How to Master Loop Maze: Complete Beginner's Guide

Updated July 2026 — rewritten for the new Loop Maze

The One Rule

Every Loop Maze puzzle has a single goal: draw one unbroken closed loop that passes through every lit node on the board exactly once. No crossings, no branches, no dead ends — your line must come back around to where it started. If a single node is left unvisited, the loop won't close.

Start With the Corners

Corners are free deductions: a corner node has only two neighbours, so the loop must enter through one and leave through the other. Trace those forced turns first — on many boards, corner logic alone solves a third of the puzzle before you have to think.

Edges Come Next

Nodes along the border have three neighbours, but if one of them is blocked by a wall or a hole, they behave like corners — two forced connections. Whenever a node is down to exactly two open neighbours, both of those links are certain. Draw them.

Walls and Holes

From World 2, boards have holes; from World 3, red walls block the gap between two nodes. Both do the same thing to your logic: they remove options. Fewer options means more forced moves — hunt for the node that just lost its third neighbour, because it now tells you exactly where the loop goes.

Gold Anchors

World 4 introduces anchor segments: gold links that must be part of your final loop. Treat each anchor as two half-commitments — the nodes at either end each have one connection already spent. A node touching two anchors is completely solved. If your finished loop skips an anchor, it won't count, so build around them from the start.

The Parity Trick

Imagine the board as a checkerboard. Your loop always alternates colours, which is why every Loop Maze board has an equal number of "black" and "white" nodes. You can use this: if a region connects to the rest of the board through a narrow neck, count its nodes — a loop can only dip into a pocket and come back out an even number of cells at a time.

When You're Stuck

World Progression

First Loops teaches the rule on clean rectangles. Broken Ground adds holes. Walls closes off paths. Anchors makes you plan around fixed segments, and The Gauntlet mixes everything on 8×8 boards. Finish a level without hints for three stars.

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Liked this? Keep going

If loop-drawing clicks for you, try Echo Maze - a record-and-replay maze where your past selves hold the doors open - or Tumbloop, which turns route-planning into block-rolling. There are more free logic games on Skorven, and the blog has further guides.