LITTLE MIMICS WALKTHROUGH
Level 30: Traffic of ideas
Four friends share a trail but belong to two different doors. This walkthrough uses the level’s six lessons, four gathering pads, two swap charms and one carefully timed blindfold.
The goal
Pip and Miso belong to the upper door, marked P·M. Nori and Bean belong to the lower-left door, marked N·B. Protect the opening habits, gather both crews twice, and teach the right action before each release.
This is the same puzzle used in the browser demo. Complete Level 1 to unlock Level 30. You can pause at any time; there is no deadline.
Step-by-step solution
Before starting: prepare four pads and two different habits
Count columns from the left and rows from the top of the visible 9-by-7 board. Pads are tools you place; gold action stones do not stop a friend on their own. Nori’s Jump lesson reaches all four friends. Protect Miso next, then teach Miso Turn directly: Pip can see that lesson, while Nori and Bean keep Jump. The charms change Pip and Miso’s habits after their first Turn.
- Place wait pads at column 2, row 3; column 2, row 5; column 5, row 7; and column 8, row 7.
- Equip swap charms on Pip and Miso.
- Select Nori and teach Jump.
- Equip a blindfold on Miso after that Jump lesson.
- Select Miso and teach Turn. Pip and Miso should show Turn; Nori and Bean should show Jump.
- Press Let’s go and wait for the automatic gathering pause.
First gathering: turn both crews toward their next pads
Pip and Miso gather on the left-hand pad, facing west. Nori and Bean gather on the lower-right pad, facing south. The swap charms have already been used. Everyone now needs Turn to take the next branch. Tools cannot be moved during this pause, but you can teach new habits.
- Select Nori and teach Turn.
- Select Miso and teach Turn. A blindfold still allows direct teaching of its wearer.
- Press Resume. The first gathering pads release their visitors; each crew travels to its next unreleased pad.
- Wait for the second automatic gathering pause.
Second gathering: teach Jump and bring everyone home
Pip and Miso now face north toward their door. Nori and Bean face west toward theirs. Both routes have a gap immediately after the waiting action stone, so both crews need Jump. These two lessons use the remaining budget.
- Select Pip and teach Jump.
- Select Nori and teach Jump.
- Confirm all four friends have Jump, then press Resume.
- Pip and Miso jump north to their door. Nori and Bean jump west over the gap and walk to theirs.
Common mistakes and why they happen
Why does a blindfold refuse to equip?
Miso must learn Jump from Nori before receiving the blindfold. The blindfold protects a habit already learned; it does not give an untrained friend a habit.
Why did the wrong friends copy Turn?
Teaching order and the chosen teacher matter. Use Nori for the first Jump, then protect Miso, then directly teach Miso Turn. Check the dotted sight lines before spending a lesson.
Why does the crew keep moving past a gathering point?
An action stone is not a wait pad. Place all four pads during preparation. Restart if you set off without them; restarting restores every lesson and tool.
Why are the friends still waiting?
Wait pads never release visitors on a countdown. After everyone gathers, teach the next habits and press Resume to release that group’s pads.
Quick solution checklist
The exact authored plan, including every gathering pad. Each Go / Resume runs until the next gathering or the win.
- Wait pad: column 2, row 3
- Wait pad: column 2, row 5
- Wait pad: column 5, row 7
- Wait pad: column 8, row 7
- Swap charm on Pip
- Swap charm on Miso
- Nori → Jump
- Blindfold on Miso
- Miso → Turn
- Go / Resume
- Nori → Turn
- Miso → Turn
- Go / Resume
- Pip → Jump
- Nori → Jump
- Go / Resume