Ants come out of the nest and walk. You cannot steer one. All you
can do is give one of them a job, and the jobs are the whole game.
Get enough of them home before the time runs out.
π Playing
Pick a job from the row at the bottom β the number on it is how
many you have left. Then tap the ant you want to do it. That is the whole control.
A job you have run out of is greyed out.
π§ The answer is a PLACE
This is the one idea the game turns on. You are never fast enough to
react β you have to work out where the job needs to happen and be
waiting there when an ant arrives.
On π± Sprout the first step is marked on the ground for you, so you
can see what "the answer is a place" means before you have to find one.
π§ Two jobs stick, six do not
Climb and Glide change the ant for good β that ant
climbs, or floats, for the rest of the nest.
The other six are tasks: the ant does them and then goes back to walking
(or runs out of ground).
πͺ A long fall
An ant that falls a long way is dazed and walks home β it is fine,
but it does not count. Nothing dies in this game.
Give it πͺ Glide first and it floats down instead, however far.
π« Soil and β¬ rock
Brown soil can be dug through by any of the digging jobs. Dark rock never
can. Half of every puzzle is noticing which is which.
π Levels
π± Sprout: two short nests, one job each, and the first step
marked. π§ Scout: falls too long to survive and gaps too wide to walk. π Ace: deep pits and rock slabs, and more ants than jobs.
A level sets the switches in βοΈ Settings; change any and you are
playing your own mix.