To solve Level 96 in Amaze GO!, clear the unobstructed outward-facing perimeter arrows first to establish open exit lanes before attempting to move congested interior pieces. Every arrow travels strictly in a straight cardinal line (up, down, left, or right) toward its indicated direction. If any arrow's path collides with another piece—whether that piece faces toward it, away from it, or sits perpendicularly across the trajectory—the move fails and blocks progression.
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Step-by-Step Clearing Sequence
Solving this board cleanly requires dismantling the grid layer by layer from the outer boundary toward the core. Tapping interior arrows early creates dead ends against uncleared perimeter blockers.
- Identify guaranteed perimeter exits: Scan all four borders for arrows pointing directly outward into empty space away from the board.
- Launch outer boundary arrows: Tap each outward-facing edge and corner piece. Once these leave the grid, they expose the edges of the row immediately behind them.
- Clear newly opened secondary edge tiles: Examine inward- or sideways-facing border pieces that were previously pinned by the arrows removed in step 2. If an arrow now has a completely clear flight line to the border, tap it.
- Trace and untangle center intersections: With the outer frame removed, resolve the dense central cluster by working backward from unblocked pieces to locked pieces.
- Clear remaining isolated arrows: Tap off the final directional pieces along the emptied flight corridors to finish the level.
| Clearing Stage | Primary Target | Grid Objective | Collision Risk |
|---|---|---|---|
| Phase 1: Boundary Peel | Outward-facing border arrows | Open straight exit corridors | Very Low |
| Phase 2: Secondary Rim | Newly exposed edge tiles | Free pathways for inner blockers | Low |
| Phase 3: Core Untangling | Interlocking center arrows | Clear perpendicular intersections | High |
| Phase 4: Final Cleanup | Remaining directional tiles | Clear the rest of the board | None |
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Resolving Confined Interior Arrows
Once the outer rim is clear, Level 96 funnels into an interlocking center cluster where flight lines cross at right angles. To avoid collisions, work backward along the dependency chain:
- Trace the blocking chain: Select a blocked interior arrow and follow its pointing direction. Identify the obstructing tile directly in its path. If that second tile is also blocked, trace its line of sight until you reach an arrow that points directly into an open exit lane.
- Fire the terminal tile first: Tap the unblocked terminal arrow to leave the board.
- Trigger the reverse cascade: Tap the preceding arrow that was blocked by that terminal tile, continuing backward until the original interior arrow can launch freely.
- Verify full flight corridors: Before tapping any center arrow, confirm that its entire line of sight to the boundary is empty. A tile located three spaces ahead on the same line will still register as a collision even if the adjacent space is empty.
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Common Mistakes on Level 96
- Assuming symmetrical moves: Level 96 features visual symmetry across opposing sides, but clearance conditions often differ. One side may have an open runway while the matching side is blocked by an offset center tile. Verify each arrow independently before tapping.
- Misjudging diagonal spacing: Arrows move only along horizontal and vertical axes. Staggered diagonal layouts do not provide diagonal bypass routes; an arrow will collide if its straight path intersects any part of a tile ahead.
- Activating outward-pointing center tiles early: Several arrows near the center face outward and appear ready to move, but their paths run directly into the backs of outer border arrows. Keep the outer boundary completely clear before tapping any central tiles.
Free Amaze GO! Codes
Current active codes and how to redeem them.
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Player Comments
98 players commented on this guide.
I wish I had read this before upgrading the wrong thing.
This helped me understand strategy much better.
Nice guide. I am checking the other Amaze GO! articles next.
This saved me time in the early game.