Baba Is You

Baba Is You

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Reference and Hints/Walkthrough
By hyphz
Reference of objects and properties, and walkthrough. Includes hints in plain text and solutions in spoilers.
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Rules
Note: I have noticed that some gaming sites are copying the content below and translating it into other languages, so that non-English speaking players can understand Baba Is You better. If so - I think that's awesome and I'm proud to have helped! If you need any help, please comment or contact via Steam.

IS
The most important word in the game. Noun IS Property will give that property to the named object as long as the rule remains intact.

Noun1 IS Noun2 will transform all instances of the first noun into the second. This happens instantaneously, and is not undone if the rule is disrupted. The transformed objects do not retain any traits of what they were transformed from (so Baba Is You / Baba Is Crab will freeze the level unless Crab Is You).

Noun IS Noun (where both nouns are the same) will prevent transformations of the noun. This can override any transformation of the noun anywhere else on the map, but it cannot undo past ones.

There are a few special cases of transformation:
TEXT IS Noun will inevitably freeze the level because the Is You rule surely be destroyed.

Noun IS TEXT will turn all copies of that noun into the textual representation of themselves. This is of limited use because they cannot directly be turned back, due to the case above.

NOT
If Noun IS NOT Property, then the noun can never have that property, even if another rule would provide it. If it already has it, it will lose it when this rule is formed. One NOT will override any number of rules that provide the property, including ones built into levels.

If NOT Noun IS Property, then all nouns other than the one named have the Property (except TEXT).

Two NOTs in a row cancel each other out, so Noun IS NOT NOT Property will give the property to the noun.

HAS
Noun1 HAS Noun2 will cause any Noun1 that is destroyed to spawn a Noun2.

MAKE
Noun1 MAKE Noun2 will cause any Noun1 to spawn a Noun2 every turn.

AND
Connects together two noun phrases or two property phrases into a compound that applies both. For example, Noun AND Noun IS Property, or Noun IS Property AND Property.

Noun1 IS Property AND Noun2 will cause an object transformation from Noun1 into Noun2, which makes the first property redundant.

AND is not needed between multiple rules. Noun1 IS Property AND Noun2 IS Property2 will be interpreted as a combination of Noun1 IS Property AND Noun2, and Noun2 IS Property2. So Noun1s will be turned into Noun2s, and gain Property2.

ON
Noun1 ON Noun2 behaves like a single Noun, but applies only to instances of Noun1 that overlap Noun2 at the moment they do so.

FACING
Noun1 FACING Noun2 behaves like a single Noun, but applies only to instances of Noun1 that are adjacent to Noun2 and also pointed towards it.

ALL
A special noun. It represents all types of object that exist in the stage, except Text.
Properties
Throughout this section, a property in []s means "an object with that property'. For example, [You] means "an object with the property You".

Non-overlap properties: Some properties are listed as "non-overlap". This means that the property can prevent other objects from overlapping it. This affects some other properties. If an object gains a non-overlap property while another object is already overlapping it, they remain overlapping, which can result in unusual situations.

You
Determines the object(s) that respond to your controls. Many other properties trigger only on contact with [You]. If ever there are no [You] and no transformations to create one, the level is frozen and you must undo or restart to continue.

If several objects are You, they all move together in response to your controls. Destroying one or more such objects does not end the level unless they are none left.

As a special case, if Empty Is You, pressing controls will Push every object on the level in the direction pressed if it has empty space in the opposite direction. Other interactions with [You] are suspended in that case (eg, you can't collect [Win] when Empty Is You).

Win
Wins the level when overlapped by any [You].

End
Plays the ending when overlapped by any [You].

Stop (non-overlap)
Prevents other objects from moving through it. The objects never overlap. If the object gains Stop while another object is already overlapping it, they remain overlapping. The overlapping object will be able to move, but not to be moved.

Push (non-overlap)
When any object attempts to move into this object's square from an adjacent square, the object moves one square away in the direction of movement. Pushing can be done by any object, not just [You]. Text IS Push is always in effect. Although an object that pushes this object cannot overlap with it, it can still be pushed into a position where it overlaps a third object.

Pull (non-overlap)
When any object in an adjacent square moves away in the direction opposite the object, the object moves one square towards them. If an object attempts to move into this object's space it behaves the same as Stop. Although an object that pulls this object cannot overlap with it, it can still be pulled into a position where it overlaps a third object.

Swap (non-overlap)
When any object attempts to move into this object's square from an adjacent square, the object instead swaps places with this object. The objects never overlap, even though they appear to move through each other. Although an object that swaps with this object cannot overlap with it, it can still be swapped into a position where it overlaps a third object.

Sink
When overlapped by any other object, destroys the other object and itself.

Weak
When overlapped by any other object, or blocked from moving, destroys itself.

Defeat
Destroys any [You] that touches it. Does not destroy other objects. Contrary to the name, this may not instantly cause defeat if other [You] exist. If an object is both Defeat and Win, Defeat takes priority.

Hot
Emits steam, but has no other effect except the interaction below with Melt.

Melt
Is destroyed if it ever overlaps [Hot].

Fall
Every step, if the object is able to move downwards, it will move down as far as it can. Objects that do not block movement (ie, do not have a non-overlap property) will not prevent falling. An object that is falling will not Pull or Push other objects, even if they have those properties.

Move
Every step, the object moves in the direction it is facing. If it is unable to do so, it will reverse facing. Objects without non-overlap properties do not prevent movement. A moving object will Pull and Push other objects.

Up, Down, Left, Right
Turns the object to face that direction every step. This can prevent an object turning around due to Move. Removing the rule does not cause the object to restore its original facing, but it will no longer be locked facing in that direction.

Tele
Any object overlapping [Tele] is moved to overlap another [Tele] every step, at random.

Float
[Float] will never be counted as overlapping any object that is not [Float] (and vice versa), even if they are in the same square. Note that non-overlap properties, such as Push and Stop, always apply regardless of Float.

Open
When overlapped by any [Shut], destroys itself and the overlapped [Shut].

