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Holes

Now we have finally reached the point where we get to play around with portable holes. This level starts you off on the second floor, with no way of climbing down to the first floor. There are also no trap doors. You can test this out for sure by running to the far left of the screen then running all the way back to your starting spot. Or you can just take my word for it. Picking up the energy crystal to the right of where you start reveals the exit. It is on the unreachable first floor.

There is one more space left on the second floor, but there is a strange round thing there. This round thing is a portable hole. Walking over the hole automatically picks up the hole. Just a reminder, the status area of the screen shows how many holes there are in the level and how many you currently have in your possession. Holes can be used on any grass or brick surface, but cannot be used on metal surfaces. To use a hole, simply use the z or the x key. The z key places the hole to the left of you while the x key places the hole to the right of you.

When you use the hole, the land that the hole was used on becomes a hole. If you accidentally use the hole in the wrong location, you can pick up a hole using the z or x keys. Again, z is to pick up holes to the left of you while x is to pick up holes to the right of you.

Land that has become a hole acts just like empty space. You can jump through holes to get to otherwise inaccessible areas. If you are in a level that has double (or more) thick floors, you will not be able to use a hole to jump through the floors, but if you have three holes, you can use two of the holes side by side and then jump through the holes and use another hole on the second layer of land.

The easiest way of finishing this level is to move to just right of the exit and drop the hole right over the exit. Then jump through the hole where you will fall right into the exit.

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