Parareru World(NES) FAQ/Walkthrough version 1.0.0 aka Parallel World copyright 2006 by Andrew Schultz schultz.andrew@sbcglobal.net Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. STRATEGIES 4. WALKTHROUGH (20 worlds, 5 sub-levels, 4-WORLD-SUBLEVEL) 5. PASSCODES AND CHEATS 6. VERSIONS 7. CREDITS ================================ 1. INTRODUCTION Parareru World is a simple game--you move about on a board with pieces that can be open(you can jump on/off these) or have paths on them. You can push the path pieces into enemies or rotate the pieces. The first enemy you kill coughs up a key. Later ones give points or time or even help complete a level. Enemies have different weird ways to move which keeps things interesting. But you can also always win a level by creating a path from an empty immovable block to the stairs in the UL. Parareru World has 20 worlds of 5 levels, all 12x8 boards, with a passcode revealed after each pair of worlds you solve in one go. Some of the later levels require some sidestepping or pushing the right buttons, some have enemies that keep reappearing, and others force you through a bonus level. But there aren't really enough tricks for this to be a great game. The most interesting levels are when the computer puts a mess by the UL exit but even so there's a simple detour trick that helps you work around things. Still there's enough futzing for general puzzle fun with some action too. Sometimes you can even crush every robot on the level for a free pass, or you can get a bonus level or extra guy for whupping them all too. So there are secrets to uncover. 2. CONTROLS arrows=face, then move that direction A=rotate a block you're facing 90 clockwise if you can select=suicide, restart in DR, useful when you know you're stuck. start=pause, screen doesn't blank, no time lost You can rotate a block whether you are on a block or not. You can face a direction before you move that way. The + with a dot in the middle makes a bomb if you rotate it. The bomb explodes on time-delay and damages everyone within one square. Funny looking +'s get kicked until they hit a barrier. Points are calculated simply: 300 for each gem and 100*(time left). You get +10 time for bags but can have a maximum of 100. 3. STRATEGIES --A square of blocks is immovable. --pieces pushed to the edge are likewise not movable off the edge. --touching pieces on the edge are not movable. --surrounded blocks are still rotatable. --save time by rotating a block with a treasure underneath. --Avoid getting trapped in a column for randomly appearing bad guys. Also make sure one is not flashing over you after you killed him. --For many levels the best strategy is a simple one--plan a path from the UL open block that goes L then U, and build it backwards. If you have extra bendy squares remember 4 can make 2 straight squares in an emergency i.e. -+ +- | | | | +- -+ --Or even better yet if you have a couple L's near the UL, you can just put them together to create diagonal movement i.e. -+- -+ | | +- (It's easiest to fit linear stuff together but if two L's are together, work them that way as it's easier than pushing |'s across the screen.) --Because of the above a piece 8 units from the exit may be "closer" than one 7 if you have a bunch of L pieces and the 8 is on a diagonal and the 7 straight down. --When planning a path to the exit, look for close empty blocks and then see where L-pieces might fit in. --A few levels require you to put a square of pieces together and have the most remain mobile. --A few others require you to make a bridge from one available empty block to one that is surrounded by blocks, so you can push those blocks out without getting any of them stuck. --you can rotate a gem or treasure or push a block over it to take it, which saves a bit of time. Especially on bonus levels. --you can push a block very fast over an enemy to avoid that enemy's treasure. You may want to do this if enemies constantly regenerate or if there's an umbrella or bonus level under you don't want to pick up(the first loses points, the second delays your progress) --you can often kill 2 enemies at once, as the hit detection is extremely generous. --Remember that enemies are either 1) hard coded to move a certain way or 2) too stupid to realize you're behind a block that can kill them. --detours are critical for the tougher levels of the game. They work as follows. X | +- +- O | | + | From O go L D. Face up and rotate the DR to a DL and you can go U L U to the exit. There are other variations on this, but the basic idea is that you can sidestep an L which blocks where you want to go and then you can flip the L- block as you want it to advance. 