Shut
Has no effect on its own other than the above interaction with [Open].

Shift
Any object overlapping [Shift] is moved in the direction the shifting object points.

Word
Objects with this property can take part in rules, representing themselves. For example, if Rock IS Word, then an actual rock can appear in a rule and will count as the text Rock when it does. This does not give the object the other properties of text. Note that Word cannot activate itself. The textual name of the object must appear in the Word rule.

More
Every step, the object duplicates itself into the four adjacent squares, if it is able to do so without overlapping a non-overlap object.

Hide
Makes objects of this type invisible.

Done
Destroys all objects of the given type.

Red, Blue
Changes the color of the item. Has no other effect, other than to make a neat poem.

Best
Causes the object to glitter. Has no other effect, other than a tribute to the author's wife.
Special Nouns
Most nouns in Baba Is You have the same behavior, simply identifying one of the designs in a level. There are however a few nouns that have special effects, and these are listed below.

TEXT
Text refers to all text making up rules on the level. All pieces of text on the level are treated equally by rules that refer to Text.

Text is excluded from most rules that do not specifically refer to it. For example, All excludes text. Not also excludes text when used on a noun.

Text Is Push is always in effect. It can only be overridden by a rule that specifically does so, such as Text Is Not Push. Creating such a rule will make it impossible to change rules by standard means.

If an object Is Text, objects are transformed into text representing themselves (eg, a rock becomes the text "rock"). If Text Is.. an object, all text is transformed regardless of what text it is. Unless there is some kind of condition on the transformation, this will freeze the level because the .. Is You rule will be destroyed.

ALL
All refers to all objects in the level and other than text. An object is in the level if it itself exists in the level, or it is named by text in the level.

All Is.. will give an attribute to all items on the level except Text. .. Is All will cause the item to spawn all other possible items on the level, overlapping it, every time it is moved (the effect of .. Make All is thus unknown). The object does not spawn another copy of itself and does not change any other properties.

LEVEL
Level is used on only a small number of levels and its effects are non-standard.

Usually, Level Is.. with a property will give that property to every object on the level including text and the exterior walls of the level. For example, Level Is Move will move everything on the level down one step each turn.

Level Is.. with a noun will immediately end the level and transform the level's marker on the Overworld map into the listed object.

EMPTY
Empty refers to all empty locations on the level. Giving properties to Empty can have bizarre effects, especially if the properties involved are non-overlap.
Overland
0: Baba Is You
Introduces: Baba, Flag, Wall, Rock, You, Win, Stop, Push.
Hopefully, this one isn't a problem.
Just walk over, push the rocks and touch the flag. Or, hey, form Baba Is Win (without disrupting Baba Is You), or Rock Is Win then touch the rocks, or whatever you like.

1: Where do I go?
Walls don't stop you, stop stops you.
Disrupt Wall Is Stop to walk through walls, then form Flag Is Win and touch the flag.

2: Now what is this?
Sometimes Baba isn't you.
Identical to Overland-1, but you're a wall. Disrupt Flag is Stop to walk through them, then form Flag is Win (forming Baba Is Win won't do you any good since Baba's not on the level)

3: Out of reach
Introduces: Water, Sink.
items that Sink can be removed by other items. Remember you can change the win condition.
Remove the first water obstacle by pushing a rock into it. Don't do the same with the second rock - there aren't enough rocks to clear the whole pool. Instead, just change Rock Is Push to Rock Is Win and touch the rock.

4: Still out of reach
Introduces: Skull, Defeat.
You can push groups of objects. Defeat tags don't affect things that aren't you.
Push the three rocks out of the way of the starting area. Then form them into a horizontal line and push them through the skulls to disrupt Skull Is Defeat. You can then walk through the skulls yourself and touch the flag.

5: Volcano
Introduces: Lava, Hot, Melt.
If it won't excuse you..
Be careful not to disrupt Baba Is You as you leave the starting area! Note that pushing the rock into the lava doesn't do anything (because Lava is not Sink). Move the blocks to create Lava Is Push, then just push the lava river out of the way and touch the flag.

6: Off Limits
There can be many Yous, and You can be anything.
Disrupt Wall Is Stop to walk through walls. Then form Wall Is You (be careful not to accidentally leave You disconnected!) and move the upper right walls into the flag.

7: Grass Yard
How can two rules use the same Is?
Note that there is no Wall Is Stop rule here, so you can walk through walls! Move Flag and Win through the perimeter wall to move them to the top left corner, and form a + shaped cross with "is" in the middle, crossing Baba Is You and Flag Is Win, then touch the flag.

Finale: A Way Out
Building Rock Is Push is the key here. If things are getting cramped, maybe a friend can help?
Push Keke into the left hand chamber, across the shifting belt, and then into the divot on the South wall. Then, push Shift and Is upwards to disable the belts. Move Rock down to the bottom of the T junction, then take the Is from [I}Keke Is Push[/i] and push it through the ice on the bottom wall, then pass yourself through the ice on the right to push both together; push them to the left so that is is one square to the left of where the downward belt points. Push Push onto the downward belt, then form Keke Is Push to have Keke re-activate the belts and move it out of the corner. Push it down to form Rock Is Push and exit that area by passing through the ice. Push the blocking rock out of the way, form Rock is Weak, push the right hand rock against the wall. Form Flag Is Win (to score the level as normal) or Flag Is End (to see the first ending) and then touch the flag.

8: Slideshow (revealed only later in the game)
You can touch what you can't see.
Move Baba around the walls and rocks and touch the flag. The level will move down off the screen as you do, but everything remains in the same place.

9: Fragile Existence (revealed only later in the game)
What happens when two things change at once? Most traits on the level are dangerous, but not all.
Form Key Is You vertically. Then, use the walls to move so that Baba and the key are on the same vertical level and exactly five empty squares are between them - the two walls either side of "Level is" will suffice. Move down and then to the right. The aim is to have the key move onto the door and to have Baba disrupt Key Is You at the same time, so that Door Is Defeat has no effect because the key is no longer You. Reform Key Is Hot to destroy the door. Push Hot up to squares then form Key Is You again and use the key to push Hot to the left. Disrupt Key Is You to use the "is" to form Level Is Hot. Push Is and Melt through from the right to form Wall Is Melt. No more walls! Form Level Is Win Alternatively, form Key Is You, then form Level Is Baba.

