×It is impossible to get Halph into the middle island where there’s a pressure plate and a seeding beacon. Since there is only three trapdoors connecting the island, Beethro can only enter it once, or else he will get stuck there. And it goes without saying that Beethro can’t enter the island without Halph activating the pressure plate at 18,24.
Once Beethro has entered the island he has two goals: He must strike the seeding beacon to deactivate it without an aumtlitch lighting the fuse at 18,6. He must also activate the pressure plate at 18,12 without getting permanently frozen by an aumtlitch beam.
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×Both of these goals can only be achieved by Halph blocking the aumtlitch beams, and to do that he has to get to the northern island somehow. As you’ve observed Beethro can only enter the island once, so you can’t ask Halph to follow you there…
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×The only other Halph interaction in this room is bumping the yellow door connected to the middle island. But how could this make Halph enter the northern area? Maybe you could place him somewhere, bump the door, and then block his path to the pressure plate at 18,24, forcing him to take a detour through the northern island in order to reach it?
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×But how can we use this to our advantage? Halph doesn’t stay in the northern island, and anyway we need him to activate the pressure plate at 18,24 for Beethro to enter the middle island. So what we really need is for Halph to return to the northern island after activating the pressure plate. To get an idea on how to do this, consider taking another look at the tutorial room 5W, maybe some the techniques used to solve that room could be used here as well…