PathMaster Complete Guide — Controls, Planks, Creatures, Hazards, Items and Gear
A girl who never stops,
a broken road, four planks
A little girl in a yellow raincoat is running. There is no stop button and no jump button. Even when the road suddenly ends, she keeps running straight ahead. You have exactly one job — lay a bridge across that gap before her feet get there.
This is the complete PathMaster guide. Controls and placement grades, hearts and levels, the 10 creatures that live in the gaps and the hazards on the road, weather and wind, 16 items and 6 pieces of gear, and the black hole bonus stage — everything in the game, from start to finish, in the order you’ll meet it. Every number here was checked against the actual game code. It’s a long read, so take your time. If you’re brand new, you can jump straight to Six things for the first-time builder at the bottom.
Start with the video
Here’s the trailer — less than a minute long. It’s a staged promotional video made to capture the mood of the game, so it doesn’t look exactly like real gameplay. The real in-game screens are shown one by one in each chapter below.
- The hero — a nameless girl in a raincoat
- The screen — where to look
- Controls — tap, or drag and drop
- Four planks in the drawer
- Placement grades — green, yellow, red
- Success and failure — levels, hearts, continues
- The 10 creatures in the gaps
- Hazards on the road — rocks, logs, birds, bees
- Tricky terrain — wide gaps, old bridges, short ledges, ice
- 30 landscapes, weather and wind
- 16 items — ten help, six get in your way
- 6 pieces of gear — they fire on their own
- The black hole bonus stage
- How to earn H Coins
- Six things for the first-time builder
The hero — a nameless girl in a raincoat
The actual start screen of the game

PathMaster’s hero has no name. In the game and even in the developer’s own notes, she’s simply called “the raincoat girl.”
Short brown hair under a hood pulled low, a yellow raincoat, blue mittens, navy leggings and red rain boots. The colors of this article come straight from that raincoat and those boots.
- Raincoat #E5C028
- Boots #D82C3B
- Mittens #3261A8
- Leggings #364C75
- Hair #634D41
She’s animated with 23 frames. Normally she runs in an eight-beat cycle; in the air she switches to a rising pose and then a peak pose. When she falls fast, two frames of flailing arms and legs alternate every 0.11 seconds, and with wings she switches to a gliding pose. When she hits a hazard, she staggers for 0.5 seconds. That tiny girl on the screen has a different expression for every situation — keep an eye out for them.
RunningThe default pose, looping in eight beats
FallingArms and legs flailing in mid-air
StaggerA 0.5-second stumble when something hits her
GlidingAfter picking up the WINGS item
The screen — where to look
The game is played in portrait. The top of the screen is your “status,” the middle is “the road,” and the bottom is “where your hand goes.”
- Level · Score — your current level at the top left, your score at the top right.
- Distance bar — how far you’ve run this level (in meters) and NEXT LEVEL IN ○ m. The bar fills green and turns gold for the last 20%. There’s no time limit.
- Three hearts — you lose one every time you fall.
- Your H Coins — coins you pick up on the road fly up here and pile up.
- Equipped gear — the vertical column on the left (here: Lantern and Sandbag). It’s just a display, not a button.
- Item button — the bag icon. You can use or buy gear in the middle of a run, and time stops while it’s open.
- Spider hint — from level 1 to 10, it floats above the Spike Plank slot to say “monster? use this one.”
- The drawer — four plank slots. In this game, it’s practically the only place your finger ever goes. When you pick up an item, its name and a remaining-time bar appear just above the drawer.
Controls — tap, or drag and drop
The girl runs on her own. All you do is pick a plank from the drawer and drop it into a gap, and there are two ways to do it.
Tap a drawer slot and the plank flies in an arc and settles into the gap that needs filling right now. The flight takes 0.26 seconds — or just 0.08 seconds if the girl is already falling. Most of the time, this is all you need.
Grab a slot, drag it where you want, and let go. While you drag, the plank floats slightly above your finger so your hand doesn’t hide it, and a color preview shows how it will land.

