Monday, October 19, 2026 · #581
Step-by-step walkthrough
- Step 1: Trace from 1 to 2 first, respecting walls; the path must visit every cell exactly once.
- Step 2: Dead-end pockets must be entered and exited through their only opening — plan them early.
- Step 3: Between two numbered cells, the path length is fixed by the cells you have to sweep.
- Step 4: The final segment into the last number should use every remaining cell — if it doesn't, backtrack one junction.
Mark eliminations before placements; the board solves itself once the impossibilities are visible.
The complete path is drawn at the top of the page, numbers marked, walls shown, and the walkthrough beneath it explains each segment — where it had to go and why the shorter route would have stranded a cell. Below this line nothing changes day to day.
Zip is the LinkedIn game that looks easiest and loses the most people, because a route that visits every number in order is not enough; it has to visit every cell, and the cells that get missed are always the ones in the corners you rushed past.
The rules, and the three that are easy to forget
Zip's instructions fit in a sentence. Draw a path from 1 through every numbered cell in order, filling every cell on the board exactly once and never crossing a wall. The details that matter:
- The path starts on 1, and in every archived solution it ends on the highest number.
- Every cell must be used, including cells nowhere near a number. This is where most attempts fail.
- Walls are on cell borders and block movement across that border only; they do not remove the cells on either side.
- Moves are orthogonal — up, down, left, right. There is no diagonal step.
- The board is a square — 6×6, 7×7 or 8×8 in our archive since 3 September 2026 — and the numbered cells can be anywhere; on some days they form a pattern, on others they look random.
How to think about a board
Look at the edges first and the numbers second. Every border cell has at most three exits and every corner has two; a wall on a border cell takes one exit away, and a cell with a single exit can only be the start, the end, or a mistake. Corners matter most: a path that leaves a corner unvisited can never come back for it, because coming back would mean entering a cell twice, so every corner has to be collected by whichever segment passes nearest, and that is the segment that has to detour. Many of the loops that look wasteful in a solved Zip are corner collections.
The second idea is parity, and it costs nothing to apply. Colour the board like a chessboard in your head. Each step changes colour, so a segment between two numbers that sit on the same colour must take an even number of steps and a segment between different colours an odd number. On an odd-sized board the majority colour must hold both the start and the end. Applied to a segment, parity rules out whole routes before you have drawn a cell of them, and it is the reason a route that looks legal step by step can be impossible as a whole.
The third is the corridor. Two walls on adjacent cells, or a wall next to a border, often create a channel with one way in and one way out; whatever segment enters must travel its length, and the direction of travel is fixed by which end is nearer the lower number. Find the corridors before you draw anything and the middle of the board usually has one route left.
Reading today's walkthrough
The walkthrough treats each numbered segment in order and, for each, says which cells it had to collect and why the direct route failed. If you solved today's board by trial and error, the useful comparison is not the final path — you have that already — but the first segment where your attempt went straight and the solution went around. That detour is the corner, pocket or parity constraint you did not see, and the same kinds of constraint come up again and again.
The path shown is fetched from the puzzle's structured data by a scheduled job after the midnight Pacific reset; the import checks that the path covers as many cells as the board has before it is saved, and the page goes live when the new puzzle does. The pipeline is described on the editorial policy page. The explanation is written here. For a board you are stuck on rather than finished, the Zip solver takes any layout and draws the path; the Zip guide sets out the corner, parity and corridor rules with a worked board; and the archive keeps every board since 3 September 2026 with its path.
Board size and what it does to difficulty
LinkedIn varies the size, the number of clues and the walls, and together they decide how much of the board is forced. In our archive the wall-free boards carried more numbers on average (about 11 against about 9 on boards with walls), as if one kind of constraint stands in for the other.
| Board | Cells | Numbers seen | What decides it |
|---|---|---|---|
| 6×6 | 36 | 4–14 | Corners; the numbers nearly fix the route |
| 7×7 | 49 | 8–12 | Parity — odd board, so the majority colour holds both ends |
| 8×8 | 64 | 8–20 | Corridors between walls; the most cells to plan |
The three kinds of detour
Every Zip solution has segments that go the long way round, and they come in three kinds worth being able to name. The corner collection is the most familiar: a segment passes near a corner and loops out to fill it, because no later segment could. The pocket collection is its cousin — a group of cells walled off on three sides, reachable only from one opening, which whichever segment passes the opening must enter, fill, and leave the way it came. And the parity detour is the subtle one: the number of steps between two numbers must be even if they sit on the same chessboard colour and odd if not, so when the cells a segment has to collect would give it the wrong length, it must also take in a neighbouring cell or two that you might have assigned to another segment.
Name the detour before you draw it and the board becomes a checklist rather than a search. Corners first — which segment takes each of the four? Pockets next — where are the walled-off groups and which segment passes the mouth? Parity last — which segments have a length that does not match the colours of their ends? Whatever is left after that checklist is usually a corridor or two.
How walls shape the board
A wall removes an exit from two cells at once, and a few walls placed well can turn an open board into a set of corridors with predetermined directions. 26 of the 37 boards in our archive (3 September to 10 October 2026) had walls, ranging from 4 to 28; the record was #547, an 8×8 with 28. Walls often come in straight lines: #535 had two lines of five that sealed the top two and bottom two rows except at the side columns, which decided the whole solve. The practical effect for a solver is that walls decide the middle of the board and corners decide the edges, and reading both before drawing is the whole method.
Mistakes that produce a dead end
The path is wrong before the last cell in nearly every failed attempt, and the cause is one of these:
- Passing a corner cell without entering it. Once a segment has moved past a corner, that corner is lost.
- Taking the direct route between two numbers on the same colour. The step count is odd; the route cannot exist.
- Entering a pocket from one opening and trying to leave by another that a wall blocks.
- Drawing through a numbered cell out of order. The path may only touch a number when that number is next.
- Starting from the highest number backwards. It sometimes helps to think backwards; it never helps to draw backwards, because the path is drawn starting from the cell numbered 1.
A note on the numbers
The numbered cells are checkpoints, not the puzzle. Between any two consecutive numbers the path is free to wander, and it must wander enough to collect every cell that no later segment can reach. Treating the numbers as waypoints to connect by the shortest route rarely works; treating each segment as a job — collect these cells, then arrive at the next number — does. The walkthrough at the top is written segment by segment for that reason, and it names the segment where the day's difficulty lives, which is usually the one that has to make the longest detour.
One more habit pays off: draw nothing until the corners are assigned. A Zip board read first — which segment takes each corner, where the walls make corridors, which number pairs are the wrong parity apart — is a board that gets drawn once. A board drawn immediately is usually a board drawn several times.
Frequently asked questions
When does the new Zip appear?
Midnight Pacific, with all LinkedIn games (per LinkedIn's help page); this page switches to the new board after the reset, and the countdown above runs to it.
Why does the solution loop out to the edge instead of going straight?
Because the cells on the loop have to be filled and no later segment can reach them. Every detour in a Zip solution is a cell-collection that the direct route would have stranded.
Sources and further reading
Recent Zip answers
8×8 board · full solution + walkthrough
View answer →7×7 board · full solution + walkthrough
View answer →7×7 board · full solution + walkthrough
View answer →7×7 board · full solution + walkthrough
View answer →6×6 board · full solution + walkthrough
View answer →6×6 board · full solution + walkthrough
View answer →Every past puzzle is in the Zip archive. New here? Start with the Zip guide.