Unwind the crossing toward the late keys
Compare the two solid arrowheads, then follow the matching ice marks
Symbols in this level Keys / Links / Hammer / Bomb / Ice / Dual end
Ice 1: clear marked AZ and E to thaw BE. Ice 2: clear marked AI and AF to thaw BI.
Brown cracks = rubble | Hammer arrow clears matching rubble
Key L → Lock A: remove the key first. Key AW → Lock B: remove the key first. Key and padlock symbols mark the lines.
D marks a line with two solid arrowheads. Tap the line, then choose Head or Tail. Choosing an end does not turn any other arrow.
Link 1: K exits, AS switches ends. Its next exit is up.
Burst 1: bomb arrow AJ must escape first; only marked arrow BA is cleared. Keys, locks, hammers and linked arrows stay in play.
Three collisions end this attempt. Free retries.
Notice both clear locked exits first. D marks dual-end BC: trace head up and tail left, then choose an end. Compare the two marked ice routes. If BE thaws first, trace frozen blocker BI 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: tools and arrow symbols
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
Dual-end arrow BC offers head up or tail left. After clearing its witnessed branch, the head remains blocked but the tail can escape, opening BB. Choose an end explicitly; selecting or cancelling spends nothing. I1 freezes BE until AZ, E escape; earliest thaw after 28 successful actions. I2 freezes BI until AI, AF escape; earliest thaw after 31 successful actions. Thawed BE can remain blocked by frozen BI. Clearing AF, BI, E in that order instead opens the return directly. 64 curved arrows occupy 418 cells on a 26-by-26 board. Bomb AJ clears only marked ordinary arrow BA, opening M; the target can also leave manually. Two opening physically clear locks wait for keys L and AW until at least 42 and 46 prior successful moves, and each key also opens a distant ordinary exit. Hammer F clears rubble blocking K; linked K changes AS from right to up. Both long lines retain ordinary payoffs; crossing I joins independent branches. A verified no-item route clears every arrow in 63 taps.
- Board
- 26 × 26
- Arrows
- 64
- Verified route rounds
- 50
- Clear exits at the start
- 4
Show a verified opening tip
Start with the rose arrow pointing up, whose head is at row 2, column 6 (counting from the top left). Its exit is clear. Other valid orders may also work.
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.