recursal/Fanatic-Fandom huggingface dataset:
1-13: Redraw

## Layout:

Redraw is the thirteenth level of Pine Mountains. The level consists of an Ambulance having to cross a small gap with a star checkpoint in the center. There will be a hydrofoil going through the path of the star, so the player must avoid the boat with hydraulics. There is no other cheap or easy way to avoid the boat, forcing the player to use a drawbridge. Levels 1-06 and 1-11 can intentionally be completed with an overpass, skipping the need for hydraulics, but to complete this level the player must take the plunge and learn how to use basic hydraulics.

## Solutions

As this is the first level that requires you to make a drawbridge to get the checkpoint, there is only one general solution. By using hydraulics, the player can split the bridge either down the middle using two hydraulics, or from one side using only one hydraulic.

### Pull Up

The easiest way to complete this level is to make a truss over a flat road, and then either pull the truss up from the static joints on top, or push it up from the underwater static joints. However, since the obstacle is so small, you could also just lift up the middle two roads. However, the bridge will fall if you do this, so make sure to add another support to stabilize it.

### Pull Down

A slightly more complicate method, you can use a small hydraulic to pull a joint towards the land. This joint would be connected to the bottom of the roads, and also braced against the lower static joint. Think about it like physically moving your elbow, in order to move your hand. This bridge is harder to conceptualize, but is a fairly cheap alternative to a normal drawbridge, and is objectively cooler to watch.

## 1-13: Redraw

### Materials

Road, Reinforced Road, Wood, 6 Steel, 4 Hydraulics

## Challenge Mode

In Challenge Mode, the only difference is the quite obvious challenge, the massively increased boat. You will either have to use longer hydraulics, or use a lot of leverage.

### Pull Up

The design remains similar. Either connect the hydraulic directly to the first road all the way from the static joint, or use two smaller ones near the edges of each side of the bridge. Making a single bridge, rather than a symmetrical one that is split down the middle, is significantly harder in Challenge Mode.

### Pull Down

This design isn't much more difficult in Challenge Mode, as the large boat mainly gains height above the waterline, not below. Continue to use whatever method you were using before, but use a bit more leverage to pull it farther down. In response to this, you make also have to reinforce key areas of the bridge better.
Truss

A truss is one of the most basic supports in Poly Bridge. To create a truss, simply create a line of triangles over or under a bridge, made out of either wood or steel. A row of trusses can hold up small bridges by themselves, or hold up much larger bridges when used in conjunction with other methods of support. They are a staple of Poly Bridge engineering, but serve as a jack-of-all-trades, master-of-none. You can use them to solve most levels, but keep an eye out for more efficient ways to create many parts of your bridges.

## Arching a Truss

While a straight line of triangles works fine for simple bridges, arching a truss keeps its strength, while reducing the cost, allowing you to put more money into other reinforcements. The solution for 1-01 seen on the right saves over $500 compared to the original flat line of trusses, and only increases the maximum stress by about 3%.

## Steel Trusses

While the short length of wood allows only a few valid designs for trusses, steel allows for much more flexibility. For instance, in this image, a curved arch of steel is used, but it costs too much money to complete the level Under Budget. To reduce costs, you can lower the trusses, remove them entirely, or replace them with other types of supports that are better suited to the situation.
1-15: Hydraulic Management

Hydraulic Management is the fifteenth level in Pine Mountains. It consists of a sports car and two compact cars that must go to their respective flags. This level is an introduction to the Hydraulic Controller, a feature in some levels where you can control which hydraulic phase hydraulics can go on.

## Tips

Make sure all split joints are correct.

A possible solution is instead of lifting the entire bridge down, Try leaving an opening that will only open during the hydraulic phase.

If you do not want the hydraulics to go off during the second hydraulic phase, click on the hydraulic controller, click on the second hydraulic icon, and click the yellow outlined hydraulic and turn the outline gray.

You can enable 3-way split joins by clicking "3-Way Split joints" on the hydraulic controller and setting any number on a split joint to three.
Imperiale Rangtabelle

Die imperiale Rangstrukutur innerhalb einer Taskforce ist eine reduzierte Version der Rangstrukturen der einzelnen Teilstreitkräfte, um die Zusammenarbeit von verschiedenen Teilen des imperialen Militärs in gemeinsamen Einsätzen zu vereinfachen.

Die einzelnen Teilstreitkräfte, wie die Army, Navy und Ancillary verwenden komplexere Rangtabellen mit mehr Abstufungen.
2-04: Buggy Bouncer

## Layout

Buggy Bouncer is the second jump level in the campaign, giving you only 8 meters worth of road to cross a 30 meter long gap. The level consists of one car and a balloon placed in the center at a low enough height to be useful, but not so low that it blocks the car's path.

## Solutions

Due to the presence of the balloon, there are two main ways to complete this level.

### Jump

For this design, you want to catch the dune buggy in between the second and third pillars with a crescent shaped arc of road, and then send it back up towards the flag. This design is generally cheaper, as it doesn't inherently require any long ropes. You can also use the terrain to your advantage, skipping the buggy along key sections, but this is not necessary in order to simply beat the level.

### Swing

The balloon allows you to make a swing, dropping down 3-4 roads on a rope from the static joint. The center of balance should be a little to the right, so that the simulation starts with the swing falling to the left, then catching the car, and then swinging it to the right.

## 2-04 Challenge: Buggy Bouncer

### Description

Challenge: No springs and no anchor on balloon.