On level 1, a finger appears at the bottom of the screen and taps the right slot for you to show you how. A green ring blinks over the gap and the hint Tap a piece below to build appears. Just copy what it does.
Tap and drag are told apart by how far your finger moves. Even if you hold your finger down for a long time, it counts as a tap as long as it moves less than 34 pixels, and the plank flies off the moment you let go.
If you tap a slot that’s still recharging, but it will be ready within 0.35 seconds, your tap is stored and the plank flies automatically the instant it’s charged. In other words, tapping a little early costs you nothing. Tap any earlier than that and you’ll only hear a “click” — the input is ignored.
You never have to choose a length. As long as the angle is right, the plank stretches or shrinks by itself to reach the other side (up to 5.0). So the question in this game always boils down to one thing: “Is the other side higher, lower, or level — or is there something in the gap?”
Four planks in the drawer
The drawer has exactly four slots. All four are wood-colored, so you can’t tell them apart by color — you tell them apart by shape. All four slots are open from the very start, so the fun of choosing begins on your first run.
For gaps where both sides are the same height. The basic piece you’ll use most often.
Base recharge 1.15 sWhen the far side is higher.
Base recharge 1.30 sWhen the far side is lower.
Base recharge 1.30 sWhen there’s a creature in the gap. It covers the gap whatever the angle.
Base recharge 1.90 sOnce you use a slot, it fills back up from the bottom, and when it’s full the slot grows slightly and sparkles. There are no numbers, so judge by how full it looks. Recharge times shift a little as you level up, but the game makes sure that a recharge never takes longer than the spacing between gaps. In other words, if your hands are quick enough, you can always make it across.
You can’t tap the same slot twice in a row — and that’s what quietly makes you think in this game. When several level gaps come back to back, the girl keeps running while your Flat slot is still recharging.
Placement grades — green, yellow, red
While you’re holding a plank, and the moment you place it, you get an instant grade shown by color.
What a mistake costs you
A red grade does not cost you a heart. Instead, the screen flashes red and shakes, and the slot you tapped gets a short penalty cooldown (about 0.4–0.5 seconds). Right in front of a gap, that half second feels long.
Here’s an interesting difference: a mistake made by drag and drop carries no penalty. The plank simply goes back to the drawer. When a gap looks confusing, dragging the plank to check the color before letting go is a perfectly good strategy.
When you see yellow
A yellow grade isn’t a mistake. It means the bridge is half built, and that slot rests for only 0.31 seconds before you can use it again. Just attach a second plank. These wide gaps start appearing at level 4.
Combos
Cross gaps back to back and a combo pops up, like 3 IN A ROW!. Every 5 in a row earns bonus H Coins. Falling or getting hit by a hazard resets the combo to 0.
Success and failure — levels, hearts, continues
A level ends by distance
A level ends once you’ve run a set distance — not a set number of gaps. When the distance bar fills up, LEVEL ○ BREACHED fills the screen and the girl runs straight into the next level without stopping. There’s no results screen to wait for.
| Level | Distance per level | Roughly how many gaps |
|---|---|---|
| Level 1 | about 39 m | around 7 |
| Level 10 | about 118 m | around 20 |
| Level 23 and up | about 235 m | around 40 (maximum) |
Each level you clear pays out H Coins (12 at level 1, rising to 40 from level 15), and THIS RUN +○ shows what you earned this level. Every 10 levels you also get a ○ PATHS! celebration.


Speed — it builds up within each level
The girl is slowest at the start of a level and gradually speeds up as she runs, then drops back to her starting speed when the next level begins. Both the starting speed and the top speed rise with each level, but the game caps the top speed so you always have at least 1.25 seconds to react after a gap appears on screen. You’re also invincible for 1.6 seconds at the start of every level, so you’ll never fall the instant you set off.
If you fall — three hearts

Fall into a gap and you’ll see YOU FELL! as one heart disappears. The girl returns to the last safe ledge she stood on and starts running again. When she restarts, you get 1.6 seconds of invincibility and a fully refilled drawer.
Keep this in mind — hearts do not refill when you level up. You only get all three back when you start over from the beginning or use “Continue.”
The moment she falls, the game tries to save her in this order:
- If you have the Rope (gear) — she catches herself and comes back to that spot. No heart is used.
- If you have a SHIELD (item) — the shield takes the fall for her.
- If you have neither — you lose one heart.
Losing your last heart — Continue
Lose your last heart and the run is over — but not right away. You can watch an ad or pay H Coins to continue. You’ll get all three hearts back and set off again from the same spot with BACK ON THE PATH!. The coin price of a continue goes up with your level.
| Level | Continue cost (H Coins) |
|---|---|
| Level 1 | 300 |
| Level 10 | 480 |
| Level 20 | 680 |
| Level 30 | 880 |
| Level 46 and up | 1,200 (maximum) |
The 10 creatures in the gaps

