Zip is a path-finding puzzle — draw one continuous path that visits every cell exactly once, passes through numbered checkpoints in order (1, 2, 3…), and never crosses walls. This guide teaches checkpoint planning, wall navigation, and the path habits that prevent dead ends.

## The path rules

1. **Orthogonal movement only** — up, down, left, right. No diagonals.
2. **Visit every cell** — no gaps, no revisiting.
3. **Checkpoints in order** — reach 1, then 2, then 3, and so on.
4. **End on the last checkpoint** — the path terminates there.
5. **Respect walls** — you cannot cross edges marked with walls.

The path is one continuous stroke. On Puzzle Games, drag from cell 1 to extend and drag backward to erase.

## Start from checkpoint 1

Always begin at **1**. Before drawing a long segment, ask:

- Where is **2** relative to 1?
- What walls block the direct route?
- Can I reach 2 without trapping myself in a dead-end pocket?

A common beginner mistake is drawing a long exploratory path from 1 that visits many cells but makes checkpoint 2 unreachable.

## Plan checkpoint segments, not the full path

Think of the solve as a series of legs: 1→2, 2→3, 3→4, and so on.

For each leg:

1. Identify all cells that must be on the path between the current and next checkpoint.
2. Note walls that funnel movement into corridors.
3. Leave enough unvisited cells for later legs — do not consume the whole grid reaching 2.

## Walls are your roadmap

Walls create **corridors** and **rooms**. Use them:

- A narrow corridor must be traversed fully — entering without exiting blocks all cells inside.
- A room with one entrance is a trap if you enter before visiting all required checkpoints outside.

On hard boards, sketch mentally which cells are "corridor" vs "open area" before committing.

## The dead-end test

Before extending the path into a new region, count **exits**:

- If entering a pocket leaves only one way out and you still have checkpoints outside, you may be trapping yourself.
- If the pocket contains cells that must be visited, plan to enter, visit all of them, and exit in one continuous sweep.

Zip puzzles are designed so early mistakes become obvious — the path runs out of legal moves. Undo and try a different route around the wall.

## Save the last checkpoint for the end

The path must **end** on the highest-numbered checkpoint. Every cell after the last checkpoint in visit order is illegal.

Practical habit: when approaching the final checkpoint, make sure all remaining unvisited cells are reachable **before** you step onto the last number.

## Long detours

Sometimes the direct route to the next checkpoint is blocked. You must detour through extra cells — but those cells still need to be visited exactly once.

Detour planning:

1. List unvisited cells between current position and next checkpoint.
2. Find a Hamiltonian-style route through them that arrives at the checkpoint.
3. Verify the route does not seal off cells needed for later checkpoints.

## Hints and solutions

- **Get hint** shows the next path segment with an explanation — use it to learn wall-reading patterns.
- **Full solution** reveals the path step by step — predict the next cell before advancing.

## Practice path

| Step | Link |
|------|------|
| Rules | [Zip how-to-play](/zip/how-to-play) |
| Demo | [Zip demo](/zip/demo) |
| Unlimited practice | [Random Zip](/zip/random) |
| Hard boards | [Hard puzzles](/hard-puzzles) filtered to Zip |

Zip is the most spatial of the logic puzzles — success comes from seeing the whole grid, not just the next cell. Pause after each checkpoint to reassess the remaining board.