10: Hostile Environment (revealed only later in the game)
You can come back from defeat.
Form Flag Is Push (horizontally, so you don't lose the Is), and push the flag in line with the word "defeat". Form Keke Is Push and push him below "defeat" and facing up. Then, form Keke Has Baba, and Keke Is Weak And Move. Keke will form Level Is Defeat and kill Baba, but he'll then disrupt it and spawn as a new Baba. Form Flag Is Win and touch the flag. Alternatively, form Level Is Flag.

The Lake
1: Icy Waters
Introduces: Jelly, And, Ice (without text).
If there's plenty of You, you can sacrifice Yourself.
Remove Sink from Baba Is You And Sink, to be able to cross ice safely. Push the And out of the rule too, and form Wall And Baba Is You. Then, crash the square of walls into the jellyfish surrounding the flag to remove them and touch the flag.

2: Turns
Introduces: Crab.
Remember rules can be written vertically or horizontally.
Rearrange the text into Star Is Sink And Push, then push the star into the skull to remove it. Move Crab one space up, then push the And through the tunnel to form Crab And Baba Is You, then touch the flag with the crab. (Take care not to disrupt the rule while moving.)

Alternative: Instead of forming Crab And Baba Is You, form Crab Is Baba Is You which has the same effect but switches the appearance of the crab.


3: Affection
Introduces: Algae, Keke, Love, Move.
Defeat doesn't bother Keke. Maybe he can fetch for you.
Change Keke Is Move to Keke Is Push to be able to reposition Kekes. Move one of them onto the same level as the heart, and then push him to the right so he is facing it. Then put back Keke Is Move and Love Is Push. Keke will push the heart out of the Algae for you. Disrupt Love Is Push (as otherwise you will push it instead of touching it to win) and touch the heart to win.

Alternative: Form Keke Is Love then just touch one of the hearts.


4: Pillar Yard
Introduces: Pillar.
Blocks of objects can break through Defeats, and be repurposed.
Make a row of three pillars and push them through the stars, so that one of them is overlapping the flag. Then, disrupt Pillar Is Push and form Pillar Is You.

5: Brick Wall
There is no way through. But there is another way to win..
Just form Baba Is Win (without disrupting Baba Is You).

6: Lock
Introduces: Key, Door, Open, Shut.
Keys don't open doors; Open opens Shut.
Open the first door by pushing the key into it, then the second door to the right. Then, move Rock to where Key is, to form Rock Is Open / Is Push and open the third door by pushing the rock into it. Touch the flag.

7: Novice Locksmith
Doors don't have to be opened, just gotten past.
Form a + shaped cross of Key Is Push / Key Is Open and open the first door by pushing the key into it. Then, push Door into the previous room and form Door Is Push. Push the second door out of the way and touch the flag.

8: Locked In
Introduces: Object transformations.
You can create rules of the form NOUN IS NOUN.
Disrupt the two Stop rules to form Wall Is Jelly, so that you can escape the box. Then, form Jelly Is Flag and touch one of the flags.

Alternative: Instead of forming Jelly Is Flag, form Jelly Is Win, or Baba Is Win.


9: Changeless
Introduces: Transformation Locking.
Rock Is Rock prevents transformation. But nothing prevents you removing it.
Disrupt Rock Is Rock to form Rock Is Flag then touch the flag. Note that if you form Rock Is Flag while Rock Is Rock still exists, nothing changes.

10: Two Doors
An Open and Shut case. Maybe be Door-ist.
Form Key Is Shut, causing the key to destroy itself because it is both Open and Shut. Form Flag Is Win, then form Door Is You and touch the flag with the door.

11: Jelly Throne
You can transform things into Baba, too.
Form Jelly Is Baba, and use the second Baba to disrupt Flag Is Stop and form Flag Is Win. Then touch the flag with either Baba.

12: Crab Storage
Baba is turning into things when you push things up? Well, you already know how to block transformations.
Move the Is Open from Baba Is Open over to form Flag Is Open (without disrupting Flag Is Push), then push the flag into the door. Then, form Baba Is Baba vertically downwards. Push Crab through to Crab Is Win (Baba Is Baba will prevent Baba being turned into a crab in the process) and touch the crab.

13: Burglary
Remember, you don't open doors, you open Shut.
Form Star Is Open and Wall Is Shut, then push the star into the wall next to the door to break it down. Disrupt Key Is Defeat, then use the Key from inside the start area to form Key Is Win and touch the key.

X1: Submerged Ruins
If you have multiple Yous, at least they can work together.
Push the rock out of the way. Disrupt Rock Is Push to be able to move through the rock and thus push objects through the tunnel. Push the whole rule Rock Is Push through (bit by bit), and put Is Push below Baba Is You and Rock above it. Then move down to form Rock Is You and Baba Is Push at the same time. As the rock, push Baba through the crabs onto the flag. Then, push the text in the top right to the right to form Flag Is Win, and finally push Baba Is You back into place.

X2: Sunken Temple
Rule words are pushable objects too, remember.
Push the rock and jellyfish out of the way, and as before, move the whole rule Rock Is Push through to the top left area (remembering that once it is disrupted you can pass through the rock). This time, move the extra Is downwards out of the way (but not against the left wall), and form Rock Is You As the rock, form Baba Is Push in a cross shape with Rock Is You, sharing the same Is. Push Baba onto the crab, then use the spare Is to push him through the crab into the flag area. Restore Baba Is You and touch the flag.
Solitary Island
0: Poem
Introduces: Rose, Violet, Red, Blue.
Sorry, but you have to comprehensively ruin the poem. The hole to the left of Violet is no accident.
Awww at how cute this level is! Push the column of Is down twice, then push Violet into the gap in the wall. Move Rose around to below Baba, then push the row of properties down to form Baba Is Win and Rose Is You. Touch Baba with one of the roses.