The space under a broken road isn’t always empty. Sometimes something lives down there. A zombie reaching up with its arms, a carnivorous plant snapping its jaws, waving tentacles…
When that happens, the rules shrink to just one. Whatever the angle, the answer is the Spike Plank. Any other piece simply won’t sit on top of a creature, and you’ll see Something in the gap — use the spike plank.


Reaches up with its arms
Level 1+Its mouth opens and shuts
Level 1+Wave and thrash about
Level 1+Flutters up and down
Level 1+Bobs up and down on its thread
Level 6+Wriggles and rears its head
Level 6+Squishes down and bounces up
Level 6+Its thorns jab up in turns
Level 12+Drifts by, faint and hazy
Level 12+Swirls in a whirlwind
Level 12+- When do they appear? — On level 1, exactly once for practice (the fourth gap). From level 3 on, they appear at random. The higher the level, the more often they show up — from roughly one gap in five up to about one in three.
- Which gaps do they live in? — Only in gaps narrow enough for a single Spike Plank. You’ll never see a creature gap that needs two planks.
- Do creatures attack? — No. They just move around inside the gap and never touch the girl. The problem is that if you don’t fill the gap, she simply falls in.
- The hint — From level 1 to 10, a little spider floats above the Spike Plank slot to tell you “this one!”
Hazards on the road — rocks, logs, birds, bees
From level 10, it’s not just the gaps — things start flying at you on the road, too. There are four of them, and every one gives you a warning first.
| Hazard | How it comes | Warning time |
|---|---|---|
| Falling rock | Drops from high in the sky ahead. Its shadow grows on the ground first | 0.85 s |
| Rolling log | Rolls toward the girl from up ahead | 0.35 s |
| Bird | Flies in fast at head height | 0.25 s |
| Bee swarm | Wobbles along, chasing the girl | 0.5 s |
Get hit and you’ll see STUMBLE! — the girl staggers for 0.5 seconds and your combo breaks. It won’t kill her. You can’t dodge these, so they were made non-lethal. Still, a stagger right in front of a gap can wreck your rhythm, so be careful. While you’re invincible from GIANT or DASH she won’t stagger, but the combo still breaks and STUMBLE! still pops up (we confirmed this behavior in the code).
Which hazards show up depends on the landscape. Mountain Pass, Volcano and Glacier mostly throw rocks; Morning Forest and Sunset Ridge send birds; Night Trail and Deep Fog bring birds and bees. And when fog, rain or wind are already making the screen busy, the game sends fewer hazards.
Tricky terrain — wide gaps, old bridges, short ledges, ice
A narrow hole in a flat road. One Flat plank does it.
Not a gap — just ground that changes height. You don’t need to place anything.
A gap where one plank leaves the end hanging. When you see OPEN END, attach a second piece.
A stub of an old bridge is left in the gap. Continue it with a plank at the same slope.
The ledges are short, so the next gap comes quickly. Hurry.
Pale blue ledges. Step on one and the girl gets about 22% faster. She doesn’t slip and fall — she just picks up speed.

Levels 1–5 are “learning levels,” so short ledges, ice and hazards never appear. The first four gaps of level 1 are laid out in the order Flat → Ramp Up → Ramp Down → creature so you try each of the four slots once, and in front of those four gaps only, the girl stops and waits for you. On level 2 she waits only until you place your first piece, and from level 3 on she never stops.
30 landscapes, weather and wind



The landscape the girl runs through changes every two levels. The sky and ground colors blend slowly from one landscape into the next. To see all thirty, you’ll have to run 60 levels.
- Dawn Forest
- Morning Forest
- Riverside
- Flower Meadow
- Bamboo Grove
- Mountain Pass
- Rainfall
- Waterfall Gorge
- Still Lake
- Autumn Woods
- Sunset Ridge
- Dusk Marsh
- Night Trail
- Firefly Wood
- Deep Fog
- Snowfield
- Thunderstorm
- Glacier
- Desert Crossing
- Volcano
- Downtown
- Neon Street
- Villa Town
- Shanty Row
- Harbor
- Open Sea
- Factory Belt
- Rooftops
- Sea of Clouds
- Aurora
The order is reshuffled every time you launch the app. Yesterday you might have started at Riverside, and today you could be running through Villa Town. However, the five places shaded dark — Night Trail, Deep Fog, Thunderstorm, Neon Street and Aurora — are hard to see in, so they’re never your first landscape. The idea is that on the learning levels, you should never fall because you “couldn’t see” rather than because it was “hard.”



