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Mind Walk

Mind Walk

A spatial working-memory test: a dot marks where you start on a 7×7 grid, arrows flash one step at a time, and you tap the square where the walk ends — without touching anything along the way. Each level adds a step, diagonals arrive at level six, and the arrows keep speeding up. Three wrong answers end the run.

How to play

Each round begins with a blue dot on one square of a 7×7 grid: that is where you start. After a moment the dot disappears and arrows appear above the grid, one at a time. Every arrow is a single step to the neighbouring square in that direction. A short gap separates the arrows, so two identical arrows in a row are two steps, and a counter shows which step you are on.

Follow the walk in your head. You cannot touch the grid while the arrows are playing. When they stop, tap the square where you think the walk ended.

A correct answer scores one point and the next walk is one step longer. From level six the arrows can also point diagonally, and the time each arrow stays on screen shrinks as you climb. The walk always stays inside the grid and never steps straight back the way it just came, so every arrow counts.

A wrong answer costs one of your three hearts and shows the real route, numbered step by step, with the correct square in green and your guess in red. The next round then starts at the same length. When all three hearts are gone the game ends and you can save your score.

Tips & strategy

Don't try to remember the arrows as a list. Move a point in your head instead: picture the dot sliding one square with every arrow and only keep track of where it is now. Holding one position is far easier than holding a sequence of eight or twelve directions.

It helps to anchor the start to something you can name, such as "second row, fourth column" or "next to the right edge". Then update the name with each step — "third row, fourth", "third row, fifth" — quietly, in rhythm with the arrows.

The edges are your friend. Because the walk never leaves the grid, an arrow that would take you off the edge simply cannot appear, so if you are sure you are on the top row, the next arrow will not be "up". If an arrow seems impossible, you have lost a step somewhere.

Diagonals change both the row and the column at once; count them as one row change plus one column change. When the arrows get fast, stop looking at the grid and keep your eyes on the arrow panel — glancing down to check costs you the next step.