1: Float
Introduces: Float.
You should know another way to Win this by now.
Note that you cannot touch the flag because Baba Is Float. Just form Baba Is Win.

2: Warm River
Contrary to what the birds say, flying isn't always better.
Disrupt Baba Is You And Float to form Water Is Hot And Float. Then just walk under the floating skulls and water and touch the flag.

3: Bridge Building
Introduces: Text (as a noun)
If you had many copies of yourself, you could make a bridge from your own drowned selves.
Form Rock Is You. By moving carefully, have the three "you"s (two rocks and Baba) remove two squares of water and then touch the flag.

4: Bridge Building?
Another reminder: rule words are objects, too.
Push the words Is and Push into the water to remove two squares of water, then touch the flag.

5: Victory Spring
Introduces: Cog.
And rule words can't just push; they can be pushed in chains.
Push a cog into the water to the right of Win to remove the water. Then move the other cog to the left of the rule Text Is Float and push the whole lot to the right until Is Float and Win are clear of the water. Push Float upwards. Text will sink, but you will then be free to form Baba Is Win.

6: Research Facility
What might they be researching? Maybe the speed of light? Or lightning?

Push the bolt to line it up with Keke, and push it to the right as far as it will go. Then, change Bolt Is Push to Bolt Is Move. Move along the bottom row parallel to the bolt, pushing the word Defeat along. When you're forced to make Skull Is Defeat, stop and wait for the bolt to push Skull out of the way and destroy the sentence. You can then move around the bottom area of the level to collect Win and form Bolt Is Win.


7: Assembly Team
Introduces: Pipe, Robot.
You can change the relative positions of Your parts by blocked movement.
Push Baba against the left hand wall with one of the robots so that they are no longer in the same column. Walk one of them into the water to remove it. Then, move Is and You through the gap in the water to form Baba Is You, and collect the flag with Baba.

8: Tiny Pond
You could sacrifice Yous to get through, but you'd need two..
Use a cross shape through the Is to form Flag Is Key. Then, form Key Is You And Open. Drop one of the keys into the water two squares to the right of the southern gap to open it, then use the other key to fetch Win from the pond area and use it to form Key Is You And Win.

9: Catch the Thief!
Set a thief to catch a thief. Or maybe, be the thief.
Quickly move to push Baba Is You downwards and out of the way before the robot disrupts it. Wait for the robot to be inside the area of skulls, then disrupt Robot Is Move. Form Robot Is Baba and use the second Baba to push Win upwards and clear, then form Baba Is Win.

10: Wireless Connection
Introduces: Bog.
Use your moving friends to assemble a rule for you.
Push the robot level with the space between Rock and Win, then push it to the right so it faces right. Form Cog Is Push, then push the cog level with the space between Flag and Rock, and push it to the right one space. Push And to the right of the cog, and Is to the right of the robot. Form Cog Is Move, and let the cog push And until Flag And Rock is formed; then push Move to disrupt the rule and stop the cog (you may need to undo here if it goes further than you're expecting). Do the same with Robot Is Move, disrupting ti when the robot forms Flag And Rock Is Win. Then touch the flag.

11: Prison
When you can toggle Push, you can create invalid situations.
Form Keke Is Push crossing Baba Is You. Push Keke down to below Wall Is Stop, then disrupt Keke Is Push and push the rule down one step so that Stop is on top of Keke. Now form Keke Is You and move up to break up Wall Is Stop. You can now move freely through the walls, so go and collect Win and form Wall Is Win then touch a wall.

12: Evaporating River
As always, words are objects. And when a problem is solved, its word may no longer be useful.
Disrupt Water is Sink, and push Is Sink across the river into a horizontal line one square to the right of the river. Then push Water next to them so that it is in the water and immediately sinks when the rule is created. Form Cog Is Sink, then push the cog across the gap in the water you just made and into the leftmost skull. Form Flag Is Win then touch the flag.

X1: Boiling River
Separate Baba Is You from Baba's other rules, and you can manipulate them more easily.
Push And Float to the right, then push And down next to Baba Is Melt. Then push Baba Is You down to form Baba Is Melt And You along the bottom. You can then form Baba Is Float and push it across the river; once safely across, disrupt it and walk under the skulls to touch the flag.

X2: ...Bridges?
If you feel alone in not floating, the club is open to join.
Disrupt Rock Is Push to form Rock Is You. Move the rocks across the river and then push Is Win to the left across it. Then, form Rock Is Win without disrupting Rock Is You to win immediately.

X3: Tiny Isle

X4: Dim Signal

X5: Dungeon
Temple Ruins
1. Fragility
Introduces: Weak.
You can make anything breakable with Weak.
Form Skull Is Weak, then push the rock into the wall of skulls to break through it. Then, disrupt Skull Is Weak to form Rock Is Weak and push the second rock to the left against the wall to destroy it. Touch the flag.

2. Tunnel Vision
Introduces: Has.
Doesn't Baba sound like a Russian doll? Albeit a strange one with a rock in it.
Let Baba hit the water and turn into a rock. Then, rearrange the upper rules to Rock Has Baba. Only after doing that, form Rock Is Move to have the rock remove another square of water and turn into Baba. Form Baba Is Move again to have Baba remove the final square. Touch the flag.

3: A Present For You
If you're melting, be something that doesn't melt.
Change Love Is You to Box Is You. As the box, cross the river and disrupt Love Is Melt, then restore Love Is You. You can now cross the river yourself. Form, as angles, Box Is Melt / Is Push, then push the box into the river to reveal the flag and touch it.

4: Unreachable Shores
You don't need the box. You can set up a loop to regenerate..
Form Box Is Keke. Ram the extra Keke into the single square of water towards the top of the screen to grant access to the small blocked area. Form Keke Has Box (giving a three way cross of Box Is Keke, Keke Has Box, and Keke Is You). Then just walk across the river and touch the flag.

