SEVER THE ROGUE AI NODES
Purge every rogue AI node from the grid. They are the anchored blocks, drawn as hollow hexagons — they never move and never fall. Clear all of them to take the level.
Two-segment packets fall from the top. Every segment has a colour — cyan, magenta or gold — and a polarity, + or −.
Connect three or more blocks of the same colour orthogonally and they clear. Straight lines work, but so do corners, L-shapes and T-shapes. Only colour counts for matching — polarity is irrelevant here.
When a match clears, each cleared cell leaves a charged gap. Look at the ordinary blocks bordering that exact gap:
Pulls resolve before anything falls, so a pull can tug a block into a fresh match. Chain those and the cascade multiplier climbs: x1, x2, x4, x8, x16.
New runs start part-charged, so your first chance comes early. Clearing fills the gauge on the right. At 100%, when it pulses amber, flip both halves of the packet in your hands. A flip does not move nodes by itself; it helps an ordinary neighbouring block pull into a future clear and can start a cascade. It is a bonus tool, not required to purge nodes. Amber arrows preview a pull and STAY marks blocks that will resist.
The run ends if the stack reaches the top of the grid. Each level adds more nodes and speeds up the drop.
| Action | Keyboard | Gamepad / touch |
|---|---|---|
| Move | ← → or A / D | D-pad or stick |
| Soft drop | ↓ or S | D-pad down |
| Rotate CW | ↑, W or X | A / RB |
| Rotate CCW | Z | B / LB |
| Hard drop | Space | Y |
| Polarity flip | E or F | X |
| Pause | P or Esc | START |
| Confirm | Enter | A / SELECT |