Guides / Find rare answers
How to find rare answers in Clamber
By Zane · Updated 3 November 2026
In Clamber the answer that comes to mind first is worth nothing, because it comes to everybody's mind first. The skill is not knowing more facts than other people. It is learning to steer your memory away from the obvious and toward the neighbourhood next door.
Notice the first thought, then put it aside
When a prompt appears, one answer arrives almost at once. It is not wasted. Treat it as a marker that says "the crowd is here". Type it only if you are about to run out of time. Otherwise, use it as a starting point: where is it on the map, in the timeline, in the family? The next answer is usually one step away from the first.
Say the prompt is "Name a river in Europe". The first thought is a famous one that you could draw from memory. Ask yourself what else you know about that country. What flows into the big river? What river runs through the second city? That one question takes you from the top tier to somewhere much more interesting.
Change the dimension
Memory is organised in more than one way, and the first thing you try is almost always the same way as everyone else. If one route is crowded, switch to another.
- By place. Name the answer's home country, then think of a different country that also fits the prompt. Most players stay close to their own part of the world.
- By time. If the prompt has no date, pick a decade you know well and answer from there. A question about films, music or sport that sounds modern often has excellent answers from fifty years ago.
- By size. Think smaller. Instead of the famous city, a regional centre. Instead of a headline team, a club from the second division. Instead of the star, someone who played beside them.
- By kind. Prompts often allow several kinds of thing. A prompt about food might accept a dish, a spice or a drink. If everyone names the dish, the spice is lonelier.
- By connection. Think of what you personally have touched: a place you visited, a book you finished, a game you played as a child. Answers that come from your own life are, almost by definition, answers that other people do not share.
Use a short list of go-to moves
Because you only have 20 seconds, it helps to rehearse a few moves instead of deciding how to think each time. Here are four that work across all eight packs:
- Walk to the neighbour. If you have a famous answer, name what sits beside it: the country on the border, the band-mate, the species in the same family, the next dynasty.
- Walk to the exception. Look for the item that does not look like the others in its group. The odd country, the quiet element, the film that does not look like a typical film of its type.
- Walk to your hobby. Everyone has one subject they know well. If it fits the prompt, use it.
- Walk to your other world. If you know another country or language, think of the places, dishes and songs that are everyday there but rarely travel. They are often the rarest answers you have.
Manage your 20 seconds
The clock is the second half of the game. There are three kinds of moment in a hold, and they need different handling.
The first five seconds. Think freely. Let the crowd answer come, put it aside, and try one change of dimension. If something fits, type it straight away.
The middle. Commit to one route. Switching between five methods wastes the time you would use to type. Pick one, walk along it, and take the first valid answer you find.
The last five seconds. Take a safe answer. A common answer scores little, but it keeps you from a fall. A fall costs 60 points and drops you to just below the last landmark you passed, which can be a lot more than the points themselves. If an answer you type is not recognised, you lose 2 seconds and can try again, so a quick second attempt is better than freezing.
Know what each choice costs
A Known answer is worth 25 points, an Uncommon one 45, a Rare one 70 and a Rarest one 100. A skip costs 20 points, and a timeout is a fall, and 3 falls end the climb. A Rarest answer followed by a fall nets 40 points before the slide below the landmark, while two Uncommon answers are worth 90. Playing for the best answer on every hold is a poor plan. A better plan is to take the Uncommon answer you can type with ten seconds left, and spend the extra time only on the holds where a better answer is nearly there.
The last hold of a daily climb, the Summit Push, counts gains and losses ×1.5. Climbs are 10 holds long, so it is worth saving a little confidence for it.
Practise in the right place
The daily climb gives you one attempt, so it is not where you practise. Endless and the theme packs let you play as many times as you like. Choose a pack in a subject you know well and notice which of your habits repeat: do you keep naming the same country, decade or band? Those are your crowd answers, and knowing them is half the work of getting past them.
If you want to understand why some answers are rare and others are not, read how rarity is scored. When you are ready, play today's climb.