3-1. BONUS LEVELS It's not too hard to get through these and get all the gems. Remember you can always rotate a block next to you to get on it, and it can almost always be rotated so you can go in the direction you want afterwards too. You can also rotate out a gem 2 squares away. Watch out for open blocks though when you rotate--they're nice because they don't restrict you, but they force you to walk a bit extra to rotate pieces. Oh, and if a ? is nearby, rotate it when you can. There's no loss of life for running out of time in a bonus round--you just don't get the ending time bonus. But you keep the 300 for each gem. 4. WALKTHROUGH The general MO is to crush an enemy by pushing a block onto it, which gets you the key. Then you can exit or crush another enemy and get a 300-point gem or a 10-second goody-bag. Any one level probably has severa solutions, but it's more the general idea that's important. 4-1. WORLD 1 Your enemies in world 1 are springs. They jump on every other square, which can be annoying, but if you must, you can wait to see their pattern and then push a block into them. You are safe if they jump over you. They tend to go U/D then L/R and back and forth. Springs will also combust if they jump on a block. A girl and a gnome are dancing around. 4-1-1. ################ ##+-O ## ## L ## ## ## ## ## ## L O ## ## T ## ## + ## ##O O## ################ You just have to push any block into the robot, and in fact you can even do so in the corner where you can't get the key--unless you twist the block you rotated. All you need to do is get the key, jump on the open block 2R of the UL, and walk 2L U. Remember that you can use the checkerboard to see which squares the spring can bounce on, and you can also exclude every other row. Wait for it if need be--you have plenty of time. Crush it again for practice if you want. 4-1-2. ################ ## T-L ## ## O | ## ##L ## ## ## ## + ## ## ## ## | ## ##O O## ################ After killing the enemy, (he goes D-L), push the left block to the UL. Then 3R on the empty block. Face north and spin that block. U L spin-L L U. 4-1-3. ################ ## ## ## O + ## ## ## ## ## ## ## ## + + ## ## ## ##O O## ################ Bash an enemy with the DR +. You can afford to have one hit the D or R wall. Then place one + in the UL and the other either U or L of it whichever is convenient. Kill everyone here for a bonus stage. 4-1-4. ################ ##LT TO ## ## ## ##+ L ## ##O L ## ## ## ## ## ## L ## ##O O## ################ Oh hey, this one is sort of tough. You need to put the L's in the right position. There are two ways to do this: by the top block, 1L1D, 1L1U of that and 1D of that and you can spin everything right. | +- -+- -+ -+- Open | | | | | +- -+ Or you can just use 2--1 1U of the cross and 1 1R of that, allowing you to slam the third into a wall. The trick with the second way is to set things up as follows: | -+ | | +- -+ | | -+- | Then spin the UL path-block so you can walk over it to the door. 4-1-5. ################ ## ## ## O ## ## L ## ## LLL O ## ## L ## ## ## ## ## ##O O## ################ Push any two of the 5 L's into the UL--watch for enemy patterns as you do so. They tend to mkve to the next-bottom row eventually, so kill them and return. Jump on the empty block 1D1R of there' spin the UL so you can go U, then spin L so you can go L U. 4-2. WORLD 2 Robots glide along, turning right when they can, and candles and bushes wave around. They don't skip any squares, but they do get stuck in corners. They can also be made to loop. If you place a block, say, 1R2U of the DL and another 3R1U of the DL,then robots will bounce along helplessly in this area. Use the pause if you have to to calculate where the robots will go. Just know that it's easy to stay out of their way, and though they take longer to loop than the springs, they eventually still will. Also, they can get stuck going left/right if they enter dead ends each way, which makes them easy marks indeed. 4-2-1. ################ ## OT O ## ## - ## ## O OL ## ## ## ## L ## ##| ## ## ## ##O O## ################ Push one | in the UL and the other below it. Then place an L(U-L) below them. You get an extra life for killing all enemies here. 4-2-2. ################ ##LT TO ## ## ## ##+ L ## ##O L ## ## ## ## ## ## L ## ##O O## ################ Push a | below the +. Youget a 10-second bag for killing everything. 4-2-3. ################ ## | ## ## ## ##O ## ## - ## ## L L ## ## - O O ## ## O ## ##O O## ################ Place a | in the DL and another | below that. 4-2-4. ################ ##L OOOOOOO ## ## O ## ##O L O## ##O L O## ##O L O## ##O * L O## ## ## ##O OOOOOOOO O## ################ Since the bad guys start on the bottom/top and bounce back and forth, getting the key is easy. You get a level completing umbrella for this one but no bonus stage. 