ilomilo is an action-puzzle game. It was developed by SouthEnd Interactive with participation from Microsoft Game Studios, and published by Microsoft. It was released for the Xbox Live Arcade on January 5, 2011, as well as one month earlier exclusively for Windows Phone 7.
The game consists of one or two players controlling Ilo and Milo. Ilo and Milo are two adorable creatures called “Safkas”. Ilo and Milo are separated at the start of each level, which is a labyrinth composed of blocks. The goal of each level is to get Ilo and Milo to reunite by solving the puzzles and wrapping one’s mind around the confusing layout of each level. Ilo and Milo can walk on any plane on the blocks that compose each level; the player or players can use “carpets” to switch planes and traverse the blocks from any angle or perspective.
Ilo and Milo will primarily solve the puzzles using “Cubes”: block-shaped creatures that can be picked up by Ilo and Milo and used in various utilitarian means. For example, the Stretching Cube is a critter that will extend outwards or upwards when used, to create bridges or columns that Ilo and Milo can use to solve puzzles. Also in the levels are various “Creatures” that provide Ilo and Milo extra uses. For example, the Muncher Creature can eat obstacles in Ilo and Milo’s paths, or be used as a mount to reach higher areas. Look out for Sebastian as well; despite his odd appearance and his strange flying beetle mount, he can provide invaluable tips and advice to the player. The level design stressed cooperation between Ilo and Milo; they will often have to work together to reach each other, for example, dropping Cubes near each other for the other to collect. Additional bonus content, such as costumes for Ilo and Milo, can be gained by playing in other games from Microsoft Game Studios, such as A World of Keflings and Raskulls.
Basics
Contents |
Controls
- Left analog to move
- Right analog to adjust the camera
- A to pick up/put down a Cube
- Y to switch between "near view" and "far view"
- X to switch between Ilo and Milo (during singleplayer)
- B to "wave" to your partner (i.e. center the camera on him/her)
- Left/Right on the D-Pad to switch costumes
Basic Game Elements
Ilo and Milo
- The goal of every level is to get Ilo and Milo to "meet up with each other", that is, to be standing next to each other on the same plane, so that each could step on the other's tile. The challenge is to solve the puzzles so that the two can reunite.
- Ilo and Milo cannot meet up if they are not at the same level or plane, i.e. one cannot be higher than the other, or upside down.
- Ilo and Milo can collect utilitarian objects called "Cubes" by picking them up with the A button. They each can hold one Cube at a time. Cubes are vital to solving puzzles.
- Ilo and Milo can pick up Cubes either right in front of them or low enough that they can walk straight onto them from their current position. They cannot pick up Cubes above them or buried underneath other blocks/Cubes.
- Ilo and Milo cannot directly give each other Cubes, but they can set them in locations where the other can reach them. This is often key to solving the levels.
- If you are playing in the multiplayer co-op mode, the two players can use each a pointer character ("Oli" and "Moli") to point out objects on screen. When one player is in control of their character, the other player can use their pointer character to target objects on screen and press A to highlight them. Press all the button at once for a surprise. The players can also search for floating eggs in the background and press A on them to trigger them; doing so for all ten eggs in the game will grant you an achievement.
Blocks and Carpets
- Levels are composed of blocks; unlike Cubes, they have no special properties and just compose the physical framework of the level.
- Blocks are individually the same size as Ilo and Milo.
- Blocks may have "red carpets" attached to their edges. The carpets allow Ilo and Milo to switch planes, walking along the sides and upside-down underneath blocks.
- The game's physics are always relative to Ilo and Milo's current plane, i.e. if Ilo is upside-down, the Cubes she uses will adjust their actions accordingly.
Collectibles and Unlockables
- Collectibles can be found in the levels and picked up by Ilo/Milo for unlockables. Most of you unlockables can be viewed in the Gallery; Ilomilo Shuffle can be played in the singleplayer mode.
- Note that collectibles MUST be collected on the same exact plane the item is residing on. If you try to grab a collectible, for example, from the reverse plane, the collectible will simply warp its shape and not be collected; it's not enough to just simply touch the collectibles.
- Memory Fragments: These are collectibles. They are glowing orbs that line the blocks of the levels. If you collect enough of them, you will unlock a Memory. Each chapter has a maximum of four Memories you can unlock. You don't have to collect every single Memory Fragment to unlock all the Memories; you can replay levels over and over to farm for Memory Fragments if you wish.
- Colored Safkas: These are collectibles. They are miniature versions of Ilo and Milo, colored Yellow, Purple, and Green. If you collect all of a single Colored Safka type of a chapter, you will unlock a bonus level. Yellow bonus levels allow you to hear a chapter of "The Huntsman and the Fox" fable from Sebastian's Cube. Purple bonus levels provide cameo appearances from videogame characters from other indie games. Green bonus levels let you play as a "3D 8-bit" version of Ilo and Milo and provide extra challenge.
- Records: These are collectibles. Collect one to unlock a song in the Music Gallery.
- Photographs: These are collectibles. Collect one to unlock an image in Image Gallery.
- Ultra Deluxe System: Rare collectible that appears in the Chapter 3 level "wet ink"; you can't miss it really as it's right in plain view before you beat the level. Collect it to unlock the IloMilo Shuffle Mini-game.
- Eggs: These can ONLY be collected while playing in co-op multiplayer. They are giant Eggs floating in the background images; to collect it, one player must guide his Oli/Moli pointer onto the Egg and press A to collect it. Collecting them all grants you an achievement.
IloMilo Shuffle
- This is a mini-game you can play in the singleplayer menu after collecting the Ultra Deluxe System.
- The game consists of one player controlling both Ilo and Milo at the same time. The two are positioned on a field of shifting tiles. You want to keep Ilo and Milo from falling off the tiles by avoiding the tiles that are disappearing.
- The tiles will move faster and faster after each shift. Tiles that are about to move will have an arrow on them; tiles that are about to disappear will blink rapidly. Stay away from the blinking tiles or it's Game Over.
- Photographs appear on the ground as you move Ilo and Milo; collect them for 10 points.
- Colored Safkas will also appear after every other "shift" of the tiles. Yellow Safkas are worth 30 points, Purple Safkas are worth 40 points, and Green Safkas are worth 50 points. Colored Safkas do not move after spawning, and will disappear if they fall off of a tile.
- There is a specific spawning pattern to the Colored Safkas. The Yellow one will spawn first; if it remains on screen for long enough, without being collected or falling, a Purple one will spawn. If both the Yellow and Purple Safkas remain on screen for a long enough time, a Green one will spawn, after which, the game will continually spawn Green Safkas as long as there is still a Yellow and Purple Safka still on the screen.
- The key to a high score is to manipulate the Safka spawn patterns to always produce Green Safkas, then rake them in. If you can score more than 500 points in one game of IloMilo Shuffle, you will get an achievement.
Cube Types
Carry Cube
- Carry Cubes are the basic Cube and sum up all the standard rules for Cubes in general.
- Ilo and Milo can pick up and drop Carry Cubes on the ground or in holes/voids one "block" down from their current position (even if there is nothing below to hold the Carry Cube up).
- Carry Cubes cannot be dropped in such a way that they'd be left stranded in a void, that is, not connected to any blocks or Cubes. They must be placed in a way that connects them to another block or Cube.
- Carry Cubes cannot be collected if they are out of reach or underneath an object.
- Carry Cubes cannot be collected if that action would cause another Cube to be stranded by itself; these Cubes will flash red if you try to pick up a Carry Cube, to let know you know which is dependent on it.
Stretching Cube
- These are Carry Cubes that have the added ability to extend upwards or ahead from Ilo/Milo's current position. They otherwise follow the same basic rules as the Carry Cubes.
- Stretching Cubes extend forward from Ilo/Milo if they are dropped in holes/voids creating bridges. If dropped on the ground, they will instead extend directly upward as a column.
- Stretching Cubes extend a distance of three blocks. If there is an obstruction in their way, they will extend no farther until the obstruction is removed.
- Stretching Cubes are extremely useful over all, including for handing off to the other partner as their extension ability covers a lot of distance. If you are in a level with them, look for distant ledges and blocks you can reach.
Spring Cube
- Spring Cubes will vault Ilo/Milo forward three blocks immediately if they step on one. This is the closest thing Ilo/Milo have to a jump.
- Unlike most Cubes, Spring Cubes cannot be picked up or moved by Ilo/Milo.
- Spring Cubes will not vault Ilo/Milo forward if there is an obstruction sitting on their intended landing spot three blocks away, or if there is nothing at all to land on. If there is an obstruction, or nothing to land on, the Spring Cube will stay "primed" and wait for Ilo/Milo to turn towards a direction with a safe landing zone, and then launch them.
- If the Spring Cube is totally blocked from launching Ilo/Milo anywhere, it will do nothing when stepped on.
- A common puzzle techinque with the Spring Cubes is to intentionally block the intended landing spot with a Carry Cube or something similar to force the Spring Cube to launch you some where else.
Plunger Cube
- Plunger Cubes are operated by a giant button sitting on the ground. When the button is stepped on, the Plunger Cube will extend a plunger forward and grab a block, then drag the block next to it. If the button is pressed again, the Plunger Cube will return the block to its original position.
- Plunger Cubes and their buttons cannot be picked up by Ilo/Milo.
- Plunger Cubes will always only affect one particular block (since they can't be moved or aimed) and will not grab anything else, such as Creatures, Cubes, or Ilo/Milo.
- Plunger Cubes and their buttons sometimes come in different colors, to distinguish themselves from each other.
- Plunger Cubes, if affected by an obstruction that thwarts the plunger or the block they are trying to move, will revert to their last position. It's not possible, at least not normally so, to cause the plunger to drop or lose the block halfway; the block they move is always either in one of two positions.
- The blocks the Plunger Cubes move are regular blocks in every way; you can attach Cubes to them for example.
- The buttons cannot be triggered by Cubes, only by mobile objects.
- A common puzzle techinque with Plunger Cubes is to get one partner (or mobile object like Creatures) to operate the button while the other uses the blocks as a lift.
Trapdoor Cube
- These are Carry Cubes that have the added ability to reverse Ilo/Milo's current plane and send them two blocks downward. They otherwise follow the same basic rules as the Carry Cubes.
- To use the Trapdoor Cube's ability, just stand on its face and wait; it will eventually open up and send Ilo/Milo down though it, causing them to wind up standing underneath the Trapdoor Cube.
