Back to rounds Round 3

Warp Relay

Reusable teleports introduce loops, detours, and tighter routing choices.

Round overview

Warp Relay builds on Free Circuit by adding teleporter pairs. Every teleporter is a linked entrance/exit pair, and you can pass through the same gate multiple times. Collectibles and mirror quotas remain in play, so you must route the beam through warps, grab every orb, and still finish with the required number of mirrors.

Because teleports are reusable, the puzzle is about planning elegant loops. You can revisit the warp hub to pick up missed orbs, but doing so costs mirrors and shots, so efficient ordering still matters.

Key elements

Laser emitter pointing left Goal receiver

Source emitter & receiver

The emitter’s starting edge changes per level, but it always fires straight before hitting any mirrors. The receiver is fixed and will accept the beam from any cardinal direction, so the last turn should happen just before the goal column.

Teleporter frame Warp gate

Teleporter routing

Each warp entrance links to a distant exit and can be reused as often as you like, so loops are possible. The challenge is conserving mirrors and shots while bouncing through warps to collect every objective.

Energy orb

Energy orbs

Three collectibles surround the entrance warp. Plan a loop that gathers all of them before you exit the cluster.

Forward mirror Back mirror

Mirror quota

Expect between three and eight mirrors per stage. Typically a couple shape the pre-warp route and the rest finish the post-warp dive toward the receiver.