World Walkthrough — 11 Areas
Pick a world below, then use the Previous / Next buttons at the bottom of each one to move through the map.
The map is not just a menu. It is a level, with its own rules and its own cursor, and fourteen of its tiles are solvable puzzles. Map-10 is the one that matters most: it teaches you to write LEVEL IS FLAG, and that single idea opens everything hidden in the game.
The teaching world. It introduces SINK, the OPEN and SHUT key-and-door pairing, and the habit that carries the whole game: when a level looks impossible, read the sentences on the floor and ask which one you can break.
| # | Level | Notes |
|---|---|---|
| 1 | Icy Waters | SINK — water and anything touching it both vanish |
| 2 | Turns | |
| 3 | Affection | |
| 4 | Pillar Yard | |
| 5 | Brick Wall | |
| 6 | Lock | OPEN and SHUT introduced |
| 7 | Novice Locksmith | |
| 8 | Locked In | |
| 9 | Changeless | |
| 10 | Two Doors | |
| 11 | Jelly Throne | |
| 12 | Crab Storage | |
| 13 | Burglary | |
| E1 | Submerged Ruins | Extra level |
| E2 | Sunken Temple | Extra level |
Introduces FLOAT, which splits the level into two layers that ignore each other, and MAKE, which spawns objects every turn. This is also where transforming one object into another becomes routine.
| # | Level | Notes |
|---|---|---|
| 0 | Poem | |
| 1 | Float | FLOAT introduced |
| 2 | Warm River | |
| 3 | Bridge Building | |
| 4 | Bridge Building? | |
| 5 | Victory Spring | |
| 6 | Assembly Team | |
| 7 | Catch the Thief! | |
| 8 | Tiny Pond | |
| 9 | Research Facility | |
| 10 | Wireless Connection | |
| 11 | Prison | HARD |
| E1 | Boiling River | |
| E2 | Bridges? | |
| E3 | Tiny Isle | |
| E4 | Dim Signal | |
| E5 | Dungeon | |
| E6 | Evaporating River | HARD |
The shortest world, and the one that teaches WEAK and HAS. It also drills the trick of sharing a single IS between a horizontal and a vertical sentence.
| # | Level | Notes |
|---|---|---|
| 1 | Fragility | WEAK introduced |
| 2 | Tunnel Vision | |
| 3 | A Present For You | HAS introduced |
| 4 | Unreachable Shores | |
| 5 | But Where's the Key? | |
| 6 | Love Is Out There | |
| 7 | Perilous Gang | |
| 8 | Double Moat | |
| 9 | Walls of Gold | HARD |
| E1 | Further Fields | HARD — widely considered the first real wall in the game |
MOVE arrives, and with it objects that take their own turn. From here on, timing matters as much as arrangement — you have to think about where something will be, not just where it is.
| # | Level | Notes |
|---|---|---|
| 1 | Hop | |
| 2 | Grand Stream | |
| 3 | Rocky Road | |
| 4 | Telephone | |
| 5 | Haunt | |
| 6 | Crate Square | |
| 7 | Ghost Friend | |
| 8 | Ghost Guard | |
| 9 | Leaf Chamber | MOVE introduced |
| 10 | Not There | |
| 11 | Catch | |
| 12 | Dead End | |
| A | Literacy | |
| B | Broken Playground | |
| C | Fetching | |
| D | Scenic Pond | |
| E | Skeletal Door | |
| E1 | Jump | |
| E2 | Even Less There | |
| E3 | Deep Pond |
The largest world on the map. SHIFT turns floors into conveyor belts and PULL reverses how objects follow you, so a lot of these levels are about setting something in motion and getting out of its way.
