recursal/Fanatic-Fandom huggingface dataset:
Enter The Infinity

**Enter The Infinity** is Level 06 of Familiar Land.

Its width is 15, and its height is 8.

## Initial Rules

* Move right once so that  is still blocked below by s but  can move down into the empty area at the bottom right.
* With  in the bottom-right empty area, move right until  is no longer above a .
* Move down, right, up to separate  from .
* Move right several times: the text moves, but not . Stop before  reaches the rightmost column.
* Move down, left, up to re-form .
* Move left, then repeat the down-right-up, right, down-left-up sequence so that  is to the left (and several rows below) .
* Move up so that  is to the left of  on the same row, then move  around the squares into the bottom left empty area.
* Move  to the left of the bottommost . When a move down disrupts , move up to compensate.
* Move right until the bottommost  has an empty square to its left, then move up so that it has two empty squares below.
* Move down-right-left-up to move the bottommost  one column left of , with  just below it.
* Move up to form , then left until  is above a  but  isn't.
* Move down, right, right to form  vertically, then move down twice.
* Move up twice, left, down twice to form .

### Solution 2

* Push  above , then form .
* Move right five times, then down-down-right-up-up to overlap  and .
* Move down to push  down, breaking .
* Walk  into the bottom left area and extract .
* Form  vertically:
	+ Form  in addition to  so that there is empty space above .
	+ Move down-down-up-left-down-down to form .
	+ Move  against the right edge of the level.
	+ Move left to form .
* Form . Push  up then replace  with .

### Solution 3

* Form  vertically.
* Move  down into the empty space, then move everything all the way to the right.
* Use  to extract the lower . Whenever you have to move down, move up again to re-form .
* Move right a few times then up a few times to make .
* Move down, up, right, up, then right twice. This makes  with  above the .
* Move down-up three times, down three times, then left twice. This makes  vertically with  left of .
* Move up-left-down-right two times. Now  is right of .
* Move up twice, right twice, down twice, then right to form .
Blockade

**Blockade** is level 07 in Flower Garden.

## Solution

### Solution 1

This solution does not use the , as it is unnecessary. (The final rule will activate before you SINK.)

* PUSH the  so that it is in the same column as the leftmost .
* Break  and move  past the rock to place it right above .
* PUSH , , and  individually past the rock up to form  vertically in the column next to , placing  on the same row as .
* SINK the  into the lower-left block of .
* Form  – this allows you to stand on and cross the water to WIN.

### Solution 2

* SINK the  in the only accessible .
* Position the  1 tile below the space you just sunk.
* PUSH  up the , such that  is on the top row of .
* Form , then walk right.
* SINK the  into the lower-left block of .
* Form  – this allows you to stand on and cross the water to WIN.
Evaporating River

**Evaporating River** is level Extra-6 of Solitary Island.

Its height is 8, and its width is 15. On mobile its width is 13.

## Solution

* Form  horizontally such that only  (the word, not the item) gets sunk.
* PUSH the  into the leftmost .
* Form  vertically.
* Form , and WIN.

## Trivia

* In prior versions of the game, this level was numbered as level 12. It was changed in version [somewhere around 419 - needs checking].
* In version 461, this level is rendered impossible due to a bug.
Familiar Land

Familiar Land is the first subworld in the New Adventures levelpack. It introduces new mechanics made possible with words already introduced in the game, with a few occurrences of directional , and .

## Levels

There are 20 levels in Familiar Land, with 8 being needed to complete the subworld.

* 01 - Baba Needs Friends
* 02 - Briar Chute
* 03 - Bare
* 04 - Cloud Apartment
* 05 - Tangled Passage
* 06 - Enter The Infinity
* 07 - Flight Academy
* 08 - Moonrise, Sunset
* 09 - Treacherous Wetlands
* 10 - Sideways Fireplace
* 11 - Matrix
* 12 - Skull Pile
* 13 - Treehouse
* 14 - Silly Trick
* 15 - Monstrous Walls
* 16 - Tropical Weather
* 17 - Parakeet Bouncer
* Extra 1 - Flight Academy 2
* Extra 2 - Flight Academy 3
* Extra 3 - House House

## External links

* Familiar Land in *Baba is Hint: A Spoiler-Free Guide*
Double Insulation

***Double Insulation*** is the 15th level of the Museum of Revisions. It is an early design of the *Insulation* level in the main game.

Its width is 22, and its height is 14.

## Solution

* Push  so that he is facing sideways.
* Form  and .
* Lure  down by walking into him from below.
* Touch the  by
	+ using the gap  creates in the wall, or
	+ walking through the wall when  breaks .

## Trivia

* This level contains two s that read:
	+ "As can be guessed,  was one of the the most complicated words to design levels around. I added the second layer of insulation after failing to implement the idea in just one."
	+ "However, this layout was aesthetically unpleasing and felt clunky. Eventually I returned to the level concept and (I think?) managed to set up the idea with just one layer."
BRICK

is a Noun with no special or stereotypical properties. It is mostly used as a background object.

## Appearance

A  is used as ornamentation. It looks like a type of floor made with brown brick.