4-2-5. ################ ## L T ## ## O ## ## ## ## - ## ## ## ## ## ## L ## ##O O## ################ Push a L to the UL, the T on top next to it, and a L next to it. 4-3. WORLD 3 Turtles roll when they see you. But they get stuck in corners aligning themselves with you a lot, and they move back and forth, so you can plan a way to roll over them pretty easily. You can even run around a single block to get them to run at you and into that block. They often align with you so there's a block betw4en the two of you, and that makes it easy for you to run them over. Just be aware that if you are in their sites they will roll at you. You may be able to fake them somewhere ie. let them roll past and drop a block where they went, and they will turn around. As these enemies tend to sit around a lot you can outsmart and crush them pretty easily. If they are on a diagonal to you, wait to see which way they go and position a block between the two of you. You may sometimes have to wait for turtles to change direction if you are lined up with them. It takes a few seconds. But the bright side is, they can take a few seconds to get out of a dead end where you suckered them. Also you're best off having blocks on as many sides of you as you can. 4-3-1. ################ ## OO ## ## T O ## ## |OOO ## ##O L ## ## T ## ## OOO ## ## + ## ##O OO O## ################ You can afford to run one DR block into the wall. From there you need to place 3 +/T/| blocks against the left wall. You should be able to start by pushing the near T 1L. You may want to push it back to crush everything else. 4-3-2. ################ ## LLT |## ## O## ## |## ##L+TL-T+|TTLT## ## O## ## +## ##L T## ##O O## ################ To start, you may have to push 2 in a line up and the one between them to the side i.e. - + T Now you can move a square back and forth to crush enemies. And for the turtle below, you can push blocks down into him. Then use a L to get things started and a T/# above that. Push the UL L down. | | +- -+ | | +- -+ | O Once you have the setup below, put #s T's and -/|'s on the left edge until you get to the top. 4-3-3. ################ ##LTL ## ## T ## ## +L ## ## LL-T ## ## T OT ## ## T + ## ## ## ##O O## ################ I was able to get through by killing everyone in sight--an umbrella appeared. But the orthodox way? First, note a quick move U L gets you in position to wipe out an enemy. Then you can use the T behind it to kill another guy. This works either way. ^ +><+><+ v v ^ +> v ^ <+><+ v v ^ +><+ v ^ ^ <+><+>O In plain english this means you can slip the T under the center O L-U. Rotate everything later when you're on the blocks and safe from the rolling turtles. It shouldn't take long. 4-3-4. ################ ## ## ## L--O ## ## LL ## ## OT ## ## LL ## ## L--O ## ## ## ##O O## ################ Create a bridge as follows(it's tricky--don't push the -'s against the wall:) | | | LL L-LO This requires you to push the UR - 1 down and the next one too. The L goes left and 2D. Then push the -'s up/left to the edge. You can push another L to the UL corner and now you have to make a bridge left. The loose L at the bottom can be pushed left of the O and the UR remaining one can go U 2L D. 4-3-5. ################ ## ## ## ? O ## ## O + ## ## ## ## ## ## ? ? ## ## ## ##O O## ################ The ?'s can be L's or T's. You can use the + to make sure you can get somewhere, but first turn the ?'s to see what they are. Here are the possible combos for how things can end. Use the DR ? to crush guys unless one rolls up against a block. T L+ O T T+ O LL + O 4-4. WORLD 4 You have witches to deal with. Once they hit a wall they teleport. You need to hit them a couple of times to produce a key. Often your best bet will be to fling a long-range block in their direction as often you can walk over empty blocks to fling the block in another direction. You have a lot of *'s here which are useful if the witches don't appear where you can gun them down. If they come next to you, spin the *'s. If you kill all the witches on 4-4-2 you get to a bonus stage. Mushrooms and trees and rabbit tracks are on the border. 4-4-1. ################ ##+ OOO OOOO ## ## + ## ##O O## ##O + O## ##O ## ## + O## ## *O## ##O OOOOOOOO O## ################ Here I advise jumping left and when an enemy appears above, kick the * up to bag it. You may need to kill 2 enemies here but because you can walk on the blank squares there is no risk and you can kick the * around counterclockwise. You can kill everyone this way but you only get jewels so it's more trouble than it's worth. Once you get the key, push the UL(-1DR) square left for a bridge. 