DOLLAR COMPANY.
WORK 75 / A SMALL GROWING LOAD
In Tow.
Bring them all back.
Collect every loose cart, then bring the front of your train to the bay. The next corner gets a little different with each pickup.
Four turn-based puzzles. No clock. Take your time.TRIP 01
Around, not back
One loose cart. Collect it, then bring the front to the bay. Once coupled, the cart behind you rules out stepping straight back.
The circle marked C is the front. Coupled carts are numbered from the front; T marks the end. Dashed square: bay. A # square is a wall.
Bring back the whole previous position, including a picked-up cart.
Return this trip to its start. The other three stay as they are.
0 moves available to Undo. Up to the most recent 256 are kept.
The first trip is ready. Collect the loose cart, then bring the front to the bay.
Every square, in words
Rows run from top to bottom; columns from left to right. This plan has 4 rows and 5 columns. Every square not listed as a wall is floor.
- Courier
- row 2, column 2
- Bay
- row 3, column 2 — ordinary floor until all carts are collected.
- Loose carts
- row 2, column 4
- Coupled carts
- None yet.
- Walls
- row 1, column 1; row 1, column 2; row 1, column 3; row 1, column 4; row 1, column 5; row 2, column 1; row 2, column 5; row 3, column 1; row 3, column 5; row 4, column 1; row 4, column 2; row 4, column 3; row 4, column 4; row 4, column 5
A little room to turn.
Every move puts the front one square ahead and the following carts into the squares in front of them. On an ordinary move, the tail leaves its old square. You may move into that vacating square.
A pickup keeps the old tail for that move, adding one cart to the train. You cannot step straight back into the first cart behind you, even with just one cart. Other occupied squares are blocked.
The bay is floor, not an early drop-off. Collect every loose cart, then bring C to the bay. There is no unloading partway through. If you run out of room, Undo or Restart.