## Appears in Levels:

### Main game

**Map**

* Off Limits (object only)

**The Lake**

* The world itself (object only)
* Affection (object only)
* Pillar Yard (object only)
* Brick Wall (object only)
* Lock (object only)
* The Lake (object only)

**Temple Ruins**

* The world itself (object only)
* Tunnel Vision (object only)
* A Present for You (object only)
* Unreachable Shores (object only)
* But Where's the Key (object only)
* Perilous Gang (object only)
* Double Moat (object only)
* Walls of Gold (object only)
* Further Fields (object only)

**Forest of Fall**

* Rocky Road (object only)
* Crate Square
* Not There (object only)
* Even Less There (object only)

**Deep Forest**

* The world itself (object only)
* Toolshed (object only)
* Patrol (object only)
* Lovely House (object only)
* Skull House (object only)
* Supermarket (object only)

**Flower Garden**

* The world itself (object only)
* Ruined Orchard (object only)

**Volcanic Cavern**

* The world itself (object only)
* Tour (object only)
* Peril at Every Turn (object only)
* Pillarwork (object only)
* Mouse Hole (object only)
* Torn Apart (object only)
* Vital Ingredients (object only)
* Backstage (object only)
* The Heist (object only)
* Join the Crew (object only)
* Automaton (object only)
* Tunnel (object only)
* Coronation (object only)

**Mountaintop**

* Solitude (object only)

**???**

* Parade (object only)

**Depths**

* Fireplace (object only)
* Hidden Relic (object only)
* Buried Treasure (object only)

**Meta**

* One-Way Entrance (object only)
* Breaking And Entering (object only)

### Museum

**The Museum**

* The world itself (object only)
* Welcome to the Museum! (object only)
* Warning! (object only)

**Museum of Revisions**

* The world itself (object only)
* Baba Fields (object only)
* Even Less There (object only)
* Toolshed (object only)
* Cranny
* Settlement (object only)
* Settlement 2 (object only)
* Orchestra Pit (object only)
* Majestic Columns (object only)

**Museum of Unused Levels**

* Moss on My Doorstep (object only)

### New Adventures

**New Adventures!**

* The world itself (object only)
* Baba's Home (object only)
* A Simple Maze (object only)
* Boom! (object only)
* Demolitionwork (object only)

**Familiar Land**

* Silly Trick (object only)

**Land of Delicacies**

* The End (object only)
* Last Snack (object only)
* Lastest Snack (object only)
* Mixed Identity (object only)

**Land of Oddities**

* The world itself (object only)
* Mimicry (object only)

**Babarcade**

* Darkish Dungeon (object only)

**Starry Lands**

* Under Lock and Key (object only)

**Land of Vehicles**

* Log Cabin (object only)
* Clockwork Ghosts (object only)

**Land Land Land**

* Time Travel (object only)
Concrete Goals

**Concrete Goals** is level 07 of Deep Forest.

## Solution

* Make .
* Move  out of the way and then push the  four tiles left to win.
	+ so you can't move into it, but there is nothing preventing the  from moving into you.
	+ If you push left on to a , the  shifts it back right at the same time; effectively letting you walk into it even though it's .

You can, in fact, skip moving  out of the way. In that case, pushing  left will also push  and you'll still win in the same manner.
Aaaa

* In game
* Normal sprites

**Aaaa** is a level in Land Land Land.

In this level, all the sprites are replaced with .

## Solutions

* Move down to see which square you are.
* Exit the enclosure through the opening at the middle of the bottom wall.
* The 3 vertical blocks you're pushing down are . The horizontal blocks below are . The isolated block at the top is .
* Form  or .
EMPTY

EMPTY is a special noun introduced in Empty that applies to any space that is not occupied by an object, regardless whether they have rules present in the level.

## Properties

* does not include , though  does.
* in a condition (e.g ) refers to both  and .
* Objects can be transformed into , which removes the object.  and  work in the same way.
	+ LEVELs cannot; instead, it destroys the level.
* Empty tiles do not have a direction. If a direction is needed for anything, it is selected randomly.
	+ The exception is when there is an explicit direction rule (e.g. ) in which case the transformed objects face the direction of this rule.
	+ Empty tiles are the only object not to have a persistent facing direction. Their direction will re-randomize after their direction stops being specified.
	+ There is a glitch where if empty tiles are given a visual condition based on a SEEING condition. This has the effect of causing a error message each time the effect tries to occur, and not performing the effect. If it is transformative, and the empties are conditionally given a direction this is each turn and it disables all object interactions that would be affected by float. When the player presses undo, it will return the player back to one or two steps before the statement was formed, with any objects that were moved during the glitch period remaining in the place they were moved to.
* Objects cannot be ON **EMPTY**, which also stops properties like  from working.
	+ can be ON **EMPTY** (or having the empty be two properties), which allows  (or  overlap check) to work.
* Empties recalculate position after every one space movement step, making it impossible for empty to reach over a line of BROKEN objects, or to have more than one empty on a single space.
* functions, but is relevant only in / interactions or interactions between LEVEL and **EMPTY**.
* does not function, though an object can REVERT back into **EMPTY** or become empty via BACK.
* does not change the camera angle, nor does it make the player control EMPTY. However, **EMPTY** being 3D reacts to  and .
* Empty does not stop objects from  one another when properties like  are applied.
* Empty spaces can have collision or be moved which will act as any other object that is also instantly replaced

## Appears in Levels:

### Rocket Trip

* Empty
* Lonely Flag
* Babas Are You
* Horror Story
* Bottleneck
* Guardians
* Sky Hold

### Meta

* Booby Trap
* Hidden Path
* Power Generator

### Unused Levels

* Separated by Liquids
* Unused
BLOSSOM

Not to be confused with the Collectible of the same name.

