Hoverhop

Magnet Workshop, the second world

In Magnet Workshop the road itself starts moving. Belts drag you sideways, padded arms spin across the lane and pistons slide in and out on a beat. Steering against the push is the core skill here.

Hover-ship crossing conveyor belts in the Magnet Workshop at sunset

Tracks of Magnet Workshop

  1. Track 11: Service Entrance

    Track 11Service Entrance

    Conveyor belts push you sideways. Lean against them and keep your line.

    Mastery goal: No contacts

  2. Track 12: Spinners

    Track 12Spinners

    Padded spinner arms try to knock you off course. Slip through between them.

    Mastery goal: At most 1 contact

  3. Track 13: Robo-Janitor

    Track 13Robo-Janitor

    A pile blocks the road and a robot sweeps it away right in front of you.

    Mastery goal: Time

  4. Track 14: Piston Row

    Track 14Piston Row

    Pistons slide across the track. Watch one cycle, then pass on the beat.

    Mastery goal: No contacts

  5. Track 15: Foreman's Fork

    Track 15Foreman's Fork

    Three forks in a row. Each time: the safe branch, or the one with the parcel?

    Mastery goal: Time

  6. Track 16: Trickster Sign

    Track 16Trickster Sign

    The arrow sign changes its mind, and a foam wall slides into your lane.

    Mastery goal: No contacts

  7. Track 17: Shuttle Platforms

    Track 17Shuttle Platforms

    Moving platforms ferry you over the abyss. Stay near their middle.

    Mastery goal: Time

  8. Track 18: Belt Reversal

    Track 18Belt Reversal

    A belt clunks and suddenly pulls the other way, so be ready to flip your steering.

    Mastery goal: At most 1 contact

  9. Track 19: Crate Jam

    Track 19Crate Jam

    Walls of crates. Jump over them, or ram through and accept the contact.

    Mastery goal: No contacts

  10. Track 20: Main Workshop

    Track 20Main Workshop

    The finale: belts, pistons, spinners and the janitor in one run. Finishing it opens Moon Carnival.

    Mastery goal: Time

The pranksters

Some objects in Hoverhop play tricks on you: the robot janitor, the sign that switches direction and, later in Moon Carnival, a finish gate with legs. See all four mischievous objects and you earn the Prank Witness achievement, which is the only way to get the Duck Ship.

How to get through the workshop

  1. A belt keeps pushing as long as you are on it. Hold the opposite direction gently instead of fighting it in big jerks.
  2. Spinner arms are soft, but each touch counts as a contact and costs you the mastery stamp on no-contact tracks.
  3. Pistons always come back to the same spot. Wait for the gap to open and go straight through.
  4. On forks one branch hides the golden parcel. The other is usually the safer line for a fast time.

Rewards for a full world

A complete album page for Magnet Workshop pays 500 capsules and one mail parcel. Finishing all ten tracks unlocks the Workshop Wizard achievement.

Play now Google Play