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diff --git a/en/meta.yml b/en/meta.yml
index 911a8ca..f40c67e 100644
--- a/en/meta.yml
+++ b/en/meta.yml
@@ -5,10 +5,13 @@ listed: false
pdf: false
steps:
- title: What you will make
- - title: Step title
+ - title: Start your level
completion:
- engaged
- - title: Challenge
- challenge: true
+ - title: Postion your player and floor
+ - title: Add more sprites
+ - title: End your level
completion:
- - external
+ - complete
+ - title: Export your sprites
+
diff --git a/en/step_1.md b/en/step_1.md
index 9736879..aed8ea8 100644
--- a/en/step_1.md
+++ b/en/step_1.md
@@ -1,45 +1,3 @@
## What you will make
-OR
-## What you will do - change meta if you use this
-A brief description - one or two sentences.
-
---- print-only ---
-
-
-
---- /print-only ---
-
---- no-print ---
-
-[Editor embed](https://editor.raspberrypi.org/en/embed/viewer/project-slug)
-
---- /no-print ---
-
---- no-print ---
-
-Video embed
-
-
-
-Youtube embed
-
-
-
-
-
-
-Scratch embed
-
-
-
-
---- /no-print ---
-
-### You will need:
-- a
-- b
-- c
+A collobatative platformer game, where each person creates a single level of the game.
diff --git a/en/step_2.md b/en/step_2.md
index a55cafd..d64797e 100644
--- a/en/step_2.md
+++ b/en/step_2.md
@@ -1,8 +1,85 @@
-## Step title
+## Start your level
--- task ---
+Open the starter project at [rpf.io/pp](https://rpf.io/pp-starter){:target="_blank"}
--- /task ---
+The project has two sprites.
+- **player** is the sprite that will move between the levels.
+
+- **id floor** is a sprite that will act as a floor to start.
+
+--- task ---
+
+Choose an id or ask your club leader or teacher for one.
+
+- If you are making a colaborative project with other people in your club or class, it might be your name. *e.g. ellis*
+
+- If you are making a colaborative project with other clubs or classes, it might be your club or class name. *e.g. hull code club or e.g. 7C*
+
+--- /task ---
+
+--- task ---
+
+Change the name of the **id floor** sprite to use your new **id**. *e.g. ellis floor or hull code club floor*
+
+--- /task ---
+
+--- task ---
+
+In the code for the floor sprite, change the `wait until`{:class="block3control"} blocks, to they are waiting until the `id`{:class="block3variables"} variable matches your new **id**.
+
+```blocks3
+when flag clicked
+hide
++wait until <(id) = [my id]>
++wait until >
+hide
+```
+
+--- /task ---
+
+--- task ---
+
+Add a new message so that the `broadcast`{:class="block3control"} waits for your **id** to be broadcast.
+
+```blocks3
++when I receive [my id v]
+show
+set [x position v] to (-180)
+set [y position v] to (0)
+go to x:(90) y:(-160)
+```
+
+--- /task ---
+
+--- task ---
+
+Add your **id** to the `ids`{:class="block3variables"} list.
+
+
+
+--- /task ---
+
+--- task ---
+
+Hide the `ids`{:class="block3variables"} list.
+
+
+
+--- /task ---
+
+--- task ---
+
+Click the green flag. The player sprite should be positioned in the bottom left of the screen.
+
+Press **n** on your keyboard.
+
+The floor sprite should appear, and the player sprite changes position and falls on to it.
+
+You can move the player sprite using the left and right arrow keys, and use the up arrow key to jump. (⬅️⬆️➡️)
+
+--- /task ---
\ No newline at end of file
diff --git a/en/step_3.md b/en/step_3.md
index 3285a6d..e630e85 100644
--- a/en/step_3.md
+++ b/en/step_3.md
@@ -1,6 +1,31 @@
-## Challenge
+## Postion your player and floor
+
+At the start of your level, you can decide where the player sprite starts and where the floor is positioned.
+
+The starting position of the player is set by the `x positon`{:class="block3variables"} and `y position`{:class="block3variables"} variables.
+
+The starting positon of the floor **must be set using** the `go to x: y:`{:class="block3motion"}
--- task ---
+Change the starting position of the floor and the starting position of the player.
+
+This can be anywhere on the screen that you like.