The blossom is the object that all  transforms into after  is activated. It is also used as a decoration in Meta and Null.

## Properties

* **BLOSSOM** has no special properties before  is activated. It is included in .

* When every **BLOSSOM** has been removed from the level after they have been activated, (not necessarily requiring collection) the ending cutscene and credits plays.

* A **BLOSSOM** placed in the level before the activation of  will still be activated when it triggers.

* An activated **BLOSSOM** can be collected by whatever object activated  if they overlap. Note that this object does not need to remain  in order to collect blossoms, and destroying or converting this object will cause repeated lua errors.

* A collected **BLOSSOM** will fly over to whatever  object was triggered, and then destroy itself. Note that this object does not need to remain  in order to have **BLOSSOM**S fly over to it, and destroying or converting this object and then collecting a blossom will cause repeated lua errors.

* When a collected **BLOSSOM** reaches its target, its destruction triggers . Note that this is slightly buggy, and depending on the direction the **BLOSSOM** flew, the object dropped with  can end up in slightly different places.

* If a new **BLOSSOM** is created after they have already been activated, it is instantly collected and will start flying to its target.

* If a **BLOSSOM** is converted while it is flying to its target, the converted object will usually end up being placed off the tile grid. Off-grid objects may not move (as there are no valid spaces around them to move to) and they can only interact with objects that are off-grid in the exact same way. This makes them practically not there, but it is still possible to make them useful (like by making one drop an object with , which will round the dropped object to the nearest tile.)

* Activated **BLOSSOM**S are a form of "super-float" in which they float higher than regular  objects, not even allowing  objects to interact with them in properties that require objects to be the same height.

* Activated **BLOSSOM**S may be ED back into text. Note that doing this will trigger the ending cutscene and credits unless there is a blossom that did not originate from  in the level.

* If an activated **BLOSSOM** is moved horizontally, the position of its sprite will not change. This is only visual however, and the physical **BLOSSOM** is actually moved.
* **BLOSSOM**S seem to have strange collision compared to the other objects within the game, as it is possible to clip through them and not collect them by using the arrow keys and WASD at the same time.

## Appears in Levels:

* Meta (object only)
* Null (object only)
* A Way Out? (object only) (after activating the normal ending)
Crushers

***Crushers*** is level 03 of Depths.

This is the first level where winning is not difficult, and instead the main goal is to transform the level.

## Solution

### Win

* Break .
* Walk on the .

### Level Transform

There are many variations on the method to transform this level. Below are two.

#### Solution 1

* Push the  above  to the right, then push  up.
* Push the  in  up.
* Form .
* Free , destroying an .
* Break , and push  two tiles to the right.
* Push  to the right, and bring  past the .
	+ Alternatively, use  to move the .
* Stack  on  and form .
* Shove  upwards onto a  to get it out of the way.
* Place  facing upward into the shaft, on the .
* Form , and wait for the stack to reach the top.
* Break .
* Form .

#### Solution 2

* Push  up, and  right 2 tiles.
* Stack  and form .
* Form , idle a turn, then push  up the shaft.
* Form , all facing up.
* Push  into the empty space.

### Multitransform

This level can be turned into 6x of every object in the level including text, but  and , as well as making more than one of anything, do nothing in Depths, and  and  are detrimental.

* Break  as above.
* Place any text in the gap covering the .
* Form , breaking it once  is directly to the left of the text you placed previously.
* Break .
* Stack objects as necessary for a more impressive transformation.
Crumbling Floor

**Crumbling Floor** is level Extra-1 of Deep Forest.

## Introductory Concepts

This is a remix of level 09 - Moving Floor. You have one fewer 'IS' and the bugs are slightly rearranged.

## Solution

* Push the two s down past the lower  (one ending up on the , and one below the s. Having the  down there lets you walk past the  without being trapped in the alcove).
* Push  to the right.
* Push  in a row horizontally across the upper , so that  ends up on the bug,  is on the  and  is in the alcove.
* Scoot around, push  down and into the other alcove and make .
* Touch  to win.
Broken Expectations

**Broken Expectations** is level 14 of Volcanic Cavern.

## Solution

* SHIFT  to the left, and break  by passing through .
* Break .
* Walk through the  to form .
* Form  in the open area.
* SHIFT the other  into : .
* Form  (and ).
* Use either of the freely available TEXT to OPEN the . Alternatively, make  for the  to OPEN itself.
ERROR

Not to be confused with the Level of the same name.

* If **X IS ERROR**, X vanishes as if **X IS NOT X**. This is still cancelled by **X IS X**. ERROR is a special noun.
* Objects cannot be named ERROR manually in the editor.
	+ In some old vers, ERROR could be named.
* Creating an object that doesn't exist will create an error object, which is not included in ALL and thus can't be referred to.
Connector

**Connector** is level 05 of Mountaintop.

## Initial Rules

* Push  directly to the left of the rightmost individual , then create  vertically adjacent to it and use  to push  into place to create .
* Move  onto the  to open it.
* Move  to push  together.

### Solution 2

* Extract  as in the solution above.
* Form  horizontally with  two tiles above the .
* Form  vertically without moving the .
* Walk up once, then right once, then WIN.

