Logic
How to solve Infinity Loop in MyRin: rotate wire tiles until every lamp lights. Piece types, how many turns each really has, and the edge-first method.
Infinity Loop hands you a lattice of wire pieces, every one of them turned the wrong way, with lightning-bolt sources at some ends and lamps at the others. Your job is to turn the pieces until power runs from every bolt to every lamp and no wire is left dangling. Random tapping works on small boards and fails on large ones. This guide explains the deduction method that solves any Infinity Loop board, from the edges inward.
Tap a piece to rotate it a quarter turn. A piece lights only when power reaches it from a bolt through wire that meets on both sides of every joint; nothing is coloured for merely being in the right position. Lamps stay dark until the circuit arrives. The level is solved when every lamp is lit, every wire end meets another, and power reaches the whole lattice.
The Japanese name, 回路 (kairo), means "circuit", which is exactly what you are building.
Every solving technique comes from a single constraint: two neighbouring pieces either both point at their shared side, or neither does. A wire that points at a neighbour with no wire facing back is a dangling end, and the board cannot be solved with it.
That rule makes the puzzle local. You never need to picture the whole circuit. You only need to ask, for one piece at a time, which rotations are consistent with the neighbours you already know.
| Piece | Arms | Distinct orientations | On a border (not a corner) |
|---|---|---|---|
| Dead end | 1 | 4 | 3 |
| Straight | 2, opposite | 2 | 1 (parallel to the edge) |
| Corner | 2, adjacent | 4 | 2 |
| T piece | 3 | 4 | 1 (open side faces inward) |
| Cross | 4 | 1 | cannot sit on a border |
Two facts in that table save most of the work. A straight pipe looks identical after half a turn, so it only has two real positions, not four. And on a border, a straight or a T piece has exactly one legal position, because no arm may point off the board. In a grid corner, a corner piece also has exactly one: both arms pointing inward.
If you get stuck, look for the most constrained piece left: the one with the fewest legal rotations given its neighbours. There is almost always one with a single option.
The Infinity Loop game page lists the rules and the key solving tips on one screen.
Open the Infinity Loop game pageA board of 36 pieces with up to four positions each has an astronomical number of combinations, far too many to find by trying. Puzzles in this family, where tiles must be turned or placed so that touching edges agree, are known as edge-matching puzzles, and in their general form they are NP-complete, as Demaine and Demaine showed in 2007. In practical terms: there is no known shortcut that solves every possible board quickly.
Well-designed levels avoid that trap by being solvable through chains of local deductions, exactly the edge-first method above. The skill the game trains is constraint propagation: fixing what is certain, and letting each certainty narrow the options around it. It is the same skill behind Hashi and Nurikabe, the Nikoli-style logic puzzles MyRin also includes.
If you enjoy Infinity Loop, try One Line and Nexus, the other path-building puzzles in MyRin. MyRin is free on iOS and Android with 30 games and 18,000 levels; the full list is on the MyRin games page.
Tap a wire piece to turn it a quarter turn. The board has lightning-bolt sources at some wire ends and lamps at others. A piece lights only when power actually reaches it from a bolt through wire that meets on both sides. The level is solved when every lamp is lit and no wire end is left dangling.
Start at the corners and edges. A piece on the border cannot point outward, which often leaves it only one legal rotation. Each piece you settle tells its neighbours whether they need a connection on the shared side, so the solution spreads inward from the border.
Because symmetric pieces repeat themselves. A straight pipe looks the same after half a turn, so it has only two distinct orientations, and a four-way cross has only one. Dead ends, corners and T pieces have four. Knowing this halves the work on every straight piece.
No. Every well-designed level can be solved by deduction: each piece must connect to its neighbours on exactly the sides where they connect back. Tapping at random works on tiny boards but becomes hopeless on large ones, while the edge-first deduction method scales to any size.