That Level Again 4 Walkthrough and Guide

That Level Again 4 isn’t just a sequel — it’s a full-blown transformation of the series. The familiar “one room, one puzzle” formula is torn apart.

That Level Again 4 Walkthrough – Introduction

Welcome to the That Level Again 4 walkthrough, where nothing is normal and everything is designed to mess with your brain— in the best way possible. If you thought the previous games were clever, That Level Again 4 kicks things up several notches. This That Level Again 4 Walkthrough will be your trusted companion through every tricky level, hidden mechanic, and out-of-the-box solution.

In this sequel, the game turns its one-room format into a full-blown narrative twist. Every level in That Level Again 4 adds layers to the story, and this That Level Again 4 Walkthrough is here to unravel those layers, one puzzle at a time. Whether it's tilting your phone, messing with system settings, or finding invisible elements, our That Level Again 4 Walkthrough has the clear, no-nonsense instructions to get you through without the frustration.

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Expect surprises. Expect laughter. Expect to doubt your sanity a few times. But with the That Level Again 4 Walkthrough, you’ll have clarity when the game throws its weirdest mechanics at you. From opening invisible doors to solving emotional story beats, this That Level Again 4 Walkthrough ensures you're never truly stuck.

Let’s be honest — That Level Again 4 doesn’t play fair. But that’s part of the charm. So if you're struggling to get through a particular level or just want to enjoy the ride with some help, this That Level Again 4 Walkthrough is your go-to guide.

Bookmark it, share it, and keep it open — because this That Level Again 4 Walkthrough is updated, detailed, and built for players who crave smart solutions. Whether you're here for every level or just that one bizarre puzzle, this That Level Again 4 Walkthrough is all you need.

Walkthrough: All Stages, Secrets & Endings in That Level Again 4

Stage 1 — The Basics (Levels 1–7)

Level 1 — It’s Easy

You start simple. A red button, a door. Nothing complicated yet. Just press the red button, then walk through the door. That’s it — the level is done. It sets the tone: basic interaction, clear cause-and-effect.

Level 2 — Try Harder

This level pretends to be easy — but the door doesn’t open with a single click. Instead, you have to press the red button three times. Yes — click once, click again, then a third time. Only after the third press does the game recognize your persistence and unlock the door. A straightforward test of patience.

Level 3 — Just Press On It

Now the game messes with your expectations. Instead of stepping on the button with your character, you need to tap it directly with your finger on the touchscreen. No walking. No jump. Just a direct tap. It’s a gentle reminder: rules may change.

Level 4 — Back

No keys. No puzzles. No traps. The trick is… simple: walk back through the same door you entered from. Walking “backwards” is the solution. The level subverts the classic “progress forward” logic.

Level 5 — Press the Button (Right → Left)

This one demands a small navigation trick. First, go through the right‑hand door. Once inside, use your finger to press the red button. Then go back and walk through the left door — that leads you onward to the next level. The path is intentionally indirect.

Level 6 — Try Harder (Left Door × 3)

Persistence again. Here, you must traverse the left door three times in a row. Each pass counts; only after the third exit does the game register that you’ve satisfied the unknown condition and lets you move on. It tests memory — not reflexes.

Level 7 — Ha! I’ve Got Everything Covered!

This level laughs at normal logic. The only way out: jump into the spikes — kill your character on purpose. After death, you respawn behind the door. The spike–death becomes the key. It’s grim, but it works — the door is now unlocked, and you exit.

After Level 7 the game abandons the simple “door after button” formula. Welcome to the wild side: hidden zones, broken frames, tilt controls, and puzzles that treat your phone as part of the game.


Beyond the Door — Hidden Zones, Glitches & Freeform Escape

Once the main path dissolves, every further stage becomes experimental. Think of the world as a sandbox of glitches, broken boundaries, and secret rewards. Here’s how to navigate the chaos.

Destroy the Control Frame / Unlock Free Movement

The entire screen is surrounded by a frame made of the control buttons (jump, left, right). You start trapped — unable to leave. The trick: walk your character over all three control buttons in sequence. That destroys the frame and frees you. Movement returns. Walls fall. The map is now open.

