There are many approaches to solving the last layer (LL) of a Rubik’s Cube. This is far from optimal in most regards, except for one: it is very easy to memorize. This approach comprises four steps:
- orient LL edge pieces (solve the cross);
- orient LL corner pieces (finish OLL)
- place LL edge pieces (place edge pieces without disrupting orientation)
- place LL corner pieces (finish PLL [and solve the cube!])
Before You Begin
The algorithms use the standard 3x3x3 algorithm notation used by many other Rubik’s Cube algorithm directories. All images below are from the top-down; i.e., looking at the U face, with the B, R, F, and L faces to the north, east, south, and west, respectively. All argorithms should be applied looking at the F face (not the U face).
Step #1: Edge Orientation
Step #2: Corner Orientation
The goal of this step is to go from a LL with only edges oriented correctly (forming a cross) to an LL with all edges and corners oriented correctly; e.g., from something like this:
to something like this:
Step #3: Edge Permutation
The goal of this step is to go from a LL where the edges are placed incorrectly to an LL where the edges are placed correctly, without affecting the orientation of any of the LL pieces.
If you already have all edges placed correctly, continue to step #4. Begin by rotating the LL until at least one edge matches its adjacent center piece. There are only two possible states of unsolved edge pieces:
- two edges incorrectly placed
- three edges are incorrectly placed
If you followed the directions two sentences ago, there must be at least one correct edge; i.e., not all four edges can be incorrect. Also, it is impossible for only one edge to be incorrect, because an incorrectly placed edge must go somewhere, and whatever other edge is in that somewhere must also be in the wrong location.
Step #4: Corner Permutation
The goal of this step is to go from an LL where only corners are placed incorrectly, to an LL where all pieces are placed correctly, without screwing anything else up — thereby solving the cube.
If you already have all corners placed correctly, your cube should be solved and you should consider going for a walk and getting some fresh air. There are only two possible states of unsolved corner pieces:
- three corner pieces are incorrectly placed
- four corner pieces are incorrectly placed
You can’t have just one incorrect corner for the same reason you can’t have just one incorrect edge — that corner has got to go somewhere, and whatever corner is in that somewhere must also be in the wrong place. You can’t have just two incorrect corners, because having two incorrect corners is an impossible state if the cube is otherwise solved.
If you are in state 1 above, this algorithm (applied once or twice) will fix your corner placement:
Conclusion
Epilogue: Being Less Slow
Recommended Improvement #1: memorize the inverse of Algorithm #1.
Algorithm #1 will directly fix the edge orientation of an “L” pattern, but not a “—” pattern. Behold Algorithm #1b:
If you are at the edge PLL step and encounter any 3-cycle, you will now be able to solve the edge permutation with only one algorithm. (If you don’t encounter a 3-cycle — i.e. you have two pieces out of place — just apply either Algorithm #3 or #3b.)
Recommended Improvement #3: memorize the inverse of Algorithm #4.
For the same reason as improvement #2 above, memorizing the inverse of Algorithm #4 can speed up your corner PLL by reducing the maximum number of 3-cycles you have to do from three to two.