Venting
Swap stones to line up three of a hue, and vent the Stardust that seeps into the hold.
Step by step
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1Picked up1Picked up Step 1Swap 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.
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1Three of a hue2Lift1Three of a hue2Lift Step 2Three 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.
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1Two lines, one swap1Two lines, one swap Step 3Two 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.
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1Clear air2Stardust gauge1Clear air2Stardust gauge Step 4Vent 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.
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1The pump2Your level1The pump2Your level Step 5The 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.
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1Bellows1Bellows Step 6Every 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.