On the Subject of Footover

Some of my favourite puzzle mods are the kind where it does not tell you how to solve it in the manual. This mod is footing over the edge right now.

For those familiar with the original manual. Familiarity with Clumsy Loopover (embellished) is also recommended. See Appendix: FTV-CLP-NOTA to learn how to read the notation used in this manual.

This manual will be going over the BCM/Possessed method of solving. The process will be split up into 5 parts.

  1. First 4 Layers (Bottom 4 rows)
  2. Right 8 Cells (C1 to F2)
  3. Permutation of Last 4 Cells (A1 to B2)
  4. B2 & B1
  5. A2 & A1

This manual will also use some terminology to help identify patterns. Each character has an x and y value, which is determined by the character’s goal location, top left is (Ø,Ø).

Below is a table of the grid in a solved state to help you get the x and y value of each character.

Ø12345
6789AB
CDEFGH
IJKLMN
OPQRST
UVWXYZ

Another important thing to remember, once a cell is in the correct position, it can be moved left/right without wrapping around and still be correct. This concept will be used for almost the entire solving process.

First 4 Layers

You will be solving the bottom 4 rows one row at a time (bottom to top). Find a cell with an x value according to the table below, aligning the bottom row with the current row you’re working on. There will always be 6 of these cells. This will be called the found cell.

And so on...
2345Ø1
12345Ø
Ø12345

Cycle the found cell left/right by multiples of 6 to change its y value to that of the row you’re working on (keeping solved/working rows intact). You might need to go another 6 left/right depending on where the found cell is compared to its goal. Slot the found cell into the right-most unsolved position of the row you’re solving. Repeat for the remaining unsolved cells, for the remaining rows.

Example:

Y
VWXYZ
XY
WXYZ

Remember, a cell
can go in any
place in its
goal row.

WX
WXYZ
UVWXYZ

Right 8 Cells

You will be solving C1 to F2, starting with F2, then F1, then G2, and so on. It’s helpful to know whether a cell is in the correct row, which can be determined by checking if its x value matches that of the other letters in its column (ie, C is in the correct row if it is currently in the Ø6CIOU column).

There are two types of algorithms that will be used from now on. Consult Appendix: FTV-CLP-NOTA on how to perform the algorithms. These algorithms will primarily be used to swap cells between row 1 and 2 (A and B), or change the y value of cells (C and D).

Algorithm A

2 L1, A D1, 2 R1, A U1,
2 R1, B D1, 2 L1, B U1

Algorithm B

A D1, 2 L1, A U1, 2 R1,
B D1, 2 R1, B U1, 2 L1

Algorithm C
+1+1
+1+1

A U6, 3 L2, 5 L2

Algorithm D
-1-1
-1-1

3 R2, 5 R2, A D6

To start, get a B to F2. If any cell in row 2 is in the correct row, cycle rows 1 and 2 left/right until a B is in the right position. Otherwise, do alg or alg B to get a cell to be correctly placed in row 2 and cycle left/right from there.

After that, the next cell is a 5 in F1. You can move the top 2 rows left/right to help set up the algorithms. Continue solving more cells, with the next being A in E2, 4 in E1, etc, until 2 in C1.

Example:

Currently, F2, F1, E2, E1,
and D2 are solved. Next is a
3 at D1. We will use the X
as it is in the correct row.

Ø7FX45
C719AB

Perform 1 L1 and alg A
to move the X away (now V).

7VF34Z
5Ø89AB

Perform alg C to
correct its y value (now 1).

D1F34Z
B689AB

Perform alg A and 1 R1
to solve the cell (now 3).

ØDF345
CD79AB

Permutation of Last 4 Cells

This step will focus on getting all of the remaining cells to their correct rows. For this step, simply put the last 4 cells into their correct rows using algorithms A and B.

The main concept you should know for this section is a cell can go in any place in its goal row. By extension, horizontaly swapping two solved cells has no effect. This means you can perform alg A or alg B on the last 4 cells to verticaly swap cells with no effect on the rest of the puzzle.

B2 & B1

Simply perform alg C or D any number of times to correct the y value of B2.

Skip to A2 & A1 if B1 is already solved. To solve B1, you will be using A1. Let N = 6*(A1’s y value). Perform alg A, 2 LN, alg A, 2 RN, 1 R1, alg A, 1 R2, alg B, 1 L3.

A2 & A1

Look at A1 and A2. For each cell, take its current y value subtract its goal y value. Sum up this number from the three cells, then mod 6. If this value is...

  • Ø, go to Case Ø
  • 2, go to Case Make 6C
  • 4, go to Case 6C7D

Case Ø: The easy one

Let N = 6*(A1’s y value). Perform 2 RN, alg A, 2 LN, alg A. This should solve the module.

Case Make 6C: The less easy but still fine one

Do Case Ø, but let N = 6*(A1’s y value - 1). After you complete the case, 1 L1 should solve the module.

Case Make 6C7D: The even less easy, but less fine one

Perform alg C. Then do Case Ø, but let N = 6*(A1’s y value - 1). After you complete the case, 1 L2 should solve the module.

Appendix: FTV-CLP-NOTA

Notation

A move is notated as a pair consisting of an alphanumeric character followed by a direction and a number.

Letters denote moving pairs of columns: The letter A refers to columns 1 and 2, B refers to columns 2 and 3 and so on, with F referring to columns 6 and 1, wrapping around. Similarly, the number 1 refers to rows 1 and 2, the number 2 refers to rows 2 and 3, wrapping around.

As an example, A U2 refers to moving columns 1 and 2 up twice. 4 L1 refers to moving rows 4 and 5 left once. B U3 refers to moving columns 2 and 3 up three times.

Warning: the functionality of the buttons may differ from module to module. The move A U2 does not mean press the A button up twice!

Warps back to each step.

  1. First 4 Layers (Bottom 4 rows)
  2. Right 8 Cells (C1 to F2)
  3. Permutation of Last 4 Cells (A1 to B2)
  4. B2 & B1
  5. A2 & A1