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Cut the Rope: Magic

casual

Om Nom transforms — that is the whole game

Cut the Rope: Magic replaces the usual question. You are not only asking which rope do I cut; you are asking which creature does Om Nom need to become before the cut makes sense. An evil wizard has stolen the candy, and each level hands you one or more transformation pads.

Almost every level needs at least one transformation, but rarely all of them — so if you find yourself using every form available, you are probably not on the intended route. Most levels also have more than one valid three-star solution, which is why two guides can show different answers and both be right.

The five forms and what each one is for

Bird flies upward, over obstacles and up to candy hanging high in the level. Reach for it when the candy is somewhere gravity will never bring it down from.

Fish swims, so it is the answer to any candy sitting under water. Water that looks decorative usually is not.

Mouse has a sharp sense of smell and takes a quick, direct line to the candy. It is the form for reaching something down a narrow path rather than across open space.

Baby shrinks Om Nom so he fits through gaps a full-size Om Nom cannot pass. If part of the level looks too small to matter, that is the gap Baby is for.

Spirit is the fifth launch form. Guides describe it far less consistently than the other four, so rather than guess at its exact behaviour, treat it as the form to experiment with on levels where none of the four above fits.

A later update added a fire-breathing dragon form, so a level built around burning an obstacle is that content rather than something you are missing in the base game.

Reading a Magic level

Work backwards, the same as in Cut the Rope 2, but ask about the medium rather than the route. Is the candy high, underwater, behind a narrow gap, or down a tight corridor? Each of those maps to exactly one form, and the level usually only gives you the pads for the forms that matter.

Then check the wizard. In several early levels his gravitational powers can be turned against him — the pull that seems to be an obstacle is also a force you can let the candy ride. Fighting it is the common mistake.

Save the transformation for as late as you can. Transforming early locks Om Nom into one set of abilities while the candy is still moving, and many failed attempts are just the right form used one beat too soon.

The levels people actually get stuck on

Judging by what players search for, the difficulty clusters rather than spreading evenly. The Magic Box levels around 7, 9, 13, 18, 19, 20, 22, 23 and 24 come up far more than their neighbours, and so do the later world levels written as 1-18, 6-15 and 7-5.

That pattern is worth knowing even before you reach them: levels in the high teens and low twenties of a box are where the game starts combining a transformation with a timing problem, instead of testing one or the other. If you are stuck there, the usual cause is not execution — it is using the right form on the wrong beat, or having picked a form the level did not intend.

Boss levels are a separate difficulty step and are noticeably harder than the standard stages around them. Reaching one and stalling is normal progression, not a sign you missed something earlier.

Three stars

Because most levels admit several three-star routes, a star you cannot reach is usually evidence of a different solution rather than a harder version of yours. If a star sits where no form you are using could ever go, the level wants a form you have not tried.

Where this version runs

This is ZeptoLab's real game, running in the browser through our licensed feed — nothing to install, no account. It suits a tall screen, so a phone held upright is ideal; on desktop it plays in a portrait frame. The game keeps progress in this browser, so another device starts over.

Sources

The transformations and structure above were cross-checked against ZeptoLab's own game page, Pocket Gamer's launch coverage, Gamezebo's tips guide and Level Winner. Where those sources did not agree — notably the Spirit form's exact behaviour — this page says so instead of picking one.

Frequently asked questions

What are the transformations in Cut the Rope: Magic?
Bird flies up to high candy, Fish swims to underwater candy, Mouse takes a quick direct line to it, Baby shrinks so Om Nom fits through narrow gaps, and Spirit is the fifth launch form. A later update added a fire-breathing dragon.
Do I need to use every transformation in a level?
No. Almost every level needs at least one, but rarely all of them. If you are using every form available, you are probably not on the route the level intended.
Which Cut the Rope: Magic levels are hardest?
Difficulty clusters rather than spreading evenly. Magic Box levels around 7, 9, 13, 18, 19, 20, 22, 23 and 24 come up far more than their neighbours, along with later levels written as 1-18, 6-15 and 7-5. Boss levels are a separate step up from the stages around them.
Why can't I reach a star even with the right form?
Most levels have more than one valid three-star solution, so an unreachable star usually means a different route exists rather than that yours needs better execution. If no form you are using could ever reach it, the level wants a form you have not tried.
How do I beat the wizard's gravity?
In several early levels you do not fight it — his gravitational powers can be used against him, letting the candy ride the pull instead of resisting it.
When should I transform Om Nom?
As late as you can. Transforming early commits him to one set of abilities while the candy is still moving, and many failed attempts are the right form used one beat too soon.
Is this the real Cut the Rope: Magic?
Yes. It is ZeptoLab's game, played in the browser through our licensed game feed, with nothing to download and no account needed.

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