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Puzzle 59Time played 0:00

Loose Ends

Join the pairs. Fill the board.

0 of 8 pairs33% filled

Loose Ends

  1. Join the pairs

    Drag from a dot to the other dot with the same colour and letter.

  2. Fill every square

    Every pair joined is not the end. Keep going until no square is empty.

    The marked squares still need a path.

  3. Keep paths apart

    Draw up, down, left or right. Paths cannot cross or run through another dot.

  4. Try another route

    Press a dot to draw its path again, or undo a change.

    Par is one stroke per pair. Undo does not give strokes back.

How to play Loose Ends

Draw a path between each pair of matching dots. Paths cannot cross, and every square on the board has to be used.

  • Draw a path between each pair of matching dots on the 7 by 7 board. Each pair has its own colour and its own letter.
  • Press a dot and drag to the squares beside it: up, down, left or right. Paths cannot cross each other or run through another pair's dot.
  • The puzzle is solved when every pair is joined and every square on the board is used. Joining every pair with squares still empty is not the end.
  • A path does not have to be finished in one go. Press its end to carry on, or press anywhere along it to cut it back to that square.
  • Par is one stroke for each pair. Every change you make to the board is a stroke: drawing a path, redrawing or cutting one back, and clearing the board.
  • Undo puts the board back one change at a time, as often as you like. It does not give strokes back.
  • You get two hints. Each one shows the route of one pair on the board for you to draw, and your result shows how many you used.
  • Loose Ends is a classic pencil puzzle, also known as Numberlink.

Where to start

Start at the edges and in the corners. A square in a corner has only two neighbours, so the path through it has only one way to turn, and a dot on the edge has three ways out rather than four. Then look for the pair with the fewest routes: two dots with a wall of other dots between them, or a dot boxed in on three sides. Short paths tend to run between long ones, and long ones sweep round the outside of the board, so a path that leaves a pocket of one or two squares nothing else can reach is the wrong path, however tidy it looks. Every change is a stroke, so work a route out before you draw it: an empty board costs nothing to look at.