopEVOCS-RETRY
11ContagionEVOCS-VIRUS
12Launch DayEVOCS-LAUNCH
13High NoonEVOCS-NOON
14Solar DipEVOCS-SOLAR
15Cooling ReserveEVOCS-COOL
16Peak HeatEVOCS-HEAT
17Ice StationEVOCS-ICE
18Remote RepairEVOCS-FIX
19Research WindowEVOCS-LAB
20WhiteoutEVOCS-SNOW
21Heat RejectionEVOCS-VENT
22Eclipse WindowEVOCS-MOON
23Checksum FaultEVOCS-FAULT
24Critical OrbitEVOCS-ORBIT
Optional contracts
LevelMissionCode
C01Efficient StartEVOCS-SAVE
C02Security DrillEVOCS-GUARD
C03Lean ReserveEVOCS-LEAN
C04Bridge ShiftEVOCS-BRIDGE
C05Priority LaneEVOCS-GOLD
C06Small FootprintEVOCS-SMALL
C07Efficient ComputeEVOCS-GRID
C08Shaded RouteEVOCS-SHADE
C09Cold ReserveEVOCS-COLD
C10Science FirstEVOCS-STUDY
C11Clean DataEVOCS-CLEAN
C12Minimal ReserveEVOCS-BUDGET

What a code changes

  • The named level opens without its normal access prerequisite. Other levels are not automatically opened.
  • Tower technology through that level’s research milestone is included. Contract codes use their parent mission’s milestone.
  • You still pay mission credits for builds, upgrades and repairs, and meet power requirements.
  • Codes award no stars, RP, credits or completed missions. Continue and Retry Opening keep their original technology.

Example: EVOCS-ORBIT opens Mission 24 and all tower technologies. It does not mark earlier missions complete.

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