

Why are we offering solutions and cheats for this part of the game that only exists to help you to get the hang of things? Well... this should help you really get the hang of it, so you can take those skills into the real missions! Now, if for some reason you do want to play this one like a mission, you can do the four colours in any order. We'll start with red...
Red objective Go to the red sector (AKA the 'northwest' of this 'mission'). That means move forward until you reach the outer perimeter of paved floor, and turn left. Between two circular areas full of forcefields, one flat and the other a rising helical jump ramp, find the rectangular area that we call the control room. At the back of it on the right, crash into the flickery wall enough times to get through it and collect the red key. Get the 9 extra lives too if you want them, and head back towards the middle of the map where you started. With the red key, unlock the red locked walls so you can go and press the red switch.
Yellow objective Go to the green sector (southeast) and make your robot lavaproof - either by collecting shields until you reach the maximum shield level of 10, or by expanding it to the largest size. Now go anticlockwise around the perimeter, to the yellow sector (northeast) where you'll find the biggest building here - and a lava lake below the usual floor level. Look into the building and down, and you'll see the yellow key near the far end of the black rubbery floor. Drop down there (you'll land on the lava, not the rubber, so you won't bounce) and get the key. Cross the underground lava lake and find a lift that will take you back up to the usual level. Go back to near where you started and use the new key to reach and press the yellow switch.
Green objective For this you'll need either a lavaproof robot again, or a slightly smaller-than-usual one because it can jump further. Return to the green sector, get your robot set up the way you like it and head up either of the staircases: it's the same jump from either end. If you're still fully lava resistant, just run up the ramp, fall into the greeny-blue electrical zap on the other side and head for the green key in the middle. If you're jumping with a small robot, take as much runup for the jump as you can within the space available, and then use reverse-thrust to come quickly to a stop after landing. Collect the key. If your robot is big enough you can now use the switch here to power up the teleporter as a way out; if not then just sit on the hexagonal hole where the teleporter would have been until it gives way and lets you fall back to ground level. Use the green key to get to the green switch as you've already done with the others (making sure that you're again using a robot big enough to press switches).
Blue objective Go to the southwest corner - the only sector you haven't explored so far - and find a teleporter (whose white arrow points up to the central 'teletower') and a switch just next to it. Press the switch to reroute the teleporter: its arrow should now point to the right. Use the teleporter to get up to a nearby walkway where most of the floor is flickery but there'll be a blue key right in front of you. Collect the key and use it to reach the blue switch to 'complete' this 'mission'.
Alternatively in the blue sector you can get the black master key that opens everything, and skip the other sectors completely. It's on the same raised walkway as the blue key but at the opposite end - where most of the floor is flickery and won't take the weight of an ordinary robot for long enough to get across. So you have two options. The first is to make your robot smaller and/or shielded so that the floor will hold its weight for a while. First take your robot in its original form to that teleporter switch we just mentioned, so that the teleporter is routed to the walkway. Then go to the green sector to customise your robot - the smaller and more shielded the easier this will be. Take the teleporter up to the walkway and you can now work your way along it without falling through. The semi-transparent floor can be hard to see though! Once you've got the master key you can easily unlock the way to all four flag colour switches, although you'll need at least a normal size robot to be able to press them.
The second option for reaching the master key is to switch the walkway from flickery to normal solid floor... but there's a catch. All 13 switches in the blue sector must be on to complete the walkway, and some of them will make enemy robots appear and patrol around the perimeter. Some of the switches are in the path of those robots so they'll keep pressing them by accident! On the plus side, only 3 of the 6 robots (and generally the slower ones) are heavy enough to press switches, so once they've set off you have a little while before they get all the way round and return to cause more trouble. When you start the playground, go to the blue sector, press the teleporter switch and all 6 of the switches within the paving of the perimeter itself. Each time you'll see part of the walkway above you become solid. Get the blue key as before, and use it to enter a slightly raised area with 6 switches in a row. Each switch powers up one enemy robot and fixes one section of the walkway. Working from right to left (which starts the lighter faster robots first and lets them sprint out of the way) put them all on. Once all the robots have wandered off round the perimeter, go and check the 3 switches that the enemies might have pressed already, and make sure they're all still on. Now quickly teleport up to the walkway, and try to get all the way along it to the black key before any of the heavy robots make it all the way back here. If they do, some will try to follow you and some won't, and the switches under you will keep getting pressed by accident, making parts of the walkway appear and disappear while you're up there! It's the sections with switches directly underneath them that you need to worry about - the rest are safe.
But... the playground isn't really here for you to play like a mission! It's a place where you can mess about to see how everything works - without having to worry about losing all your progress in the middle of a real mission because you were running out of lives. Prepare for a massive info-dump of the sort of stuff you can learn if you spend enough time in the playground. Let's start with friendly robots and powerups...
