Lesson 24 18 min Intermediate

Two-look PLL

Move the last-layer pieces to where they belong in two steps: corners first, then edges. Six algorithms, or seven if you want the comfortable one.

By the end you will be able to

  • Spot headlights and tell an adjacent corner case from a diagonal one
  • Permute the last-layer corners with two mirrored algorithms
  • Finish the edges with one of four algorithms, chosen at a glance
  • Say why the edge step can only ever be one of four cases

The top face is one colour and nothing is in the right place. PLL — permutation of the last layer — finishes the cube. Twenty-one cases in one look; in two looks it comes down to six algorithms, and every one of them is part of the full set.

Corners: look for headlights

Ignore the edges entirely for now. Look at the two top-layer corners on each side of the cube. When they show the same colour, with something different between them, they are called headlights — and headlights mean those two corners are correct relative to each other.

  • All four faces show headlights — the corners are already done. One case in six.
  • Exactly one face shows headlights — two corners need swapping with each other, next to each other. Four cases in six, so this is what you will usually get.
  • No headlights anywhere — the two corners that need swapping are diagonally opposite. One case in six.

For the common case, hold the headlights at the back. One of the two corners now facing you is already exactly right — all three of its colours match the faces it touches. Which one it is tells you which algorithm to use.

R'FR'B2RF'R'B2R2 9
Headlights at the back, and the front-left corner is the one already in place. Nine turns. The B2 turns are the awkward part, and they buy you a version that needs no cube rotation, which most published ones do.
LF'LB2L'FLB2L2 9
Headlights at the back, and the front-right corner is the one already in place. The same algorithm mirrored — every right becomes a left and every turn reverses. Learning it as a mirror rather than as nine new turns takes about ten minutes.
FRU'R'U'RUR'F'RUR'U'R'FRF' 17
No headlights: the diagonal case. This one works from any angle, so there is nothing to line up. It disturbs two edges as it goes, which does not matter — the edges are the next step. Cubers call it the Y permutation.

Edges: one of four

With the corners right, the edges can only be in four arrangements. That is not a simplification for teaching, it is a fact about the puzzle: corners in place means the edges must be an even rearrangement, and there are only twelve of those — one solved, eight three-cycles, and three double swaps.

M2UMU2M'UM2 7
U permutation. Three edges cycle round and one is already correct: hold that one at the back. This version is for when the edge at the front belongs on the right. Two thirds of all edge cases are a U permutation one way or the other.
M2U'MU2M'U'M2 7
U permutation, the other way. Correct edge at the back again, but now the front edge belongs on the left. It is the first algorithm with every U turn reversed, which is the whole of what you have to remember.
M2UM2U2M2UM2 7
H permutation. Every edge swaps with the one opposite it. Symmetrical, so there is nothing to line up before you start — the only case in the set you can begin without thinking. One in twelve.
M2UM2UM'U2M2U2M'U2 10
Z permutation. Two pairs of neighbouring edges change places. Hold it so the front edge and the right edge want to swap with each other. The half turn at the end is not decoration — the slice turns leave the whole top layer out of line, and that puts it back.
Edge caseHow oftenWhat you see
Already done1 in 12Everything matches; the solve is finished
U permutation8 in 12One edge correct, three cycling round it
Z permutation2 in 12Two pairs of neighbours swapped, no edge correct
H permutation1 in 12Every edge opposite where it belongs
Twelve even arrangements of four edges, and that is all there is.

What this costs you

Two-look PLL runs about twelve turns longer than the one-look version and adds a second recognition pause. The six algorithms here are all part of the twenty-one, so none of the work is wasted when you go on to the full set. The four edge algorithms are precisely the cases a one-look solver meets when the corners happen to need nothing doing to them.

The two-look PLL algorithms Corner cases and edge cases, with the diagrams drawn from the moves themselves. Drill the ones you keep fumbling The trainer shows a case, times your answer, and comes back to the slow ones more often.