- The Trapdoor Cube's trapdoor only has two faces with the ability; when the Cube is set, the "ability faces" will be on the sides face-up and face-down.
- Trapdoor Cubes are often involved in solving tandem puzzles above and below the characters, as well as generally getting around obstructions on one plane.
Flying Cube
- These are Carry Cubes that have the added ability to fly repeatedly up and down. Ilo/Milo will use them often as a means of travel across voids. They otherwise follow most of the basic rules as the Carry Cubes.
- Flying Cubes will always travel upward from where they are set, about six blocks high (relative to Ilo/Milo's position). They will then travel back down to their original location and repeat the pattern over and over.
- If obstructions are in the Flying Cube's away, it will stop and go no further, instead returning to the opposite run of its loop. It's never possible to make the Flying Cube break its loop patterns with obstructions; this will just limit the distance of its looping pattern.
- Flying Cubes are one of the rare Cube types that the player cannot use to solely support other Cubes with (that is, the player cannot set Cubes next to Flying Cubes if the Flying Cube would be the only Cube/block next to them)
- Flying Cubes are used very often in the game to clear gaps and exchanged between partners to give them access to other sections of the level. The key trick with them is to use carpets to set them at odd angles to allow you to travel on them in different directions.
Glowing Cube
- These are Carry Cubes that have the added ability to emit a light when dropped that will turn Dark Cubes into Light Cubes; Light Cubes can be used to cross gaps (whereas Dark Cubes are mostly useless). Glowing Cubes otherwise have the same basic rules as Carry Cubes.
- Glowing Cubes have a limited range from which to turn Dark Cubes to Light Cubes). The range is signified by a sphere of sparkling light that emits from the Glowing Cube; you can see this sphere best in the far-view camera mode.
- Glowing Cubes can be picked up, moved, and dropped as often as you like; they do not emit light however until they are set down. They also begin existence in a level "unlit" and will not light Dark Cubes to Light Cubes until they are first collected and then dropped.
- Glowing Cubes are often involved in puzzles where their light is not large enough to light an entire bridge of Dark Cubes, and so must be moved about a level or be placed in a sweet spot that manages to light at least the key components of a Dark Cube bridge.
Dark/Light Cubes
- Dark Cubes exist normally as rows of blocks, typically bridges. As Dark Cubes, they are useless to the player, and cannot even be stood on. In the presence of a Glowing Cube's light, they turn into Light Cubes, which can be stood on by the player. Typically you want to change Dark Cubes into Light Cubes so you can cross wide gaps and chasms.
- Dark/Light Cubes cannot be picked up by the player.
- Dark/Light Cubes cannot be used to support other Cubes, similar to Flying Cubes.
- If a Light Cube changes to a Dark Cube while Ilo/Milo is standing on one, it will stay solid and not disappear, despite going dark. This allows Ilo/Milo to not simply die if a Light Cube bridge turns to Dark Cubes, however, the player would be stranded if this occurred away from solid ground.
Rotating Cube
- Rotating Cubes are Carry Cubes that have the added ability to rotate when dropped. They can be set on the ground directly to roll forward along any surface, or off of edges to adhere to walls beneath. By standing on a Rotating Cube while it is adhered to walls, Ilo/Milo can get rotated to a different plane, similar to Trapdoor Cubes but more versatile. Rotating Cubes otherwise follow most of the same rules Carry Cubes do.
- Rotating Cubes are one of the rare cubes that are heavy enough to trigger the buttons used to operate Plunger Cubes.
- When set on the ground, Rotating Cubes will shortly begin rolling forward in the direction Ilo/Milo was standing in. They will keep rolling, over any surface, until they hit an obstruction, after which they will turn back. The only way to stop them is to pick them up again.
- When dropped of the edge of a block, they will stick to the block's face below and rotate. If Ilo/Milo stands on it while it is stuck rotating, Ilo/Milo will flip to different planes.
- Rotating Cubes are used in many kinds of puzzles. One is to take advantage of its weight and rolling feature to have it trigger Plunger Cube buttons. Another use is to use it to switch planes for Ilo/Milo, essentially making it function as a portable block carpet.
Apple Cubes
- These are Cubes that resemble giant Apples. They are essentially an obstruction and only the Muncher Creature can destroy them by eating them for Ilo/Milo.
- Apple Cubes cannot be picked up or moved by Ilo/Milo. They basically function as a regular block by themselves.
Creature Types
Sebastian
- This little guy will pop out of ornate cubes called "Sebastian's Cube" if you stand on the side of the cube with the door-bell. Sebastian will provide hints and clues when summoned.
- On certain bonus levels, Sebastian will also narrate to you the "Huntsman and Fox" fable, and introduce you to special cameos from other indie videogames.
Blocker
- It's a fat grey head that lives in a "Blocker Cube". When Ilo or Milo approach on the same level as it, it will pop out and block their way.
- Blockers can block Ilo/Milo from every possible plane next to them. Their only limitation is that they are limited to blocking them from one block high only.
- Blockers cannot be dodged, tricked, or juked by "action game" means (such as moving quickly). You must always outsmart them.
- One key trick to getting around Blockers is knowing that they can only block one partner at a time. For example, if Ilo distracts the Blocker on one plane, Milo can slip past it from another plane.
- The flat top of a Blocker can be stood on, including by other Creatures and Ilo/Milo. Cubes can be also be placed on the tops of Blockers and they will move them or other Creatures upward.
- Creatures do not trigger Blockers although they can be affected by them if they are popped up.
Snatcher
- This is a sock puppet-looking creature that lives in "Snatcher Cubes". They normally do nothing to Ilo/Milo unless they step on one while carrying any type of Cube. If they do, the instant Ilo/Milo step off of the Snatcher Cube, the Snatcher will steal the Cube and toss it two blocks from them in the opposite direction. The Snatchers are often arranged so that they will essentially prevent Ilo/Milo from carrying any Cubes past a certain point.
- Unlike Blockers, Snatchers are limited to one plane. An easy way to avoid them would be to simply walk underneath them for example.
- Snatchers cannot be dodged, tricked, or juked by "action game" means (such as moving quickly). You must always outsmart them.
- The Cube-stealing throw of the Snatcher is actually useful in some puzzles; it allows them to throw your Cubes over gaps or on top of Blockers. Just remember that Snatchers will always throw your Cube in the opposite direction of where you are running to.
Muncher
- This is a cat-like critter that resembles a giant walking cube. They are constantly on the move, running around the level and turning only to avoid obstacles in their way. Munchers have a variety of different uses to them available to the player.
- You can herd Munchers by dropping Cubes in their path or even just standing in their way; Munchers will turn to avoid obstacles (usually in a clockwise manner) and you can manipulate them to go where you want in this fashion.
- Munchers can walk on most Cube types, however, there are a few that the Muncher will not step on, such as the Trapdoor Cube. Munchers are also affected by Blockers like Ilo/Milo are, however, they cannot trigger them to pop up.
- If a Muncher is completely trapped by obstructions and cannot move, it will stay put until freed.
- The Munchers are primarily notable for being the only entity in the game that can destroy the Apple Cubes. You will often need them to clear Apple Cubes out of your way by herding Munchers into them.
- Note that Munchers can only eat Apple Cubes from the front; i.e. they must be guided into the Apple Cubes head-on. They will not eat them from above, below, to the side, or even when standing on them.
- Another use of Munchers is as a vehicle; Ilo/Milo can actually step on them and ride them. You will normally need to get on a block parallel to the Muncher's back, and climb aboard the Muncher from there. Munchers can be used as a form of transport from one out-of-reach platform to another.
- Finally, Munchers are useful for triggering the buttons for Plunger Cubes. Often you will need to guide Munchers onto buttons that Ilo/Milo can't reach.
Nabber
- This is a walking cage with eyeballs. They often have Safkas captive inside their cages.
- Nabbers run away from Ilo/Milo on sight. They will take the nearest escape route from Ilo/Milo and run down it until they hit an obstruction or a gap too wide for them to jump over. If they are cornered and have no escape route, they will not move.
- Nabbers are the only enemies Ilo/Milo can eliminate. If you touch a Nabber (ideally after having cornered one) it will disappear and drop the Safka it has captive, allowing you to collect it.
- Nabbers are also used in a few puzzles where you must herd them into areas Ilo/Milo cannot reach to hit Plunger Cube buttons for you. These Nabbers do not have any Safkas for you to collect.
meet up
- Simple tutorial stuff. Have Milo make his way to the Carry Cube and press A to pick it up. Use it to cross the gap ahead.
- Switch to Ilo (press X). Have Ilo use the bounce block to cross the gap ahead, then continue forward till her progress is blocked by another gap. Have Milo stand on the nearby button to send out a "plunger" from the Plunger Cube that will drag the block Ilo is standing on over to Milo.
switch
- This level introduces the red carpets, which allow you to walk on the sides and underneath of cubes. Have Milo follow the linear path using the red carpets to the second Sebastian block.
- Have Milo pick up the Cube there and place it on the marked spot so that Ilo can cross the gap and meet up with him.
work together
- This level introduces the Stretching Cube; you can pick it up and drop it in gaps to create bridges, or place it on the ground to have it create a column instead. Note that you can re-use it as often as you like; just stand near it and press A when prompted.
- Have Milo make his way to the Stretching Cube and collect it. Continue on the linear path, using the Stretching Cube to cross gaps, over to Ilo.
- Have Milo set the Stretching Cube at the end of his path so that it makes a column for Ilo to use to cross the gap in front of her.
- Have Ilo cross her gap, then collect the Stretching Cube and make your way along her path to Milo. You will need to step on a button along the way to move aside an impeding block.
carpets
- Simple level. Have either Ilo or Milo make their way to the "Blocker" creature, whom will pop up and block their progress.
- With the block creature popped up and distracted, have the other Safka go around the Blocker using the red carpets and make their way to the other Safka.
curly branches
- Starting with Ilo, have her pick up the nearby Carry Cube and use it to get the purple Safka.
- Next, have Ilo use the Carry Cube to get over the gap ahead, then follow the linear path to a loop to collect a yellow Safka and a Photograph.
- Have Milo use his Carry Cube near him to cross his gap and meet up with Ilo; don't forget to grab the Green Safka on the column using the red carpets along the way.
greenscape
- Have Milo use the Carry Cube near him to grab the Green Safka, then progress to the closest block near the Plunger Cube.
