Using Magnet, Extra Pipe, and Other Support Rights
Learn how Magnetic Storage works and when to use Clear 10, Speed, Shuffle, Extra Pipe, Hand Clear, and Continue without wasting inventory.
Support rights are designed to create new options when normal play becomes restricted. They do not automatically solve a level, and each one addresses a different type of problem. A right can come from inventory or, when enabled, be purchased with enough gold.
Clear 10
Clear 10 removes part of the track and creates immediate breathing room. Use it when track pressure is high but the lower board still has solvable targets. Using it on an already open track wastes value; waiting until failure is unavoidable may leave no time to recover.
Speed
Speed temporarily accelerates the game flow. It can help in timed levels, but a crowded track becomes harder to read at higher speed. Stabilize the board first, then activate the boost.
Shuffle
Shuffle refreshes the current pipe or top-selection colors according to visible tray needs. It does not shuffle the track. Use it when the available sources repeatedly fail to match accessible colors.
Magnet and Magnetic Storage
Magnet moves every visible track ball of the selected color into temporary Magnetic Storage without deleting it. The track pauses while the selection mode is open, reducing the risk of tapping the wrong moving color. Stored balls are sent automatically whenever an accessible tray of the same color can accept them. If a tray has three open slots, three balls are released and the remainder stays stored.
No score or gold is awarded when balls enter storage. Normal collection, gold, and tray-completion rewards are earned only when the stored balls later enter a valid tray. A second Magnet cannot be used while storage is occupied. If no tray of the stored color remains anywhere in the level, storage is cleared automatically and Magnet becomes available again.
Magnet is most valuable when one visible color occupies too much of the track but its matching tray is not available yet. It does not delete balls, remove a tray, or reveal hidden pipe colors. This makes it a preservation and space-management tool rather than a replacement for Clear 10 or Hand Clear.
Extra Pipe
Extra Pipe works only in standard pipe mode. A level can have at most five pipes. When the level already has five pipes or uses top selection, the right is not spent and the game explains why. An extra source increases choice, not the obligation to release more balls.
Hand Clear
Hand Clear removes a visible, normal, unprotected tray. It cannot bypass active bombs, water, ice, or barrier locks. Tapping a protected target shows a warning without spending the right, allowing you to select another tray.
Continue
Continue resumes a failed level with assistance. It can restore the previous board, reset hazard timers, create track breathing room, and add moves or time depending on the level. Use is limited within the same level, so correct the cause of failure before continuing.
Inventory and gold
If a right is available in inventory, it is used from stock. Otherwise, the market can use gold when purchasing is enabled and the balance is sufficient. If the action cannot be completed, no right or gold is deducted and the game explains why.
Match the right to the problem
| Problem | Suggested right |
|---|---|
| The track is filling quickly | Clear 10 |
| Sources do not match targets | Shuffle |
| One color crowds the track before its tray becomes available | Magnet |
| A normal tray blocks queue movement | Hand Clear |
| Source variety is too limited | Extra Pipe |
| A timed level is stable but slow | Speed |
| A failed board is still recoverable | Continue |
The strongest use of a right is the one that removes the actual cause of the problem.