5: But Where's The Key
The moral: it was inside you all along. Like in Saw 2 or Alien, maybe.
Form the following crossing rules: Baba Has Box, Box Is You, Baba Is You And Weak. Then kill Baba (by crashing into the bricks, perhaps) to yield a box. As the box, rearrange the rules to Box Has Key And Box Is You (this is read as Box Has Key And Box and Box Is You), then add Box Is Weak crossing it. Crash into a wall to yield a key. Disrupt Box Is Weak to make getting around less of a pain, then form Key Is You, touch the door and then the flag.

6: Love Is Out There
Do we have ourselves? And what if we did?
Push Box Is Weak as far upward as you can, then form Box Has Key And Box crossing it. Step on the box to cause it to begin generating keys. Move Is Push upwards to form Key Is Push downwards from Key. Then push the key (actually keys) through the two doors and touch the heart.

7: Perilous Gang
Remember the Wireless Connection? If only the skulls would Move..
Push the top ghost down to one square above the bottom one, then push it twice to the right.. Place Ghost Is to the right of the bottom ghost, and Is to the right of the top ghost. Then, push Move to form Ghost Is Move. The ghosts should move the rule to the right, for a moment creating Skull Is Move, causing the skulls to move and free you. Form Skull Is Ghost to remove the dangerous skulls, then Ghost Is Win and touch one.

8. Double Moat
Changing identities might be risky, but it can be done. If You Move, you don't stop in the middle.
Ok, I honestly have no idea if this is the correct solution, but here we go anyway. Push Has down out of the way, form Keke Is next to Baba Is You, then push You across to make Keke Is You. As Keke, push Keke Is You down one step, and then form Baba Is You horizontally on the new row. Then disrupt Keke Is You, making sure that Keke is on the same row as the door when you do it. Form Keke Has Baba horizontally next to Baba Is You, then form Keke Is Move. Keke will cross the first moat, open the door, and turn into Baba. Now, move the second Baba into the right hand chamber in the corner, and bash them against the bottom and left walls as necessary to have the first Baba move Is Move to the right to make Baba Is Move. As soon as they do, move right again and the second Baba will jump right over the second moat! Touch the flag.

9. Walls Of Gold
Transform to escape, and remember how You Win.
Form Wall Is Rock to escape. Then, form Rock Is Win with Rock two spaces above the You of Baba Is You. Then, push an Is in between to form Rock Is You as well and win immediately.

X1. Further Fields
Forest of Fall
1: Hop
Introduces: Tele.
You can teleport anything. Anything.
Push Push onto the heart to teleport it, then follow yourself. Disrupt Love Is Tele to form Love Is Push, then push one of the hearts into the water surrounding the flag. Restore Love Is Tele to teleport the water back and forth, then disrupt Love Is Tele when the water is gone. Touch the flag.

2: Grand Stream
Leave the key be; let Keke fetch it for you.
Don't move the key from its starting position. Move across to the other side of the river, and disrupt Key Is Pull to form Keke Is Pull. Pull Keke so that he is level with the key and facing it, then restore Key Is Pull and Keke Is Move. Let Keke move over and collect the key for you, then pull it onto the box and touch the flag.

3: Rocky Road
Teleporting part of a rule can give you the best of both worlds.
Push Rock Is Tele And Push two spaces to the right, so that the word Push is on top of the rock. This will cause rocks to become push only on even turns. Touch the rock to teleport across while Push is on the right. Then push the rock downwards on turns when Push is on the left, and wait when it is on the right. Push the rock to remove the water then collect the flag.

4: Telephone
If there's several Babas, Baba can be a teleporter.
Form Ice Is Tele, and teleport the lower Baba next to the key by stepping on the ice. Carefully, disrupt Ice Is Tele and Key Is Push, then form Baba Is Tele. Step the lower Baba on the key to teleport it to the upper Baba (make sure it's not against any of the walls), then disrupt Baba Is Tele while the key is with the upper Baba. Reform Key Is Push with the lower Baba, then push the key into the door and get the flag. (This may require some care, but nothing restricts you from doing it.)

5: Haunt
Rules against the walls can't normally be moved around, but if you can teleport them..
Turn Ghost Is Tele into Ghost Is Push. Push one of the ghosts to the right of Leaf Is Defeat, and the other in between Love and Win. Restore Ghost Is Tele, then push the rule Leaf Is Defeat into the top ghost until Love Is Win is formed below. Disrupt Ghost Is Tele while Love Is Win is formed, then just walk through the leaf (since Leaf Is Defeat is disrupted) and touch the heart.

6: Crate Square
You can pull chains as well as pushing them. You can even push and pull at once.
By making very careful pull moves, move the four crates from a square into a line that touches the flag from the left and is level with Hot, Defeat, and Win. Standing on the left of this line, move left to push the three rules into place and at the same time pull the crates and flag out of the water. Remove one of the crates and then pull left again to pull the flag off the brick, then remove the And from Flag Is Win And Pull and touch the flag.

7: Ghost Friend
Do I have to drag you over there?
Pull the ghost to the right so it faces right, then disrupt Ghost Is Pull to make Baba Is Pull. Stand behind the ghost as it moves (if it's already left, wait for it to return) and let it pull you over to Key, then push Key through to the left. Form Key Is Push, and push the key into the door to form Flag Is Win and win immediately.

8: Ghost Guard

9: Leaf Chamber
Introduces: Fungus.

10: Not There
Introduces: Not.
Remember that Not overrides all other rules.
Form Fence Is Not Stop. Move outside the fence and push Is Win in, and create Fence Is Win without disrupting Fence Is Not Stop, then touch the fence.

11: Catch
The other kind of double negative. If you're feeling pinched, push. There are two rocks for a reason.
Form Rock Is Push, then push one of the rocks around and into the water directly to the left of the hedge that is lined up with the rocks, creating a one-square barrier of water. Form Not Rock Is Push and push this single square down to just above Baba, then push the two upper water barriers to the left of it up and out of the way. Restore Rock Is Push and then push the rock into the water just to the left of the incomplete (and fatal) rule Baba Is Not You (if there is no room to do this, you didn't push the water columns out of the way properly). Bring Not down into the opened space and push left to form Not Baba Is Not You, which is harmless. Touch the flag.