4-4-2. ################ ##+ O+ OOOO ## ## L ## ## O## ##O | O## ##O * O## ##O ## ## O ## ##O OOOO OO O## ################ You can kick the * left and then clockwise as long as you wish. You need to push the L away from the side so that the * and | can go to the UL, either right of the UL or below it. This creates a bridge on the left. Whipping everyone here leads to a bonus round where all squares are covered by a block and you must spin your neighbors to get closer to the gems. You can spin the block under the gems to make things quicker. After grabbing all the gems, exit. 4-4-3. ################ ##L OOOO OOO ## ## OT ## ##O O * O## ##O O## ##O O## ##O O## ## L T ## ##O OO+ OOO O## ################ Push * left and now it can go counterclockwise--use it to kill 2 guys. The only reward for killing everything is a bunch of gems, so after getting the key just push the L 5U/L and then push the * U instead of D on its clockwise trip and then push the * L against the L. Then U. And you can go along the top to the stairs. 4-4-4. ################ ##? O ## ## L ## ## ## ## O ## ## ## ## ## ## ++ ## ##O - O## ################ This level has a few surprises--first the ? by the door and 2nd the need to stick yourself in the center and wait for enemies to run by before squashing a couple. Push your block back in the center and wait again. Note that depending on what comes up you have a different strategy. T or L: | +- -+ | | -+- | | -+- | O |: | + +L O Bonus=gems. 4-4-5. ################ ## L OOOOO T O## ## L ## ##O O## ##| |## ##| |## ##O O## ## + * ## ##O + OOOOOO O## ################ Clockwise rotation with the +. Extra guy with the bonus. So it's worth waiting a bit to kill 'em all. Once you've cleared the enemies, push the UL L-square L. A tongue twister but I think I know what you mean. Push the DL+2R+U + left, then the * left onto it. Push the + 1U, then kick the * up. Push + all the way up and go along the top. 4-5. Schoolhouse, with houses on the side. Balls roll around the paths made by blocks here. You need to sequester a ball on a solitary block. Balls gravitate to open squares and don't go back on ones with paths. So you need to watch for that as well as squares you can pull off to make them alone. You cannot push a square with a ball on it. You need to trap one ball to get a key. 4-5-1. ################ ##T T ## ## O ## ##O + ## ## - L-O | ## ## O-?-L ## ## ## ## ## ##O O## ################ Here the UL ball is the one to trap. Push the - right of it 2U, then the + 2 left when it is below the +. Push D and push the - L. Then push the + L U L. You can now walk up the left side. 4-5-2. ################ ## ## ## ## ## +-T ## ## | OO ## ## T-L O-+ ## ## | ## ## | ## ##O L O## ################ Quickly move U 3L and the ball just left of you will be trapped--of course you can wait for it to come back. Then the ball on the far left will roll back and forth. Now you want to create a passage left from 1U of the UL empty block in the center. The final block at the edge should be a T or L. Then you can take 2 from the right and push them U then L. So left of the UL O, push 2L and 2D to destroy the left ball. That lets you put the T on the side, L 2U with it. You can move another - right of it but the time saving finesse here is to move 2 more |'s above the T(for the second you may have to jump on the blocks and off them above) so that you can take the final -/| on the right and move it left and up to fit into the puzzle. And now to get out. One ball will probably go to the center--jump on the UR when it is not there. 4-5-3. ################ ## L ## ## | ## ## T ## ## OO+TT-T## ##L+??TOO ## ## ? ## ## T ## ##O + O## ################ U 5L gets you a ball and a key. Then you can isolate the left ball by pushing the cross 4U L. Ball #3 should be trapped in the center, going L from the DL. So open the ? left of the T it goes over and rotate if need be so you can push the T to trap it. Now you can push the T and | above the square of O's to the left, and you can move the L at the edge up. If 2 of the 3 ?'s are non-L's then you can form the 4L line from the center blocks you will need. Otherwise pull them from the right, which takes a little longer. Bag of $ = bonus. 4-5-4. ################ ## ## ## T T-L ## ## L-L | ## ## OOO+-L ## ## + ## ## + ## ## T+--T ## ##O O## ################ Not sure what the weird + is and don't think it matters. Break the ball off the end of the downward tendril. Then rotate the first square in the upper tendril(takes timing and persistence--2 balls are running over it) so you can flip the - on the right tendril from the center to trap the other balls. You also have to rotate the | 1U1R of that but once you do you can get some $. Now you can push the DL T 6U R and then the +'s at the bottom left and up so they form a row around the top. You may have to rotate the L above the blocks back into position but it should be a straight walk from those center blocks. 