## Challenge Mode

In Challenge Mode, the only major difference is that the balloon anchor no longer exists, removing the possibility of any sort of cheap swing. It also removes springs, which can be a challenge if the player's original solution for 2-04 involved any springs.

### Jump

Nothing changes about this design, unless you were using springs as a catch, or were using the balloon to drop down ropes from. If you were using springs, you'll want to instead make the ramp catch the car better, so it retains more speed and doesn't destroy the catch. If you were using ropes from the balloon, now just brace those pieces using wood from the static joints.

## History

In Patch 1.20, the leaderboards were cleared and the level was modified to reduce the speed of the vehicle, as well as to lower the height of the terrain. This was mostly likely a response to the ease players had completed this level, finding multiple solutions that cost less than $500, which was more than an order of magnitude cheaper than the level's budget.
2-07: Double Decker Highway

Double Decker Highway is the seventh level of Glowing Gorge. It consists of two cars (limo and sports car) and a school bus that must cross a large gap. The school bus and their flag being on the top, and the cars and their respective flags being on the bottom. Plus two boats that will destroy any material passing through. So the player must build a double decker bridge to get all the cars and buses to their respective flag with the bonus challenge of being a large distance.

## Tips

Instead of making a sloped bridge to get the cars to their destination, make a straight road that near the end cuts off so the cars will fall to their flags.
2-05: Rockin'

Rockin' is the fifth level of glowing gorge. It consists of an articulated bus that must cross a 30 meter gap and go over a rock. This is the first level in Poly Bridge 2 that uses a rock as an obstacle.

## Tips

Use the anchor near the peak of the rock for where to connect the road from the terrain to.

The rock can still be used as a support. Although it is not required to use as a support, it may be helpful to make a rock rest.
Wood

Wood is a basic bridge component primarily used to hold a bridge together. It provides support under both compression and tension, meaning it can be pushed or pulled on. It can be described as a weaker, shorter, and cheaper form of steel. Wood does not collide with anything inherently except for background obstacles (boats and planes), though its nodes can collide with much more. Although wood's expected length is 2 meters, it can be stretched to ~2.02 (√4.0635) meters diagonally and/or off-grid. This was implemented to encourage tall trusses when building basic bridges, as without the length increase they would be impossible on-grid.

For information on measurements, see Units.

## Appearance

Wood appear light brown with a hexagonal cross section that is slightly thinner in the middle and slightly thicker near the joints. It is thicker than rope, approximately the same width as the piston on hydraulics, and thinner than steel. Its model is stretched to fit the distance between two joints.
The Basics (Tutorial Level)

## Layout

The Basics is the first of the two tutorials (found in the bottom right of the worlds menu). It consists of a chopper that must cross a twelve meter gap. In the level, the chopper driver guides you through the basics of the game. How to build, delete, select material, move nodes, etc. You will need to intentionally fail the level a few times before completing the tutorial.

This level is the only level in the main campaign that allows you to use road but not reinforced road.
1-06: First Drawbridge

## Layout

First Drawbridge is the sixth level in Pine Mountains. It is a 16 meter bridge with two pillar supports at the bottom with anchors and a Hydrofoil boat that will attempt to pass through the bridge.

## Solutions

There are two intended solutions for this level, and both may benefit from the two anchors underneath the waterline. There is also a glitchy way to complete the level, and although it's unintended behavior, it's necessary to get the absolute cheapest solution possible.

### Drawbridge

Based on the name of the level, this is evidently the primary intended solution. Use split joints to split the bridge in half safely, and then use Hydraulics to lift the roads out of the way so that the boat can pass through without damaging the bridge. If you want to understand how hydraulics work in full, pay attention to the drawbridge in the tutorial, and look closely at Tip 42 in Tips (F1).

### Overpass

This is the more common method that players of Poly Bridge 2 use, but is still intended. You can make an overpass above the bridge to avoid hitting the Hydrofoil and getting the Vespa across safely. You can use the tracer tool, found in the bottom right corner, to create a clean, symmetrical arch.

### Hydraulic Cannon

Nicknamed the "Hydraulic Cannon", by abusing a bug in the game's mechanics, players have found a way to use hydraulics to pull extremely precise roads inside of the Vespa, causing it to fly out up and to the right. It is very hard to perfect, and even if you do get the buggy launch, oftentimes the vehicle will miss the flag.

## ← 1-06 Challenge: First Drawbridge →

### Materials

8 Road/Reinforced Road, Wood, Steel, 1 Hydraulic

## Challenge Mode

Challenge Mode for this level limit your materials, which doesn't prevent any of the 3 solutions, but does make each one of them slightly more difficult.

### Drawbridge

In Challenge Mode, you now have to find a way to lift up both intersecting roads with only a single hydraulic.

### Overpass

With only 8 roads, the very end of your overpass will be cut off, meaning that the Vespa will have to make a small jump down to the land. Turning off the grid may help extend the roads as close as possible to the terrain on the right side.

### Hydraulic Cannon

Some hydraulic cannon designs require 2 hydraulics, rendering them impossible in Challenge Mode, but there are still some that only require a single one to function. If this was one of the designs you copied for 1-06, then re-creating them in Challenge Mode should be trivial.

## Trivia

This level is common for over-engineering due to it's simplistic nature and the hydraulic relation. Over-engineering is a way of solving a level with an over-complicated solution, usually intended to look interesting in some way. Oftentimes players will turn on the Unlimited Budget and Unlimited Material options in order to achieve the craziest designs.
Weekly Challenge

Weekly Challenges are a new mode in Poly Bridge 2 added in Patch 1.21 on August 31, 2020.