Note: This solution can also be mirrored, with  below the  instead of above.
Midnight Meeting

**Midnight Meeting** is level 23 of Land of Vehicles. It features both FEAR and PHANTOM, appropriately involving a .

## Solution

### Solution 1

* Form  and .
* Walk to the  to turn into a .
* Go above  and FEAR-push it to form .
* Go under  and FEAR-push it up, then around to replace  with .
	+ Alternatively, FEAR-push  down and to the right, then  up twice.
* Go to the  to WIN.

### Solution 2

* Form  and .
* Walk on the  to turn into a .
* Use FEAR to push  and  to the same row as , then push them past the  to get them to the open area.
* Push  up, then left to form  and WIN.

### Solution 3

* Form  and .
* Walk on the  to turn into a .
* Use FEAR to push  down, then  right, then  left and up to make .
Advanced Linguistics 1

**Advanced Linguistics 1** is level 19 of New Adventures!.

## Solution

* PUSH the s back and forth so that they point to each other with an empty tile in between.
* Break .
* Put  on one  and  on the other.
* Form  for one turn to make .
* Form . Now, each time  moves in one direction, it moves two tiles at a time, jumping over the intermediate tile. You can move a single tile in the same direction as the previous move by IDLEing.
* Go to the , making sure to step on the  and not on the .
END

END is a property. It behaves similarly to WIN, in that when a -type object overlaps an  object, or is an  object, it WINs the level (except in the main game, where it doesn't count as a normal win). However, this win also counts for the levelpack as a whole, playing the credits after the victory screen (if available) and returning the player to the main menu. A  stamp is also added to the pack in the corresponding save file.

In the main game, when **END** is activated, undoing is disabled, all the text starts to shake, and text is no longer interactable through commands such as , , or . After about 4 seconds, all the text turns into s, and all s are activated. Once all the s are collected, the game's ending sequence plays, and the  stamp is added accordingly. See BLOSSOM for details.

* If  is not in the level's object list, the ending sequence plays immediately instead. This only occurs if the pack is modded or if the base game is edited.
* Forming  in the main game (which is only achievable by editing the level through debugging) does not **END** the level for some reason: instead, on each turn, the objects that are YOU will release yellow sparkles, similar to when the level is won.

In standalone custom levels, **ENDing** a level gives the level a special "**END**" stamp in the level selection menu, but not the  stamp, which is given for WINning the level.
Endless Corridor (Museum)

## Endless Corridor

***Endless Corridor*** is the 16th level of the Museum of Revisions. It is an early design of the *Endless Corridor* level in the main game.

Its width and height is 18.

## Solutions

### Solution 1

* Form  and push the  against the wall above the .
* Form  by pushing the  text to the right.
* Push the  text back onto .
* Touch the  to win.

### Solution 2

* Form . Shift the s on the left down and move the  to the left of .
* Form  by pushing the  text to the right.
* Form  by pushing the  text to the right.
* Touch the  to win.

## Trivia

* This level contains a  that reads: "Yuck! The general concept of the level can be seen even in this initial version, but this implementation requires a \*lot\* of shuffling about. Not ideal. Sorry."
FALL

is a property that, when applied to an object, causes it to instantly move downward until it lands on a solid object or the edge of the level.

This is considered special movement and does not PUSH, PULL, or SWAP objects.

## Directional falls

Fall has variations with directions attached to them. They work as normal fall does, but in different directions. **FALLDOWN** is typically identical to , though "FALLDOWN" does not work as an alias when spelled with letters.

## Additional properties

* makes the entire level fall a single screen per turn.
* Objects fall one at a time. If a stack of solid objects fall, they will fall separately into a stack based on update order.
* Two **FALL** properties with opposite directions cancel each other out.
	+ Directional **FALL** properties stack - if there are different amounts of opposite **FALL** direction properties, the more numerous property is applied.
* Collision checks are checked for each movement while falling, except for .
* Conditions for  and  are checked for every tile of movement while falling.
* It is possible to Infinite Loop from falling if too many fall direction iterations must be done. Note that this does not involve it actually being an infinite loop; simply making it take long enough suffices.
* prevents other objects from falling off the HOLD object, but will not prevent objects from falling past it.

## Appears in levels

### Base game

#### Rocket Trip

* Please Hold My Key
* Aiming High
* Trio
* Platformer
* The Pit
* Heavy Words
* Heavy Cloud

#### Volcanic Cavern

* Pillarwork
* Backstage

#### ABC

* Stardrop
* Meteor Strike

#### Meta

* Avalanche
* One-Way Entrance
* Bramblevine
* Acrobatics

### Museum

#### Museum of Revisions

* Majestic Columns
* Backstage
* Maintenance Tunnel
* Orchestra Pit
* Fallen Words

### New Adventures

#### Babarcade

* Baba Invaders() (hidden)
* Gravity Chamber(,,,) (hidden)
* Jump Up, Babastar() (hidden)

#### Familiar Land

* Cloud Apartment()
* Moonrise, Sunset(, )
* Sideways Fireplace(, )

#### Land Of Oddities

* Supply Route()
* Waiting For You()
* Abduction!()

#### Starry Lands

* Outreach()
* Shiny Ladder()
* Sun Boulevard()
* Milky Way()

#### Land Of Vehicles

* Hangar()
* Written In Stone()
* Antigravity()

#### Land Land Land

* Secret Clearing()
* Private Garden()
* Garden? What Garden?()

### Unused Levels

* Majestic Columns
* Orchestra Pit
* Fiery Pit
* Boilerworks
* Backstage - Old

## Trivia

* In older versions,  and  were depicted as  rotated 90, 180 and 270 degrees respectively, as seen in this tweet.
Cleaning Service

***Cleaning Service*** is level 01 of Depths.

## Initial Rules

### Skull

* Do the solution above. When forming , keep 2 spaces between the rule and the right wall.
* Form , then .

