Start at the head.
Its direction is the exit. Follow that straight line to the edge and see what is in the way.
A tangle of lines. A few open exits. Tap a curved arrow and watch it slip away — then discover what it was holding back.
Its direction is the exit. Follow that straight line to the edge and see what is in the way.
Tap an arrow with a clear exit. Its tail follows the bends as the whole line slides away.
Later levels add more arrows and deeper connections. Clearing one arrow opens a path for another.
Start with five learning levels with unlimited collisions. The later chapters add more arrows and longer chains: three collisions end an attempt, and retries are always free. There is no timer, and every attempt includes one free hint. Choose any level; completion and your unfinished puzzle stay in this browser.
From level 21, receive three welcome uses once. Choose the tool, then an arrow to reveal its exit and blocking lines. Stock carries between levels in this browser; retrying never refunds a use. Each first chapter-end clear at level 25, 30, 35 and every fifth level after that awards two more. Previously completed chapter rewards are restored once. Every puzzle is solvable without items.
A larger 26-by-26 map includes cracked brown rubble. Release a matching hammer arrow to clear rubble and open its corridor. One numbered link also changes arrow B's exit after trigger AN leaves. The waiting lock still needs its later key. Use Zoom map to inspect the corridors.
One bomb arrow clears only its matching crosshair-marked ordinary arrow after it successfully escapes. You may clear that target manually instead. A brief burst shows the release; keys, locks, hammers and linked arrows remain in play. Levels 101-105 introduce this one addition before later practice chapters.
One ice-marked arrow waits for two matching marked arrows to escape. The ice cracks after the first mark and thaws after the second; then check its exit before releasing it. Frozen taps cost no collision. Bombs, late keys, rubble hammers and linked reversals remain in these chapters.
One D-marked curved line has two solid arrowheads. Tap it, then choose Head or Tail to release it from that end. Each exit follows its real path; a blocked choice uses the normal collision rule, and cancelling is free. Hint recommends a clear end; Path sight inspects only your selected end. Both ice groups, bombs, late keys, rubble hammers and linked reversals remain in these chapters.
No. Colors help you follow individual lines; check the arrow direction, occupied exit path, and any padlock symbol. Levels 31 and later include key-and-lock connections: a clear exit may remain locked while you follow a separate route to its distant key. Return to the waiting arrow after collecting the key to open further paths. A tap on a locked arrow does not cost a collision.
These puzzles have verified clear routes. A linked arrow may switch ends after its trigger leaves, so check its new exit. If an arrow is blocked, trace its blockers and look for another open route.
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