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.
Zip puzzle strategies
Zip Puzzle Strategies
LogicConnect the path · trains path finding
- Planning
- Visual mapping
- Problem solving
Checkpoint ordering, wall navigation, and path-planning tactics for Zip grids.
Zip rulesRules
The path rules
Orthogonal only
Move up, down, left, or right — never diagonally.
Checkpoints in order
Visit 1, then 2, then 3 — the path ends on the last number.
Respect walls
You cannot cross edges marked with a wall barrier.
Technique
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?
Technique
Plan checkpoint segments, not the full path
Leg 1→2
Plan cells between checkpoints
Leg 2→3
Leave room for later segments
Finish
End on the highest number
Think of the solve as a series of legs: 1→2, 2→3, 3→4, and so on. For each leg:
- Identify all cells that must be on the path between the current and next checkpoint.
- Note walls that funnel movement into corridors.
- Leave enough unvisited cells for later legs — do not consume the whole grid reaching 2.
Technique
Walls are your roadmap
Dead end — undo and route around the wall before committing.
On hard boards, sketch mentally which cells are "corridor" vs "open area" before committing.
Technique
The dead-end test
- 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.
Technique
Save the last checkpoint for the end
The path must end on the highest-numbered checkpoint. When approaching the final checkpoint, make sure all remaining unvisited cells are reachable before you step onto the last number.
Technique
Long detours
- List unvisited cells between current position and next checkpoint.
- Find a Hamiltonian-style route through them that arrives at the checkpoint.
- Verify the route does not seal off cells needed for later checkpoints.
Hints
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
Practice path
| Stage | What to do |
|---|---|
| Rules | Zip how-to-play |
| Demo | Zip demo |
| Unlimited practice | Random Zip |
| Hard boards | 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.
FAQ
Guide FAQ
Quick answers about this puzzle type and how to practice.
Keep exploring
Related pages
Play puzzles, read rules, or browse archives.