Changing the size of your robot vs. switching to a different one In some Prideworld missions you can resize or swap robots, for when you need to drive over lava or flickery floor, or make large jumps. Resizing your existing robot (eg. the bi mission) is easy in that you always have access to all your extra lives and keys... but the number of times you can scale up or down may be limited by the supply of size tokens (so working out how to ration those sensibly is part of what you need to do to complete the mission). On the other hand, you can switch between your main robot and a different one (eg. the enby and ace missions) as many times as you like, but each extra life, shield and key can only be used by the robot that collects it - so don't waste lives by collecting them with a robot you won't be using much for the rest of the mission. Rarely (in the trans mission and of course this playground) you can do both - and the overwhelmingness of the available options can lead you into the trap of forgetting which of your robots has which of your keys!
The standard size of robot that you get at the start of every mission is 2 metres across. There are 5 sizes smaller than this. Anything smaller than standard is incapable of pressing switches. The smaller it is, the higher your acceleration and speed (so you can jump further from the same ramp) and the longer you can survive on flickery floor before it collapses and you fall through. There are 5 sizes larger than standard. These offer no practical advantage (you can push through flickery walls faster but that doesn't really count for much) until you get to the very biggest which is immune to lava and electrical zap - on floors as well as on walls. If your robot is above the default size, it will shrink every time it's teleported (by the same amount as if it had picked up a minus token) - so even one teleportation is enough to lose any lava-proofing you may have had! The size of your robot doesn't actually affect its ability to get through narrow gaps between walls or across narrow areas of flooring. While a big robot has more weight in it, its lower speed means it's still basically useless for pushing enemies out of the way - you'll need shields for that!
Every friendly robot you find in the game comes with 3 lives. As you've just heard, its size affects what it can do... but its colour doesn't - it's just a colour.
Shields These are a new feature - you'll only find them in the genderfluid mission and this playground. The more blue shield tokens you collect (up to a maximum of 10) the better you'll be equipped to cope with the hazards of the Prideworld. On the blue 'ice' and the pink 'jam' sticky floor, they'll reduce the weirdness of the floor (with maximum shield you can drive as if you were on the ordinary light grey paving). As far as surviving lava and electrical zap are concerned, each shield token is worth half as much as a plus size token. The bigger your robot, the less shield it needs. A maximum size robot can travel safely on lava and bounce off lava walls even with no shield at all; at normal size the full shield of 10 is necessary; anything smaller than that can never be shielded from lava and zap. If you're teleporting around the place, that will shrink a large robot which would normally make it non-fireproof, whereas teleporters don't mess with your shield! On flickery floor you can hang around longer before the floor collapses. With one shield you'll last almost twice as long as a robot of your current size normally would; with maximum shield it's 10 times.
In all those examples you won't 'use up' your shield: it lasts forever... but in some impact situations that's not the case. Most of the buildings in the Prideworld that you can actually go inside (including all multi-storey areas of the playground) are based on a standard height system. At normal difficulty with no shield, a fall from two storeys is just enough to kill you. If you had one shield you'd survive that fall but with less than a third of the shield remaining. With full shield you could safely fall once from the ridiculous height of 4 storeys (and there's a tower in the yellow sector where you can test that) but you'd use up almost ten tokens' worth of shield! When you fall onto rubber from 2 storeys up (or more) without any shield, its bounciness won't save you and you'll still lose that life. But if you do have enough shield to survive falling onto ordinary floor from that height, then when making the same fall onto rubber you'll survive and bounce, and the rubber means your shields won't get used up in the process.
Having a shield is useful against enemy robots too. It makes them less keen on following you - when you have a full shield it will halve the range of the system they use to detect you. You can even push them out of your way too (more shield for more pushing power, of course) but the faster you're going when you hit them the more shield you'll lose each time. Hitting an enemy head-on makes it much easier to tell where it'll get pushed... If you steer a bit to its left or right and bounce the side of it, it'll generally get pushed faster and in a more unexpected direction - more likely to fly through any walls before falling to its doom. Be careful around lava and electrical zap because if your robot is normal size, it only takes one bump into an enemy to deplete your shield enough for the lava to kill you! You can push through flickery walls much faster, but you should preserve your shield from any damage by driving up to the wall slowly, making contact with it gently and then using your forward movement to push against the wall until it wears down to nothing. Hitting an ordinary, non-flickery wall at any speed won't damage your shield at all. Shields have no effect on forcefields or switches.
It's hard to tell (from the flickeryness of your robot and the thickness of the lines round it) how much shield you have. You can count how many shield tokens you've collected, but as soon as the shield protects the robot from bumping into things it gets used up. At this point, all you can be sure of is that when you drive into some shield tokens and your robot refuses to take them, its shield has already been topped up all the way.
Key colours If the mission's pride flag has a grey stripe (ace, aro and especially agender) expect trouble! It means some of the locked walls you can open with the grey key will be almost the same shade as the ordinary grey walls, so you might have to hunt for them. See that mission's own solution page if you're having trouble. If there's no black stripe in the flag but you see a black key (that's rainbow, intersex, trans and the playground, if you must know) it's a master key that opens every colour coded locked wall... and just possibly some completely secret grey walls too! These keys are often tricky to get hold of, so again read the solution page for that mission.