Note: After all the walls are destroyed, the level can be transformed into any three of skull, skull, door, and [baba/door]. This does not significantly impact Depths.
Colours

Colours are properties that change the visual colour of an object. They do not actually impact the object's behavior.

The colours are .

Only  appear in the base game levels, with  appearing in New Adventures. The rest are exclusive to the editor.

## Additional properties

* Multiple colours can be applied to objects. If an object has multiple colours, it cycles between them in a predetermined order. Multiple of the same colours do not stack.
* For a , colour is applied to the background.
* Since colours are properties, they can be used with  to differentiate between multiple of the same object without affecting its behavior. (For example: )
	+ This can be useful in level creation if  and any other purely visual properties already serve other purposes, if particle emission is undesired as it draws attention, or if a creator wants to use rules to create easily identifiable status effects without their representation having a specific implication. (For example, using  for a faster, angry  whereas no other visual only property suggests anger.)

## Appears in levels

**Base Game**

* Poem ()

**New Adventures**

* Colourful Cavern ()
* Seasick ()
* Darkish Dungeon () (hidden)
* Teamwork Is A Must () (hidden)
* Jump Up, Babastar () (hidden)

## Trivia

* In the editor, the colour an object becomes when the corresponding rule is made matches the color of the Text's active color, except for .
FENCE

FENCE is a noun introduced in Hop. It is a themed obstacle like WALL, CLIFF, and HEDGE. It is often paired with STOP.

## Appears in Levels:

### Forest of Fall

* The world itself (object only)
* Hop
* Jump
* Not There
* Even Less There
* Dead End
* Scenic Pond
* Deep Pool
* Skeletal Door (object only)

### Flower Garden

* The world itself (object only)
* Condition (object only)
* Sorting Facility (object only)
DONE

is a remove-type property. If something is , the object flies off into the air and is removed.
If  is formed, a secret ending is played.

* only plays the ending in the main game. In custom levels, it WINs the level and gives a special stamp. In levelpacks, it also boots you back to the main menu.
	+ The specific trigger to have this occur is to have an all is done rule, even if inactive due to a condition, and to done at least as many objects as there are total objects in the level (only counting the ones that are in all). For this purpose, done stacks.
* Forming  in the main game also causes  to be **DONE** as well. In custom levels and levelpacks, however, the rule behaves like every other  rules and text remains on the screen.
* Forming  with conditions (e.g. ) will trigger the **DONE** ending in the main game if every object on the level fulfills said condition (e.g. every object is NEAR a ). In custom levels and levelpacks, this WINs the level.
* is unaffected by  and does not trigger , as it doesn't actually destroy an object.
* has the visual effect of every object in the level flying up as if it was , but actually behaves as expected (essentially destroying the level).
* interacts in few unexpected ways with :
	+ If all objects that were  are , game switches back to 2D perspective. This differes from other ways of destroying  object (e.g.  or ), which leave first-person view active.
	+ 's destruction effect plays relative to the screen, making it appear above everything in 3D view and rotate with perspective.

## Trivia

* In past versions of the game,  was strange in the order of operations, in which objects were tagged as being done and then only later actually removed. This caused lua errors to interrupt an undo midway through.

* In builds 29 to 36,  would instead just spin the object around instead of flying up.
Crate Square

**Crate Square** is level 06 of Forest of Fall.

## Introductory Concepts

This level is the only level in the game to have the  text inside, however bricks in their object form are present in other levels as a decoration.

## Solution

* Make a line of 4  directly to the left of the , using some careful maneuvering to not move the .
* Push  left, pulling the / at the same time, which breaks the rule  at the same time as you pull the melty  on to the .
* Move the boxes out of the way and pull the  off the .
* Push the  to make  no longer PULL.
* Touch the  to win.
3D

3D
--

Whenever an object is 3D, the entire camera turns into a third person view of what that object sees, and it can be controlled. It also has all interactions that  has with other properties.

When more than one object is 3D, one object will be "selected", which is the one that point of view goes from. Down switches the selected object, left and right turn it, and up moves forward.

The "main characters" (Baba, Keke, etc.) seem to take camera priority over basic objects (lava, wall, etc.) when two or more objects are 3D.

## Properties

* occurs at the same time as  and thus can stack text with it.
* , do not change the camera in 3D, nor allow the player to control them (including innerlevels!). However,  still interact with .
* If an object is  and  at the same time, moving when it is the actively selected character will cause upward movements to move you up and left/right movements to move you down. The most likely explanation is that, when you press left,  makes you face left, then  turns you to the left to face down, then  makes you move forward.
* When an object is , pressing down disables movement from all sources for that turn.
* In the 3D view, Objects with a z-layer of 10 or lower display as a floor tile, 11-15 as a wall tile, 15-20 as a simple sprite and 21+ don't get placed in the 3d view at all (they appear in front of the 3d view).

