First match
Step by step, from the first bridge to the rite at the altar.
Before you start
Choose First Flight and a Small world. The enemy is on the island on the other side of the sky. It won’t attack you before minute 20:00. The goal: knock down its Temple, then carry its Keeper to your Altar.
1. The first bridge
Look at the edge of your island: the small lights are the landings. Tap near a light that faces an island with a spring. The bridge piece appears. Tap it to lay it. Keep going from the tip of the bridge with the next piece, until you reach the island. The pieces are free: the limit is the three slots of the Rack, which fill up by themselves.
2. The first Collector
When the bridge touches the island, the island becomes yours. Tap the spring twice: you put a Collector on it. From now on the Veiled leave the temple, take the wind and bring it back. The Collector also opens the element of the spring. The color of the spring tells you which one: light blue Wind, yellow Lightning, aqua green Rain, orange Sun.
3. A second spring
Do the same with another spring, better if it is of another element. Two elements give you more choices. Look at the top left: the wind grows faster.
4. The first towers
Tap Build at the bottom, open the group of the element and tap the attack tower. The game puts it in the nearest valid spot. Tap it to build it. Towers go only in the light of their element. Near the temple there is light for all of them. Farther away you need a Stele: see Steles and light.
5. Toward the enemy
Stretch a bridge toward the enemy’s island. At the tip put a Stele and one or two towers: they fire on their own at whatever comes in range. A cross tower, like the Gust, fires only along its row and its column: to hit the enemy temple, its row or its column has to pass over the temple yard. When you place the tower you see its cross. See Towers and targets. When the enemy announces an attack, a sign appears on the map: put a defense close to it.
6. The temple falls
When the enemy temple gets to zero it collapses and its Keeper falls to the ground. Your Carrier sets off on its own, if there is a road of bridges to the enemy island. The enemy towers fire at it: cover its road with yours.
7. The rite
The Carrier brings the Keeper to your altar. Five signs light up: at the last one you have won. See Rite at the altar.
If something goes wrong
- The piece is red: read the reason. Usually it touches something on the side or does not start from a tip.
- You can’t build a tower: the light of its element is missing, or the element is not open.
- The wind does not go up: the bridges to the Collectors are cut.
- You can’t finish off the enemy: at First Flight the Late hours arrive at minute 17:00 and wear down its temple before yours.
See also
- Mentioned here or mentioning this page
- Altar · Carrier · Collector · First Flight · Keeper · Late hours · Lightning · Rack · Rain (element) · Rite at the altar · Steles and light · Sun · Temple · The Veiled · Towers and targets · Wind (element)