Enemy robots The default number of lives for an enemy robot in the Prideworld is 99 - and in fact there are only two in the entire game (in the inter mission) that you can realistically defeat by tempting them to jump off a cliff in your general direction until all their 5 lives are gone! The weight of an enemy depends on its volume, so as its width and height increase, it's more likely to be heavy enough to press switches. Only the three largest enemies in the playground can do this. They don't do it on purpose; only when their patrol route or their following of you happens to take them over a switch. Only a very few are big enough to survive lava and electricity, and none of them can use shields! An enemy's top speed depends only on its width, so a wide robot will be slow even if being low and flat means it doesn't weigh much. A tall narrow robot will be really fast for its weight, so these are the most annoying of all when they follow you and try to push you about! Most enemies go slowly in patrol mode but speed up when they notice you and decide to cause trouble. A few of them are set to 'fast patrol', which you'll see in the playground and the trans mission's racetrack. Each enemy has the range of its 'radar' set to a particular distance and will only notice you if you get close enough to it; only a very few of them will ignore you completely. Each has a maximum distance from its starting point that it's allowed to follow you to. There's no way to tell those settings from the appearance of a robot - you'll just have to notice how it behaves!
Enemies are never teleported, and they can't pick up shields or any other collectable objects. They're affected by hazards (flickeryness, ice, jam, rubber, lava, electricity, forcefields and falling from heights) in the same way as your own robot. Try switching on different combinations of hazards and forcefield jump ramps in the playground's red and yellow sectors to get a measure of all this. Enemies don't have the intelligence to find routes across safe floor to get to you. They will steer in your general direction even if that means going straight into lava or flickery floor, or falling to their death! If your own robot isn't small and fast enough to outrun them, you can often escape by driving to somewhere that puts an obstruction like a wall, an area of lava or a gap in the floor, between you and them.
Forcefields When you're on an area of floor that has the purple triangular arrows (and sometimes also a paler purple filling the space between the arrows) you'll get pushed in the direction of the arrows - and more so by the darker arrows (try out the 25, 50, 75, 100% forcefield strengths in the playground's 'control room' area we already mentioned). It's not quite like rolling down a hill though, because it also doubles your maximum speed! And remember, with a small robot that's an already high top speed, that just got doubled... That's why forcefield-powered jump ramps can throw you so far and occasionally even through a wall. If you're trying to push against a forcefield and get past it in the 'wrong' direction... good luck! Pretty much all forcefields in the game are powerful enough to stop you eventually, so you can only get past them if they cover a small enough area and your robot is already moving fast enough to have some momentum behind it. With a smaller robot you might be able to meet the forcefield at a higher speed which gives you an advantage... but if it does throw you off then with your low weight it might throw you a lot further...
Switches All a switch can do in Prideworld is make some floor/scenery polygons and some walls appear, disappear or change colour. It can start and stop a lift. It can make enemy robots and collectable objects appear or disappear. That's it!
A switch can't change the state, the functionality or the visibility of another switch. What you'll often find is a switch that takes away some things and reveals others at the same time - it may even replace a teleporter or forcefield with a different one in the same place. Sometimes pressing a switch will make changes far beyond what you can see from the location of that switch! While the switch system was generally designed to be toggled as many times as you like between on and off (just in case you don't like what it did) there are exactly two switches in the entire game whose consequences can't be undone. In the ace mission there's one that harmlessly releases a ramp full of friendly robots into a place where you can go and get them. In the genderfluid mission the forcefield ramp that gets you safely to the pink key contains a switch that moves walls to force you to meet more enemies on your way out... and reshapes that ramp so it throws you over the switch, never allowing you to switch it back off!
A switch can't make a lift appear or disappear completely - it can only decide whether the lift moves. The only way that a switch can change the behaviour of an enemy robot is for it to hide one (or several of them) and then show other different robot(s) in their place - this is how you change the direction of the fast patrolling robots in the aro mission. A switch can't show or hide (or change anything at all about) a friendly robot - and that includes the one that you're currently driving while you press the switch. That means all lives, keys and so on that you have already picked up are safely yours.
Flag colour switches: 4 (although it's not a pride flag this time)
Keys: 5 (one for each flag colour plus a black master key)
Extra lives: 27
Shields: 32
Friendly robots: 6
Enemy robots: 6
Switches: 27 (total including flag colour switches)
Lifts: 2
Teleporters: 14
Hazards: high altitude, ice, rubber, lava & electricity (including electric walls), flickery floor & walls, forcefields & jumps
Secret areas: well... I don't really think the master key is hidden enough to count as a secret!
Complexity: 1482 polygons, average 4.06 vertices per polygon, 634 walls, 2 vertices per wall
Published: 17-10-2025 (as part of the update that included the new mission for Genderfluid Visibility Week)