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Rubik's Cube Solution

ryanheise.comRubik's Cube → Heise method

Stage 2

Stage 2 strategy:

  1. Join the 4 squares and orient the remaining edges
  2. Build 2 corner/edge pairs
  3. Insert the final 3 edges
  4. Solve the final 3 corners

Unlike in stage 1 where we focused on one local area at a time, in stage 2 we work on all sides of the cube, and gradually harmonise all of the pieces until the cube is solved.

Joining the squares and orienting the edges

First we will learn how to do these as two separate steps, and then simultaneously.

Joining the 4 squares

If stage 1 is completed correctly, it should be possible to rotate all 4 squares to their solved positions. Below are some examples:

Orienting the edges

For this step, we classify edge orientation as correct, incorrect, or neutral:

CorrectIncorrectNeutralNeutral

You need to orient the remaining edges so that there are no incorrect edges. That is, you may have correct or neutral edges.

  • Strategy 1 - simple swap

    When a neutral edge in the front/middle position is swapped for an incorrect edge on top, the neutral edge can become correct, and the incorrect edge can become neutral.

    By applying a series of simple swaps, it is possible to eliminate all of the incorrect edges.

  • Strategy 2 - criss/cross

    When many incorrect/neutral edges are bunched together, the criss/cross maneuver can be an efficient way to re-orient them.

  • Strategy 3 - reassigning the free column

    By reassigning the free column first, the previous two strategies can be reused on a different column.

    This configuration can be fixed by reassigning the free column, doing a simple swap, then returning the free column to its original position.

    Reassign the free column plus criss/cross.

Orienting the edges while joining the squares

Now we will learn how to do the previous two steps simultaneously. This is possible because each rotation of a square also has an effect on the orientation of the edges.

In the following table, the top row shows some cases solved in two steps, and the bottom row shows the same cases solved by orienting edges and joining the squares simultaneously:

Separately

Simultaneously

Building 2 pairs

Using the same techniques learned from stage 1, form two corner/edge pairs. You must do this while preserving the orientation of the edges.

Example:

Notice that we can build the two pairs by turning only the red and white faces of the cube. As long as we turn only these two faces, the edges will always remain correctly oriented, because the front edge will always be raised to the top with correct orientation.

If instead the white sticker on the front edge were facing in the opposite direction, then we would instead use only the green and white faces to preserve the edge orientation.

Inserting 3 edges

Once you have two corner/edge pairs, you will need to fit the three remaining edges between them.

Examples:

In this step, it is all-important to follow the positions of the edges, and understand how far away from solved they are. When three of the top edges are in their correct positions (relative to each other), this is actually far away from being solved. When only two edges on top are correct relative to each other, this is actually close to being solved. When no edges on top are correct, this is as far away as when three edges are correct.

To understand why this is so, we need to understand how to manipulate the edges by themselves.

In the cube to the left, notice that the blue/white and orange/white edges are in order, but the red/white edge is out of order. Can you see how to solve this position in three moves? (Click play to see the solution)

When only two edges are in the correct order, this is the closest position from being solved.

Similarily, here two of the top edges are in their correct positions (relative to each other). Can you see which ones, and see how to solve the the edges in three moves?

Here, all three top white edges are in the correct order. To be able to solve this position, we first need to take one of the correct edges out of the chain so that we end up in a position that is closer to being solved. Then we can use a usual 3-move solution to finish.

Here, none of the edges are correct. First, we try to get exactly two edges correct. Following that, we can use a standard 3-move solution to finish.

To do the same with corner/edge pairs in the picture, we follow the same general strategy, except that sometimes we will have to take detours to preserve our pairs instead of using the shortest 3-move solution.

IncorrectCorrect

In this position we observe that exactly two of the top edges have correct positions relative to each other. If we were to ignore the corner/edge pairs that we have formed, we could solve the edges in three moves. But clearly, this will break up one of our corner/edge pairs, as shown in the incorrect solution.

However, in the correct solution, we anticipate that our planned three moves will destroy that corner/edge pair, so we move it out of the way. Once the three moves are done, we bring it back.

The second thing that is all-important in this step is to be aware of the kinds of corner/edge pair that you are building. When you join a corner to an edge, you can either join a corner to the left side of the edge, or you can join one to the right side of an edge. You will find that one kind of corner/edge pair can fit snugly into the front slot, while the other cannot. You will find it much easier to solve this step when at least one (possibly both) of your corner/edge pairs are of the right kind that can fit into that slot.

To become better at this step, study carefully the examples in this section and, if you can keep up with the speed, some of my speed solves in which I use only the simplest techniques.

Solving the last 3 corners

The last 3 corners must be solved simultaneously, without destroying any of the solved part of the cube. Considering that the "solved part" is almost everything, that's quite a challenge!

One way to maneuver just a few select pieces without affecting anything else is to use the principle of commutators and conjugates. A commutator is a sequence of the form X.Y.X-1.Y-1. The idea is that X.Y does half of what you want, but also has side-effects. Then X-1.Y-1 does the other half of what you want, and also undoes those side-effects. A conjugate is a sequence of the form X.Y.X-1. The idea here is that you move the pieces into a position where they are easier to manipulate (X), then you manipulate them (Y), and then you undo the first step (X-1) (see Jaap's Puzzle Page for a more mathematical explanation).

First you will learn a simple method for applying commutators, and then you will learn how to use conjugates to apply those commutators in a more general way.

Advanced tips and hints for stage 2

Once you have mastered the individual steps above, you can begin to merge them.

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