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Daman Login

How to Play Key Path

Key Path is the maze at the heart of Daman Login. Slide the key from its corner to the lock before the clock empties; the mazes grow as you go. Here is every rule, and how each run is scored.

Updated 1 November 2026

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The board

Each level is a square grid of rooms with walls between some of them. The walls form a perfect maze: one route, and only one, joins any two rooms. Your key starts in one of the four corners. The lock sits in the room farthest from it, always at a dead end.

How the key moves

Choose up, down, left or right. The key slides in that direction and keeps going through straight corridors. It stops as soon as one of two things happens:

  • a wall is directly in front of it, which happens at bends and dead ends, or
  • it enters a fork, a room with three or four ways out.

If there is a wall right next to the key in the direction you chose, nothing moves and the key gives a little bump.

Key cuts

Peach sparkles on the floor are key cuts. The key picks one up by sliding over it or stopping on it. Each cut is worth 50 points and adds 3 seconds to the clock. Small mazes have two, mazes from 7×7 have three. Some lie on the route to the lock; others are worth a short detour when time allows.

The clock and spare keys

The clock is set from the maze: longer routes and more turns get more time. It starts on your first slide of the level. When it empties, a spare key is used and the same maze starts again from the corner with a full clock. A run begins with 2 spare keys; every third lock opened gives one back, up to 3. If the clock empties with no spare left, the run is over.

Scoring

EventPoints
Key cut picked up50
Lock opened100 × level number
Time left at the lock10 per whole second
Clean route (slides ≤ par)150

Par is the fewest slides that can reach the lock, shown above the board. Matching it is the hardest part of the game and the best way to a big score.

How the mazes grow

LevelsBoardKey cuts
1–25×52
3–46×62
5–67×73
7–88×83
9 and up9×93

From level 9 the board stays at 9×9 and the clock is trimmed by a few per cent each level, down to about three quarters of its starting length.

Controls

  • Phone: swipe anywhere on the board, or tap a room in line with the key.
  • Pad: the four arrow buttons under the board.
  • Keyboard: arrow keys or W, A, S, D.
  • Pause: the pause button stops the clock. Switching tabs pauses it too.

Three habits of good runs

  1. Trace the route backwards from the lock before your first slide. Dead ends near the lock are where wrong turns hide.
  2. Count the forks on your route. Every fork is a forced stop, so it tells you roughly what par will be.
  3. Fetch a cut only if it sits one or two slides off the route. Three seconds rarely pay for a long detour.

Your locks and best score are kept on your card. Make one before a long session so nothing is lost.

FAQ

Rule questions

Is every Key Path maze solvable?

Yes. Each maze has exactly one route between any two cells, and the key can stop on every bend and fork along the way, so the lock can always be reached.

Why did the key not stop where I wanted?

It only stops at a wall in front of it or at a fork. A straight corridor with no side openings is passed in one go.

Does the clock run while I read the maze?

Not at the start of a level. It starts on your first slide, so you can study the route as long as you like before moving.

A maze is waiting

The key, the lock and a fresh clock are on the start page.

Play Key Path

Keep going

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