- Have Ilo use the nearby red carpet to collect a purple Safka, then make her way along the linear path, detouring using another red carpet to get the Yellow Safka, a Photograph, and a Record.
- At the end of Ilo's path is a button; press it to bring Milo over via Plunger Cube.
airy plains
- Have Milo collect the nearby Yellow Safka, then switch to Ilo.
- Have Ilo follow her path. Along the way are plenty of red carpet detours; be sure to take them all as you will be able to find the Purple Safka, a Photograph, and a Record.
- At the end of Ilo's path is a Carry Cube. Pick it up and proceed to the dead-end past it and set it there.
- Switch to Milo and use the Carry Cube Ilo set to cross the gap into the Spring Cube and get vaulted to another gap. Collect the Green Safka on the red carpet detour nearby.
- At the end of Milo's path is another gap; have Ilo use her Carry Cube to close this gap and let Milo cross. Milo will then hit a second Spring Cube that will land him on Ilo's path, allowing the two to meet.
clear day
- Start by having Ilo progress forward to the first Stretching Cube, grabbing the Yellow Safka along the way.
- Get the Stretching Cube, then backtrack to Ilo's start and use it to grab the Purple Safka.
- Go back along Ilo's path to its end. Use the Stretching Cube on the gap next to the U-shaped overhang; the block will extend underneath the overhang to the other side.
- Switch to Milo. Now he can cross the nearby gap thanks to Ilo's Stretching Cube, allowing him to grab another Stretching Cube, the Green Safka, and a Record. You can also grab a Photograph by using the Stretching Cube on the gap near the red carpet that leads to the Green Safka.
- Have both Ilo and Milo reunite using their Stretching Cubes at the six block gap at the corner end of the level.
flowerbed
- Have Ilo grab the nearby Carry Cube and set it on the gap ahead; even though the gap itself has a deeper hole, it will still float in the air, allowing Ilo to still grab it again, as well as Milo if he's below it.
- Have Milo make his way to Ilo's Carry Cube. Pick it up and set it in the hole ahead of him and use it to grab a second Carry Cube.
- Use the Carry Cubes to cross the two-block gap ahead. Get a third Carry Cube and return to the two-block gap. Use all three Carry Cubes to reach the Purple Safka. Don't forget the Green Safka and Photograph along the way.
- Ahead on Milo's path will be a Blocker. Use the red carpets to go on a path around it; you will need two Carry Cubes to cross the two-block gap there, letting you avoid it.
- Behind the Blocker is another two-block gap; use two Carry Cubes to reach the Record on the other side. Leave the Carry Cubes there afterward and position Milo by the Blocker (next to your set Carry Cubes).
- Now Ilo can cross her gap and reunite with Milo. Before though, use the Carry Cubes set by Milo to get the Yellow Safka near where she started (cross over a Carry Cube, then turn around and pick it up).
- Afterward, use the Carry Cubes to reunite with Milo, whom will distract the Blocker, keeping it from blocking her path.
in bloom
- Have Milo collect all the items around him, including a Green Safka. Once that's done, position him next to the Blocker closest to where he started.
- The Blocker will pop up and make for a bridge for Ilo to cross; do so to get thrown to the next Blocker via Spring Cube.
- Have Milo stand next to the next Blocker to make a bridge for Ilo. Have Ilo cross it, then turn around and pick up the Carry Cube on top of this Blocker for herself.
- Use the Carry Cube to cross the gap leading into the blocks in the center. Explore them for loads of goodies, including a Yellow Safka and a Photograph. Return to the main route.
- Ahead, use the Carry Cube to grab the Purple Safka, then stand on the button to activate the Plunger Cube. Use it to bring Milo onto Ilo's path and have them reunited.
soft winds
- There's a single Blocker that thwarts Milo and Ilo at the start. Begin the level by having Ilo round up all the items she can, including a Green Safka.
- Once finished, position Ilo by the Blocker. Have Milo explore his area now; he can collect loads of goodies with the Blocker distracted, including two Safkas, a Record, and a Photograph.
- Now have Milo distract the Blocker on the same plane as where you collected the Record; Ilo can now move past the Blocker and reunite with Milo on the other side via the red carpets.
sky castle
- First, as Milo, collect all the goodies he can, including a Yellow Safka and a Purple Safka semi-hidden behind a bend.
- From the Purple Safka, use the three Stretching Cubes Milo can access to create a long bridge to a secret area holding a Green Safka and a Photograph.
- Now return and have Milo set one of the Stretching Cubes as a column for Ilo to pick up and use to cross the gap near her.
- Cross Ilo's gap and have her stand near the button (not on it, yet). Have Milo walk along his path to the second red carpet and stand on the block above and to the left of it.
- With Milo in position, have her stand on the button to send him down via plunger to a Record. Collect it.
- Have Ilo return Milo back, then have Milo step off the block and have Ilo move it out of the way again. With all the items collected, Ilo can now simply use her Stretching Cube to reach Milo, unimpeded.
drops of sun
- Have Ilo search around her area for a Stretching Cube near the Blocker. Collect it and use it to grab the Yellow Safka.
- Next, set the Stretching Cube on the block below the gap near Milo, so he can grab it from above.
- Have Ilo stand next to the nearby Blocker, so that it extends on the side perpendicular to Milo. Now have Milo use the Stretching Cube to climb onto the Blocker itself and reach the Photograph.
- Have Milo use his Stretching Cube to cross another three-block gap right next to him but don't cross it yet. Instead, move Ilo out of the way so that the Blocker is now preoccupied with Milo. Now Ilo can slip past the Blocker on her side and grab the Purple Safka.
- Return Ilo back to her original position on the other side of the Blocker and have her distract it. Have Milo make his way along the linear loop to Ilo's position, using the Stretching Cube. Along the way he can grab a Record and a Green Safka in the detours there.
Sebastian's story I
- First, as Milo, step on Sebastian's block to hear one chapter of the Huntsman and the Fox story.
- Next, follow along the linear routes; they seem confusing because they rotate, but are deceptively simple. Just follow along the routes until you can't go any further and are stopped cold by the Blocker.
- Switch to Ilo and have her use the Blocker as a bridge to reach an area with a Carry Cube. Grab it, then have Milo return to where he started.
- Now have Milo distract the Blocker near where he started. This should make it extend to the left, allowing Ilo to use it to reach a gap; use her Carry Cube to cross it.
- Make your way to the end of this path to find another Carry Cube. Use the red carpets to get on the same plane as this Carry Cube, then set Ilo's Carry Cube on the gap in the bend to make the turn and reach this Carry Cube.
- Use the two Carry Cubes to cross the gap on the other side of the Blocker and reach the Stretching Cube; use that to reunite with Milo. Before you reunite with him though, make sure to use the Stretching Cube to cross the three-block gap near Milo over to the Photograph.
great tower of goo
- Visit Sebastian during this level for a cameo from the World of Goo characters if you want. Otherwise, start with Milo; have him explore as much as he can, then collect the Carry Cube and use it to reach the lone hovering block closest to Ilo's area.
- Switch to Ilo. Have her explore and use the various Cubes she can get to gain access to two Stretching Cubes and one Carry Cube. You must get one of the Stretching Cubes to Milo. Use the items you have now to reach the Photograph on one of the nearby islands first though.
- Use the Cubes in combination to reach the block Milo is standing on (set a Carry Cube, then stand on it and set a Stretching Cube, then cross over them, picking them back up as you cross). Once you reach the end of the line where Milo is standing, set a Stretching Cube so that it extends upward as a column, allowing Milo to grab it.
- Look to Milo's left from where you left him; there's a lone column with a Memory Bit on it. You need to reach this column. Set the Stretching Cube facing towards Ilo's direction, then use a Carry Cube to reach the column.
- Have Ilo make her way over to the Blocker and distract it. Now Milo has an opportunity to reach the Blocker and use it as a bridge.
- Collect the Carry Cube on top of this Blocker and use the two Carry Cubes and the Stretching Cube to reach the second Blocker. Have Ilo use her Cubes to reach it as well and distract it so that Milo can cross it.
- Now use the next Carry Cube on this Blocker along with all of Milo's other Cubes to build a series of platforms to reunite with Ilo.
summer mind
- This one is pretty confusing at first. As Ilo, round up all the Memory Fragments and use the red carpet to switch planes. Look for a Carry Cube on your new plane, and set it on the gap between floor and ceiling near Sebastian's block.
- Have Milo cross his gap using Ilo's Carry Cube, taking it with him as he goes. Continue on to the hoops ahead and use the red carpet to switch planes.
- Look for the next Carry Cube by one of the hoop bends and set Milo's Cube as close to it as possible. Now you can grab it, and have access to both Carry Cubes.
- Return to the red carpet and switch to Milo's previous plane. Look for a third Carry Cube, and use the two Carry Cubes Milo has to reach it. You need to set two to go around the blocks on the corner to reach the two-block gap.
- Return to Ilo with all three Carry Cubes and set them in a way so that she can pick them up on her plane. Make sure Milo is standing on the side portion of the level where he got all three Carry Cubes.
- Ilo will need to take the three Carry Cubes and use them to cross the three-block gaps near her to the other side of the level. Explore that end of the level for a Stretching Cube and a Photograph.
- Once you have the Stretching Cube, use it and the three Carry Cubes to make one long bridge to the side of the level Milo is on (just build it on the opposite side of where you built your three-block Carry Cube bridge). Make your way over to Milo using your Cubes.
marine blue
- Make your way over to Sebastian. Next to him is a Trapdoor Cube. It works just like the Carry Cube, however, if you stand on it, it will warp you to the opposite plane you are currently in. There is no button-press to make it warp you; just stand on the Trapdoor Cube and eventually it will do it automatically.
- Pick up the Trapdoor cube and set it nearby Sebastian's block. Use it to warp to the plane below him, where you can collect a Record.
- Go back to where Milo started and set the Trapdoor Cube next to the thin block bridge. Use it to warp to the plane underneath it, and explore the areas back there, including beyond the red carpets, for the Green Safka.
- Go back to Milo's starting position and head over to the tall column of blocks leading up. Set the Trapdoor Cube in the gap between it and Milo, then use it to switch planes to get on top of the column. Explore it for the Purple Safka.
- Set the Trapdoor Cube on the gap between the columns' tip and the island filled with Memory Fragments. Use it to warp to a plane that lets Milo climb on the island.