A new Weekly Challenge level is released every Monday at 12:00 UTC. The leaderboard for each level is only active for a week, but past challenges can still be played.

## Levels

* Weekly Challenge 1
* Weekly Challenge 2
* Weekly Challenge 3
* Weekly Challenge 4
* Weekly Challenge 5
* Weekly Challenge 6
* Weekly Challenge 7
* Weekly Challenge 8
* Weekly Challenge 9
* Weekly Challenge 10
* Weekly Challenge 11
* Weekly Challenge 12
* Weekly Challenge 13
* Weekly Challenge 14
* Weekly Challenge 15
* Weekly Challenge 16
* Weekly Challenge 17
* Weekly Challenge 18
* Weekly Challenge 19
* Weekly Challenge 20
* Weekly Challenge 21
* Weekly Challenge 22
* Weekly Challenge 23
* Weekly Challenge 24
* Weekly Challenge 25
* Weekly Challenge 26
* Weekly Challenge 27
* Weekly Challenge 28
* Weekly Challenge 29
2-08: Split Level

Split Level is the eight level in Glowing Gorge. It consists of a compact car on top that must get a reverse checkpoint, then reverse back to the beginning. There is also a taxi on the bottom portion that must cross a small gap. There is also a plane near the center of both bridges that will break any material in it's path, so you must find a way to avoid it. Hydraulics are included.

## Tips

Reminder that the taxi will go after the first hydraulic phase and during when the plane will go.

Using an over-arch above the plane can avoid the plane effectively.
Weekly Challenge 4

Weekly Challenge 4 consists of one dune buggy and two hot air balloons blocking it's path, the first one level with the terrain and the second even lower. The dune buggy also has to collect a checkpoint under the first hot air balloon. The level design means that the buggy has to dip down and go under the two balloons, with a swing or platform attached to the balloons working quite well.

## Leaderboard

Overall
 2\*
 3\*
 4
 5\*

Unbreaking Only
 2
 3
 4
 5
Diamond

Diamonds, more commonly referred to as "muscles", are a term used to describe a diamond-shaped support with a centerpiece to hold it together. These can be made out of any material, and they are referred to as "wood muscles", "wood diamonds", "steel muscles", "steel diamonds", etc.

## Supporting Capabilities

This image shows the difference between wooden diamonds and normal steel, both holding up the same amount of weight. The wooden diamond is slightly more stressed, but when the price of a standard 4m wooden diamond is $1,541, and a 4m piece of steel is $1,800, wooden diamonds are almost always more cost-efficient than steel. Another primary use comes in levels that don't allow steel, or limit the amount of steel that can be used. In these situations, a reinforced road muscle is the strongest option available.

## More Diamonds

When a normal muscle won't suffice, sometimes a triple, quadruple, or even quintuple muscle is needed. To make one of these, start with a normal diamond, and then continue adding more layers. An enhanced steel muscle like these are one of the strongest shapes you can possibly build.

Sometimes you don't need stronger, you need longer. To make an extended muscle, otherwise commonly referred to as a "pencil", create a triangle at both ends, then connect the middle with rectangles, and then divide each of these rectangles into two triangles so that they stay together. They can either look similar to a single pencil, or like two pencils stacked eraser to eraser.

## Diamond Hydraulics

Hydraulic muscles, more commonly known as diamond hydraulics, have a special property when built, being that they can expand or contract more than a normal hydraulic would be able to in the same amount of space. When needed for pushing, a diamond hydraulic is build fat, with the 4 outer hydraulics being set to expand, and the middle one being set to contract. When needed for pulling, the opposite is true, with a skinny diamond who's outer layers contract, and who's single connecting piece expands. The same concept can be applied to spring diamonds in order to create extremely powerful spring cannons within a small space.

## Trivia

Muscles are officially called diamond braces, diamond shapes, or just diamonds by the developers.
Other informal terms were also used, such as doubles, but these terms didn't quite catch on.
The terms "muscle" and "pencil" were both popularized by the YouTuber Aliensrock. For whatever reason, the term never stuck for hydraulics, so a hydraulic muscle is still most commonly referred to as a "diamond hydraulic".
Strawberry Memory vol.6

## Shops

 * Animate Online Shop
* Seven Net Shopping
* Amazon
* Rakuten Books
* Tower Records Online
* HMV&BOOKS
* e-hon
* Bookstores

## Chapters

 1. ジェル★プロフィール
2. ジェルのお気に入り♡
3. ジェルくんのあーてぃすちっく格言
4. ジェルのYOASOBI
5. ジェルくんにいっぱいきいちゃいました
6. すとぷり座談会 about ジェルくん
7. すとぷり運動会
8. まるごと♡『Strawberry Prince』
9. すとぷり活動日誌
10. 無観客生配信ライブ『すとろべりーめもりー in すとぷりちゃんねる＆Vol.2』徹底レポート
11. 衣装チェック in すとぷり運動会
12. すとぷりいんわんだーらんどっ！
13. 知ってる？ 遠井さん!!
14. すとぷりすなーぼーど♡
15. すとぷりれー日記
16. すとめもうらない
17. 『向こうへ』実写MV撮影現場レポート!!
18. 『妖怪学園Y ～Nとの遭遇～』アフレコ現場に潜入!!
19. 『ななもり。相談室』
20. さとみの『恋の話は俺に訊け』
21. ころんの『ぶらり洋服旅』
22. 莉犬の『あいつこんなことしてました（笑）』
23. 『ジェルが語るプロフェッショナル』
24. 『やってないよ！ るぅとの潔白証明』
1-14: Land Brace

## Layout

Land Brace is the fourteenth level in Pine Mountains. A chopper needs to get across a 6 meter gap to the platform with only one anchor. The only way to stabilize a bridge with one anchor, as the name suggests, a land brace.