+
+```blocks3
+when I receive [my id v]
+show
++set [x position v] to (-180)
++set [y position v] to (0)
++go to x:(90) y:(-160)
+```
+
+Click the green flag and then press **n** to test the positions.
--- /task ---
+
+You can change the floor into a platform if you like. It depends on what your level is going to look like. You can change the size of the sprite, its colour, and then it's positon.
+
+It must have a black outline though, so that the player can collide with it.
+
+
\ No newline at end of file
diff --git a/en/step_4.md b/en/step_4.md
new file mode 100644
index 0000000..5e434aa
--- /dev/null
+++ b/en/step_4.md
@@ -0,0 +1,37 @@
+## Add more sprites
+
+You can add more sprites to your game.
+
+Every sprite needs a unique name, so use your id such as `ellis Bear-walking` or `hull code club Cheesy Puffs`
+
+Every sprite must have the starting script and use your id.
+
+```blocks3
+when flag clicked
+hide
+wait until <(id) = [my id]>
+wait until >
+hide
+stop [other scripts in sprite v]
+```
+
+They will also need to `show`{:class="block3looks"} and have the starting position set using `go to x: y:`{:class="block3motion"}
+
+```blocks3
+when I receive [my id v]
+show
+go to x:() y:()
+```
+
+- [ ] **If the sprite needs to stop the player's motion, it needs to be `black` in colour.**
+- [ ] You can add any code you like to your other sprites, underneath a `when I receive`{:class="block3events"} block.
+- [ ] **If you are creating variables, lists, or custom blocks, make sure they have unique names such as `hull code club score`{:class="block3variables"} or `ellis random move`{:class="block3custom"}**
+- [ ] New sprites can be things the player can move on, things the player might have to avoid, things the player might have to collect.
+- [ ] **DO NOT ADD OR CHANGE THE BLOCKS ON THE PLAYER SPRITE**
+- [ ] If a sprite needs to be interacted with, then it could use `say`{:class="block3looks"} blocks so that the player knows what they need to do.
+
+```blocks3
+say [collect me] for (1) seconds
+
+say [avoid me] for (1) seconds
+```
\ No newline at end of file
diff --git a/en/step_5.md b/en/step_5.md
new file mode 100644
index 0000000..2213bfc
--- /dev/null
+++ b/en/step_5.md
@@ -0,0 +1,23 @@
+## End your level
+
+You need a condition to end your level.
+
+Your level will end, and the next one will start, when the variable `level change`{:class="block3variables"} is set to `true`.
+
+You might end your level by the player reaching a score.
+
+```blocks3
+forever
+if <(hull code club score)> [20]> then
+set [level change v] to [true]
+```
+
+You could end your level when the player touches another sprite
+
+```blocks3
+forever
+if then
+set [level change v] to [true]
+```
+
+Or choose another way to end the level. Just remember, you **CAN'T CHANGE THE CODE ON THE PLAYER SPRITE**
\ No newline at end of file
diff --git a/en/step_6.md b/en/step_6.md
new file mode 100644
index 0000000..e3f3a91
--- /dev/null
+++ b/en/step_6.md
@@ -0,0 +1,38 @@
+## Export your sprites
+
+Check that your level works and is ready to export.
+1. Your sprites all have a name that includes your id
+2. Your sprites all have the starter blocks
+3. Other blocks are all triggered by a `when I receive my id`{:class="block3events"} block
+4. All ner `variables`{:class="block3variables"} and `custom blocks`{:class="block3custom"} use your id in their names.
+5. There is an end condition that sets `level change`{:class="block3variables"} to §true§
+
+--- task ---
+
+Right click on each of your sprites and select **export**
+
+
+
+--- /task ---
+
+--- task ---
+
+Send your sprites to your club leader or teacher for them to stitch all the levels together. Make sure they know what your unique `id` is.
+
+--- /task ---
+
+--- collapse ---
+
+---
+
+title: Club leaders and Teachers - stitching instructions
+
+---
+
+1. Open and remix the original starter project [rpf.io/pp-starter](https://rpf.io/pp-starter)
+2. Remix the project
+3. Upload the sprites that have been sent to you.
+
+4. Add each id to the ids list, in the order you want the levels to play
+5. You can add your own starting and final level to the game if you like.
+--- /collapse ---
\ No newline at end of file