- Now we just need Ilo to make her way over to him using the Spring Cubes. Make sure to grab the Yellow Safka and Photograph on the way before using the last Spring Cube.
water breathing
- Start as Ilo. Have her go down the path to the right with all the red carpets. Explore them for a Photograph and a Record. You can't get the Green Safka here yet.
- Go back and this time take the left route past the "Snatcher", the sock puppet-like creature. If you are wondering what the Snatcher does, it's this: he will steal any Cube you are trying to carry past him and throw it back, essentially preventing you from carrying Cubes past his location.
- Make your way over to the gap above the Blocker. Have Milo distract it so it rises up to make a bridge for Ilo. Cross it and take the Carry Cube on the Blocker after you do.
- Go to the end of the road for Ilo, grabbing the Yellow Safka there. Set the Carry Cube at the end of the path so that Milo can grab it for himself.
- Have Milo use the Carry Cube to grab the Purple Safka, then use it to make your way down the path below Ilo onto her (former) side of the level.
- Go down the path that had the Record and Photograph. Use the Carry Cube to grab the Green Safka there.
- Set the Carry Cube in one of the gaps Ilo used to cross over. Now that she has her Carry Cube back, have Milo distract the Blocker and have her use it to cross back over the Blocker back down to Milo.
silent ocean
- Have Ilo make her way to the right past the Snatcher to the Trapdoor Cube past it. Use it right where you find it to go down to the plane beneath and grab a Purple Safka (unlike the Blocker, the Snatcher can only affect you on one plane).
- Use the Trapdoor Cube near to the Purple Safka to get warped back up to the previous plane, past the Snatcher. Bring the Trapdoor Cube to the frowny face near Milo and set it there, so Milo can take it.
- Use the Trapdoor Cube right near where Milo starts the level to get the Photograph. Now explore his area of the level for lots of Memory Fragments, as well as a Record and two Colored Safkas. For the Record and the Yellow Safka, you can simply use the red carpets to get underneath them and use the Trapdoor Cube to switch to their plane.
- Your goal is to find a button for a Plunger Cube; position Ilo on the block it moves, bring her over, then simply have Milo make his way over to her.
light rays
- You need Milo to get that Stretching Cube at the start, but a Snatcher is guarding it. Instead, switch to Ilo.
- Next to Ilo is a Trapdoor Cube; grab it and use it to search for items along the planes of the blocks to your right. There's a Record right underneath where Ilo starts and a Purple Safka further down the path.
- When you've collected all the items, go back to where Ilo starts and use the Trapdoor Cube to cross the single-block gap to your left and grab the Photograph.
- Next, place the Trapdoor Cube close enough to Milo so that he can grab it from his plane. Now have him use the Trapdoor Cube to first get around the Snatcher, then grab the Stretching Cube and carry it around the Snatcher. Also, make sure to grab the Green and Yellow Safkas while you are on the plane beneath the Snatcher.
- Get the Trapdoor Cube back to Ilo, then have Milo use the Stretching Cube on the three-block gap near the Snatcher (you'll see some Memory Fragments on the other side as a clue). Make your way as far as you can to Ilo, then have Ilo use her Trapdoor Cube to reach Milo.
seaweed
- This level introduces the Muncher. He runs in a single path, turning clockwise only to avoid obstacles (including Ilo and Milo) or if he encounters a dead-end. He can eat the giant green Apple Cubes that block your path, and you will need him to do so to beat this level and get its unlockables.
- Start by having Ilo grab the Yellow Safka near where the Muncher starts, then switch to Milo.
- Have Milo grab the nearby Carry Block and use it to plug a gap on Ilo's level. Let the Muncher cross it.
- Have Milo move the Carry Block and plug the next gap for the Muncher; he'll make his way over to Milo's area.
- Position Milo behind the Apple Cube blocking access to the Green Safka; the Muncher will be forced to detour into the Apple Cube, eating it and opening access to the Green Safka for you to collect.
- As before, position Milo behind the long path leading down to the Apple Cube blocking access to the Photograph. This will force the Muncher to go down that way and eat the Apple Cube for you, granting you access. Don't forget to grab the Purple Safka there as well.
- Now simply use the Carry Cube to fill the gaps for Ilo for her to make her way over to Milo.
air bubbles
- First, before doing anything, as Milo, grab the Purple Safka and the Record to the left and right of where he starts.
- You will see a Muncher running around below; you can actually ride these things. Have Milo stand on the Muncher and ride it around.
- As Milo rides the Muncher, have Ilo maneuver the Muncher so that it gets trapped between her and the blocks to the right, so Milo can climb on them and grab the Carry Cube.
- Let the Muncher escape, then have Milo give the Carry Cube to Ilo to plug the gap north of them. Have Ilo corner the Muncher again so Milo can ride it.
- Using Ilo to herd the Muncher, have Milo ride the Muncher over the gap you plugged to the upper right island (don't worry about overhangs, the Muncher will simply turn around if Milo is about to get pushed off by an overhang). Jump onto it from the Muncher and collect the Photograph and the Stretching Cube.
- Ride the Muncher to the twin C-shaped junction and board it. Drop the Stretching Cube there so Ilo can grab it.
- Have Ilo use the Stretching Cube on the three-block gap to the west. Grab the Yellow Safka on the other side of the gap while you are at it.
- Let the Muncher pass through the Blocker (unlike Ilo and Milo, the Blocker won't harass it) and have Milo jump onto it.
- You can now simply have Milo jump off the Muncher at the block with the red carpets on it to be able to reunite with Ilo. Before doing so though, ride the Muncher up the red carpets to the block holding a Green Safka.
aquatic song
- You start with Ilo, however, she's blocked right at the start by a Blocker. Instead, position her on the isolated block to the right of where she starts.
- Have Milo search his area for a Photograph and a block he can climb using red carpets to grab a Carry Cube.
- Use the Carry Cube to allow the nearby Muncher access to a button to trigger a Plunger Cube. It will send Ilo (if she's standing on the correct block) to a small platform holding a Yellow Safka.
- Use the block there to get Ilo moved via plunger back to the other side of the Blocker. Make your way to where the Muncher and the button is, get the Muncher out of the way, and use the Stretching Cube to reach the Green Safka.
- Divert the Muncher down the path with the last Apple Cube. Have him eat it, get him out of the way, and use the Stretching Cube to plug the three-block gap there.
- Get the Carry Cube and use it to reach the Purple Safka from your Stretching Cube bridge. Now just make your way to Milo.
blue depths
- Fairly simple level. At the start, as Milo, explore the area for two Safkas simply lying around amongst all the Memory Fragments, and a Photograph past the red carpet detour.
- Find the Carry Cube and use it to plug the gap over by the Stretching Cube, granting access to both it and the last Safka hidden behind it, around the bend.
- Now have Ilo stand on the nearby button to trigger a Plunger Cube; Milo can ride up the block it moves to reach Ilo. Before doing so though, stack the Stretching Cube on top of that movable block so that you can ride it upwards to reach a Record.
water stream
- First, as Ilo, make a full lap around the loop she starts in to get a Photograph.
- Switch to Milo and have him explore his area for two Carry Cubes. Switch planes via red carpet and use the Cubes to cross two different two-block gaps to reach the Purple Safka and a Record via a second red carpet.
- Go over to the red carpet you used to reach the Record. You can set the Carry Cubes near there so that Ilo can grab them.
- Have Ilo use the two Carry Cubes to reach the Stretching Cube in the center void. Right behind it is the Yellow Safka; grab it.
- Bring all the Cubes over to Milo. From where he's standing on the red carpet, use all the Cubes to build a bridge to the Green Safka.
- Now you just need to get Milo to where Ilo collected the Yellow Safka, originally behind the Stretching Cube. As Milo, take all the Cubes and make your way to the "bottom" ring of this area. The bottom area has a row of blocks extending to the center; step onto the red carpet and build a bridge to the block across the void.
- Move all the Cubes out of your way after you cross, then switch planes using the red carpet on the other side and use the Stretching Cube to reach Ilo.
Sebastian's story II
- Switch to Ilo. As always, step on Sebastian's block to hear his story about the Huntsman and the Fox.
- As Ilo, find a button and step on it to have a Plunger Cube move a block forward.
- As Ilo, next make your way to the Blocker and distract him, then switch to Milo. Have him search for a Carry Cube and use it to cross the gap between the Blocker and the block you just moved.
- Have Milo set the Carry Cube perpendicular to the movable block he is standing on (i.e. not between the block and the Blocker). Move him onto the Carry Cube afterward and leave him there.
- Have Ilo step on the button again. When the block is pulled back by the plunger, it will tow the Carry Cube along with it (as it is attached to it) and carry Milo along as well. If you did this wrong and Milo is towed into a wall, the plunger will stop moving and force Milo back.
- After Milo is towed by the plunger's block, have him grab the Trapdoor Cube right next to him. Now make your way back to Ilo and hand the Trapdoor Cube over to her.
- Have Milo distract the Blocker on his end, while Ilo uses the Trapdoor Cube by the stack of blocks near Sebastian to flip to the plane underneath. Follow the path there to a trail of carpets leading up.
- Use the Trapdoor Cube to follow the path of Memory Fragments past the carpets over to a Stretching Cube. Make sure to use the Trapdoor Block to grab the Photograph underneath the Stretching Cube before leaving.
- Now hand the Trapdoor Cube and Stretching Cube to Milo. Move the Blocker out of his way if need be, and have him first flip planes using the Trapdoor Cube, then have him build an L-shaped bridge using all three Cubes to the button by the Muncher.
- Put a Carry Cube in the gap by the Muncher to allow him to cross and reach the button (do not use the Trapdoor Cube as the Muncher cannot cross these). You want the Muncher stuck on the blocks holding the plunger button. What this does is move the four blocks out of the way at the end of the level that looks like a wheel, allowing either Safka to meet each other using the red carpets there.
- Make sure that Ilo is not blocked by the Blocker (i.e. position her so that the Blocker is in between her and the Muncher's platforms), and have Milo make his way to the wheel area and use the red carpets there to switch to Ilo's plane and meet up with her.
the dream master
- If you meet up with Sebastian here, he will introduce you to Victor from The Dream Machine, a Swedish indie game; Ilo and Milo themselves have a cameo in it. Meanwhile, there's Spring Blocks galore on this level; if you hadn't noticed, the Spring Cubes will NOT launch your Safka if he/she is carrying a Cube. Also, if you block Ilo's or Milo's landing destination with an obstruction such as another Cube, the Spring Cubes will allow you to change the direction of your spring; keep this in mind.
