A Kula World Walkthrough - Levels 86 - 90

Levels 81-85

The new hyperactivity drugs and beachball's motions under their influence get all sorts of proving in this level set. Well, nothing compares to those blue and yellow purple pills. Home - Level 86 - Level 87 - Level 88 - Level 89 - Level 90 - Bonus Level - Levels 91-95

Level 86

  1. You clearly have no option but to swallow it. Go on, it'll be good for your waistline.
  2. Just remember, forward means 2 squares, jump-forward means 3 squares. You may also have to do a few backtracking hops to get your start bounce position correct. Especially if you're going for all collectible items.

 

Level 87

  1. The start ring gives access to the necessary jumping pill, but if you first do a quick look down through the hole...
  2. ...you'll see the exit square. Now you know, you'll be back, it just remains to leap your way around the single blocks, collect the fruit and key and perform your final leap through this hole to the exit.

 

 

Level 88

 

  1. Again, the jump pill is the only way to get you around this gig.
  2. This level features an exit finger that is slightly raised above the level of the 4 rings that make up the key collection region. Thinking about the boost button, remember that it will only propel you forward 2 squares, if the destination square is at a level one square higher. It's the same here.
  3. Another thing that having a platform at a different level does is make available previously inaccessible squares. Try it.

Level 89

  1. Your first task is to munch out on red gems (don't they look so juicy raspberry sweet) and get yourself onto the moving block. As it travels to the right from the perspective of the start frame, roll onto the end and claim the fruit by jumping up. Similarly, when the moving block reaches the opposite end, jump and claim the hyperactivity pill.
  2. Now you have the energy required to jump to the end of the other moving block, 3 squares away. Do this, and claim the first key required to exit the level. The second key can be got by jumping from the exit onto the stationary block. Be careful not to mess up your jumping trajectory by smacking into the side of the moving block. And don't forget - jump and forward (frame 2) to get you up that step to the exit.

Level 90

  1. This puzzle is a more difficult variation on the theme of level 86. Be careful when jumping onto ice that you know precisely where you are going to land. If you don't do anything, that's going to be 2 squares ahead. Three keys required here and much backtracking - expect to be rushing near the end.

Bonus Level

  1. A pillar puzzle. 6 pillars of uneven stature carry gems and coins. All of the boost buttons are at a level equal to or higher than its neighbours, so there's nothing to really trouble you here.

Levels 91-95