← All levelsICE MARKED ROUTES
LEVEL 166 / 200

Interwoven marks across the returns

Match the blue I1 and purple I2 pairs; trace blockers after thawing

0 / 64arrows free
Symbols in this level Keys / Links / Hammer / Bomb / Ice

Ice 1: clear marked X and AK to thaw Z. Ice 2: clear marked BF and Y to thaw AP.

Brown cracks = rubble | Hammer arrow clears matching rubble

Key BI → Lock A: remove the key first. Key AX → Lock B: remove the key first. Key and padlock symbols mark the lines.

Link 1: BJ exits, AG switches ends. Its next exit is down.

Burst 1: bomb arrow AD must escape first; only marked arrow AU is cleared. Keys, locks, hammers and linked arrows stay in play.

FOLLOW THE FLOWNo timer · 3 collisions left

Three collisions end this attempt. Free retries.

Arrow A · upArrow B · leftArrow C · upArrow D · upArrow E · rightArrow F · rightArrow G · downArrow H · downArrow I · downArrow J · downArrow K · downArrow L · upArrow M · rightArrow N · rightArrow O · leftArrow P · downArrow Q · leftArrow R · upArrow S · leftArrow T · upArrow U · rightArrow V · rightArrow W · downArrow X · leftArrow Y · leftArrow Z · upArrow AA · downArrow AB · downArrow AC · upArrow AD · rightArrow AE · downArrow AF · rightArrow AG · leftArrow AH · leftArrow AI · rightArrow AJ · downArrow AK · rightArrow AL · downArrow AM · downArrow AN · downArrow AO · rightArrow AP · upArrow AQ · downArrow AR · rightArrow AS · downArrow AT · upArrow AU · downArrow AV · downArrow AW · rightArrow AX · upArrow AY · leftArrow AZ · leftArrow BA · downArrow BB · upArrow BC · leftArrow BD · downArrow BE · downArrow BF · upArrow BG · leftArrow BH · upArrow BI · downArrow BJ · leftArrow BK · leftArrow BL · rightI1 0/2I1I1I2 0/2I2I2

Notice both clear locked exits first. Compare the two marked ice routes. If AP thaws first, trace frozen blocker Z and its remaining marks before returning to the released branch. Keep the burst, linked and hammer routes in view toward the later keys.

? How to play
How to play: tools and arrow symbols
Trace it. Tap it. Let it go.

Tap any part of a line. Its head travels straight in the arrow direction, and the tail follows the bends. Clear any lines blocking its exit first. Colors help you follow the lines and do not change the rules.

Tools and controls

  • Hint: One free use per attempt. Highlights a safe arrow with a pulsing marker and exit guide, and brings it into view. For a D-marked arrow, the message recommends Head or Tail. Hint does not move the arrow or spend Path sight stock.
  • Path sight: Choose the tool, then an arrow to inspect its exit, blockers, required key, ice marks, rubble and marked bomb targets. For a D-marked arrow, choose Head or Tail before the inspection. One completed inspection costs one use; arming the tool or cancelling is free. It never moves, unlocks or thaws an arrow. Read the stock and rewards section below for more details.
  • Zoom map: On maps with rubble, enlarge the board and scroll to inspect the routes. Choose Show whole map to fit the board again.
  • Restart: Start this puzzle again with a fresh free Hint. Path sight stock carries between attempts; used inspections are not refunded.
  • Sound: Switch game sounds on or off with the button above the board. Use Tab and Enter to play with a keyboard.

Arrow symbols and mechanisms

  • Key and padlock: A locked arrow cannot leave even when its exit is clear. Release its matching key arrow, then check the unlocked arrow's full exit. Tapping a locked arrow costs no collision.
  • Linked reversal: Matching numbered lightning and reversal symbols form a pair. When the lightning arrow leaves, its partner swaps head and tail. The dashed arrowhead previews that future exit; check the new direction after the switch.
  • Hammer and rubble: Brown cracked rocks block an exit. Release the matching hammer arrow to remove those rocks and open the corridor.
  • Bomb and crosshair: A bomb must escape successfully before its burst clears the matching crosshair-marked ordinary arrow. You may release that marked arrow yourself first. Keys, locks and other special arrows are protected.
  • Ice and matching marks: Clear both matching marked arrows to thaw an ice-marked arrow. The first mark cracks the ice; the second thaws it. Each numbered ice group uses its own marks. Thawing does not remove blockers, so check the exit again. Frozen taps cost no collision.
  • Dual end (D): A line with two solid arrowheads offers Head and Tail after you tap it. Each choice follows that end's actual arrowhead. A blocked choice counts as a normal collision; opening or cancelling the chooser is free.

The first five learning levels have unlimited tries and award three stars on completion. Later levels allow three collisions per attempt: finish with zero, one, or two collisions for three, two, or one star. Every level can be solved without spending Path sight. Stars depend only on collisions.

Path sight stock and rewards

Choose Path sight, then one arrow to reveal its full exit and every blocking line. Selecting costs one; cancelling is free. It also reports required keys, ice marks, rubble and marked bomb targets. For a D-marked arrow, choose Head or Tail to inspect that exit; cancelling the chooser is free. Path sight never unlocks, thaws or moves an arrow, or uses your free hint.

Get 3 welcome uses once when first entering level 21 or later, and 2 more for each first clear of a chapter ending at level 25, 30, 35, 40 and every fifth level after that. Previously completed chapters receive any unclaimed rewards once. Stock carries between levels on this browser. Restarting or refreshing does not refund a use. Stars still depend only on collisions.

Challenge chapter · three collisions per attempt · saved on this device

A closer look at this puzzle

I1 freezes Z until X, AK escape; earliest thaw after 24 successful actions. I2 freezes AP until BF, Y escape; earliest thaw after 22 successful actions. Thawed AP can remain blocked by frozen Z. Clearing AK, Z, Y in that order instead opens the return directly. 64 curved arrows occupy 399 cells on a 26-by-26 board. Bomb AD clears only marked ordinary arrow AU, opening W, AI; the target can also leave manually. Two opening physically clear locks wait for keys BI and AX until at least 48 and 42 prior successful moves, and each key also opens a distant ordinary exit. Hammer AI clears rubble blocking BJ; linked BJ changes AG from left to down. Both long lines retain ordinary payoffs; crossing AF joins independent branches. A verified no-item route clears every arrow in 63 taps.

Board
26 × 26
Arrows
64
Verified route rounds
48
Clear exits at the start
4
Show a verified opening tip

Start with the gold arrow pointing up, whose head is at row 2, column 7 (counting from the top left). Its exit is clear. Other valid orders may also work.

Arrow Escape level 166 opening diagram with 64 curved arrows
Opening diagram · Level 166

How do I earn stars?

Three collisions end this attempt. Finish with no collisions for three stars, one for two stars, or two for one star. You can retry for free, and your best result is kept. Using a hint is recorded separately. The verified route uses 63 successful taps; the marked burst clears one extra arrow. You can also clear the marked arrow manually.