## Appears in Levels

#### New Adventures!

* A Simple Maze
* Another Simple Maze
* Baba Twins
* Hedge Maze

#### Babarcade

* Darkish Dungeon
* Teamwork Is a Must

## Trivia

* When this property was first added to the game, it was named "debugtest" as it was supposed to be a secret. This didn't last very long, as a modder quickly discovered the property and shared it on Discord.
* After getting a sprite and a proper name, it was initially colored Light Pink/ROSY
Even Less There

**Even Less There** is level Extra-2 of Forest of Fall.

This is a remix of level 10, Not There.

If the player plays this level before Catch, it introduces the concept of using  to invert a noun.

## Solution

### Solution 1

* Form .
* Form .

### Solution 2

* PUSH  to an edge.
* Using , PUSH  another space to the side.
* Reform .
* Form  while standing on a .
BIRD

Introduced in Love at First Sight, **BIRD** is a Noun with no stereotypical or special properties.

## Appears in Levels:

### Main game

**Mountaintop**

* Love at First Sight
* Solitude
* Seeking Acceptance

**Meta**

* Adventure (object only)

### New Adventures

**New Adventures!**

* Seeing Double
* Seeing Trouble
* Conclusion (object only)

**Familiar Land**

* Flight Academy
* Flight Academy 2
* Flight Academy 3
* House House
* Parakeet Bouncer

**Land of Oddities**

* Waiting for You
* Mimicry
* No Duplicates
* Deep Doors

**Starry Lands**

* Sun Boulevard
* Milky Way

**Land of Vehicles**

* Electricity
* Alpine Meadow
* Log Cabin

### Unused Levels

* Snowy Morning
* Solar Energy
Fragile Existence

This level introduces some meta-game concepts that are more fun to discover on your own.
Proceed at your own risk.

‎

‎

‎

‎

‎

## Solution

### Win

* Move  right so that there is two spaces between  and the WALL.
* Form  vertically, PUSH it down 1 tile, form , and MELT the DOOR.
* Form  and get  off the wall.
* Form  and .

### Baba

* Form .
* Form .

### Multitransform

* MELT the WALLs as above.
* Transform into any two objects in the level. More transformations are not possible as you cannot stack text.
Paths

Paths are a special flag on tiles that give them the following properties:

* objects can move on revealed paths, unless they are .
* Paths can be set to either be visible by default or be hidden.
* When a level is cleared, adjacent hidden paths will reveal themselves. From there, the paths will propagate to all attached hidden paths. This only occurs when the level is loaded.
	+ Hidden paths will also unlock and reveal attached levels, but will not propagate past them.
	+ Path propagation also extends to levels inside specials, allowing them to be entered despite not being transformed into LEVEL or won.
	+ Hidden paths do not exist in the level unless they are revealed.
	+ When a level is first won, the paths from that level slowly propagate, and only begin existing when they visually appear (movement is possible during this time). After that, they will propagate instantly.

* A path can be set to be a gate, which will prevent  objects from moving onto them until an amount of a Collectible is obtained.
	+ When entering a level with a closed gate, an animation plays opening that door. Path propagation then continues from the gate.
	+ Once a gate is opened, it remains open.
	+ The "local clears" setting for a path has the same puff icon as a puff gate, but actually looks at the counter for the amount of levels cleared in the world (also used for determining when the world gets cleared).
	+ When a gate is opened, it becomes a specific object which can be set per level (not per gate). This is LINE by default.

* Paths cannot have an attached special level.

All paths in the main game are  or , but in custom levels any object can be set to be a path.
Out of Bounds

It is possible to go onto the level border using .
At the end of the turn, if an object is out of bounds, it is removed, ignoring .
All tiles out of bounds are considered solid tiles, even inside a parallel universe. Thus, disabling  will prevent movement.

## Parallel Universes

When objects go out of bounds in the right side of the screen, they will loop around back to the left side, one tile down, while still being considered out of bounds. Objects can interact in some ways when in this "parallel universe".

* There are two EDGE tiles that count as part of the level width; as such, an object on the rightmost tile of the level must travel 3 tiles to access something on the leftmost tile of the level.
* Parallel universes only exist on the right. Going above, left, or below the level will not cause entry to a parallel universe.
* Standard overlap checks, , most conditions (special cases outlined below), and text parsing all work as if the object was in that position in the main universe.
	+ can bring an object out of/into a parallel universe.
* An object in a parallel universe cannot perform collision checks, such as . An object in the main universe can cause collision checks on an object in a parallel universe.
	+ If an object gets SWAPped, it will return to the main universe.
* does not follow parallel universes at all - something 8 tiles off to the right that's 9x boom will destroy tiles on (or past) the right edge and nowhere else.
* does not do anything if at least 3 tiles past the level border.
* An object in a parallel universe cannot see objects, but objects in the main universe can see those in the parallel universe.
* An object in a parallel universe will use the row that the object is "supposed to" be on (as in, not counting the shift one tile downward) for  (including an object that ends up in that row due to being in a parallel universe), but objects in the main universe will use the position of the object in the parallel universe for . All other conditions work normally.
* Text (and  objects) in a parallel universe parses normally. (Note that they also parse between the side transition.)
* It is possible to keep going into another parallel universe if you travel far enough to get past the right edge of the level again. (It is also possible to return to the main universe, including undoing the vertical shift, by travelling left far enough.)