- Start as Ilo. Look for a Carry Cube, pick it up, and carry it over to Milo down on the other end of the ramp.
- Now look at the three Spring Cubes around Sebastian's block, where Milo is. You want to drop the Carry Cube across the gap from the lone Spring Cube, then follow the other two Spring Cubes past Sebastian's block to this Spring Cube. If you set the Carry Cube down in the right spot, the Spring Cube will not automatically launch Milo forward; instead, the spring will stay primed and let you launch Milo somewhere else; do so and launch Milo to the Spring Cube to his left.
- This Spring Cube will launch you to a platform with a red carpet; follow it to a Photograph, then backtrack and use the two Spring Cubes to launch Milo back to the previous platform.
- Get the second nearby Carry Cube and drop it right where Milo landed after getting launched by the last two Spring Cubes. Now launch yourself along those Spring Cubes again; since you blocked Milo's intended landing spot, the springs will let you divert Milo's path. Send him along the Spring Cubes to the left onto a new path.
- Once you land on the new path, simply follow it to Ilo.
atlantic adventure
- Grab the Carry Cube near Milo and have him drop it down to Ilo. Leave Milo standing on the red carpet where it curves upwards.
- Have Ilo make her way down the pyramid, collecting the Stretching Cube along the way. Keep going until you find the Photograph, which means you reached the end of the line.
- From the Photograph, backtrack to the nearest red carpet and use the Stretching Cube to reach the next pyramid. For another clue, look for a frowny face on the pyramid that you can aim the Stretching Cube at.
- From where you end up on the next pyramid, set a Cube in the gap to your left, then climb the red carpet next to it and set another Cube in the gap to your right. Follow the path around the pyramid to grab another Stretching Cube.
- Stand on the previous Cube you set down and use the Stretching Cube you just got to bridge over to the red carpet platform on top of the pyramid. Make your way to the frowny face at the end.
- You must now build an L-shaped bridge to the frowny face at the bottom-right side of the pyramid. Use a Stretching Cube first, aiming for its general direction, then use the Carry Cube for the bend and another Stretching Cube to actually reach it. You should now be able to walk on the base of the pyramids.
- Take one of the Stretching Cubes after getting down to the pyramid base and walk along the linear path to two red carpets leading up to Milo (use the Stretching Cube to eliminate the gap between him and Ilo).
cut and paste
- Two new game elements are introduced here. Start as Ilo and make your way to your first "Nabber", a walking cage that holds Safkas prisoner inside it. He flees from you on sight, and you want to corner him so that he drops the Safka he has. You can defeat him now, however, we want to get the "You're in my way" achievement, so ignore him for now.
- Grab the two Carry Cubes in the area. Go to the cross-shaped platform using the two Carry Cubes and grab the Yellow Safka there. Return to the Nabber's area and position Ilo in one of the corner areas where the Nabber likes to run around/
- Switch to Milo and walk forward. Sebastian will introduce the Flying Cube; for now though, detour down the red carpet to your left to get a Photograph.
- Now grab the Flying Cube. After setting it down, it will fly up and down, working as an elevator. Drop the Flying Cube in the nearby hole and ride it upward to the cross-shaped platform.
- Go to the left down the red carpet to switch planes and set the Flying Cube on the other end of the carpet. Now walk back up to the front end of the carpet to switch back to your first plane and use the Flying Cube as a makeshift horizontal floating platfrom to reach the Green Safka.
- Now have Milo chase after the Nabber; it will run into Ilo if you left her in one of the corners and let itself get cornered, allowing you to take it out when you meet with Ilo, giving you the final Safka and the "You're in the way" achievement.
paper perfection
- Switch to Ilo. Have her move past the Snatchers and collect the Flying Cube.
- Go up the two red carpets to the reverse plane from Ilo's current position. Go down the red carpet detour to your left for the Purple Safka.
- Step on the red carpet next to the one you detoured to get the Purple Safka. Use it to switch to the perpendicular plane from Ilo's current plane, then set the Flying Cube to Ilo's right. Go back to the previous plane; if you set the Flying Cube properly, you can ride it to the platform with the Record in the distance.
- Nearby Ilo's current position is also a Photograph and a Nabber. Use the Flying Cube to herd the Nabber to the dead-end that holds the Photograph and grab them both.
- Now you must get the Flying Cube to Milo, so he can set it up as an elevator for Ilo. Go back to the Snatchers from the red carpets and position Ilo two blocks from the Snatcher on the right, facing towards the edge. Position Milo underneath Ilo, facing the same direction.
- Have Ilo drop the Flying Cube in front of her and immediately make Milo grab it. Have Milo put it down; now Ilo can use it as an elevator to the lower floor. Collect the Memory Fragments and the Green Safka.
- Milo meanwhile can use the Flying Cube in the same spot to ride to area with the Snatchers and catch up with Ilo.
scribbled world
- From where Milo starts, search for a red carpet leading to the perpendicular plane and grab a Photograph at the dead-end to the side there.
- Search below for a Flying Cube. Grab it, and return to the red carpet on the same path and plane as the Photograph. Set the Flying Cube there, then go up the red carpet to switch planes. Use the Flying Cube as a lift to the platform with the Purple Safka.
- Take the Flying Cube and head to the structure in the center. Put it in one of the holes and use it to ride up to the top where a Record is located.
- Collect the Flying Cube and explore the paths along the structure. They will lead to a Yellow Safka. Use the Flying Cube to the side next to it to ride back up to the main route.
- Follow the linear path to Ilo; at the five-block dip, use the carpets to switch planes and set the Flying Cube on the frowny face. Now you can use the Flying Cube as a lift across the gap to a Snatcher.
- Now you just need Ilo to catch up to you. Have her use the Carry Cube in her area to corner the Nabber and take his Safka, then plug the gap between her and Milo to end this level.
origami
- Start with Ilo. Have her take the first carpet turn and explore to the left for a Photograph.
- Go down the next carpet turn and grab the Flying Cube. Backtrack to near where Ilo started to find a frowny face in the floor; set the Flying Cube on top of it and leave Ilo put.
- Assuming you set the Flying Cube in the right spot, Milo should now be able to grab it. Pick it up and use it to herd the Nabber into the small thin block rows for easy pickings and the Yellow Safka.
- Look for carpets leading to the reverse plane below. Grab the Green Safka there, and set the Flying Cube on the frowny face. Switch to the perpendicular plane and ride the Flying Cube to the next section.
- Use the same trick with the Flying Cube to cross the next gap to a platform holding a Stretching Cube and the Purple Safka. Collect them both.
- Ride the Flying Cube back to the previous section and use the Stretching Cube to fill the three-block gap that's left between Ilo and Milo.
floating cardboard box
- Start as Ilo. Pick up the Carry Cube and herd the Muncher into the red carpets that you spot up there. The red carpets lead into a path in the centers for Apple Cubes that the Muncher can chomp for you.
- After the Muncher does his job, get him out of the way. You now have access to a button that triggers a Plunger Cube to drag a block over to you that holds a Yellow Safka.
- If you haven't already, move the block out of the way using the plunger for Milo. Have him walk down the now-freed path to get a Trapdoor Cube.
- Have Ilo send the block back to Milo via plunger. Set the Trapdoor Cube next to the block, then have Ilo bring back both the block and the Trapdoor Cube to her via plunger.
- Use the Trapdoor Cube asap to switch planes and get the Green Safka underneath the blocks with the button.
- Go back to the areas Ilo started in and use the Trapdoor Cube at various angles to get the items in the level, including a Record on the side of one of the block rows, and a Photograph and the Purple Safka in the area underneath the level.
- Once your ready, simply use the Trapdoor Cube in the areas where you got the Photograph and Purple Safka to flip to the same area Milo is residing in.
white balance
- Start as Ilo. Search the area around you for a Photograph and a Carry Block.
- Look into the trench the Muncher is running around in. Set the Carry Block on the frowny face, so that the Muncher is diverted down the path with the Apple Cube and the button.
- The button the Muncher steps on will cause a plunger to move a block to a platform with a Stretching Cube. Have Milo stand on that block and wait for it to drag him over and collect the Stretching Cube.
- After getting the Stretching Cube, before doing anything else, have Milo explore the giant hoop in the distance for a Yellow Safka and a Record.
- Now go back and use the Stretching Cube to reach the button nearby where Milo started. Stepping on this button will remove an overhang that will let Milo ride the Muncher without impediment.
- You can end this level now by just hopping Milo off the Muncher over to Ilo, but if you want extra items, keep Ilo out of the way and perform the following steps: have Ilo divert the Muncher down the button trench again so that Milo can grab a Purple Safka, and have Milo use his Stretching Cube to cross the three-block gap near the Photograph to get a Green Safka.
sketchy sky
- As Milo, pick the Flying Cube up, set it in the hole in front of you, and ride it up to a new area. You are going to leave the Flying Cube in that hole for some time.
- As soon as you disembark from the Flying Cube, go down the carpet to your left and explore the path there for a Green Safka and a Photograph.
- Get back on the main path and follow it till it ends completely into a Purple Safka.
- Go back a ways to the small loop with the Carry Cube and grab it. Bring it back to the Flying Cube and climb down using the nearby carpet so that you are perpendicular to the Flying Cube. Step on the Flying Cube and drop the Carry Cube to your left so that you may now reach the Record just ahead.
- Get the Carry Cube back and ride the Flying Cube back down to where Milo started. Stick the Carry Cube in the Flying Cube's hole as it travels up; Ilo can now use the Flying Cube as a bridge to a Yellow Safka.
- Beating the level is now a snap; just have Ilo ride to the top and have Milo remove the Carry Cube to reset the Flying Cube and ride up to her. The only thing left are the Memory Fragments in the area where you first got the Carry Cube. If you really want them, then have Ilo pick up the Flying Cube from where she first starts and set it right back down in the main hole. This gives the Flying Cube just enough extra height for her to reach the Memory Fragments, after which, she can go back down and let Milo reset the Flying Cube so that they can reunite.
wet ink
- There's a crazy trick you'll need to do with the Snatchers at the start. Before you do anything though, as Milo, explore the area and the carpets for a Carry Cube, two Safkas, and a Record.