12: Dead End
Ever had one of those pedantic friends who uses double negatives?
Form Box Is Not Not Push, then push the two boxes into the water and touch the flag.

A: Literacy
Note that Wall is Defeat, not Stop.
Push the rock to the right, then walk around it and push it left into the main area. Move Text into the main area, and push it into the wall below the right hand Wall of Wall Is Wall. Use the rock to push Text through the wall to turn the rule into Wall Is Text, then walk through the text and touch the flag.

B: Broken Playground

C: Fetching
If you can't reverse a rule, maybe you can make an equivalent? There's a rule here that gives you superpowers. Note that Text Is Defeat has no effect and Text Is Push is redundant.
Form Keke Is Baba. Moving carefully to avoid the second Baba hitting the skull, form Text Is Weak. Push Defeat into the hedge to destroy it - the skull is now safe. Form Skull Is Push and push the skull over the ghost, then push Hot into Push from below to destroy it and form Skull Is Hot which will destroy the ghost. Use the second Baba to push down Flag Is Win and walk past the harmless skull onto the flag.

D: Scenic Pond


E: Skeletal Door
This could be made as a text adventure.
LIne up Text and Push directly under Baba, then push them up to make Text Is You. Move the text to the right hand corner and press against the wall to line up Baba and Push with the Is and make Baba Is Push. Push Baba onto the top skull, then press against the top right wall to push Baba over the skulls and destroy Push. Then press against the left wall until Baba is on the left, then move up to restore Baba Is You and touch the flag.
Deep Forest
1. Renovating
Introduces: Belt, Shift.
Note that Wall is Defeat, not Stop. Belts are still made of tiles.
Change Belt is Shift to Belt Is Push. Push the belt back up into the top left chamber and then push it apart (note it changes facing when you push it). Push two right-facing belt tiles under the blocking wall, then restore Belt Is Shift to move the wall out of the way. You may need to go back to Belt Is Push to push a belt under the wall again and then Shift once more. Touch the flag.

2. Toolshed
There's an important rule missing. Spotting it will give you the answer.
There is no rule Door Is Stop!. Just walk through the door, and form Wall Is Shut and Key Is Push / Is Open. Push the key through the door and open the wall surrounding Win from the top. Then disrupt the Key rules by removing an Is and use it to build Door Is Win, then touch the door.

3. Keep out!
Try bringing the tree into the upper area to see how Pull and the belt interact. Note the difference between the two paths.
Form Belt Is Pull by pushing Is over the row of bugs. Pull the belt out of the passage and then move it to the right-hand end of the passage (one square away from the end). Restore Tree Is Pull (by pushing Tree and Pull over the bugs), then pull the tree through the passage and let the belt guide it around the corner for you. Touch the tree to the mushroom, pull the tree away, and touch the flag.

4. Baba Doesn't Respond
Look carefully in the corners. Baba can open the door for you, but you might need to slow him down.
Form Belt Is Push and move one of the belts into the lower right corner of the area, pointing to the right. Put the other belt in the top half of the area pointing down. Then form Baba Is Push and push Baba to be in line with the second belt (the one in the top half of the area), facing away from it and as close as possible. Then, form Baba Is Move and quickly move past the reed and to the door. If Baba pushes the rules before you get there, make his path longer next time. If you get there in time, the door will open once you are past the reed, and you can then touch the flag.

5. Patrol
When we find ourselves, we can sink all our enemies.
Form Door Is Push and push the door into the path of the skulls. Then restore Door Is Sink / Has Tree and let one of the skulls hit the door and turn it into a tree. Then, form Tree Has Tree / Is Sink and let the whole row of skulls crash into it. Disrupt Tree is sink and walk past the tree and door and touch the flag.

6. Canyon
C'mon, you can do this! Shift yourself!
Push Belt across and form Belt Is Up to effectively disable the belt. Form Baba Is Shift to be able to move the belt around; move it into the bottom right corner of the passage with the ghost. Form Belt Is Up again to turn it the right way, then Belt Is Shift, and push the ghost onto the belt to get it out of the passage. You can then push the ghost over the flowers and touch the flag.

7. Concrete Goals
Stop stops you. But nothing stops stop.
Disrupt Belt Is Push, and ride the belts along, then disrupt Wall Is Stop. Form Flag Is Push, and move the flag to just left of the left-hand end of the belt. Disrupt Belt Is Shift and push the flag onto the belt. Move the parts of Belt Is Shift over to the right, and reform it then move Baba to be standing at the right hand end of the belt. Press Wait a few times and let the belt drop the flag on you.

8. Victory In The Open
The most awkward joystick ever made.
Push an Is onto the flowers next to Up. You can now freely steer Keke around by making and unmaking Keke Is Move, Keke Is Right, and Keke Is Up (remember that if Keke hits a wall he turns around). Always make Keke Is Up by pushing the extra Keke to line up with Is Up, or not to. Turn him right, have him walk into the right chamber, then turn him up, have him walk into the top wall, turn him right, have him walk into the right wall and turn back, turn him up when he's above Win, have him walk into the wall and push Win down, turn him right, have him walk a bit away, turn him up, have him walk into the upper wall and walk down until he's next to Win, turn him right, have him walk into the right hand wall, turn around and push Win to you. Then form Keke Is Win and grab him.

10: Supermarket
Racing belts! Both ways can help if you turn at the last minute. Remember words are objects.
Push Belt Is through to the right to make Belt Is Up, then push Belt Is Up back through the ineffective belts to the central area. Form Belt Is Right, then push the word Right onto the belt above you, then push the rock to its left (this prevents the rock moving to the right). Push Belt Is into the left hand chamber. Push Belt onto the belt so that it's moved into the hole on the right of the belt, then push Belt up one square and then use the belt again to place Is below it. Place Up below Is, and then jump on the belt and you should arrive before the rock turns the belts into walls. Touch the flag.

