Pin Rescue pull the pin game title art with glass chambers, coloured balls, numbered pins, lava and the goal bin

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Pin Rescue

A pull the pin game about gravity and good order. Pull pins so the balls pour safely home — dye the grey ones, cool the lava, and keep bombs out of the bin.

Press Play to start pouring, or open the World Map to pick a level.

Order is everything • Grey balls need a dye bath • Lava must never touch a ball • Bombs and the bin do not mix

A pull the pin game you can play right here, free. This is Pin Rescue, an original GameOLL puzzle game about gravity and good order. Glass chambers stacked in towers hold coloured balls, grey balls, lava orbs and bomb orbs, and every chamber floor is blocked by a numbered steel pin. Pull the pins in the right order and the pour goes home: coloured balls roll through dye baths into the goal bin, lava gets cooled before it can hurt anyone, and bombs stay far away from the bin. Clear all 150 levels across five worlds. No download. No sign-up. It works on your phone and your PC.

🎮 100% Free📱 Phone + PC⬇️ No Download📌 150 Levels🗺️ 5 Worlds

Levels

150

Worlds

5 themed worlds

Boosters

Undo, Shield, Frost

Proof

Every level solution-tested

Pin Rescue gameplay - a glass tower mid-pour with red balls falling through a divider chamber, a lava orb waiting above them, the blue coolant basin and the goal bin at the bottom
Pin Rescue in action: the red balls are already falling, the lava orb above them is still held back by its divider pin, and the coolant basin waits at the bottom left.

In this guide

How to play Pin Rescue

Every level shows you a tower of glass chambers. Inside the chambers sit balls and orbs, and under each chamber floor is a gap blocked by a steel pin with a number on its ring handle. Your job is to get every coloured ball — and every stream of coloured liquid — safely down into the goal bin at the bottom right. Nothing moves until you pull a pin, and pins never go back in on their own. The whole game is choosing the order.

  1. Read the tower first. Before you touch anything, trace where each chamber pours. A chamber always pours into whatever sits under its gap: the next chamber in its tower, the coolant basin on the left, or the goal bin on the right.
  2. Pull a pin. Tap the numbered ring handle of a pin and it slides out. The contents of that chamber pour down under gravity, rolling through funnels and dropping into the chamber or basin below.
  3. Dye the grey balls. Grey balls marked with a question mark are not ready. They must pass through a dye bath — a chamber with coloured liquid in its base — before the bin will accept them. A grey ball in the bin ends the level on the spot.
  4. Mind the lava. Lava orbs are the red-hot troublemakers. If lava ever touches a normal ball, that ball turns to stone and the level fails. Lava that dips into a dye bath or the coolant basin cools into a harmless grey pebble. Route lava to liquid, never to balls.
  5. Respect the bombs. Bomb orbs appear in the Bomb Foundry and beyond. A bomb in the goal bin ends the level, and lava touching a bomb sets it off. Drop a bomb into the coolant basin and it is defused for a 50 point bonus.
  6. Finish the pour. When the last ball drops into the bin, the level clears. You score 100 points per rescued ball, 10 per liquid orb, plus a 150 point clear bonus. Fewer pulls and no help earns more stars.

Controls for phone and PC

ActionPhone / tabletPC / laptop
Pull a pinTap the numbered ring handleClick the numbered ring handle
Use a boosterTap its button under the boardClick its button under the board
Take a hintTap the Hint buttonClick the Hint button
Open the world mapTap Map in the top barClick Map in the top bar
Play the Daily levelTap Daily in the top barClick Daily in the top bar
Sound on or offTap the speaker buttonClick the speaker button

The pin rules: order, dye, lava and bombs

Order is the puzzle. Most levels can be destroyed by one impatient pull. A chamber of balls sitting under a chamber of lava is safe exactly as long as the lava stays put. Empty the lower chamber first, and the lava can follow later through empty glass. Pull the lava pin first and it lands on the balls, turns one to stone, and the level is over. When a level beats you, do not pull harder — pull in a different order.

Divider pins. Some chambers have a shelf across the middle with its own pin. The shelf holds a second load — often lava, grey balls or a bomb — above the main load. The divider pin is frequently a trap: it looks pullable, and pulling it at the wrong moment drops its load straight onto the balls below. Sometimes, though, the divider is the route: grey balls on a shelf can be dropped into a dye bath once the floor below is clear. Read the shelf before you touch its pin.