- Collect the Carry Cube and go back to the Snatcher. What you want to do is get in between the Blocker and the Snatcher and then step on the Snatcher; this will cause him to steal your Carry Cube and throw it on the Blocker. To do this, walk up to the Snatcher's intersection, set the Carry Cube to your left, then use the Cube to get in between the Blocker and Snatcher. Pick up the Carry Cube and walk over the Snatcher to the right; he should toss your Cube onto the Blocker.
- Now that the Carry Cube is on the Blocker, Ilo can use both as a bridge; do so and grab the Flying Cube.
- Set the Flying Cube to the right of the Carry Cube on the Blocker and get on it. If you placed it on the right spot, it should fly you up to a platform that holds the last Safka, a Photograph, and the Ultra Deluxe System. The latter will unlock the ilomilo Shuffle mini-game in the main menu.
- From the point where you got the Ultra Deluxe System, use the carpets to flip upside down so that Ilo is above the frowny face on Milo's path below. Drop the Flying Cube to the sides so that it floats right down onto the blocks of Milo's path.
- Have Milo use the same carpet he used to grab the Record; once you are on that plane, you can climb onto the Flying Cube Ilo dropped and ride it up to the Ultra Deluxe System's platform where Ilo is.
color vision
- All about the Muncher on this level. As Milo, pick up the Carry Cube and use it to herd the Muncher out of his pen through the Apple Cube by dropping it in front of him and forcing him to go the way you want to go. Don't bother riding the Muncher yet.
- Once you herd the Muncher out of the pen, switch to Ilo. Have her take Milo's Carry Cube and go ahead and collect the Purple Safka and the Photograph in the floor of the Muncher's pen.
- Follow the Muncher into an alley with a block you can climb onto using carpets. Hop on the Muncher and use it to get onto the island with the Record. There's also a Yellow Safka on the ground below the Record's island.
- Now we need Milo to ride the Muncher. Have Ilo use her body and the Carry Cube to herd the Muncher back to Milo and have him board it.
- Have Ilo herd the Muncher to the carpet at the bend before the alley with Record and the block you can climb. The Muncher will travel along the side of the level to a Green Safka sitting on a block; have Milo grab him.
- Drop the Carry Cube next to the carpet to force the Muncher to move to the alley with the climbable block, then simply climb the block and wait for the Muncher to eventually come riding along with Milo.
Sebastian's story III
- Start by having Ilo run down the curved ramp and make her way over to Sebastian to hear the next chapter of the Huntsman and the Fox.
- Continue past Sebastian and look for the Flying Cube at a dead end. Grab it and return to Sebastian's block. Stand near the three steps leading upwards.
- Switch to Milo. His path allows him to stand on the second and third steps of the three steps near Sebastian. Get on the second step where he will be close enough for Ilo to hand off her Flying Cube to him.
- Have Milo make his way to the third step, then use the Flying Cube there to fly straight up to a small gap; cross it using a Muncher. Don't bother taking the Flying Cube along with you, a Snatcher nearby will prevent you from carrying it far.
- Make your way across the Munchers to a platform holding a Stretching Cube; grab it.
- You need to now reach the final Muncher that leads to the curved ramp using the Stretching Cube. Stand on the block right next to the ramp to the left that leads to a dead-end and extend the Stretching Cube straight at the Muncher; you should just be able to board it. Take the Stretching Cube with you after you board it.
- Follow the linear path down the curved ramp from the Muncher. Use the Stretching Cube to cross the gap ahead (don't forget to grab the Photograph as well) and meet up with Ilo.
the incredible mr. Pork
- Meat Boy cameo FTW. Have Ilo visit Sebastian for it, otherwise, as Milo, explore the massive area below and search for a route that leads to a thin path with a Snatcher guarding it. Most of the frowny faces are red herrings; ignore them for the most part.
- Past the Snatcher are a Flying Cube and a Carry Cube. Collect them and use them to get around the Snatcher; place a Carry Cube down, use it to place the Flying Cube next to the Snatcher, then get on the Flying Cube, take your Carry Cube, and place it down ahead of you to get around him.
- Once you got past the Snatcher, bring the Flying Cube to the frowny face nearest to where Milo started (the only frowny face in the level seemingly that's actually a clue). Place the Flying Cube on it; if you placed it at the right spot, it should fly up next to a Spring Cube.
- Switch to Ilo. Simply position her on the only Spring Cube she can reach (don't bother with her Carry Cube, it's actually useless) and when the Flying Cube comes up, the Spring Cube will automatically throw Ilo to it.
- Have Ilo get on the next Spring Cube. She will now be thrown into Milo's path and can simply walk through the massive area of circles down to Milo. Along the way, be sure to grab the Photograph sitting out in the open.
blank paper
- You start as Ilo. Use the Flying Cube to plug the gap with the Carry Cube in it and cross it.
- Make your way forward until you hit the fourth carpet bend. Drop the Flying Cube there and use it to fly up to the 90 degree angle three-block platform above you; note that it's ringed with carpets, as most of the blocks here are.
- Drop the Flying Cube on the corner end of the 90 degree platform so that it flies up and hits the lip of the gap that holds the Carry Cube. Ride the Flying Cube to the lip and grab the Carry Cube.
- Have Ilo get on the tip of the 90 degree platform closest to Milo's position. Drop the Carry Cube off the edge, then stand on it and drop the Flying Cube, so that it flies up and Milo can collect it.
- Have Milo use the Flying Cube to climb onto the outer ring of the maze that comprises this level. Collect all the Memory Fragments on the outer ring if you like, otherwise, make your way down close enough to Ilo so Milo can trade the Flying Cube for her Carry Cube.
- Have Milo drop the Carry Cube on the passage above where it narrows to one block. Have Ilo stand on the tip of the 90 degree platform again and drop the Flying Cube underneath the Carry Cube. Ride the Flying Cube upwards; if you did this correctly, Ilo, can disembark from the Flying Cube onto the sides of the block Milo started on.
- Get Ilo onto the side of Milo's starting block, pick up the Flying Cube, and drop it again. Now the Flying Cube will rise higher. Meanwhile, have Milo move the Carry Cube to the corner end of one of the maze walls with the two carpets; this should force the Flying Cube, when Ilo boards it, to stop at the row of Memory Fragments above her.
- Have Ilo disembark, and collect the Memory Fragments if you want. Otherwise, grab the Flying Cube and once again, drop it right down. Ride it up to the next ledge Ilo can climb onto above; you don't need Milo's Carry Cube for this as the single block above her will do the job for him.
- Once on the next ledge Ilo can reach, disembark, get in between the two carpets on the ledge here, and drop the Flying Cube so that Ilo can touch the single block ahead of her. As she rises up, have Milo drop the Carry Cube where the Flying Cube was to allow Ilo to climb onto the single block.
- Have Milo climb onto his side of the single block using his Carry Cube and set his Carry Cube to the right, towards the four-block platform. Have Ilo step on the Carry Cube and use the Flying Cube to ride up to the carpet on the four-block platform.
- Get onto the four-block platform, and look for carpet that will lead you onto the floor of the maze itself. Search around for Memory Fragments and the Photograph in an isolated dead-end.
- When you are ready, simply get on the edge of the four-block platform closest to Milo and use the Flying Cube to ride to the small curved passage. Use the carpets there to get onto the outer rim of the maze at last, and meet up with Milo.
cheese moon
- This level introduces several new features. First up are the Glowing Cube and the Dark Cubes which Ilo will be using shortly. If you place the Glowing Cubes next to the Dark Cubes, they transform into Light Cubes, allowing Ilo and Milo to traverse them. It will be important for you to learn the range of the Glowing Cubes.
- Start by having Ilo find the first Glowing Cube. Set it near the trail of Dark Cubes leading to the Yellow Safka so you can grab him.
- Now pick up the Glowing Cube and look for a frowny face just near the Dark Cube trail; set it there and another Light Cube trail will be created, allowing Ilo and Milo to cross the void. Have her stay put for now instead of crossing though.
- Now switch to Milo. He'll be introduced to the Rotating Cube. What you're supposed to do with this thing is drop it off of the edge of blocks, so that the plunger/motor-thingy at the ends of it adheres to the wall of the block. It will then rotate in place; Milo can then stand on it and get rotated along with it, switching planes as he does. Be careful with Rotating Cubes and never drop them on the ground unless you know what you are doing as they will roll away from you.
- To get an example of how the Rotating Cubes work, go to the end of the row of blocks Sebastian is sitting on and drop the Rotating Cube there. Climb onto the Cube; it should rotate Milo to the plane underneath Sebastian, allowing him to grab a Green Safka.
- Next, pick up the Rotating Cube and drop it on the lone block jutting out of the patch of blocks ahead with the purple jelly on it. Hop on the block to get rotated to a new path with Memory Fragments that lead to a Spring Cube.
- Dump the Rotating Cube so you can hop on the Spring Cube. You'll get another Rotating Cube ahead.
- Grab the Rotating Cube and use it to collect some items. First, set it on the tip of the block row farthest from Sebastian's block and rotate to get a Purple Safka. Climb down the red carpet near Sebastian and use it on the plane there as well to get a Photograph.
- Now take the Rotating Cube, face the column ahead with the button on top, and drop the Cube on the ground. It will roll forward up the column, hitting the button and moving a block via plunger.
- Before you ride the block the plunger moves over to Ilo, you want to get the Record underneath the platform ahead. Get the Rotating Cube and attach it to the block the plunger moves, so you can get underneath the column that holds the button. Stand on that block and send the Rotating Cube to the button; the plunger will drag you over to the Record's location.
- After getting the Record, collect the Rotating Cube again and rotate back to normal, then have it hit the button for you so you can get pulled over to Ilo.
nebula
- Starting with Milo, have him search his area for a Stretching Cube and collect it.
- Switch to Ilo and have her collect the Stretching Cube in her area as well as the Yellow Safka behind it.
- Have Ilo drop the Stretching Cube on the edge of the block closest to Milo's area. It should extend and end underneath the column ahead.
- Now have Milo drop his Stretching Cube on the ground underneath the "head" of Ilo's Stretching Cube. They should now connect together; now Milo can climb up the side of the Stretching Cubes using the nearby carpet.
- Climb up to the top and grab the Flying Cube. Return Milo back down to where he started and have him and Ilo move the Stretching Cubes out of the way.
- Drop the Flying Cube in the nearby cubbyhole so it can fly up to Ilo and she can take it. Do so and set it in the gap between where Ilo collected her Stretching Cube and the Yellow Safka. BEFORE you do this though, make sure to return Ilo's Stretching Cube back to where she used it to let Milo climb up.