You can feel the weather
| Weather | Where | Effect on the game |
|---|---|---|
| Rain | Rainfall · Thunderstorm | Wet ground makes the girl a little faster (about 4–6%) |
| Snow | Snowfield · Glacier · Aurora | Speeds her up more gently than rain (about 2–3%) |
| Lightning | Thunderstorm | Flashes every 3.5–9 seconds. Purely visual and harmless — but the screen trembles slightly for the whole storm |
| Fog | Deep Fog (lighter in Factory Belt) | The road ahead turns hazy |
| Night | Night Trail · Firefly Wood · Neon Street · Aurora | The edges of the screen darken. In other landscapes, too, if you run long enough the sun sets and night falls |
| Sand · Embers | Desert Crossing · Volcano | Drifting particles for atmosphere. No slipping |
Wind — a push from behind, or a wall in front
Every landscape has its own wind. A tailwind speeds the girl up, a headwind slows her down, and her body leans into the wind. The strongest headwind is in Desert Crossing (about 6% slower), and Mountain Pass, Glacier and Harbor have headwinds too. The strongest tailwinds are in Thunderstorm and Open Sea (about 5% faster), and Rainfall, Sea of Clouds and Autumn Woods also have tailwinds. It’s set up so that tight stretches and breathing room take turns.
16 items — ten help, six get in your way

As you run, you’ll find items floating above the ledges. They go off the instant she touches them. You can’t steer the girl, so you can’t avoid them either. The upside is that good and bad items can be told apart by shape, even from far away.
- Good items — round, glowing orbs
- Bad items — a cogwheel-shaped shell, slightly bigger and glowing brighter
Items appear on the road from level 5. Levels 1–4 are “learning levels” for getting the hang of picking pieces, so there are no items and no hazards. When level 5 begins, a GIANT sits right in front of the starting line, and only QUAKE waits until level 6. The ratio is 7 good to 3 bad. Even the bad items are just a few seconds of trouble — none of them makes you fall on the spot.



The ten you’ll be glad to see
| Item | Effect | Duration | From |
|---|---|---|---|
| She grows to 3.6× her size and becomes invincible, striding right over gaps | 3.5 s | Lv 5 | |
| Pulls in nearby coins | 7 s | Lv 5 | |
| Triples the H Coins you earn | 6 s | Lv 5 | |
| Slows the girl to 45% speed | 4.5 s | Lv 5 | |
| Runs at 1.9× speed and becomes invincible | 2.5 s | Lv 5 | |
| Instantly fills the next 3 gaps | instant | Lv 5 | |
| She sprouts wings and glides | 3.5 s | Lv 5 | |
| Stops your next fall right where it happens (stackable) | once | Lv 5 | |
| Instantly refills the drawer and halves recharge time | 7 s | Lv 5 | |
| 12 coins burst out on the spot | instant | Lv 5 |
The six you’d rather avoid
| Item | Effect | Duration | From |
|---|---|---|---|
| The girl speeds up to 1.45× | 3 s | Lv 5 | |
| Every ledge turns slick as ice and she picks up speed | 4 s | Lv 5 | |
| Plank recharge time ×1.7 | 5 s | Lv 5 | |
| Thick fog hides the road ahead (thinner if you have the Lantern) | 4.5 s | Lv 5 | |
| Takes 25% of the coins you’ve earned this run (5–60). Coins already in your wallet are safe | instant | Lv 5 | |
| The screen shakes (even the Umbrella can’t stop it) | 3.5 s | Lv 6 |
※ The icons are taken straight from the game’s artwork. To make them easier to tell apart, we colored the good ones blue and the bad ones red; in the game, each item glows in its own color.
The scariest one is HEAVY HANDS. With longer recharges, your second plank is guaranteed to be late when gaps come back to back. On the flip side, if HEAVY HANDS and RECHARGE overlap, they cancel each other out to almost normal speed (0.85×).
6 pieces of gear — they fire on their own
Before a run, you can buy gear with H Coins and equip it. You don’t press gear — it triggers by itself when its moment comes (Umbrella!). And only gear that actually triggers gets used up, one at a time. If it never rained during your run, your Umbrella is still there.
| Gear | In-game description | When it triggers | H Coins |
|---|---|---|---|
| No slipping or blur in rain and storms | When rain or snow falls | 360 | |
| Never slip on icy ground | The first time she steps on an ice ledge | 360 | |
| See ahead through night and fog | At night or in thick fog | 420 | |
| Catch yourself once when you fall | The moment she falls | 780 | |
| A wrong piece costs you no cooldown | The first time you place a wrong piece | 480 | |
| Walk 15% slower – more time to think | When a level starts | 540 |


