South world · Left branch · Board 6

The collision that opens both teleporters

Build receiving positions, then create the last turning stone with a timed collision.

A long dock on the left faces an island of round stones and a crate-side current on the right. Two glowing blue teleporters wait on a tiny platform below.
A long dock on the left faces an island of round stones and a crate-side current on the right. Two glowing blue teleporters wait on a tiny platform below. Enlarge image

Is this your board?

A long dock on the left faces an island of round stones and a crate-side current on the right. Two glowing blue teleporters wait on a tiny platform below.

If your layout differs, compare the other boards before following this route.

Two-sailor notation

A = the original sailor from Level 1. B = the companion introduced in Level 2. Left, right, up and down refer to the pictured board.

Choose how much help you want

Stop after any hint. The complete route and later-state picture remain hidden below.

Hint 1What to notice

The first exchanges deliberately leave a row of three submerged stones. Keep a later stone movable.

Hint 2What to set up

After the row is built, B must step away from the next return throw.

Hint 3The decisive move

The last collision uses opposing throws. B launches left after A’s right-moving stone travels two squares.

Open the full routeSolution spoilers and the target state
  1. Create the first submerged point

    Place B left of the upper-left stone. A throws right; B catches it. A then moves left.

  2. Extend the row to three

    B throws the upper-left stone left to A; A returns it right for B to catch, leaving a point left of the first. A moves left again. Repeat with the middle-left stone to complete a row of three.

  3. Leave a movable stone

    B sends the bottom-left stone left across the row to A, then moves right out of the return lane. A sends it back right so it stops on the leftmost foothold.

  4. Line up the opposing throws

    B moves the top stone three left and up, one row above the submerged row, then sends it left to A. Move the remaining stone three left and two up, opposite the last stone.

  5. Time the collision and leave

    A throws right. After that stone travels two squares, B throws left. They meet one tile from the right bank. B stands above the usable submerged stone and pushes down, releasing the pads left and right. Both sailors board and reach the paired teleporters.

The three-stone foothold lets B set up the last opposing throw.
The three-stone foothold lets B set up the last opposing throw. Enlarge image

Check your result

The early submerged row is three stones long. The final collision adds the turning point near the right bank, rather than extending the row at its far end.

If your attempt went wrong

Separate setup mistakes from timing mistakes. If the row is correct, undo only B’s timed opposing throw; use the two-square travel cue instead of guessing seconds.

Watch the original move-by-move demonstration ↗

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Use directions relative to the board image. Where timing matters, use your game's current slow-time binding. Launch-layout route; the October 9 update changes some South-world checkpoints.

Further reading: Game Rant's South-world walkthrough. Hint wording and route explanations by Sinking Star Hub. See how to report a mismatch.