- Ride the Flying Cube upwards to a path that holds a Rotating Cube. Now it's time to collect items. Use the Rotating Cube wherever possible to collect all the Memory Fragments in her area. There's also a Photograph amongst them.
- When you are ready, take the Rotating Cube and use it to rotate Ilo onto the same column that Milo climbed up earlier. Make your way down and use the Stretching Cube you should've left in place to extend the column further down. Have Milo fill in the missing gap with his Stretching Cube; now both areas are connecting and Milo and Ilo can reunite on the Stretching Cube column.
- Before beating the level though, have Ilo cross the Stretching Cube column all the way down to where it ends, in front of a Record. Get the Record using the Rotating Cube, and explore the areas underneath beyond it to get a Purple Safka and Green Safka (there are carpets there to make things easier for you).
cradle
- Have Milo walk forward, pick up the Carry Cube, and set it down in the two-block gap ahead.
- Have Ilo walk forward, pick up her Carry Cube, and set it in the gap on her side next to Milo's Carry Cube. Now Milo can cross the two-block gap.
- Have Milo cross the gap and get a Glowing Cube. Ignore the Light Cube bridge for now and return it back to the other side from where he came from.
- Take the two Carry Cubes and use them and the Glowing Cube to build a bridge as close to the lamppost in the center of the level as possible. You want to start your bridge from the block that is on Milo's side of the gap. If you did this right, as soon as you set the Glowing Cube on the bridge's end, all the Light Cube bridges will now be functional.
- Switch to Ilo and have her make her way across her side of the Light Cube bridges to the end, where a Trapdoor Cube is located. Use it to flip to Milo's side and meet up with him. Along the way you will find the Photograph and the three Safkas, all in plain sight.
dreamer
- Start as Ilo. Search her area for a Photograph you can grab via red carpet and a Flying Cube right next to where she starts.
- When ready, have Ilo approach the Blocker at the far right end of her section. Switch to Milo and grab the Stretching Cube off of the Blocker's head now that Ilo is distracting it.
- Have Milo cross the three-block gap ahead using the Stretching Cube, and look for carpet on his right he can use to reach both a Yellow Safka and a Green Safka.
- After getting the two Safkas, position Milo by the Blocker in the row of columns.
- Switch back to Ilo and have her walk to the other end of her section, where there's a one-block cubbyhole at the end. Drop the Flying Cube into the cubbyhole and ride it up to the ledge above. Get on the ledge and grab the Purple Safka underneath you via red carpet.
- Next, have Ilo chase the Nabber up there. He doesn't have any captive Safkas; instead, you need him for a puzzle. You want to force him to hop along the Blocker and columns (the former Milo should already have him raised up) and land on the button at the end.
- Once the Nabber stomps the button at the end, the plunger it triggers will move a block out of the way that will grant access to carpet that connects Milo's and Ilo's sections, allowing them to reunite.
cosmos
- Switch to Ilo. Find the nearby Rotating Cube, pick it up, and drop it on the ground in Milo's direction so that it will roll up the "hill" over to Milo.
- Have Milo grab the rolling Rotating Cube and use it to go underneath his section, grabbing a Green Safka, a Yellow Safka, and a Photograph.
- Go back up to Milo's original plane. First, have Ilo jump to the other side of her section using the Spring Cubes, then have Milo roll the Rotating Cube back down to her.
- Have Ilo use the Rotating Cube to explore the areas underneath this section of her level; she can find a Record, a Purple Safka, and a Flying Cube (near the Purple Safka).
- Take the Flying Cube and go to the blocks jutting out towards the strange black creature and drop it off the edge. Have Milo use the two Carry Cubes in his area to reach the Flying Cube and ride it down to Ilo.
star light
- Start by having Ilo pick up the nearby Carry Cube and follow the twisting bridge over to a Photograph.
- Use the carpets near the Photograph to continue following Ilo's path till it terminates in an area with a gap with a frowny face in it and a nearby Yellow Safka. Grab the Safka and stay put for now.
- Switch to Milo. Have him go down the twisting bridge here for a Purple Safka.
- Go back and have Milo pick up the Flying Cube, and use it to cross the one-block gap to grab some Memory Fragments and note the Glowing Cube and the Dark Cube bridge. Ignore them for now though.
- Have Milo return to the one-block gap and drop the Flying Cube in it. Switch to Ilo and have her backtrack to her side of the gap, where she can pick up the Flying Cube and leave her Carry Cube for Milo. Take note of this gap as you will have Ilo and Milo exchange several Cubes through it.
- Have Ilo set the Flying Cube on the purple jelly on the white block near the carpet leading up to the gap. Switch to the plane where you got the Yellow Safka via carpet, and ride the Flying Cube to the ledge with the Record. You can also use the Flying Cube from there to reach the trails of the Memory Fragments, but there's nothing of real value over there.
- When ready, have Ilo go back to the gap with the frowny face and set the Flying Cube on it (the frowny face is across from where you got the Yellow Safka, on the same plane). You now have a lift to cross this gap with.
- With your Flying Cube lift in place, have Ilo go back to the one-block gap; have Milo set the Glowing Cube in it so Ilo can take it. If you need Milo to cross the gap first, use the Carry Cube.
- With the Glowing Cube in Ilo's possession, she can light up the Dark Cube bridge in sections at a time, allowing Milo to cross even though the Dark Cube bridge is too big for the Glowing Cube to light all at once. Start by having Milo go down the carpet to the left of his end of the Dark Cube bridge. Have Ilo ride the Flying Cube over to a platform with a frowny face and set the Glowing Cube on top of it. Have Milo walk across the Light Cubes as far as he can; when he's stopped, have Ilo move the Glowing Cube to the frowny face at the dead-end and Milo should be able to reach the other end, grabbing a Green Safka.
- Have Milo back across the Dark Cube bridge in the same way he did working with Ilo, and this time cross it again on the same plane Milo started on. He can now simply walk over all the way around to Ilo.
night time
- Milo is pretty much stuck for now, so have Ilo explore her area. She can find a Yellow Safka on one of the twisting bridges.
- Have Ilo pick up the nearby Glowing Cube and drop it into one of the gaps in the blocks on her platforms. Now Milo can pick it up and use it to cross these gaps on his plane and make it to a carpet at the bend.
- Have Milo leave the Glowing Cube behind for Ilo and follow the path to another carpet bend that leads to a Dark Cube bridge. Have Ilo move the Glowing Cube to a position on her platform that lights up the whole Dark Cube bridge at once.
- Have Milo walk to the end of the Light Cube bridge and get a Trapdoor Cube. Before doing anything else, use it right where you find it to go underneath and get a Photograph.
- Have Milo deliver the Trapdoor Cube to Ilo. Now Ilo can use it to go underneath her section of the level. Do so; you'll find a Purple Safka nearby.
- Have Ilo continue to explore underneath her section of the level. You will find a Rotating Cube at the end of her path. Pick it up and use it right where you find it to get flipped underneath the ledge to get a Green Safka. There's also a Record nearby you can get the same way.
- When ready, stick the Rotating Cube on one of the carpet bends, so that you can get rotated to the white surface of the blocks above where you got the Rotating Cube; you are now essentially at where Milo first started this level. You can use the Trapdoor Cube here to get the Memory Fragments below if you like, otherwise, use any Cube to cross the gaps ahead to reach Milo.
count sheep
- Starting with Ilo, go right and down the carpet bend to get a Yellow Safka.
- Switch to Milo, have him pick up the Flying Cube, and place it in the cubbyhole in front of him. Have him board the Flying Cube.
- Switch to Ilo. Pick up the Carry Cube and drop it above Milo and his Flying Cube. This would be from the topside of the same block that held the Yellow Safka. This action will force the Flying Cube to stop at a level that lets Milo disembark it onto a column.
- As Milo, go down the column using the carpet bend and get the Purple Safka. Set the Flying Cube on the carpet and switch planes. Use it as a lift across the void to the next section.
- Take the Flying Cube and drop it underneath the overhang ahead, then board it. It will rise up and stop underneath the overhang, allowing Milo to disembark into a new section of the level.
- Explore this section of the level for a Rotating Cube. Have Milo use it asap to explore the areas underneath his section for a Record.
- Once ready, switch to Ilo and have her positioned by the Blocker in the center of the level so that he's popped up. Switch to Milo and have him roll the Rotating Cube at the Blocker; it will travel up the Blocker's face onto the column above it and hit the button on top, triggering a Plunger Cube to move a block. Take careful note as to where the block was moved to.
- Switch to Ilo and collect the Rotating Cube as it rolls to her. Use it to explore the areas underneath Ilo; you should find a Photograph and the Green Safka.
- When ready, have Ilo roll the Rotating Cube back at Milo (make sure the Blocker is out of the way).
- Position Ilo by the Blocker again to make it rise, then have Milo roll the Rotating Cube over to the Blocker again, then immediately switch to Ilo. The instant the Rotating Cube starts climbing up the Blocker's face, have Ilo run to the block the Plunger Cube moved. Once the Rotating Cube hits the button, Ilo should be pulled over to Milo's section and can reunite.
lullaby
- First, switch to Ilo and have her board the Muncher. Switch to Milo and have him explore his section for a Carry Cube, a Yellow Safka, and a button for a Plunger Cube. Note the block the Plunger Cube moves.
- You want Ilo's Muncher to ride onto the block the Plunger Cube moves, then have Milo hit the button and drag them to the Plunger Cube's platform. Afterward, hit the button again to move the block back and force the Muncher to run along the length of the platform.
- Have Milo drop his Carry Cube in the gap next to the Plunger Cube. The Muncher will use it as a bridge to the next section; remove the Carry Cube to keep him there.
- Ilo's Muncher will not be able to continue further thanks to an overhang, so have Ilo dismount it onto a Spring Cube. It will launch Ilo onto a new path. Collect all the goodies on it, including a Photograph.
- Ilo's new path also has a second button for a second Plunger Cube. Use it to pull Milo into a new path; have Milo follow it to a Stretching Cube.
- Collect the Stretching Cube and give it to Ilo by having Milo erect it as a column next to Ilo's path.
- Have Ilo grab the Stretching Cube, then go to where you got the Photograph and walk six blocks down, then extend the Stretching Cube in the direction of the Apple Cube ahead. If done correctly, it should divert the Muncher right into it and eat it.