4-5-5. ################ ## ## ## ## ## L ## ## + O ## ## | OOTL- ## ## + | ## ## LT-T|-+ ## ##O O## ################ Push the + near you 5U to trap one ball. Then push the | near where it was to 1D of it. When the ball runs past it, push the | left. 2 down. The 3rd is easy. Push the middle | in its 3-high path out of the way. Bonus level! Now to get out. From the UL O you want to go left and up. Use the L in the UL and push it 3L D. Push 2 |'s and a + against the left wall above the L. You should have another 2 +'s to put into place. Push the L near the bottom D 3R. Then push the T next to it U, 2L(after jumping on the O's) 2U. Push the | 1D1R of the O's 3L 2U and there's your passage. 4-6. WORLD 6 Sparks are a bit trickier than balls. They always turn left when they can, but if that doesn't work they try to turn left again. They also pause when not going over an open square. The path directions do not affect them. Crush a spark by isolating it on a square--wait at a square next to a dead end to make this expedient. On the bright side, the paths are usually in tendrils emanating from center empty blocks, so you can make dead ends easily. On the downside you really do have to kill everyone to make a path. Cacti sit around and sort of cheer you I guess. 4-6-1. ################ ## ## ## -LTL ## ## - L?T ## ## OOL ## ## L ## ## L-LLTT ## ## ## ##O O## ################ Use the UR tendril from the center at first--you can snap it back into place for reuse, even. You can also cut off any guy on the bottom tendrils by pushing the L below the O's left. Now with everything complete, you want to exit from the left O. Push the L 2U2L of it up and push the - below it into its place. Now take the L that is/was just below the O's and push it L and U all the way. Push the one 1R of the L-edge 4U and the one at the top edge 2L. 4-6-2. ################ ## ## ## - ## ## T ## ## LLOOO-| ## ## + ## ## | ## ## T ## ##O O## ################ Lots of potential dead ends here and so you can just bag a bad guy whenever he goes to one. Extra guy for killing all three. To form the bridge take the 2 pieces in the upper branch and push them against the left wall into the corner. Take the 2 L-s and push the near one U 3L and the far one U L. Push the + just below the O's 4L U and the 2 below can go 2L 2U and L 3U. 4-6-3. ################ ## ## ## ## ## L+-OT-L ## ## | O ## ## -L L-LL ## ## ## ## ## ##O O## ################ This is a tricky one since the enemies take more than one killing. Nevertheless patience works well--you can probably push 2 |'s to the side and an L beneath them to get started while waiting for enemies to go boom. Then you have a path started from the upper O and you just have to complete it. 4-6-4. ################ ## ## ## T ## ## -L | ## ## LOOO|L+ ## ## - L ## ## T L ## ## ## ##O O## ################ Again you can take the | at the end of the DL tendril and push it against the door. The nearby + can go right behind it. But don't place them adjacent just yet--baddies might regenerate there. You can push an L straight against the wall, too. At the final accounting you should have | +L LL and now you just need two straightedges to fill in. 4-6-5. ################ ## ## ## | ## ## - ## ## OOOL-T ## ## | | - ## ## - T ## ## L | ## ##O LTT O## ################ The loop makes this one trickier but I found I could trap one guy in the UR pushing the - L and D next to the O's then I'd push the UR | L and D to form another dead end. Soemone would get caught in the DR dead end too and I'd get him. Now the last bit is the trickiest--you could wait for guys to get caught in the dead ends you made or you could push the bottom loops out. In any case you will have to jump from the top onto the O's and push a bunch of stuff left. To trap a guy push the UR | in the loop R and the one 2D of it R. You may have to push 3 |'s outside the loop U and L onto the left edge. Then the L on the 2nd-bottom can go 2L U L and up. There are plenty of -'s to push left of the O's. 4-7. WORLD 7 Here you face jacks, which act like turtles but are a bit faster. The jacks are harder to avoid if they run at you, though, so be aware--on the bright side, they take a lot less time to "notice" you behind a block. 4-7-1. This is the first time it's really necessary to use lots of L's to make the path to the exit. The jacks shouldn't be too bad to kill but you do need to make sure you don't clump blocks together. I wound up with something like this: LT LL | LT- You can't waste many pieces with a L-L-L-L loop and in fact if you count pieces, you see you'll come up 1 short if you try for just straight pieces with one bend! 4-7-2. Kill 2 jacks here for the key, 3 for an umbrella and a free pass. If you kill the 4th guy you get another umbrella and the jump is hard to avoid. Which is sort of fortunate as otherwise you'd have a lot of diagonal movement. 