Accelerometer Mode: Tilt to Move

Shortly after, you’ll be asked to enable “Accelerometer Mode.” Confirm it. If an error message pops up — press “OK.” From now on, tilting your phone replaces standard controls. Tilt left, tilt right — your character walks. Tilt forward/back — movement adjusts. The world shifts under gravity.

Escape Through Frame + Tilt + Pause Trick

At one point, a door seems like the only exit. If you try it — nothing happens. Instead:

  • Tilt your phone so the character moves to the top side of the frame.

  • Press Pause → Play: the frame’s top edge disappears.

  • Then tilt in a pattern: UP → Vibrate → Right → Vibrate → Up.
    The frame breaks entirely. You effectively bypass the locked boundaries. Now you’re truly free to roam.

Slide the Level / Free the Hidden Star

Can’t progress? Try this: use your finger to slide the entire level layout up and down. Eventually, the frame breaks, and a hidden star appears somewhere. Drop down, grab it with your character — bonus unlocked.

Invisible Block Passage via Finger Cover Trick

Sometimes walls aren’t what they seem. If a section looks blocked: cover part of the wall with your finger, then move your character through the area your finger covers. Invisible or glitch‑based barriers often vanish under your finger’s presence.

Loading Screen Puzzle — Fill the Bar via Character

At a “Loading” screen, instead of waiting, you push your male character repeatedly until he visually fills the loading bar. When the bar completes, the puzzle resets and a new zone opens. You’ve “loaded” manually.

Use UI Buttons as Tools: Drag the Hint Button

If standard movement fails, try using UI elements. Drag the “Hint” button across the screen and push your character with it — effectively using UI as physics. It’s odd, but effective: you can reach areas previously unreachable.


Stage 2 — Secrets, Tilt‑Zones, Notifications & Strange Mechanics

Once you exit Stage 1’s simple loop, Stage 2 digs deeper. This stage is all about messing with expectations and using phone’s features in strange ways.

Rope‑Pull Star: “Put Everything in Its Place”

In one hidden room, a rope loops around a corner holding… something important. You must pull the rope until it snaps. That releases a star somewhere in the zone. Then use the “Hint” button: touch the star with the Hint button — that counts as collection. After that, return the Hint button to its original position.

Reveal Hidden Forward Button via Tilt

Tilt your phone into vertical (portrait) orientation. Suddenly a forward-moving button appears. That unlocks movement in zones where controls seemed absent. Useful when walking left/right fails.

Pause‑Menu Zoom Trick for Hidden Paths

Find a large Pause button high in the level requiring unreachable jumps. Use two-finger pinch-zoom on the Pause icon. A prompt appears: “Turn it off and on.” Exit the game entirely, then restart it. After restart, hidden paths open. It’s subtle — but the zoom + exit/reset unlocks progress.

Gravity Flip — Fall Up or Down

Later, you encounter a room where gravity seems reversed. Simply flip your phone to portrait mode — what was up becomes down. Suddenly, ledges above are floors below. Use this to descend or ascend to unreachable platforms.

Slide Spike Platforms with Finger

A room filled with dangerous spike platforms — you can’t walk safely. Instead of avoiding, slide the spike platform with your finger off to one side. This clears a path. Sometimes danger becomes a tool.

Reveal Hidden Jump Button from Block

If you find yourself unable to jump, look toward the corner of the screen. Tap a big block there. It breaks — behind it hides the actual “Jump” button. Once revealed, jump across otherwise impossible gaps.

WiFi / Notification Trick for “Broken Connectivity” Puzzle

The game feigns a network bug. To solve it: turn off your phone’s WiFi. The game triggers a fake notification. Rotate your phone to “fill” the notification button (without pressing). Close the notification. Then walk right — a previously blocked door now opens. Weird. But effective.

Test‑Zone & Hidden Key via Notification Slide

Inside a “Test Zone,” a pop-up notification holds the secret. Slide the notification bar all the way down — a hidden key appears. Grab it to open a new door. Sometimes the solution is in bugs or UI elements, not game objects.