12: Skull House

13. Factory

14. Tiny Pasture

A. Nearly
Introduces: Swap.
The problem is the solution.
Touch Baba to the Swap of Baba Is Swap to swap with it and disrupt it. Then, touch the flag.

B. Not Quite
It's not you that's swap any more. Or is it?
Form Flag Is You, touch the Swap of Flag Is Swap to disrupt it, then restore Baba Is You and touch the flag.

Rocket Trip
1. Empty
Introduces: Empty
Getting rid of things shouldn't be difficult now.
Form Belt Is Empty then touch the flag.

2. Lonely Flag
The Flag might be lonely, but Baba certainly won't be.
Form Door Is Empty to remove the doors. Then form Empty Is Baba to fill the map with Babas! Have one of them step onto the flag, taking care not to disrupt Baba Is You in the process.

3. Babas Are You
The most awkward teleporter ever made. Movement is the challenge here.
I don't like to do this, but I kinda have to for this level. Left Down Down Down Left Left Left Left Left Up Left Down Right Down Left. This should form Rock Is Empty which makes a Baba appear outside the wall. Move right until the right hand end of the wall, then down, and collect "win", then push it up to make Ice Is Win, then touch the ice with any Baba.

4. Please Hold my Key
Introduces: Fall.
This really should have been called Bridge Building. Or maybe Raft Building.
Use Key Is and Baba Is You to form a platform to the right of the key, and push the key to the right resting on it. Continue to push Baba Is You to the right with the key on top of it until it reaches the right hand side, then form Key Is Open, open the door and touch the flag.

5. Horror Story
Remember that "Welcome to Communism" FPS? Be careful with existentialism.
Form Empty Is You (by pushing Empty down from above), then move right and down. The rocket is now out of the way and Baba Is You is restored. Touch the flag.[/i]

6. Aiming High
You're probably right about what to do, but need to think through your preparations. You can preserve rules by teamwork.
Push the Is that's near Dust Is Win down to be to the left of the Is of Cloud Is Stop. Then move the two Babas so that one is two squares directly above the other, and push Cloud and Stop to the left at the same time so that the new Is takes over. Then, push the now-spare Is around next to Baba, and push Cloud Is Stop up so that the two cross to form Baba Is Stop. Enter the right hand area and use blocking to place the Babas at the right offset so that one can push the moon to the left and it will land on the other. Move them both to the top of the area and then to the left (don't try to move left until you are right at the top and there is a Baba to the right of the moon), then move right when the moon is over the star. Return to the left hand area, form Dust Is Win and touch the dust.

7. Trio
Are you treating Me like a doormat? If not, you might be on the wrong track.
Form Keke And Me Is Push. Push Keke and Me upwards and then use the spare Is as a support to push them to the right, so that Keke is on top of Me and both are facing to the right on the platform next to the skulls. Without disrupting Me Is Push, rearrange the rules to cross it with Keke And Me Is Move. Both should move to the right together. Wait for them to turn around, and then to be one square to the right of the hole leading down into the bottom part of the level, then disrupt Me Is Push. Keke should fall down. Just wait and he will disrupt Skull Is Defeat for you. Pass through the skulls and touch the flag.

8. Bottleneck

9. Platformer

11. Heavy Words
Flower Garden
1. Condition
Introduces: On.
On doesn't necessarily mean "on top of". Control your transformation.
Form Grass On Keke Is Key. Touch the grass once to create a key, then disrupt the rule and open the door and touch the flag.

2. Thicket
Introduces: Make.
If Opening is too sacrifciial, have something do it for you.
Rearrange the starting words to Flag Make Moon and Moon Is Open. You can then walk freely through the grass clearing it as you go. Push the rules in the bottom right corner down then return and touch Baba.

3. Sorting Facility
On will give you selective conveyance.
Form Belt On Rock Is Shift, crossed by Rock Is Push. Push the rock onto the belts, then walk across them yourself and push the key back (the belts will not affect you) to open the door and touch the flag.

4. Relaxing Spot
If you need to take two things, take them as one. If they're being broken up, condition that they're not.
Disrupt Rock Is Push, and push Keke on top of the rock. Then form Rock On Text Is Push, and push the rock over the belt - the rock and text will separate, but because this shuts off the push rule, the rock becomes overlappable again when it does. Push the rock and text up and use the rock to remove the left hand square of the water, and the text to push Flag Is Win into place, then touch the flag.

5. Maritime Adventures

6. Got All This Stuff Here
You need to move a word through the gap. Running away with you? Maybe you can decondition what you can't disrupt.
Push the key below the skull, and the word Door above it. Push the key one square north so it is "facing" that direction. Then, form Key on Ice is Move and Key Make Ice. Let the key push Door through the skull, then disrupt Key Make Ice to stop it. Collect Door and use it to form Door Is Shut. Then, recreate Key Make Ice to make the key move one more step, then disrupt it again. Push the key into the door and touch the flag.

7. Blockade
Remember that On can limit rules, and just because something is not Push doesn't mean it is Stop.
Push the pillar into the central square of the water. Form Rock Is Push and push the rock through the narrow path between the hedges until it is lined up with the left hand side of the water. Then disrupt Rock is Push - you can now walk through the rock, and push rules through it - and move Rock to where the pillar just removed the water. Bring Is and Push through in that order, and reform Rock Is Push while you are already inside the right hand chamber; this will allow you to push the rock up into the water. Push Rock to the right and Is Push up out of the way, then bring On through to form Rock On Water Is Sink. Since regular Water is now no longer Sink, you can just walk across the water and touch the star.

9. Overgrowth
Chasm
A. Rocky Prison
Introduces: All.
What did the Buddhist say to the hot dog vendor?
Form All Is You. There's then many ways to solve this, but essentially you want to push the top structure against the corners of the level so that the word "win" is exposed, then either slot it into one of the rules below or reform Skull Is You and then All Is Win.