Terrain, like rocks, stop non-split-joint joints from passing through, allowing for a joint to rest on the terrain without falling through. This feature is very similar to a rock rest featured in Rock Rest.

## Solutions

### Land Brace

By bracing a joint directly onto the land mass, the bridge can hold itself while not being attached to two joints. So by bracing a joint (or two) onto the land, and supporting the bridge from underneath instead of on top, the bridge will be able to hold.

### Falling Road

Unlike other falling roads, which works by getting jammed into the vehicle with higher speeds, this falling road works using its weight instead. This is a very tedious design, but it is the lowest budget design.

## Tips

Make sure the joint is actually braced against the terrain.

If a land brace breaks, Try making the land brace bigger.
1-01: Ten Meter Simple Bridge

## Layout

Ten Meter Simple Bridge is the first level in Pine Mountains, and it is meant to be an introduction. The level consists of a single Compact Car and a 10 meter gap that the car has to cross.

## Solutions

Being the first level, almost every person that has bought the game has completed it. The number of completions on this level is currently at over 200,000 and counting. As a result, many designs have been made.

### Triangle Truss

The most popular design is the triangle truss, which consists of 5 horizontal roads with wooden triangles on top, supporting it. While not the cheapest design, it is the most basic design that beats the level. This is the intended solution for beginners to learn how trusses work on their own.

### Dangling Road

A dangling road is a common design that is used for budgeting. It involves a road in an upside-down arc shape with no supports. While it is a lot cheaper, it does require a bit more effort to make work, especially if the player is using regular road as opposed to reinforced road.

### Torque Cannon

A torque cannon is by far the cheapest design and is the design that the record holders use. There are a couple of designs for torque cannons that can be used, but all of them consist of only a couple roads and little to no supports, making this a very cheap option for budgeting. Unlike the other two designs, the torque cannon is not able to get an unbreaking record, as it will always break by design.

## 1-01 Challenge: Ten Meter Simple Bridge →

### Description

Challenge: Springs instead of wood and limit on road.

## Challenge Mode

In Challenge Mode, two things change. First of all, the player is only allotted 5 total roads, the exact amount needed to cross the gap in a straight line. Second of all, the player's wood is swapped out for springs.

### Triangle Truss

Only being allowed to use springs to support the bridge is significantly harder than using wood. To do so, stretch the springs on the top of the truss if the player supports it from underneath, and compress them if they support it from above.

### Dangling Road

The limit on roads definitely makes it a little more difficult to make the bridge, but if the player puts a very small spring connecting the left side of the bridge to the static joint, the bridge should be able to hold the cars.

### Torque Cannon

This design is the only design from the normal level that can be copied to the Challenge Mode variant of the level without changing a single thing.

### Spring Cannon

The spring cannon is another design that requires a lot of tweaking to get it to work. It consists of two springs and a road to launch the car to the flag. The first spring is stretched, and is attached to the static joint. The second spring is compressed, and comes out from the end of the first spring. Then there's a tiny road connected to the end of the second spring that sends the flying car forward. This is by far the hardest design to get down, but it is the absolute cheapest way to create an Unbreaking bridge for this level.
Bungee Rope

Bungee rope is the hidden 8th material. You can not access it in vanilla, but it is still in the code. To access it you need to use an external program to edit the Layout and SaveSlot files, in order to change an existing bridge piece to material 8.

The bungee rope was never finished and not fully added to the game, because it was just too similar to ropes and springs. Once the spring was implemented, the bungee rope was no longer needed and was discontinued.

Due to bungee rope never being properly implemented, loading one in can cause strange, buggy behaviors.

## Appearance

Bungee rope never had a proper texture implemented. Instead, it appears as a bright purple placeholder. The material appears similar to rope, with the same thickness, and having a similarly square cross-section.

## Strange Behavior

Since the code for bungee rope is not fully implemented properly, strange behavior will occur when loading it in the vanilla game. Some examples of such behavior includes:

* A very bright circular glow.
* Debug spheres appearing. (These may glow as well.)
* No simulation physics.
* The material disappearing entirely.
* Excessive lag.
* The game crashing.

## Modding and Intended Behavior

Although the bungee rope does not function properly in vanilla, there has been attempts to finish fully implementing the file via modding.

The first attempt at making it function was completed by Conqu3red, and not long after, he released the Bungee Rope Mod.

> "It was quite a lot easier to add it to the simulation than I thought... it didn't work because of a null reference error when trying to add it to the simulation... so I just modified the code to add one that has the variable it needs to add to the simulation correctly."
>
> Conqu3red

The bungee rope stretches similar to that of a spring when under tension, and has no resistance against compression, similarly to rope.

The mod can be found here.

## Trivia

* In the code, the developers made a typo. Instead of "Bungee Rope", the developers wrote it as "Bungine Rope".
* Bungee rope doesn’t actually have infinite maximum length. In the game's code, similar to rope and cable, it actually has a maximum length of 1,000,000 meters. For information on measurements, see Units.
Modes

There are 3 modes when working on Poly Bridge 2 levels, Build Mode, Simulation Mode, and Sandbox Mode. Sandbox Mode is only available in the Sandbox Editor.

