Magnet Pair

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How to play

Mag and Nett are two little magnet robots stuck in a workshop after hours. Mag is the red one and carries a plus pole; Nett is the blue one and carries a minus pole. Each room is solved when both robots stand in their own doorway at the same time: red for Mag, blue for Nett.

  • Mag walks with A and D, jumps with W and holds the coil with S, E or Space.
  • Nett walks with the arrow keys, jumps with up and holds the coil with down or Enter.
  • Gamepads work too: the stick walks, A jumps and X or a trigger holds the coil.
  • On a phone, hold it sideways. The left half is Mag, the right half is Nett. Each half has its own move and jump buttons plus a round coil button.
  • Playing alone? Choose 1 player and swap robots with Tab, Q or the swap button. A coil you are holding when you swap stays switched on, so a robot hanging from the ceiling keeps hanging while you move the other one.
  • R restarts the room, P or Esc pauses.

The coil

Nothing magnetic happens until you hold your coil button. Then your robot reacts to the coloured plates around it.

Same colours push. Mag on a red plate, or Nett on a blue one, springs about seven tiles into the air. Stand next to a wall plate of your own colour and switch on to be flung sideways across a gap.

Opposite colours and iron pull. A ceiling plate of the other colour lifts you up and holds you there; keep the coil on and you can shuffle along the ceiling. A wall plate of the other colour catches you in mid-air and holds you in place. Standing on such a plate ties your feet down: you cannot jump, but you also cannot be pulled away. Dark iron plates pull both robots.

Working together

Pull. When both coils are on, the two robots attract each other. A robot that is standing on a pulling plate or hanging from the ceiling is the anchor and does not move, so the other one flies towards it. A robot stuck to a wall climbs up the wall towards a partner above.

Throw. Switch your coil on while your partner’s coil is off and your partner gets a jolt. If your partner is standing on your head, they are thrown about six tiles up. This is how most high shelves are reached.

Step. A robot stuck to a wall makes a fine stepping stone.

Spark wires zap either robot, and falling out of the room ends the attempt too. The room simply starts again.

Stars

Every room gives up to three stars: one for getting out, one for collecting both robots’ nuts and one for beating the par time shown at the end of the room. If a room has you stuck, the pause menu lets you skip it after a short ad.

Strategy

Read the colours first. Before moving, find the plates and ask: who does this push, who does this pull?

Anchor before you pull. A pull only works the way you want if one robot cannot move. Stand on iron or hang from a ceiling, then let your partner switch on.

Coil off before a throw. The robot being thrown must have its coil off when the thrower switches on.

Talk to each other. Most rooms are a short conversation: “Get on my head… now!”

Like puzzles for two? Tunnel Twins sneaks two very different siblings past clockwork guards, and Lumen & Umbra splits a level between light and shadow.

If you enjoy Magnet Pair, try Mini Golf Duel or Mosaic Drop next.

Frequently asked questions

Can I play alone?

Yes. Choose 1 player and swap between the robots. Hold the coil while you swap and that robot keeps its coil on.

Why does my robot not jump?

Its coil is on and it is standing on a plate that pulls it down. Let go of the coil.

Why did nothing happen when I switched my coil on next to my partner?

The jolt only happens when the other robot's coil is off. With both coils on, the robots pull together instead.

Is my progress saved?

Yes, finished rooms and stars are kept in this browser.

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