Quick answer
Check each branch for creatures before opening the final drop. A direct shortcut can leave a side pocket permanently out of reach. A stack of side chambers contains green creatures, horizontal pale channels and black spiked objects above.
- Level
- Level 64
- Difficulty
- Normal
- Objective
- Guide the red character to the green creatures in level 64, keeping each separated pocket reachable before the last drop.
Video walkthrough

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Step-by-step
Locate the red ball and every green creature before cutting. Keep the starting support until the route below is ready.
Check each branch for creatures before opening the final drop. A direct shortcut can leave a side pocket permanently out of reach.
Preserve the outer sand edge as a guide rail. Widen the inside of the turn only if the ball cannot fit through.
Keep the approach aligned with the narrow opening. Trim the sand a little at a time rather than widening both sides immediately.
Check the full target route after the last movement, including pockets above the final drop. If a creature remains, identify the earliest turn that missed it and change that local approach on the next attempt.
Tips
- Check the side branch before opening the lowest outlet. Once the character drops below a pocket, a later cut may no longer bring it back upward.
- Keep the character’s intended corridor separate from the black spiked objects. Preserve a sand margin and inspect the exact opening before releasing it nearby.
- Judge the entrance using the character’s current size. A wide chamber behind a small mouth does not make that mouth passable; trim the actual bottleneck first.
Common mistakes
- Opening the final outlet before checking higher target pockets can leave a creature above the character with no route back. Inspect the side entrances before making that irreversible drop.
- Removing several supports in one swipe makes the release order unpredictable. When a moving piece occupies the route, wait for it to settle before changing nearby sand.
Frequently asked questions
Which side pocket must I check before the final drop?
A stack of side chambers contains green creatures, horizontal pale channels and black spiked objects above. Check the side branch before opening the lowest outlet. Once the character drops below a pocket, a later cut may no longer bring it back upward.
How should I approach the spiked area?
An open chamber beside spikes is not automatically a safe passage. Keep the intended path separated and inspect where a moving object could push the character next. Use the matching board rather than a route with differently placed hazards.
Why does the narrow entrance need attention?
The visible opening may be smaller than the character at the moment it arrives. Check the entrance and exit separately, remove a blocking lip locally and preserve enough floor for the character to leave the passage.