## Build Mode

Build mode allows you to place down Materials to build a bridge, configure split joints, move nodes, configure hydraulic phases, and configure Hydraulics and Springs.

## Sandbox Mode

Sandbox mode allows you to place down Level Components, configure phases, add Vehicles, configure Vehicles, add checkpoints, move flags, and change settings on the Level Components.

## Simulation Mode

Simulation mode will simulate the level, by constantly simulating physics while going through the phases of the level. The level will complete when all the Cars collect their flags. If the level fails before the cars collect their flags, the level will be a failure.
2-03: Low Rider

Low Rider is the third level of glowing gorge. It consists of a Limo that must go on a bridge that has to curve up to avoid the boat, and curve back down below the terrain anchors to hit the Limo's checkpoint. No hydraulics or hydraulic phases are included to create a drawbridge to avoid the boat, so the player must go above the boat to avoid it.

## Tips

The limo tends to get stuck when driving on big angle changes due to the length of the car, So try to make the bridge more smoothly curved and make each road more of a smaller angle change.

## Trivia

   On August 2nd, 2020. The limo's horsepower got increased.
1-12: Rock Rest

## Layout

Rock Rest is the twelveth level in Pine Mountains. It consists of a limo that must get across a 28 meter gap. This level is intended to be an introduction to land braces.

In Poly Bridge 2, a joint can rest on a rock and it will not fall through (unless that joint is a split-joint). In lieu of a static joint, a land brace like this is very useful for many harder levels.

## Solutions

All reasonably priced solutions use the rock to help out, but not all in the same way.

### Triangle Truss

Just building a single row of trusses is enough to support the bridge, if the player also uses a land brace on the rock. Due to the placement of the rock, the player can place the nodes on-grid right on top of the rock, but if the player wants to use the sides of the rock, they may have to place a joint, turn off the grid, and drag the joint as far up against the rock as it can go.

### Dangling Road

A dangling road is a lot harder that the Triangle Truss. By separating the bridge into two sections and resting the middle on the rock, reinforced roads should be able to hold the limo. To prevent the limo from getting stuck, due to its small tires and the large amount space between them, you may need to either add a couple of roads on the right side, or add wall braces to the outermost roads.

## Challenge Mode

The lack of the proper amount of roads is meant to introduce players to the concept of safety gaps - the idea of having strategic gaps in their bridges to save on road, but the level can still be cheesed with a dangling road.

### Safety Gaps

Similar to a truss bridge, but this time a total of 2 meters worth of road is missing. To counteract this, either several small gaps need to be made in the road, or 2 gaps that are each 1 meter wide. The supports don't change much in concept, but the irregular floor of the bridge causes some issues for supporting the bridge.

### Dangling Road

A dangling road in Challenge Mode is much more difficult, as you'll have to drive directly over the rock, and have wood holding the two halves together. Even the cheapest designs use more supports than in non-Challenge Mode.
1-05: Checkpoints

## Layout

Checkpoints is the fifth level in Pine Mountains. This level is intended to be an introduction to the mechanic of, well, checkpoints. It consists of a Van and a Sports Car that must collect their respective checkpoints (stars) before hitting their flags. If each vehicle does not hit their corresponding checkpoint, they will not collect the flag when they reach it, and a message will pop up that says "Vehicle reached flag without touching checkpoint".

## Solutions

The Sport Car's bridge must arc upwards, and the Van's bridge must arch downwards. Remember to utilize the anchors, as they are indestructible. Do remember that connecting a non-road material anchor-to-anchor will not do anything (unless a split joint is utilized).

### One Bridge

One method is to draw out the roads, then place supports in the center, to tie the two bridges together. The main challenge in this design is using as few supports as possible.

### Two Bridges

Another method is to create the top bridge as a normal arched bridge that stands on its own, and the bottom one similarly, neither one connecting to each other. The main advantage to this design is that the bottom road can now be a dangling road, saving a large amount of money on supports.

## Challenge Mode

The Challenge Mode variation of this level removes the 2 upper-most and 2 lower-most static joints, leaving the player with only a single anchor on either side. This changes how both designs work, but doesn't eliminate either one.

### One Bridge

Similar to before, draw out your roads, and connect them in the middle. However, to counteract the lack of static joints on top, you will need to reinforce the edges of your bridges to a much higher degree.

### Two Bridges

This bridge can also be made similarly to its non-Challenge Mode counterpart, but again, the edges will have to be better braced. As long as the outer-most road joints are heavily supported, the ret of the bridge can be almost identical to your original design. However, if you want to get even cheaper, now that you've added more supports on the sides, you can think about how to more cheaply brace the middle of your bridge.
Weekly Challenge 2

## Information

Weekly Challenge 2 has 3 dune buggies, each with a speed of 15 m/s and an acceleration and horse power of 10 m/s2. The challenge comes from getting all three buggies to collect the same checkpoint without interfering with each other, while also dealing with the limited amount of road.

## Leaderboard

Overall
 2
 3\*
 4\*
 5\*

Unbreaking Only
 2
 3
 4
 5
Nodes

Nodes (also known as joints) are at the end of every building material. Nodes have a weight of 0.25 pg.

Split nodes (also known as split joints) are used in drawbridges to help split a bridge apart. They aren’t one joint, rather multiple stacked ontop of each other but are connected to each other until a hydraulic phase is active, meaning their cumulative weight is dependent on how many nodes are joined together. A split nodes that splits into two parts weighs 0.5 pg, and a split node that splits into three parts weighs 0.75 pg.

