Pack a two-envelope satchel and route your moth through four lantern houses before dawn. Three seeded nights, visible deadlines, exact best score, no timer.
Start at Post (0). Flying costs the distance shown. At Post, loading any 1-2 undelivered envelopes costs 1 tick; capacity is 2. Arriving at a house delivers its envelope automatically. On-time mail earns full value, late mail earns one-third rounded down. Each night ends at Post by tick 22. Score: 100 times earned value divided by the exact best feasible value, rounded; three nights, max 300.
Commands: load 1 2, fly 3, finish. show/help are free. Separate commands with semicolons. finish returns to Post and banks the night. Invalid moves never change state.