Destroying Everything by Touch (Walls, Paths, Logic)

In “My Test Game” mode, nearly every wall, platform, or obstacle can be destroyed by tapping. Use your finger like an eraser. Suddenly the level becomes malleable. Towers topple. Barriers disappear. It’s chaotic — but that’s the point.

“Flappy TLA” – Tap Rhythm over Logic

A section borrows from endless‑runner / flappy‑bird–style gameplay. You don’t walk. You don’t tilt. You tap the jump button rapidly to avoid obstacles and reach the end. It’s rhythm over strategy.

“Lick the Device” Challenge — Weird but Real

One bizarre puzzle asks you to “lick” your screen. To succeed: slide your finger across the screen several times quickly, then confirm when asked “Did you really lick it?” — select Yes. The game accepts the mimic. Don’t judge it. Just do it.

Screenshot to Unlock Secret Zones

At a moment you’ll need to purposely take a screenshot (e.g. by holding Volume Down + Power). This “save” acts like a physical memory card — triggering hidden paths or unlocking puzzles later. Physical device features now affect gameplay.

Spike Jump + Hold‑Down Survival Trick

One spike‑filled corridor demands a weird move: jump onto a spike, then immediately press and hold the “Down” button. This holds your character down rather than letting the fatal fall happen — allowing you to survive and proceed. Timing is key.

Main Plot vs Subplot Path Choice (Flappy-Bird Zone)

At a major branching point (a vertical “pipe” corridor), you must choose:

  • Left door – Main Plot → the main storyline and final ending.

  • Right door – Subplot → optional side route with extra secrets and alternate endings.

If this is your first play — take Main Plot. Subplot is for completionists or second runs.

Balls / Portal Shutdown Puzzle – Tilt & Randomness

Later there’s a puzzle involving balls and a “Portal Shutdown” area. The step-by-step process is messy: remove screws, tilt the phone, hope randomness works. If randomness fails — fallback to Hint → Skip. Sometimes bugs beat you.

Ball Icon / Portal — Shake & Push Strategy

A more controlled method: hold your finger on the ball icon until it shakes (like a long press). Then use your character to push it backward. Use a sliding spike‑platform as a battering ram. Then tilt the phone to move it onto a red button. Finally, walk left towards the “music stairs” — the exit route.


Stage 3 — Final Zones, Stars & Key Mechanics

Star Trick with Screenshot-Path Sequence

There’s a platform puzzle: from the highest platform (call it B), jump onto another (E). That triggers E to drop, revealing a hidden chute downward. If earlier you took a screenshot, you’ll have a code stored (sequence of letters). Enter that code (for example, F–A–G–E–E) to unlock a secret star or hidden door. If you didn’t take the screenshot — this step may be optional or skipped.

“Pause Freeze” Mid‑Air Jump Trick

One tricky jump: press Jump, then immediately pause while the character is mid-air, just when upward momentum peaks. Then press Forward while paused. Unpause — the character continues upward, while platforms remain static. Use that to reach hidden areas or bypass traps. Timing matters.

“More Energy!” – Real Light Trick

Some puzzles require brightness to solve. The game actually checks light level. Use a flashlight or bring your phone close to a lamp. That energy “charges” hidden mechanisms — walls open, platforms shift. Real-world light matters here.

Rewind Mechanic — Undo a Fall or Mistake

In certain sections after a fall, you can use left/right movement buttons to “rewind” your descent. When you see “START” reappear on-screen, the rewind completes and you can try the path differently. It’s a built-in undo — but limited and risky.

Break Frames, Rescue Character, Escape Through Walls

A complex segment: use a ball to destroy part of a wall. Then control a moving platform. As a character falls, catch her with the platform and keep it pressed — so she doesn’t auto-jump. Guide her through the broken wall boundary to the right side. Once safe, proceed to the final exit platform.

Final Ride on Moving Platform to End Zone

Once you reach the last zone, a moving platform becomes your elevator to the end. Ride it carefully upward, navigating gates and shifting boundaries, until you reach the final exit. If you’ve followed all prior tricks, you make it out.

Key Transfer Between Characters (Co‑op with Single Player)

In one sequence, the male character retrieves a key, pushes it through a small door, then the female character picks it up on the other side. Cooperation — even in an otherwise single‑player glitchy puzzle — becomes necessary.


