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(2 edits)

You're very close. So the following hint is something you already know, but I suspect that seeing that what you already know is the problem will tell you the solution.


If you send any cats, one will inevitably land on the zero-flag, and it's game over, you can't walk out. So you don't want to send any cats through. But you still need to have three cats at the start of the room.


As a bit more help, I found it easiest to send the flag first - it can be done a different way, but I found the movement too tight to be worth it since you'll only have one flag to recharge for a long run if you don't send the flag first. Similar to the previous level, the moves are going to be really tight here for a bit regardless, so I'd take the easy route ;)

Deleted 296 days ago
Deleted 2 years ago

please respect your fellow players in this comments section.

(2 edits)

There's another, even easier way (rot13): yrnir 1 png orsber gur svefg chfure neebj, fb vg fgnlf ba gur oyhr 7-qbg syntf. Bayl fraq gjb guebhtu. Gung jnl lbh *pna* yrg n png ba gur rzcgl synt naq fgvyy fheivir. Guvf jnl, lbh bayl arrq gb ghea 1 png gb fgbar, naq lbh qba'g arrq gb chfu gur cvax synt ng nyy.

It's always cool when there are multiple solutions,  though!

Huh... does seem easier. At least mentally trying to walk through it it seems to get to the top right exit pretty easily, I'd have to play back through it to try. Not sure why I wouldn't have seen that back then. Maybe there's a path to getting to that point in the game that doesn't reveal the "largest flag gets used" mechanic so I hadn't realized that would work? 🤷‍♂️ Nice catch though, especially since so many people seemed stuck on that one back when it first came out.

I might have to play this again sometime. It was a fun little brain-bender.

That's exactly what I've been doing, haha. I replay it every so often. Game's great.