| # | Level | Notes |
|---|---|---|
| 1 | Renovating | |
| 2 | Toolshed | |
| 3 | Keep Out! | |
| 4 | Baba Doesn't Respond | |
| 5 | Patrol | |
| 6 | Canyon | |
| 7 | Concrete Goals | |
| 8 | Victory in the Open | |
| 9 | Moving Floor | SHIFT introduced |
| 10 | Lovely House | |
| 11 | Supermarket | |
| 12 | Lock the Door | |
| 13 | Factory | |
| 14 | Tiny Pasture | |
| A | Nearly | |
| B | Not Quite | |
| C | Passing Through | |
| D | Salvage | |
| E | Insulation | |
| E1 | Crumbling Floor | |
| E2 | Skull House |
A vertical world. Sentences here are as often read top-to-bottom as left-to-right, and several levels hinge on realising that a word you thought was out of play is one tile away from completing a vertical rule.
| # | Level | Notes |
|---|---|---|
| 1 | Empty | EMPTY introduced — a bare tile is an object you can write rules about |
| 2 | Lonely Flag | |
| 3 | Babas Are You | |
| 4 | Please Hold My Key | |
| 5 | Horror Story | |
| 6 | Aiming High | |
| 7 | Trio | |
| 8 | Bottleneck | |
| 9 | Platformer | |
| 10 | The Pit | |
| 11 | Heavy Words | |
| 12 | Guardians | |
| 13 | Sky Hold | |
| E1 | Existential Crisis | |
| E2 | Heavy Cloud |
The positional modifiers land here: ON, NEAR, FACING and the rest, which let a rule apply only to the copies of an object standing in a particular relationship to something else. The flower needs only four clears, so this world is quick to bank even though its extras are hard.
| # | Level | Notes |
|---|---|---|
| 1 | Condition | The modifiers begin |
| 2 | Thicket | |
| 3 | Sorting Facility | |
| 4 | Relaxing Spot | HARD |
| 5 | Maritime Adventures | |
| 6 | Ruined Orchard | |
| 7 | Blockade | |
| 8 | Jaywalkers United | |
| 9 | Overgrowth | |
| 10 | Adventures | |
| E1 | Secret Garden | HARD |
| E2 | Out at Sea |
Behind the five-flower gate. HOT and MELT only mean anything as a pair, TELE moves things between matching tiles, and the levels start chaining three or four rule changes together.
| # | Level | Notes |
|---|---|---|
| 1 | Tour | |
| 2 | Peril at Every Turn | |
| 3 | Pillarwork | |
| 4 | Mouse Hole | |
| 5 | Torn Apart | |
| 6 | Vital Ingredients | |
| 7 | Backstage | |
| 8 | The Heist | |
| 9 | Join the Crew | |
| 10 | Automation | |
| 11 | Trick Door | HARD |
| 12 | Trapped | |
| 13 | Tunnel | |
| 14 | Broken Expectations | |
| E1 | Coronation | Uses SWAP together with negation |
The abstract world. MORE duplicates objects, SWAP trades places instead of blocking, and several levels stop being about the objects at all and become about the text.
| # | Level | Notes |
|---|---|---|
| A | Rocky Prison | |
| B | Siege | |
| C | Elusive Condition | |
| D | Treasury | |
| E | Looking For A Heart | |
| F | Lava Flood | |
| G | Entropy | |
| H | Floodgates | |
| I | Lonely Sight | |
| E1 | Metacognition | |
| E2 | Multitool | |
| E3 | Broken | |
| E4 | Alley | |
| E5 | Keke And The Star | |
| 6 | Visiting Baba | |
| 7 | Automated Doors |
Behind the seven-flower gate, and the last of the main worlds. LONELY, IDLE and the other conditional modifiers turn rules on and off depending on what is next to what — three of the hardest levels in the base game are here.
| # | Level | Notes |
|---|---|---|
| 1 | Shuffle | |
| 2 | Love At First Sight | |
| 3 | Solitude | HARD — LONELY |
| 4 | What Is Baba? | |
| 5 | Connector | |
| 6 | Floaty Platforms | |
| 7 | Seeking Acceptance | |
| 8 | Tectonic Movements | HARD |
| E1 | The Floatiest Platforms | HARD |