Stage 4 — Text, Drawing, Wall Hacks & Final Exit

By now the game is experimenting with surreal mechanics — text input, drawing, sliding UI, wall hacks. This stage tests creativity as much as patience.

“Characters Text” Trick — Walls by Words

In a “text entry” room, tap the “TEXT” input. Type repeatedly: “WALL WALL WALL WALL …”, then press Enter. Add two blank lines. This stacks invisible “walls,” sometimes high enough to reach hidden areas or stars. After writing, you can even jump onto the floating text like a platform. Creative and absurd, but functional.

Hidden Star via Text Stack

Once you've built up enough “wall‑text,” look for a floating label spelled “WOLL” (a subtle misspelling). Jump onto it, then carefully add new lines one by one — each new line pushes your platform higher. Don’t add two lines at once or you’ll fall. Slow climb wins the star.

The Locked Door Code: “ABC123456789KEY”

Locked doors sometimes use codes. In one such room, type “ABC123456789KEY” into the code input. Correct input unlocks the door. Words as keys — literal.

Drawing Mode — Your Finger as Bridge Builder

Select “Drawing.” Draw any line that intersects the red button — your drawn line acts like a platform or push — the button triggers. The game treats your scribbles like in‑world objects.

Drawing 2 — Bridge Over Gaps

A longer gap lies ahead without platforms. In “Drawing 2,” draw a bridge manually using your finger. Smooth lines, curves, zigzags — whatever gets you across. Your drawing becomes your path.

Finger Walking Trick (Slide + Drag Controls)

Normal controls fail. The trick: hold one finger on screen, then drag a second finger from right to left. The game interprets that as walking — using finger gestures instead of buttons. A hidden control scheme for advanced escape.

Slide Walls to Reveal Hidden Star

Some stars hide behind walls. Use your finger to slide colored wall segments upward — sometimes the right wall moves. Reveal a star above. Climb up and collect. Observation and patience win.

Final Exit Path & Spike Avoidance

The exit lies at the bottom, near a moving platform (the “4th platform”). On the right exit path lies the last hidden star. But there’s a spike ready. To survive: jump just before exiting, avoiding the spike trap. Then the game ends.

Endings & Final Secrets

Ending Requirements / How to Unlock
End 03 – Simple At the final choice screen, tap both “LIFE” and “FREEDOM” buttons simultaneously, then walk all the way to the end. A clean, unburdened exit.
End 02 – Subplot Ending When you reach the “Flappy‑bird” zone, choose the Subplot (right side). This redirects you into a side path with extra puzzles and a distinct ending.
End 01 – Main (Full Completion) Ending For the “true” ending: you must first collect all 6 hidden stars scattered across secret zones. Then restart the game from Stage 1, walk left until you reach the “Empty Room,” pass through the left wall (formerly unmoving), press the red button, then use the hidden top-left movement control (revealed earlier) to complete the final exit tunnel. Only then does the final “true” ending unlock.

Want Video Walkthrough?

Check out the full gameplay solutions for each stage below:

Conclusion

That Level Again 4 isn’t just a sequel — it’s a full-blown transformation of the series. The familiar “one room, one puzzle” formula is torn apart. Now, the game lives in your fingers, in your phone settings, and even in the space outside the screen. With each bizarre twist — whether it’s drawing bridges, typing “wall” to make platforms, or sliding the user interface to solve a puzzle — it invites you to unlearn everything you know about games.

This isn’t about logic anymore. It’s about intuition, experimentation, and treating the game world like a curious object you’re allowed to poke and prod from all sides. One minute you're solving with your brain; the next, you’re tilting your phone, disabling WiFi, or literally dragging UI elements to push a character forward.

By the end, That Level Again 4 isn’t asking you to solve puzzles — it’s asking you to understand the language of the game itself. One that’s part riddle, part joke, part tech demo, and part emotional journey.

So if you've reached the end — whether it’s the true ending or one of the alternate paths — congratulations. You didn’t just finish a game. You bent its rules, played outside its boundaries, and proved you were willing to follow curiosity over convention.

And if you didn’t collect all the stars or see every ending? Well… there’s always That Level Again. Again.


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