DOLLAR COMPANY.All the works ↗
WORK 94 / LEAVE YOURSELF A WAY
Room
to push.
Get behind it.
Then leave a way round.
Walk around the crates and push each one onto a marked target. You can push one crate at a time, but never pull one back. Where you stand next matters.
ROOM 01
A way behind
Walk around the wall to stand behind the crate, then bring it to the marked target.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
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| 2 | |||||||
| 3 | |||||||
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| 5 | |||||||
| 6 |
Use the direction buttons, or focus the board itself and press an arrow key once. Arrows on other controls keep their usual behaviour.
P = player · C = crate · C✓ = crate on target · ○ = target · # = wall. Targets remain floor.
ONE SQUARE AT A TIME
Make room
for the next push.
A blocked direction leaves your position and both histories unchanged.
0 moves · 0 pushes
0 Undo steps · 0 Redo steps. Up to 200 whole positions per room during this visit.
Every position, in words
Player: row 5, column 3.
- Crate 1: row 3, column 4 — off target.
Targets: row 5, column 5.
Getting the rooms ready…
THE TASK
Push one.
Leave a way.
- Walk onto an empty floor square or target. To push, stand beside one crate with an empty floor square beyond it.
- Move horizontally or vertically, one square at a time. You cannot pull a crate, push two together or walk through one.
- Any crate can fill any target. A crate already on a target still occupies that square and may be pushed away again.
- Put every crate on a target. Some pushes leave no useful way back; use Undo or Reset to try another approach.
Each room keeps its own player, crates and up to 200 Undo/Redo steps. A real new move clears that room’s Redo history. Reloading begins all four rooms afresh.