## Physics

Nodes have a lot of different collision parameters.

* Nodes on,y collide with vehicles if they are on the end of roads and reinforced roads.
* Nodes collide with terrain.
* Split nodes phase through terrain.
* Nodes only collide with custom shapes if they have “Collide with Nodes” on.
* Split nodes only collide with custom shapes if they have both “Collide with Nodes” and “Collide with Nodes and Roads Connecting to Split Nodes”
* Split nodes that are connected to anchors phase through everything.
Weekly Challenge 3

## Information

This Weekly Challenge has a compact car and 6 boats. The compact car must stop at 4 different checkpoints. Once it stops at a checkpoint, the boats (except for the one the car is stopped at) sail through. The main challenge of the level is to dodge the boats (by using hydraulics).

## Leaderboard

Overall
 2\*
 3\*
 4\*
 5\*

Unbreaking Only
 2
 3
 4
 5
Poly Bridge 2 Wiki

**Welcome to the...**
**Poly Bridge 2 Wiki**
**77 articles • 175 files • 1,080 edits**

**ABOUT THE WIKI**

We're a collaborative community website about Poly Bridge 2 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

Importantly, this wiki is primarily about giving advice on strategy, not on giving out exact solutions. If you don't want spoilers on exactly how to complete each level, this is the website for you! If you want some advice for a specific level, check out the Levels page, and if you just want to learn more about different ways to brace and move your bridges, check out the Techniques page. If you have any questions, feel free to join the Poly Bridge 2 Discord and ask them!

**NAVIGATION**

Levels Vehicles Materials Units Techniques

**HELPFUL LINKS**

* Poly Bridge 2 on Steam
* Poly Bridge 2 Discord
* Want to help out with the wiki? Join our discord server! PB2 Wiki Discord
Main Campaign

The main campaign of Poly Bridge 2 consists of 5 normal worlds, 5 challenge worlds, and 1 secret world.

World 1: Pine Mountains
World 2: Glowing Gorge
World 3: Tranquil Oasis
World 4: Sanguine Gulch
World 5: Serenity Valley
World 6 (Secret World): Steamtown
The Secret World is hidden from view until the normal mode for Worlds 1-5 are beaten Unbreaking and Under Budget.

Challenge Worlds are unlocked when the corresponding normal mode version of each level is completed Unbreaking and Under Budget. They are accessed by either pressing the "Challenge Levels" checkbox on the top left of the Worlds Menu or by pressing the triangle button to the right of the Worlds button on the Main Menu. The secret world does not have a challenge counterpart.

## Levels:

### Tutorials:

* The Basics
* Hydraulics

### World 1:

* 1-01: Ten Meter Simple Bridge
* 1-02: A New Slope
* 1-03: Bridge of Steel
* 1-04: Fourteen Meter Overpass
* 1-05: Checkpoints
* 1-06: First Drawbridge
* 1-07: Taxi Task
* 1-08: Rope Support
* 1-09: Budget Cuts
* 1-10: First Jump
* 1-11: Stop N' Go
* 1-12: Rock Rest
* 1-13: Redraw
* 1-14: Land Brace
* 1-15: Hydraulic Management
* 1-16: Large Bridge

### World 2:

* 2-01: Unity
* 2-02: Long Drawbridge
* 2-03: Low Rider
* 2-04: Buggy Bouncer
* 2-05: Rockin'
* 2-06: Roundabout
* 2-07: Double Decker Highway
* 2-08: Split Level
* 2-09: Anchors Away
* 2-10: Fork in the Road
* 2-11: Air Show
* 2-12: Momentum
* 2-13: Compression
* 2-14: Dip N' Draw
* 2-15: Weight Distribution
* 2-16: Stow Away

### World 3:

* 3-01: Loop Hole
* 3-02: Big Dipper
* 3-03: String Theory
* 3-04: Doubling Down
* 3-05: Semi Slope
* 3-06: Rock Skipping
* 3-07: Support Cable
* 3-08: Crossed Paths
* 3-09: Wibbly Wobbly
* 3-10: Shafted
* 3-11: Cross Jump
* 3-12: Emergency Interference
* 3-13: Diagonal Elevator
* 3-14: Low Flyer
* 3-15: Looper's Revenge
* 3-16: Monster Truck Rally

### World 4:

* 4-01: Edgy
* 4-02: Collision Warning
* 4-03: Sloped Drawbridge
* 4-04: Trap Door
* 4-05: Triple Decker Drawbridge
* 4-06: Safety Gap
* 4-07: Big Spender
* 4-08: Thread the Needle
* 4-09: Tipping Tower
* 4-10: Drawbridge in Disguise
* 4-11: Lean on Me
* 4-12: Trailblazer
* 4-13: Diagonal Drawbridge
* 4-14: Big Rigs
* 4-15: Twists and Turns
* 4-16: Don't Leave Me

### World 5:

* 5-01: Brake Pad
* 5-02: Sorting
* 5-03: Springboard
* 5-04: Leverage
* 5-05: Truck Way In
* 5-06: Spring and a Miss
* 5-07: Trading Places
* 5-08: Passing By
* 5-09: Falling Into Place
* 5-10: In Suspense
* 5-11: All Together Now
* 5-12: Gettin' Loopy
* 5-13: Crash Course
* 5-14: Bus Routes
* 5-15: Acceleration
* 5-16: Double Duty

### World 6:

* 6-01: Earthquake!
* 6-02: Canyon Carriage
* 6-03: Parkade Elevator
* 6-04: Bridgelike Motion
* 6-05: Edgeworks
* 6-06: Spring Loaded
* 6-07: Get a Grip
* 6-08: How The Turntables
* 6-09: Squeeze Through
* 6-10: Bridge-in-a-Box
* 6-11: Wall Jumpin'
* 6-12: Mind the Gap
* 6-13: Pinball
* 6-14: Spin Cycle
* 6-15: Special Delivery
* 6-16: Rube Goldbridge
2-09: Anchors Away

This is the ninth level of Glowing Gorge. It consists of a pickup truck that must cross a 12 meter gap with no anchors placed on both platforms and instead placed vertically aligned from the hot air balloon and pillar, challenging the player by trying to stabilize the bridge without the usual anchor placement.