B. Siege
Introduces: More.
It can't push everything away.
Form Rock Is Push And More, then wait one or until there is a line of three rocks, then push More out of place. Dispose of as many rocks as possible into the water, ideally removing all water near the top of the level. Then form Baba Is You And More, ideally making this rule non-disruptable by pushing Baba Is You to the left against the upper wall before you add And More. Let the level fill up with Baba, and move to the right to overwhelm the belt with respawning Babas. Touch the flag.

D. Treasury
You can block one place. Where minimizes disruption?
Move the rock to one place down and to the left of its initial position (you will need to push it into the right hand chamber to get around it. Remember that you can pass through the key). Then form Key Is More, wait four turns for the keys to expand, and then disrupt it to make Key Is Push. Disrupt Rock Is Push and the leftmost key is now pushable to the door. Push it there and touch the flag.

E. Looking for a Heart
What is All? It's not just Love; it can get you unstuck, too.
Disrupt Rock Is Move. Form Rock Is Push, then push the rock into the right hand area with Door Is Shut, etc. Then form Rock Is All vertically. Disrupt it after one cycle, and use the extra baba(s) in the right hand area to push Rock back out. Form Love Is Move to free the heart from the stack of all items, then Love Is Push and line it up with the doors. Do the same with Rock Is Move and Rock Is Push. Then, form Love Is Rock, and push All one square to the right to form Rock Is Open with the leftover Is. Form Rock Is Move, let the two rocks open the doors and touch the flag.

F. Lava Flood
Have you been paying attention to exactly how More spreads?
Push the word "flag" on top of the flag to prevent the lava reaching it. Disrupt Flag Is Melt, then reform Flag Is Win elsewhere and touch the flag.

X1. Metacognition
Introduces: Word.
There's a spare Is available, once there's an extra key.
Push a key around to the Is of Baba Is You, then disrupt Key Is Push to form Key Is Word. Move Push next to the Is of Baba Is You, then push Is Open down and push the second key through this rule and into the door. Touch the flag.

X2. Multitool
Word works for properties and transformations.
Disrupt Rock Is Hot to walk through the rock, then disrupt Keke Is Push to form (Rock) Is Push using the actual rock. Push the rock to the left to get around it, then to the right. As you go past, form Keke Is (Rock). When the rock is lined up with the box, move (Rock) Is Push around to be vertical and push it down until the rock is over the box, then use the ex-Keke rock to reform (Rock) Is Hot). Touch the flag.

X3. Broken
If Text Is Not Push, then text is overlappable. What does that let you do?
There are probably all kinds of ways to do this. Push the rock into the ice, then enter the ice yourself and push the rock out at the appropriate time. Push the upper rock to overlap "win", then the first rock to overlap "ice" to form (Rock) Is Tele. Wait for Win to be on the square next to "Is Tele", then push the rock out of that square to stop the teleporting. Move the rock up and push it to overlap "push", then push the lower rock onto the square with "win", teleporting "win" to form Rock Is Win. Stand on one of the rock squares and wait for the rock to teleport to you.

???
To gain access to ???, you must have gained access to the higher Overland levels.

On level 9, form Level Is Baba.

On level 10, form Level is Flag.

This will make Baba and a Flag appear on the overland map. Touch Baba to the flag to "win" the overland map. (Note: Baba can't walk through regular level markers, so you'll have to walk him around level 8.) You'll appear on ???.

You can return from ??? to the Overland map in the normal way, and return to ??? by repeating the same process.

1. Glitch
If you've gotten this far, this should be easy.
Just push the rules out of the way to form Love Is Flag then touch the flag.

2. Error
Those letters aren't for nothing.
Spell out LOVE with the letters, and then form Love Is You. Using the heart, form Baba Is Flag and touch the flag.

3. Whoops
If you're dying abruptly, scan the whole level. Since you can scarcely touch anything here, how else can you win?
If you move right here initially you will die due to the ice forming Baba Is Defeat. Push Move to the left, then move above it and push it down to form Keke Is Push, then wait for Keke to disrupt Ice Is You. You can then move freely. Form Keke Is You crossing Keke Is Win.

4. Mean Fence
Yea, Facing is confusing. But the wall isn't what stops you.
Push Win as far as it will go through the hole in the fence. Then move down, right, up, up, left. Because you never actually faced the wall until you were through it, you'll remain intact. Push Win to the left, form Flag Is Win, and touch the flag.
21 Comments
Homestuck.FM May 7, 2023 @ 3:48pm 
i.e there's still Depths and Meta missing from this guide, and by forming __ is level you can play more secret ones
Homestuck.FM May 7, 2023 @ 3:21pm 
There's more content in BIY than just the ???
by winning *that* overworld, or transforming objects into levels, you can access even more levels
vardy May 19, 2021 @ 1:49pm 
Some great tips thanks for the info!:steamthis:
:3 May 19, 2020 @ 10:10am 
rose is red,
violet is blue,
flag is win,
baba is you.
-BIY devs
Cabbit Jan 11, 2020 @ 10:51pm 
Any Solutions or hints on Island X3, Tiny Isle?
- ̗̀n o o k ̖́- Jul 19, 2019 @ 11:52am 
I attempted adding you on Steam but it's giving me an error. I'd like to ask for your permission to use some parts of your guide transformatively on the Baba is You Wiki: https://babaiswiki.fandom.com/
Have a nice day!
- ̗̀n o o k ̖́- Jul 9, 2019 @ 5:56am 
Hi, I added you on Steam to PM you about this guide.
The Fullest Circle May 5, 2019 @ 1:09pm 
I came up with a different solution to Island-3.

Push the rock into the water on the same row as the word "Win". Next, disrupt "Rock Is Push" and push the words "Rock Is" over to the same row as the word Win, and then push them into the word "Win" to form "Rock Is Win". Now just go over to the other rock.
frogmoss10 Apr 24, 2019 @ 4:42pm 
Nevermind, you didn't. I'll mention that doing LEVEL IS FLAG doesn't count for a level clear, and has an entirely different purpose.
frogmoss10 Apr 24, 2019 @ 4:36pm 
Just so you know, you missed something in Overworld-10 . What happens if level is (object)?