## Trivia

* Parallel universes were first discovered and shared on December 22, 2020, with the level A1VG-YJQ4. However, the level is no longer possible.
* In past versions, objects on or past the level border still dropped objects via .
* In past versions,  was bugged enough that it could take something outside the level border.
* If a lua error is caused to interrupt block() midway through, the deletion at the end of turn will not occur. While there were easy ways to do this in past versions (namely, trying to  an object that isn't in palette), none are known now.
Fertile Ground

**Fertile Ground** is level 22 of Land Of Oddities.

## Initial Rules

* (MIMIC)

* Re-form . PUSH one  on the second tile left of , facing up. PUSH the other  two tiles above it, facing down.
* PUSH one  onto each .
* Form . The two  words pile onto the same tile.
* Form . PUSH the two  pieces into the horizontal passage leading towards the  on the way to the , with two empty spaces between them.
* Form , making  double-SHIFT.
* Activate FOOT. You now have just enough time to move past the  before it becomes a  and go to the  to WIN.

### Solution 2

* PUSH the  pieces to the following locations:
	+ Past the  below .
	+ Above  of .
	+ Below  (it just needs to be out of the way for the next steps).
* PUSH  above  with an empty tile in between.
* PUSH  left, stopping one tile before the .
* Break .
* PUSH  down to form .
* Move down, then up. Now the  below  is facing up and  is back.
* Re-form . PUSH the two  pieces into the horizontal passage leading towards the  on the way to the , with at least one empty space between them.
* Form , with  vertically above the empty space.
* Activate FOOT.
* Push  down when the  is on the . You now have just enough time to move onto the  as it becomes a  and go to the  to WIN.

### Solution 3

* Move  left twice.
* Push  upwards to form .
* Move the s up twice, right once, then down to re-form  with a belt facing down into .
* PUSH the other two  pieces to the following locations:
	+ Past the  below .
	+ Below , facing up.
* Form .
* PUSH the other  onto one of the two  pieces that are facing .
* The  pieces will cause the level to repeatedly switch between  and . Wait whenever  until you can maneuver  past the upper .
* When , move left then up to form , then reform  and go to the  to WIN.
House B

**House B** is level B of the Museum of Unused Levels.

## Solution

* Form .
* Form . The keys can then be stacked if you want.
* Break that and form .
* Open the  with one  and win.

## Trivia

* This level contains a  that reads: "I've seen some puzzle games do a great job at making the puzzle design progression reflect what people's minds go for at first and so on."
ABC

ABC is a sub-world.

Puzzles in ABC sub-world are based on the mechanics of individual letters and syllables (BA and AB).

## Levels

*ABC* has 6 levels, but only 4 are required to clear the area:

* 01 - Lunar Gallery
* 02 - BA
* 03 - AB
* 04 - Wall
* 05 - Stardrop
* Extra 1 - Meteor Strike

## Trivia

* Queue was formerly level 04 in this world before being moved to Meta.

## External links

* ABC in *Baba is Hint: A Spoiler-Free Guide*
Baba Doesn't Respond

*Not to be confused with Baba Does Not Respond.*

**Baba Doesn't Respond** is level 04 of Deep Forest.

This level is the only level in the game to have . ( appears in other levels as a decoration.)

## Solution

### Solution 1

* Form  and position  and the s so that, once you make , you have enough time to reach the  before  forms .
* Do it. Once you reach the , wait until  makes  so you can reach the  and WIN.

### Solution 2

* Push  to a position above or below a .
* Form . Push the belt up or down into  to stack them.
* Form .
* Form . PUSH the  stack to face down above the rightside gap in the s, and the lone  below the gap, facing right into .
* Form  (by pushing  up), and walk behind the .
	+ If the bottom  goes down instead of right, undo the last transformation and try again.
Baba Is Empty

**Baba Is Empty** is level 23 of Land Of Oddities.

## Initial Rules

* (MIMIC)
* (MIMIC)

## Solution

* Stack the s.
* Push  towards the left section such that it is 3 tiles below and 2 tiles right of
* Form  and .
* Push  towards.
* Walk up to the spot beneath , then move left to push  and , forming .
* Break , then push  onto . Position 1 tile above and 1 tile right of , then push left.
* Repeat for  and
* Push  down.
* Move the  in between the  and the  of . Move right until the text is out of the way.
* Walk to the .
Endless Corridor

* PC
* Mobile

***Endless Corridor*** is level Extra-5 of Depths. After beating this, the player has access to Meta.

## Accessing Level

This level is located in the  in depths.

After completing this level, a path is added, making it easier to return. (After entering Meta, the fastest way to this level is entering meta through Map.)

### Main method

* Transform 01 into , 03 into , and 05 into .
* Form , then move the level icon leading to ??? and the one for Extra 1 out of the way.
* Put  to the right side of the left .
* Form .
* Form  by putting the  next to the .

### Alternate Methods

* Transform 01 into  and 03 into , then form  instead of . Continue as above.
	+ This removes the need to enter 04 and 05.

