Mazes
About hard mazes
Hard mazes use 34Γ34 to 38Γ38 grids. The route is usually 220β290 steps, from the left edge to the right edge, with 24β30 side turns spread from start to finish. Four loops join some of the wrong areas to each other.
The loops change how you solve. Keeping one hand on the wall can now carry you round in a circle, and there can be more than one way to the exit. Any route that reaches it counts.
Plan from both ends. Look at what reaches the exit, then at what leaves the start, and work toward the middle. When a passage brings you back to a square you have already walked, you are on a loop, not making progress. Mark the last fork you trusted so Back can take you there.
If hard mazes feel manageable, try expert β the grid grows to 44β48 cells wide, with around 40 side turns and eight loops.
How to play Maze
- Start at the green dot and finish at the red one.
- On a phone the arrow pad under the board moves you one cell at a time, and an arrow greys out when a wall is in the way. Tapping a neighbouring cell works too, and on a keyboard the arrow keys do the same.
- Walls are the only constraint: you may step between two cells whenever no line is drawn between them. Nothing else blocks you.
- A wrong turn costs nothing. Undo backs you out one cell at a time, so following a passage to see where it goes is a cheap way to learn the board.
- Going forward and giving ground sound different, so you can hear whether a move took you somewhere new without looking away from the board.
- Side turns are the puzzle: each one opens into a wrong area too big to rule out at a glance, and every level has more of them than the one before.
- Unsure at a fork? Press Mark (or M) and tap a square to put a check mark there. If the way you chose dies, Back (or B) takes your path straight back to it.
- From hard up the boards have loops, so a passage can rejoin one you have already walked and more than one route reaches the exit. Keeping one hand on a wall will not get you out of those.
- Any route that reaches the exit counts. A hint shows the next few steps from where you stand, or tells you to step back if your way cannot get there.