Flight school
Eleven short lessons from the ground crew. Begin with your first flight, then come back whenever something on the reels needs a plain explanation.
Your first flight over the isles
A first visit, step by step: choose an island, read its card, set a play amount and follow a round through to the end.
RulesReading an island’s paytable
What the Rules panel shows: picture symbols, kite tags, the wild, the scatter, line counts and how each award relates to your play amount.
FeaturesFree spins: how the islands count them
What starts free spins, how many you receive on calm and stormy islands, and how thermals and extra scatters change the count.
Understanding resultsCalm air and rough air: volatility explained
Why some islands pay small amounts often while others stay quiet for long spells, and what that rhythm means for your balance.
CreditsPlay Credits, plainly
Fictional credits only: the 80,000 starting balance, the free top-up below 800, and the things Play Credits can never be used for.
FeaturesThe six winds compared
A side-by-side look at Steady Breeze, Rising Thermal, Tethered Wilds, Cloudburst, Second Gust and Full Sail Wilds islands.
HelpWhen a flight round is cut short
Lost signal, a closed tab or a double tap on the spin button: why none of them can lose a round or play it twice.
Safe landingKeeping play in proportion, sky and ground
Sensible habits and the account tools that back them up: altitude-check reminders, breaks of a day, a week or a month, and independent help.
Start hereDay flight or free account?
Two ways to fly: what a day flight covers, what an account adds, and what is kept once you land.
Start hereFinding your way around the sky
How the archipelagos, winds and island pages connect, and where Tamsin and the ground crew can point you when you are lost.
Understanding resultsHow the island figures are measured
Where each island’s return, hit rate, free-spin frequency and largest award come from, and why a short visit can look nothing like them.