## Tips

If a part of the bridge is rotating, look at which direction it's rotating, and try to stop the rotation with a material that you are given.
1-03: Bridge of Steel

## Layout

This is the third level in Pine Mountains, and in the game. There is a 12 meter long gap that a heavy Dump Truck must cross. The level gives you steel in place of wood, to encourage the player to get used to this new material by itself. As the description suggests, steel is much stronger than wood, but is also very expensive.

## Solutions

There are 3 standard designs that can be used to complete this bridge, going from very easy, to extremely difficult.

### Triangle Truss

Like the first two levels, a truss design is the most common solution. Unlike the first two levels, however, this bridge only lets the player use steel. Since steel can be up to twice as long as wood, the optimal way to use it is to connect each steel joint to 3 or 4 road joints each, rather than the maximum of 2 that wood is essentially limited to.

### Road Brace

It is possible to forego steel entirely, while still having a flat bridge, by making all of the supports out of road or reinforced road as well. Unlike steel or wood, road supports can't go above the track, but a bridge supported entirely from underneath with more roads is a valid solution.

### Dangling Road

Like the first two levels, a dangling road can be a working design, but due to the heavy vehicle, it is a lot harder to get the design to work. While it does work, it takes a lot more time and patience to get. For a couple months after the game's release, a dangling road with no other peripherals was not even thought to be possible.

## Challenge Mode

Challenge Mode removes steel as a building material. Since the most common design for 1-03 involves steel, this can be a game-changer for most. The challenge encourages players to think about road as not just a bridging material, but also a support. However, if the player was already using road supports, or a dangling road, this doesn't affect them at all.

### Road Brace

Nothing is changed here, continue to use roads/reinforced roads to brace against the land and prop the bridge up from underneath.

### Dangling Road

Nothing is changed here either, just make the same reinforced road dangle that was possible in the non-Challenge Mode version of the level.
Cannon

Using a variety of materials and methods, plays have found both intended and unintended ways to cross a gap without using a bridge at all.

## Intended Methods

These methods, while not particularly endorsed by the developers, were confirmed to be foreseen in development.

## Unintended Methods

These designs are the result of glitchy physics behaviors, but are all still valid designs.
1-09: Budget Cuts

## Layout

Budget cuts is the ninth level of Pine Mountains. The level consists of a 16-meter gap that a bulldozer has to cross with a tight budget. It gives the player an introduction to budget shaving and utilizing materials to have lots of strength with little cost.

## Solutions

For a first time playthrough, both designs are approximately equally hard to get an under-budget solution for.

### Triangle Truss

Due to the low budget, the triangle trusses will have to be a lot shorter, but if the player makes two small arched trusses, and splits it down the middle with a single wood supporting the bridge from the rock joint, the bridge will hold.

### Dangling Road

A dangling bridge needs to be made out of solely reinforced road. The road itself can go straight through the rock, but its nodes cannot.

## Challenge Mode

Removing the central anchor doesn't increase the difficulty of the two solutions equally.

### Triangle Truss

Without a static joint in the middle, you have to build an anchor yourself. Placing a wood node on either side of the rock, and then building up from there in the shape of a pencil with its point on top should do the trick. As for getting it under budget, it's difficult, requiring the player to use wall braces as well as arched trusses.

### Dangling Road

For dangling roads in Challenge Mode, nothing changes. Just build the same design as before.
Rope

Rope is a building material used primarily to support a structure through tension, and is a weaker, cheaper form of Cable. Just like in real life, ropes can only support and object while in tension, meaning the object being supported must be pulling away from the origin of the rope, rather than pushing toward it. It cannot collide with anything inherently except for background obstacles (Boats and Planes), though its Nodes can collide with much more.

## Appearance

Ropes appear brown with a square cross section. It is the second thinnest material, Being only thicker than Cable. It’s texture is a straight line if it’s joints are pulled taut, however it has chain physics when the joints are pushed together.

## Simple Supports

In early levels, such as 1-08, static joints are placed above the road to encourage players to learn how to use ropes and cables. This theme is repeated and added to throughout the Campaign, with the level 5-10 being essentially an upscaled version of 1-08. Long, expensive ropes are generally not very good for making a cheap bridge, though sometimes they are still better than any alternatives.

## Tension Supports

When there are obstacles above a bridge, or when crossing a long gap with very few anchors in the middle, a Tension Bridge may be your best bet. Often made out of cable, but occasionally made out of rope, this design uses rope's infinite range and strong tensile strength to hold bridges together from underneath. To create on of these bridges, one or more protrusions of wood or steel supports must come out from underneath the bridge, and the ropes are attached to the tips.