- Three places to buy — ① the ITEM page in the bottom menu ② the GEAR UP window that appears when you start a new game (if you don’t own something, you can buy and equip it right there) ③ the item button at the bottom left during a run (time stops while it’s open).
- Re-applied every level — gear effects switch off when the level changes and switch back on if you have any left. In effect, you use one for each level where it triggers.
- 24 hours — gear you buy resets 24 hours after purchase. Rather than stockpiling, the trick is to pick what you need for that day.
- Short on coins? — you can watch an ad to top up your H Coins (300 on the ITEM page and the start window, 400 from the item button during a run).
Buying all six costs 2,940 coins. My personal pick is the Sandbag. Slowing down sounds like a handicap, but you’re really “buying thinking time with coins” — and at higher levels, when your hands can’t keep up, you’ll feel the difference. If falling scares you, the Rope saves you a heart.
The black hole bonus stage

After you clear level 3 for the first time, and then every five levels after that (8 · 13 · 18 …), a black hole opens on the right side of the road. The girl gets sucked in — and suddenly she’s in the sky.
Two modes take turns.
The girl flies big on the left side, and coins come flying in from the right. Drag the screen up and down to catch them.
RIDE THE WIND ABOVE THE CLOUDSThe girl falls endlessly in the middle, and coins rise up from below. Drag in any direction to catch them.
ENDLESS FALL THE DEAD GAP


- Title → 3·2·1 countdown → catch coins for 10 seconds → results → she comes back out through a hole on the left.
- The sky is one of four — night city, sunset, outer space or snowscape — and the same sky never comes up twice in a row.
- You can drag anywhere on the screen. The girl moves exactly as far as your finger does.
- Each coin is worth 10 H Coins. Catch even one and you get SUCCESS; catch none and it’s FAILED.
- Failing costs you nothing. Your hearts and score are untouched. And when you come back, the gap right in front of you is already bridged.
How to earn H Coins
| How | H Coins |
|---|---|
| Picking up coins on the road (on ledges, and in rows above gaps too) | 1 each |
| PERFECT! grade | +2 |
| Every 5-combo | 6, 7, 8 … |
| Clearing a level | 12–40 |
| Black hole bonus | coins caught × 10 |
| Watching an ad to top up | 300 / 400 |
Coins floating in rows above a gap can only be collected by building a bridge and running across it. With GOLD RUSH active, every coin source above is tripled.
Six things for the first-time builder
- See a creature? Forget the angle. It’s always the Spike Plank.
- Far side higher: Ramp Up. Lower: Ramp Down. Same height: Flat. The length takes care of itself.
- A yellow “OPEN END” is not a mistake. Just add one more plank.
- Tapping a little early is fine. Input is buffered from 0.35 seconds before a slot is charged. If you’re unsure, drag and check the color before letting go — a wrong drag-and-drop carries no penalty.
- Hearts don’t refill when you level up. If you’re aiming high, bring a Rope.
- Choose gear by landscape. Umbrella for rain and storms, Lantern for night and fog, Sandbag when your hands can’t keep up.
PathMaster supports 10 languages: English, Korean, Japanese, Chinese, German, French, Russian, Spanish, Portuguese and Turkish. Like the other games in the Master series, it’s made to be played with one hand, in short bursts.
The road is broken.
Please connect it.
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Find the other Master Series games all in one place at hanilab.app.
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