To clear Amaze GO! levels 1001 through 1010, discharge every unobstructed perimeter arrow pointing directly off the grid before interacting with central clusters. Every arrow travels straight along its indicated orientation until it exits the board boundaries. If an arrow's flight path intersects any other piece, it fails to launch and stays locked in place. The four-digit tier introduces tight clusters, multi-layered barriers, and interlocking loops, meaning premature taps on inward-facing arrows immediately stall your board.
Clearing Order for Levels 1001 Through 1005
Levels 1001 through 1005 use symmetrical layouts where perimeter anchors trap large inner formations. Dismantle these stages from the outer frame inward.
| Level | Primary Grid Hazard | First Target Area | Critical Unlocking Move |
|---|---|---|---|
| Level 1001 | Dual interlocking perimeter rings | Upper exterior corners | Clear outward up-and-down edge arrows |
| Level 1002 | Center-facing chevron block | Lateral horizontal flanks | Remove left- and right-pointing perimeter caps |
| Level 1003 | Alternating diagonal arrow weave | Outer perimeter corners | Release corner arrows with clean vertical exits |
| Level 1004 | Stacked horizontal barricades | Topmost cross-layer | Slide outer horizontal rows sideways to open vertical lines |
| Level 1005 | Dense square core with outward wings | Four cardinal boundary tips | Clear outward wing tips before touching inner core rings |
After clearing the outer frame in Level 1001, work clockwise around the remaining border. In Levels 1004 and 1005, do not tap inward-pointing center pieces early. Clearing the flanking pieces creates open space that allows central rows to exit across horizontal lanes without colliding.
Solving Pinwheels and Funnels in Levels 1006 Through 1010
Levels 1006 through 1010 introduce multi-axis dependencies where clearing one piece leaves new tiles exposed to intersecting flight lines.
- Levels 1006 and 1007 (Directional Pinwheels): Four quadrants face inward toward a central nexus. Do not tap toward the center. Locate the single quadrant with an outward-pointing tail arrow. Tapping that tail triggers a counter-clockwise chain reaction that unpacks the outer ring. Once three quadrants clear, the central nexus arrows have open paths to exit.
- Levels 1008 through 1010 (Dense Funnels): These boards pack long arrow columns across the grid width. Locate the outer exit channel that requires the shortest travel distance. Discharging short-path perimeter arrows first opens a vertical corridor, giving deep lateral rows enough clearance to exit without causing collisions.
How to Resolve Arrow Deadlocks
Deadlocks occur when two arrows point into each other's paths or three pieces form a closed loop. Avoid guessing by using reverse vector tracking:
- Identify the stuck arrow you need to remove from the cluster.
- Follow its directional line to find the exact piece blocking its exit.
- Trace that blocking piece's flight path to identify its obstacle.
- Continue along this line until you reach an arrow with an unobstructed exit off the board.
- Tap that open arrow, then tap each unlocked piece backward along your visual chain to release the original arrow.
Collision Prevention Rules
- Scan the entire trajectory: An empty adjacent tile does not guarantee a safe move. Arrows travel off the entire board, so an obstacle five tiles away along the same line will still cause a collision.
- Avoid symmetrical tapping: Do not alternate evenly between opposite sides of the grid. Clear one flank or quadrant completely to build a wide exit zone before touching opposing sections.
Free Amaze GO! Codes
Current active codes and how to redeem them.
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Player Comments
98 players commented on this guide.
This helped me understand strategy much better.
The explanation is clear, especially for beginners.
This guide answered the exact question I had.
This saved me time in the early game.