## Trivia

* Rope doesn’t actually have infinite maximum length. In the game's code, they actually have a length of 1,000,000 meters, but due to the bridge building boundaries of a Poly Bridge 2 level, you can never actually make a rope that big without moving a Static Joint in Sandbox Mode, as the building boundaries from corner-to-corner (430 meters) falls some distance short of one million. For information on measurements, see Units.

* If both ends of a rope are turned into split joints and are pulled together, they will not connect.

* Although a Rope may appear to dangle when two joints are brought closer together, the hitbox of the rope does not change, rather it is a straight line between the two joints. As a result, a boat or aircraft driving in between the joint of a rope will break it even if the texture doesn’t align and vice versa.
World 2: Glowing Gorge

Glowing Gorge is the second world in the game coming directly after Pine Mountains. However, all levels in this world are unlocked from the start. The scenery is a nighttime world, filled with palm trees and volcanos. Completing every level Unbreaking and Under Budget unlocks Challenge Mode for World 2.

## Levels

* 2-01: Unity
* 2-02: Long Drawbridge
* 2-03: Low Rider
* 2-04: Buggy Bouncer
* 2-05: Rockin'
* 2-06: Roundabout
* 2-07: Double Decker Highway
* 2-08: Split Level
* 2-09: Anchors Away
* 2-10: Fork in the Road
* 2-11: Air Show
* 2-12: Momentum
* 2-13: Compression
* 2-14: Dip N' Draw
* 2-15: Weight Distribution
* 2-16: Stow Away
1-16: Large Bridge

Large Bridge is the final level in Pine Mountains. It is a large 24-meter gap with a school bus needing to cross the gap. This level is intended to use what you've learned so far to build a stable, large bridge that safely gets the school bus across.

## Tips

Remember to utilize the anchors on the side of the terrain.

A steel triangular arch can be used for a cheaper support.

A straight road should be all you need. Although an arched road may be helpful in some situations.

Try looking at previous levels you have done if you are stuck.
Timeline

Innerhalb unserer Kampagnen spielen wir grundsätzlich in der Zeitlinie des Legends Universums. Allerdings haben wir ein paar durch Disney hinzugefügte Inhalte ganz oder teilweise mit aufgenommen. Dies kann viele Gründe haben. Einerseits kann es sein, dass eine Serie den Legendshintergrund nicht verletzt und somit in die gesamte Story rein passt oder aber wenn man es anpasst soweit rein passt, dass Spieler mit dieser Hintergrundentwicklung spielen können. Wo wir Material des neuen Canons zugelassen haben werden wir dies farblich markieren und wenn nötig ausführen wie es zu diesem Schritt kam.

Hierbei ist zu beachten, dass wir hier keine Kopie der Artikel von Wookiee- und Jedipedia im Sinn haben. Wer die gesamte Zeitlinie erfahren will der möge diese Seiten besuchen. Wir werden hier nur präsentieren was in der Ära der alten Republik und der Ära um und nach der Rebellion soweit bekannt ist. Da der Imperator zusammen mit Darth Vader und der Inquisition sehr erfolgreich dabei gewesen waren das Wissen über die Macht und besonders die Jedi weiträumig aus dem Gedächtnis der Galaxie zu entfernen werden die folgenden beiden Zeitlinien Wissen enthalten die euren Charakteren im Zeitalter der Alten Republik geläufig sein werden, nicht aber euren Charakteren in der Midrim Outpost Kampagne. Bitte geht mit diesem Wissen bzw. Nicht-Wissen sorgfältig um.

### Die bekannte Zeitlinie während der "Shadows of Oblivion"-Kampagne

**Disclaimer:** Die folgenden Ereignisse sind nur euren Charakteren aus dieser Kampagne bekannt, nicht aber euren Charakteren in der Midrim-Outpost-Kampagne

### Die bekannte Zeitlinie während der "Midrim-Outpost"-Kampagne

**Disclaimer:** Die folgenden Ereignisse sind in der Galaxie zur Zeit nach dem Fall des Imperiums ab der Schlacht von Endor bekannt. Eure Charaktere in der Shados of Oblivion Kampagne können diese natürlich noch nicht wissen.
Vehicles

There are 2 forms of vehicles, Driving Vehicles (Cars, Trucks, Motorcycles, etc.), these will be referred to as "cars", and there are Crashing Vehicles (Boats, Planes, etc.), these will be referred to as "boats"

## Cars and Trucks

Cars and trucks have a starting position in the level and will go when their phase activates. They can collect four types of checkpoints, star checkpoints, reverse checkpoints, trigger sequence checkpoints, and stop checkpoints. The vehicles are "done" once they hit their corresponding flag, if they haven't collected all their corresponding checkpoints, the flag will not register as completing and a message will be given saying "Vehicle reached flag without touching checkpoint". If there are multiple corresponding flags for the vehicle, only one will need to be collected to have the vehicle be done. If a vehicle is submerged (wheels are underwater) or falls out of the map before being "done" the level will fail. If this happens after the vehicle is done, there will be no consequence.

Note: Most vehicle statistics are subject to change in sandbox mode, this is merely a table of all the default values.

## Boats and Aircraft

Boats and aircraft have a position on the grid where they drive on. They are not affected by gravity and can pass through any object. If they collide with bridge pieces, they will destroy them, even in unbreakable mode. They will move when it is their phase and can go at different speeds depending on how they are set up in the level.

There are multiple collision planes that each boat and aircraft have. The red shape in the bridge editor and the white outline in the level editor are an approximated sum of all of the collision planes, with the exception of the blimp's propeller.

Aircraft
 Blimp
 Sea Plane
 Show Jet