4-7-3. This looks like a mess but if you push each of the two chevrons left in order you'll have a 2x7 block of L's which should be enough. You can then start in the DL and go U R L U R U etc. 4-7-4. You can afford to trap a few blocks here crushing enemies(all 4--they give a gem bonus) since all you really need to do here is push the UL - L, the L near it 3D and the - R 2U 2L before climbing on the blocks. But you can wait right of the 3-column of blocks for your first kill and climb on the blocks to view the best place to kill jacks next. Since the position is so angular you have to watch for jacks regenerating near you, ready to flip at you ASAP. 4-7-5. Again the jacks should be pretty easy to kill. Place the top L in the UL and the T next to it to start the bridge(it must weave a bit. You don't have the pieces for a straight D-R or R-D.) From there, LTL LL LTT O Should do it. But if for instance you get different pieces you may wish to replace the TT > L L Or such. The important thing is, for insurance, go diagonal as long as you can, then horizontal, using a T next to the O. 4-8. WORLD 8 You get to see bubble gum kids here. They move 3 squares(or to an edge) then stop. They turn left when they can, then they try to go back. You must also hit them while they are moving. It's good strategy to tail them or to set up a blockade for them. You can't really attack them while they're waiting around, but you can get close. You can also smack them after they're finished blowing bubbles and they're on the move again. Balloons, airlanes and clouds in the background. 4-8-1. ################ ## ## ## ## ## T T ## ## -+ LL +- ## ## LL ## ## T T ## ## ## ##O O## ################ Here you have 8 pieces to fit in 7 slots on the left edge You can peg one guy on the top edge and push the block left--and you can peg another guy on the top/right and leave that piece to rot. Alternatively once a piece is in the UL then you can bash guys on the 2nd-left column. And with an extra guy for killing everyone, why not get the experience? 4-8-2. ################ ## ## ## O ## ## ## ## TL -| ## ## T T | - ## ## |T- O-L ## ## ## ##O O## ################ It's tricky to see wat to push first--that would be, in this case, the 2 middle blocks on the inner row, into thbe center. That frees the upper center blocks to be moved up. Then you can move the other two blocks L/R of them. Any other first-moves only activate one block. What I'd do though is move the center-right L block 3U 4L into the corner, then the T 2L 2D and it can probably crush some bad guys. They will loop back to 1R of the left edge, so if you want to wait, they'll loop around to you eventually. However, don't push the T next to the L. Push it DL of the O and push a - right of the L, so the T can go next to it. 4-8-3. ################ ## T ## ## O ## ##L ? ## ## ## ## O ## ## ## ## - ## ##O O## ################ This actually seems like a break from earlier levels. Goal position: LTT- O How to get it: hang around in the UL with a T and the bubble blowers will go D 2R downwards from the UL. Hit 'em when you can, or if you see one begging to be picked off--without sending a block against the edge--that'll work too. There's no special bonus for killing everyone so just clean up what you can. 4-8-4. ################ ##L- ## ##L- ## ##L- ## ##LT T ## ## ## ## + | ## ## ## ##O O## ################ Oh my goodness this is a tricky one. There's no way to align the blocks so that you can walk through in a straight shot or just rotate things as you go. You have to shuffle them so that they are in the right order while on the walk to the exit and backtrack a few times.. First kill everyone if you want(a free life in it for you) and push the free +, T and - to the left wall--in any order or arrangement. But above them: | +- -+ | | Move to the right and now twiddle everything: +- -+- | | | +- -+ | On the -, face left and rotate so the L moves you U/L. Then walk back L U R rotating as you go and twiddle everything so you can go L U R again--and repeat that. When at the top -, face left and rotate the L to U/L and walk across it and up. At the end you should have 4 of these on top of each other: | +- -+- 4-8-5. ################ ##L----------L## ## L |## ## L-L -- L-L## ## ## ## ## ## L----TL ## ##LT-----L ## ##O O## ################ It's tough to even kill your first guy here as they tend to stop at intersections where you can't hit them right away and they're even blocking your ability to get to the top and push some blocks down. Fortunately the final setup is pretty simple and goes like this: L(end of path from UL) L-L < |