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Venting

Swap stones to line up three of a hue, and vent the Stardust that seeps into the hold.

Step by stepThe rules in full

Step by step

  1. The hold board, shaped like a ship's hull, full of green, blue, yellow and red stones, one stone picked up in the cursor and a purple haze of Stardust round the hull1Picked up
    1Picked up
    Step 1

    Swap two stones

    Click a stone, then click a neighbour above, below or beside it, or drag it onto one. The arrow keys move the cursor and Space picks a stone up and puts it down. Every swap is allowed, even one that matches nothing, so you can spend moves setting a combo up.

  2. Three blue stones bursting apart in a row, +3 lift added at the top1Three of a hue2Lift
    1Three of a hue2Lift
    Step 2

    Three of a hue ignite

    Line up three or more of a hue in a row or column to ignite them. Every clear banks lift and breathes clean air into the hold.

  3. Spark! +12 over the board as two lines ignite from a single swap1Two lines, one swap
    1Two lines, one swap
    Step 3

    Two lines in one swap

    Clear more than one line with a single swap for a combo (Spark!, Aurora!, Firstlight!) and big lift: this one paid +12.

  4. CLEAR AIR, not a speck left, over the board, the purple haze gone from the hold1Clear air2Stardust gauge
    1Clear air2Stardust gauge
    Step 4

    Vent the Stardust

    The Stardust (the purple haze in step 1) seeps in through the hull and hangs in the air, thicker every move. Clear stones to vent it; dawdle on weak clears and it fills the hold until she's overcome. The gauge in the corner shows how thick it is.

  5. The vent pump beside the hull glowing bright yellow, three green stones lined up for a match, and the level bar down the left1The pump2Your level
    1The pump2Your level
    Step 5

    The pump is your grade

    The pump beside the hull reads your last ten swaps: it works faster and glows brighter the better you vent, and its hover gives the word the duty report will pay you on. Your level is the bar down the left. Fly Good or better and it climbs; fly Poor and it falls back.

  6. A pale Bellows sack sitting among the stones in the second row1Bellows
    1Bellows
    Step 6

    Every level adds something

    Each level adds something to the board. Bellows (level 2) is a pale sack: press it and it blows its own nine. Then come Gale (match four for a stone that clears its whole line), Ballast (an iron-banded crate you break by clearing beside it), Burst (match an L or a T) and Nova (match five).

The rules, as the game tells them

  • CLICK a stone, then click a neighbour above, below or beside it — or DRAG it onto one.
  • Arrow keys move the cursor; SPACE picks a stone up and puts it down.
  • EVERY swap is allowed, even one that matches nothing — spend moves setting a combo up.
  • Line up 3+ of a hue in a row or column to ignite them. Every clear breathes clean air into the hold.
  • Clear MORE THAN ONE line in a SINGLE swap (a combo: Spark! / Aurora! / Firstlight!) for big LIFT.
  • THE STARDUST seeps in through the hull and hangs in the air, thicker every move. Clear stones to vent it; dawdle on weak clears and it fills the hold until she's overcome.

THE PUMP BESIDE THE HULL IS YOUR GRADE. It reads your last 10 swaps — lift banked per swap — and works faster and glows brighter the better you vent; hover it for the word the duty report will give you. The lantern in the hold burns that same colour.

YOUR LEVEL is the bar down the left. Fly Good or better and it climbs; fly Poor and it falls back. It remembers where you settled, so the board finds the level that challenges YOU. Each level adds something to the board and raises what your best combo is worth (×2 at the bottom, uncapped at the top).

  • BELLOWS (level 2) — a pale sack that drifts in. Press it and it blows its own nine. It banks NO lift; what it buys is the cascade that falls in after, and air against the Stardust.
  • GALE (level 3) — match FOUR in a line. The stone earns a double arrow; match it again and the wind clears the whole line the arrow points along.
  • BALLAST (level 4) — an iron-banded crate lands on the board and stays put. You can't swap or match it, and stones slide round it, but every clear BESIDE it snaps a band off. When the last band goes it's thrown OVERBOARD for big LIFT (more the thicker the Stardust) and the air clears. A Bellows blast beside it counts.
  • BURST (level 5) — match an L or a T. The stone earns a star; match it again and it blasts everything around it.
  • NOVA (level 6, and dealt from level 7) — match FIVE. A dark stone with a star in it: swap it onto any stone and every stone of that colour ignites.

Word for word from the game: in play the same text sits behind the ? on the board, so this page cannot drift from it.