- Watch the Muncher carefully; it will eventually run across the Apple Cube below (remember, it can only eat Apple Cubes from the sides and not from above) over to Ilo, whom can board it again.
- Disembark from the Muncher when it approaches the block with carpets on it, then have Ilo explore and collect a Purple Safka nearby and a Record on the other side of the overhang where she first separated from the Muncher.
- Next to the Record is a Blocker underneath the overhang; you need to get around him to the Green Safka. Just use the Stretching Cube on the gap to the right of the Blocker and cross the gaps over to the Green Safka.
- Now return to the Muncher and have Ilo herd it into the last Apple Cube. The path to Milo is now freed up.
Sebastian's story IV
- You start as Ilo. Head over to Sebastian and hear the final chapter of The Huntsman and the Fox.
- Now approach the Carry Cube and you should find a Blocker underneath it. Wait till the Muncher above steps on the Carry Cube, then make the Blocker pop up so that the Muncher is allowed to climb onto the floor above him.
- Switch to Milo. This level is unique in that there's multiple Plunger Cubes, all of a different color, so you can tell them apart. For now, step on the red button, so you can move a block out of the Muncher's way.
- As soon as the Muncher gets past the block, hit the red button again to seal him in. He will be forced to step on a purple button; take note of the block it moves, and make sure the block is currently in a position where Milo can reach it before performing the next step.
- Hit the green button to move another block out of the Muncher's way, then hit it again as soon as the Muncher is through. This will force him to hit a yellow button that will remove another block. After he does, hit the green button to let him back out.
- The Muncher should now be heading to the purple button; as soon as he turns towards it, hit the red button and run as fast as you can to the block the purple button will move. Once the Muncher hits the purple button, Milo will get dragged over to the Muncher.
- If you did all the above steps correctly, Milo should be able to board the Muncher and ride it back down, unimpeded, to the Blocker Ilo used to push the Muncher to this area. If you botched this, use the Spring Cube to jump back to the red and green buttons and try again.
- Now have Ilo stand by the Blocker and wait for Milo and his Muncher to ride onto it, then step back and let them sink to the next floor.
- Have Milo disembark the Muncher onto the floor above, then have Ilo raise the Blocker again so Milo can grab the Carry Cube on top of it.
- Have Milo climb onto the Muncher again, with Ilo still having the Blocker raised up. As soon as Milo and the Muncher step on the Blocker, have Ilo take one step to the right to lower the Blocker, allowing Milo to disembark on the same floor as the Photograph.
- Now, first get the Muncher out of the way however you wish, then have Ilo raise the Blocker one more time. Have Milo stand on it, then have Ilo step away to send the Blocker back down and let the two reunite.
robot kingdom
- The robot Sebastian mentions here is Josef from Machinarium. Note that this level is comprised of 9x9 square blocks, and the key here is for both Ilo and Milo to navigate around as they attempt to reunite.
- Start with Milo. Search the 9x9 block he starts on for a Glowing Cube. Set it right down next to the Dark Cube bridge, just above it. It should be able to light up at least the first turn ahead on the Dark Cube bridge.
- Get underneath the Light Cube bridge using the carpets on your starting 9x9 block island and follow the Light Cubes to another island that holds a Rotating Cube.
- Go back to the first 9x9 block island and use the Rotating Cube and the Glowing Cube to build a simple bridge to the next island over (Cubes can be placed on the end of Rotating Cubes).
- Once on this island, explore if you wish, then build another simple bridge to the island where you got the Rotating Cube. Take the Glowing Cube with you and set it somewhere on the island where it can light up the entire Dark Cube bridge at once, giving you access to a remote 9x9 block island in the corner.
- Take your Rotating Cube and make your way underneath the Light Cubes to the remote 9x9 block island. Roll the Rotating Cube so that it lands on the green button there and keeps rolling around the island to hit a hidden yellow button underneath. This action will let you cross over to the other islands in Milo's area.
- Find the block the Yellow Plunger Cube moves and use it to get pulled to a new 9x9 block island. Search it for a Photograph.
- From this island, search for the block the Green Plunger Cube moves and use it to ride to the next island. There's a Flying Cube here. Collect it; now all you need to do is get Ilo into position.
- Switch to Ilo. Search the 9x9 block island she starts on for a red button for a Red Plunger Cube and a Rotating Cube. Find the block the red button moves and note it.
- Stand next to the red button and face in the direction of the block the red button moves. Roll the Rotating Cube at the block, then when it lands on the block the red button moves, hit the red button to send the Rotating Cube to the 9x9 block island next door. It should keep rolling when it's over there, right onto a purple button, allowing Ilo to ride the block the Purple Plunger Cube moves to a third 9x9 block island.
- Search the third 9x9 block island for Memory Fragments and a Carry Cube, then make your way back. Wait for the Rotating Cube to roll onto the block that the red button moves, then hit the button to bring the Rotating Cube back to you.
- Collect both Cubes and use them to build a simple bridge to the 9x9 block island with the purple button. Use the two Cubes to access a face on this island that has a Flying Cube (set the Carry Cube, set the Rotating Cube next to it, then rotate Ilo until she can grab the Flying Cube).
- Now you need to build a path to Milo's island in the distance using all three Cubes. Start by moving Ilo onto the face of her 9x9 block island so that Milo's island is "above" her.
- Now, from the face of Ilo's island that she's currently on, drop a Carry Cube off of the edge closest to Milo. Next, build a bridge to Milo's island starting with the Carry Cube, then the Rotating Cube, then finally the Flying Cube on the end of your bridge.
- Now have Ilo climb onto her bridge and let the Rotating Cube flip her upside down, then stand on the underside of the Flying Cube; if you did this all correctly, Ilo should be perfectly parallel to Milo's island when the Flying Cube goes down, however, she's too far away to reach Milo.
- Milo will have to cover the rest of the distance with his Flying Cube. Stand on the 9x9 block island face perpendicular to Ilo and set the Flying Cube. Switch planes to the one parallel to Ilo and stand on the Flying Cube. You want the two Flying Cubes to meet each other in mid-air, which will reunite Milo and Ilo. If they aren't, go back and reset the Flying Cube so that its flight pattern is timed to match Ilo's Flying Cube.
space flight
- This is the only game with no collectibles at all in it, including no Photographs. That's just as well, because this one is very confusing. The reason why is that the "floor" is actually almost completely comprised of Cubes, which means you build the level in real-time. To make things simpler, you should just concentrate on getting Milo on top of the stack of regular blocks over by Ilo.
- Start by having Ilo build a bridge to the Flying Cube in the distance using the Carry Cubes available.
- Once you get to the Flying Cube, pick it up and drop it underneath the row of Carry Cubes Milo is sitting on, so that the Flying Cube bumps up against a single Carry Cube above.
- Switch to Milo; as a helpful hint, try not to mess with his Carry Cubes too much. Have Milo walk to the center of the "Cube cross" he starts on; there's actually a Trapdoor Cube there. Use it to flip to the plane underneath.
- Once you've flipped Milo using the Trapdoor Cube, have him pick up the Flying Cube and put it down in front of the stack of regular blocks in Ilo's section.
- Flip Milo again using the Trapdoor Cube. Pick up any one of the Carry Cubes on the tips of the "Cube cross" and get onto the Flying Cube; use the Flying Cube to get on top of the two-block stack. You are halfway there.
- Switch to Ilo. As before, have her drop the Flying Cube underneath the row of Carry Cubes Milo was standing on before. This time you want the Flying Cube to line up with the two-block stack Milo is standing on.
- If done correctly, Ilo should bump her head against the row of Carry Cubes above and be perfectly parallel with Milo. Have Milo use his Carry Cube to reach Ilo.
platform 2
- This is the final level; it starts as soon as you click the arrow with the train image on it in Chapter 4. It's pretty massive but for the most part straightforward as there's no need for cooperation between Ilo and Milo for this level.
- First up is Ilo. There's a Muncher hidden in the level that is operating the two Plunger Cubes ahead of you that are passing back and forth a block between each other. Wait for one of them to send the block your way, then pick up the nearby Glowing Cube, attach it to the side of the block, and stand on it. When the Plunger Cube tows your block back to it, you should be able to avoid the overhang in your way.
- Ahead is another dual-Plunger Cube device operated by a Muncher. Let it pull the block close to you, then set the Glowing Cube right on top of it. With the Glowing Cube sliding back and forth, you should be able to cross the Dark Cube bridge as it lights up portions of it at a time.
- Follow the linear path ahead after crossing the Dark Cube bridge. Ahead are two more Plunger Cubes operated by a Muncher, each with their own separate block.
- Pick up the nearby Stretching Cube and step on the first plunger-operated block. Drop the Stretching Cube forward and use it as a bridge to to a second Stretching Cube.
- Pick up the second Stretching Cube and fire it at the second plunger-operated block. Now you can climb over to it to the exit ledge.
- Follow the linear path to a train/airplane combination vehicle. Just pick up the Record and hop into the seat available to Ilo. Leave Ilo there; it's now Milo's turn.
- Switch to Milo. Pick up the nearby Carry Cube and let the nearest Snatcher steal it and throw it on the Blocker. Afterward, stand by the Blocker to raise it up, letting the Muncher cross the gap.
- Move forward and repeat this process basically; grab the next Carry Cube, let the second Snatcher toss it on the second Blocker so that the Muncher can cross. The Muncher will hit a button that will open the way forward.
- Continue onward down the long path to the next section. Use the two Carry Cubes you find to make your way to the right towards the lone block with the carpet bend.
- At the carpet bend, pick up a Carry Cube and switch planes. Put it aside for now, then switch back to the previous plane, get the second Cube, then switch planes again and start building your bridge upwards. Make your way up using the two Carry Cubes.
- You will repeat the above process for the next three carpet bends; after the third one, you should be able to reach another long path filled with Memory Fragments.
- The long path leads to two Spring Cubes that will vault you into the next section; a maze comprised of Spring Cubes. Follow these steps to go out: go directly to the right from the carpet bend that leads into the maze to the Spring Cube there. You will get bounced three times to the right to the edge of the maze. From there, go up once, left once, down until you stop, left until you stop, then up until you stop. You should land right next to a Spring Cube to your right; step on it to get bounced to the right once, then go down until you stop, then left once, then finally down until you hit the exit and leave the maze.
- After Milo leaves the Spring Cube maze, he will come across the train-plane; hop in to end the level (assuming Ilo has already boarded).
