Parts guide
All 91 parts, the bonus chapter's steam parts included: what each one does, and the chapter where you first meet it.
Balls and weights 7 parts
A heavy ball that barely bounces. Hard to stop once it rolls, and it knocks lighter things aside.
A light, bouncy ball that wind can push along.
A very light, bouncy ball. Wind blows it about easily, and a balloon can lift it.
The heaviest thing in the workshop. It drops hard and is hard to move, and magnets pull it.
A small, heavy ball that barely bounces. Magnets pull it.
A tall, thin tile that tips over when something hits it, knocking the next one in a row.
A wooden box. It slides and tumbles rather than rolls, and rides along on a Conveyor.
Building parts 6 parts
A short fixed plank. Turn it to make a shelf, a slope or a wall.
A fixed plank. Turn it to make a shelf, a slope or a wall.
A long fixed plank. Turn it to make a shelf, a slope or a wall.
A fixed wedge that turns a fall into a roll. Flip it to face the other way.
A beam on a pivot. Something heavy landing on the high end flings whatever sits on the low end.
A springy mat that bounces things back up about as high as they fell from.
Ropes, scissors and pins 6 parts
Ties two parts together: drop each end onto a part. Flames, lasers and Scissors cut it.
Two cups on one cord over two wheels: weight in one cup lifts the other.
Cuts a rope held in its blades. Plain ones snip when something bumps their handles.
A flame that burns ropes and fuses, pops balloons and melts ice. Water puts it out.
Floats up on its own and can lift a light ball tied to it. Pins and flames pop it.
A fixed pin that pops any balloon touching it. Turn it to point any way. Upright on a lift, it rides along.
Power 11 parts
Switches its power on when something presses its plate.
Lights up while its power is on. Some goals ask for a lit bulb.
Blows wind straight ahead, even through walls. Light things fly; heavy things barely move.
A moving belt that carries things along its top.
Fires a small cannonball along its barrel once, just after the start. In levels it goes on a mount. Turn it to aim.
Cannons can only be placed here, one on each mount. Drop a cannon onto a free mount, then turn it to aim.
Punches its glove out once, just after the start, knocking away whatever is in front of it.
A lever: tipped right, its power is on; tipped left, off. A ball rolling into it can flip it.
Switches its power on 3 seconds after the run starts.
A floor flap that drops open for good when its power comes on.
Launches anything that lands on its plate, always at the same speed. Turn it to aim.
Gears 4 parts
A free gear. Meshed gears turn each other, in opposite directions.
A small free gear. Driven by a bigger gear, it spins faster.
A gear with an arm that swings round as it turns, hitting balls, dominoes and levers.
A powered gear that turns on its own and drives the gears it meshes with. Flip it to reverse.
Magnets 2 parts
Ice and heat 3 parts
Water 5 parts
Pours water from its pipe. Water puts out flames, turns water wheels and fills containers.
A light bucket that gets heavier as it fills with water. Hang it from a rope by its handle.
A paddle wheel turned by pouring water or rolling balls. It drives the gears it meshes with.
Soaks up water and gets much heavier as it does.
A fixed glass that holds water. Some goals ask for it to be filled.
Lasers 3 parts
Fire 3 parts
A cord that burns along at about a metre a second once lit, lighting whatever it reaches.
Lit by fire, it flies straight along its nose while it burns, then arcs down. Its flame lights fuses.
Explodes shortly after fire reaches it, blasting nearby things away. Light things fly furthest.
Air 4 parts
Wind on its sails turns it, and it drives the gears it meshes with.
Rises while heat warms the air under it and sinks as it cools. Its basket carries a small ball.
Puffs a gust when something lands on it: it blows light things, turns windmills and puts out flames.
A cart with a sail: wind pushes it along its track.
Clockwork 6 parts
A clockwork car that drives off at the start and turns round at walls, until its spring runs down.
A gear that makes power while it spins fast enough. It is hard to turn, so it slows what drives it.
A swinging weight that switches its power on and off as it swings. One swing takes 1.4 seconds.
A swinging weight that switches its power on and off as it swings. One swing takes 2 seconds.
A swinging weight that switches its power on and off as it swings. One swing takes 2.5 seconds.
Pushes its head out while its power is on, and pulls it back when the power goes off.
Smart circuits 6 parts
Switches its power on while enough weight rests on its pan.
Counts things pushing past its flap, and switches its power on when the count is reached.
Passes each power change from one colour to another, half a second later.
Passes each power change from one colour to another, 2 seconds later.
Does the opposite, half a second later: its output starts on, goes off when its input comes on, and on when it goes off.
Two pads that switch its power on only while both are held down at once.
Warp Zone 3 parts
A pair of rings: what goes into one comes out of the other at the same speed, facing the exit’s way.
A platform that rises while its power is on and comes back down when it goes off. It carries what's on it, even a pin.
A pipe that small balls and water roll through, following its ups and downs.
Gravity Wells 3 parts
Inside its square, things fall the way its arrow points, even upwards. Balloons float the other way.
Pulls everything nearby towards it, light or heavy, harder the closer it is. Things can swing round it.
A heavy stone that falls upwards. Tied on a rope, it can lift a ball, but not an anvil.
Deep Water 3 parts
A tank of water. Light things float and bob, heavy things sink slowly, and everything moves slower in it.
Pushes things in a Pool along its arrow, like an underwater fan. Out of water it does nothing.
A big float that pulls upwards under water, enough to lift a steel ball on a rope. In air it just falls.
Chain Reaction 3 parts
A curved chute that turns a rolling ball a quarter turn: a fall into a roll, or a roll into a climb.
A ball fast enough rolls round it and on out. One too slow falls off at the top and rolls back.
Balls dropped into it go left and right in turn: each one tips it over for the next.
Master Workshop 3 parts
A toothed bar on a rail. A gear on its teeth slides it along, and pushing the bar turns the gear.
A gear with an egg-shaped bump. Each turn, the bump lifts whatever rests on it and lets it drop.
Joins two wheels at any distance, so they turn the same way. Put each end on a wheel.
Final Assembly 2 parts
Full Steam Ahead 6 parts
Pour water into its funnel and heat it from below. Steam pressure builds and holds until something lets it out.
Carries steam from a Steam Boiler. An open end blows a short, strong jet; the longer the pipe, the weaker it blows.
Joins three pipes so a line can branch. Steam coming in at one side is shared equally between the other two.
Fits on a boiler’s outlet or a pipe. Shut, the steam builds up behind it; open, it all rushes out at once.
A Steam Valve that starts open and shuts while its power is on.
Fits on a pipe’s end. A strong rush of steam makes it blow, a gentle flow only hisses. Some goals ask for a whistle.