@Chuckthulhu actually added the trickiest part. You could see right through the deception we had in place at first. Then he added the clincher
@Rohit it's a tricky level, have you read the spoilers by other players? If you still can't solve it I can give you another hint.
@Chuckthulhu Spoiler I got it. I am sorry i didn't even try using all the movable and was wondering where to go actually. And if it makes you feel any better. Yeah i got zapped.
@Chuckthulhu I have a question though. How come B considers zapper as a means of walking on it, as it's in your level. Won't he get zapped, and in such case, how can B use it as an ordinary block. Hope you are getting my point.
@Rohit There is an excellent explanation in @trids tutorials but Spoiler: The short answer Both B and R can walk on zappers, B will of course get zapped but R won't. In this level the idea is to be fast and take advantage of B's autopilot. Hope that helps.
@Chuckthulhu Spoiler Yeah I got the auto-pilot thing, but my question is why or how does B considers zapper as a means of walking on it. Isn't that something unusual.
Mekorama is unusual. See it as a game element. You direct B. B aint so smart. So you have to be smart. If B were smart, you'd be watching a movie.
@Chuckthulhu It's like the zappers have a capability of letting B walk on it but at the same time if he walks on it he dies. Intriguing.
@Rohit Well, Spoiler: to your point I think it's unusual because it's not used in any of the original levels, that I can remember... But it is a feature of the game.
@Chuckthulhu Yeah true it hasn't been used in any of the original levels. Still thanks for explaining.