## Solution

### Solution 1

* Make  vertically by going left once, up five times, right twice, down right and then down once, then left.
* Maneuver both s to create  vertically without causing the  to break . It is recommended to push the  from  and the  using the same horizontal movements.
* Move both s to the left of the column with . If you are able to do this without breaking , the difficult maneuvering is over.
* Use the corner to the bottom-left of  to stack the two s on top of each other.
* Move down, left, then up to move the s out of the corner without lowering the 's position.
* Move left until you are over the corridor leading to the  (if you need to move 1 space instead of 2, just Wait).
* Move down once, then Wait until you are able to move right into the box with the  in it.
* Move right then wait once, then move up to touch the  to WIN.

### Solution 2 (PC only)

* Go left once, then PUSH  down once.
* Form .
* SHIFT  to be facing down in the flag corridor, with 3 spaces between them and the wall. Ensure you never go higher than necessary.
* PUSH  right, and  down.
* Walk up against the  to reset the  position.

### Solution 3

* Form  vertically: push  right twice, then  down and left.
* Align the two objects as follows:
	+ On PC, so  is one row above . (Horizontal position doesn't matter.)
	+ On Mobile, move so  is just above the walls around the flag while  is to the right and one space lower, all without going so far left that the  moves vertically.
* Move  one space into the flag corridor, then break  by moving right (you'll push the ).
* Reform  by pushing  then  right.
* Push  right, then , then .
* At this point you should be able to move  several spaces left, then walk  to the  for the WIN.
Breaking and Entering

***Breaking and Entering*** is level 15 of Meta.

## Initial Rules

Solution 2 keeps the , so you can generate s and s multiple times. You can even remove all the s.

### Text

* Sink any objects or text except  in order to clear a path to .

### Flag+Rock+Text

This transform is completely unnecessary. It also gives 6 s.

* SINK  and  to access the top box. Loop around the outside, rather than cutting through the middle.
* Form , SINKing the .
* Form .
* Using the double stacked , form .
* Using the quadruple stacked , form .
* SINK one of the unused objects to clear a path to .
* Using the sextuple stacked , form .
Custom Levels

Custom levels are created in the Level Editor. They can be played with the "Play Levels" option in the main menu.

## Savefiles

Upon clicking "play levels", a prompt will display for what save slot will be used. Each save slot is completely independent of other save slots.

Save data is stored in AppData\Roaming\Baba\_Is\_You. 0ba.ba, 1ba.ba, and 2ba.ba refer to slots 1, 2, and 3 respectively. In older versions of the game, a ba.ba file exists, which was levelpack storage in general. (Data from this file can be transferred to another savefile via copypaste.)

Data is made up of a bunch of headers.

### [filename\_prize]

The amount of local spores in each level that has any.

"total" refers to the total spore count.

### [filename\_clears]

A list of levels that have provided blossoms.

"total" refers to the total amount of blossoms.

### [filename\_complete]

A list of levels that have every (>0) level inside won.

### [filename\_bonus]

A list of levels that have provided bonuses.

"total" refers to the total amount of bonuses.

### [filename\_converts]

A list of levels that contain transformed levels. Having gaps in the numbering is safe.

"total" changes which number the next new level is given, and increases by 1 every time this occurs.

### [filename\_levelname\_convert]

A list of levels that have been transformed in levelname. Having gaps in the numbering is safe.

Entries are in form num=levelname,obj1,obj2,obj3,... (with a comma at the end) (where levelname is the converted level).

"converts" changes which number the next new level is given, and increases by 1 every time this occurs.

## Play Custom Levels

In this menu, each level in Data\Worlds\Levels is listed, with thumbnail, name, author, and difficulty. In addition, there are stamps listed if a level has been won, bonused, transformed, ENDed, or had ALL IS DONE trigger.

When the delete option is enabled, the next level clicked will (after confirming the confirmation) be removed from Data\Worlds\Levels.

## Play Level Packs

In this menu, each Level Pack in Data\Worlds except "baba" and "Levels" is listed, with icon, name, author, and save data (time and Collectibles).

There is also an option to erase save data.

## Trivia

Due to the way converts are stored, it's possible to share convert data between two worlds if one is named a\_b with a map named c and another named a with a map named b\_c.
Key in the Open

***Key in the Open*** is the seventh level of the Museum of Revisions. It is an early design of *Victory in the Open*, which is also based on changing the orientation of a moving object using directions but much shorter.

Its width and height is 18.

## Solution

The general idea is to use , , and  to have  move things around for you.

### Solution 1

* Push  onto the upper
* Guide  to push the  into the upper .
* Guide  to push the  and  into your chamber.
* Form  and .
* Open the lower  using .
* Touch the  to win.

### Solution 2

* Push  onto the upper
* Guide  to push the  into your chamber.
* Guide  to push the  up and then right to form .
* Touch the  to win.
Just No

***Just No*** is level 10 of Meta. It is a gimmick level relating to an excessive number of NOTs.

## Solution

### Win

* Push  in the row with  such that there is an even number (including 0) of s to the left of it.
* Push  to the left. Usage of additional  to push may be necessary.

### Baba

* Form .
* Use 2 s and the right wall to get the s in a 3-wide horizontal line.
* Push  up, then  up until  is in line with .
* Push  to the left when that there is an even number (including 0) of s to the left of it. Usage of additional  to push may be necessary.

## Trivia

While this level provides 9 s, only two are needed (for both win and transform).