Dye baths. A dye bath is a chamber with coloured liquid pooled in its base. Any grey ball or grey liquid that rests in it or pours through it takes the colour. Dyed balls are ordinary balls from then on. One warning: the bath dyes what passes through, so pour grey balls through the bath before you drain the bath away, or they will arrive at the bin still grey.

Lava and coolant. Lava obeys one kind rule and one cruel rule. The kind rule: lava that touches liquid — a dye bath or the blue coolant basin at the bottom left — cools instantly into a small grey pebble that can harm nothing and may even roll into the bin safely. The cruel rule: lava that touches a ball first turns that ball to stone and fails the level. The coolant basin is your lava disposal. The left-hand tower of most hard levels exists only to feed lava safely down into it.

Bombs. A bomb orb is heavy, dark and patient. It does nothing while it sits still, and ordinary balls can rest against it safely. Two things end the level: a bomb reaching the goal bin, and lava touching a bomb. The coolant basin defuses a bomb for bonus points, so a bomb chamber above the coolant is a gift, while a bomb on a divider shelf above your balls is a threat you must route around — usually by never pulling that shelf pin at all.

Liquid levels. From the Twin Towers onwards, some chambers hold liquid instead of balls: dozens of small orbs that pour like water. Liquid follows every rule balls do — grey liquid needs the dye bath, coloured liquid scores 10 points an orb in the bin — but it flows faster and slips through in a stream, so watch a pour finish before you pull the next pin.

The five worlds

WorldLevelsOpens atWhat is new
Copper Cottages1–30StartSingle chambers, chains, wide pours, dye baths and your first divider shelf
Ember Works31–6045 starsLava orbs, the coolant basin, lava trap pins and divider lava
Twin Towers61–90105 starsLiquid pours, two-tower levels and four-storey chains
Bomb Foundry91–120175 starsBomb orbs, defusing runs and divider traps with fuses
Master Aqueducts121–150255 starsEverything at once: lava, bombs, liquid, dye and long chains

Inside a world, levels open one at a time: clear a level and the next unlocks. Worlds open on your total star count, so going back to perfect an early level is never wasted time. Every level in every world was proven solvable before it shipped — the recorded best route through each tower was replayed through the very same physics you play with, so a clean route always exists.

Boosters, stars and the Daily level

Undo Pin slides the last pin you pulled back into place, exactly as it was. It cannot un-pour balls that already fell, so it saves you from a hasty tap, not from gravity. Shield arms a one-time guard: the next lava or bomb disaster is stopped cold — the offending lava orb or bomb is destroyed instead of ending your level. A shield cannot save a grey ball that was never dyed, or a ball lost in the coolant, so those two mistakes stay fatal. Frost Charm freezes every lava orb on the field into a harmless stone pebble where it sits. All three boosters start in your toolbox, and every achievement you earn grants one more at random.

Stars grade how cleanly you solved the tower. Three stars means the perfect route: no booster, no hint, no wasted pull. One piece of help — a booster, a hint at 25 points, or a pull beyond the par route — drops you to two stars, and anything messier still clears at one star. The pull counter under the board shows your pulls against the par route, so you always know what a perfect run costs before you start.

The Daily level is one mirrored tower, the same for every player, changing every day. Mirroring flips the whole board left to right — the goal bin and the coolant swap sides — so a layout you may have met before pours in a completely new order. Clear it to build your Daily streak; your first Daily clear each day also earns a bonus booster, and Daily stars are kept on their own page of your record.

Pin Rescue or Screwfall?

Both are GameOLL pin puzzles, but the pins do opposite jobs. In Screwfall, you remove screws from plates and park each screw in a free hole, and the puzzle is where removed things may go. In Pin Rescue, a pulled pin is gone for good and nothing is parked anywhere — the puzzle is pure sequence, because gravity moves everything the moment a pin leaves. If you like your puzzles about storage, play Screwfall; if you like them about timing and order, play Pin Rescue. Fans of pouring puzzles should also try Aqua Sort, where you pour coloured water between tubes, and Gate Jam, where sliding blocks must escape in the right order too.

Pro tips

  • Trace the falls with your eyes first. Every gap pours straight down. Before the first pull, follow each chamber to the floor and name its landing spot. If you cannot name it, do not pull it.
  • Empty the room before you open the ceiling. Almost every disaster in Pin Rescue is a load dropped onto a load. Clear the lower chamber, then pull the pin above it.
  • The left tower is the bin for lava. The coolant basin sits bottom left on purpose. Feed lava down the left side and balls down the right, and most hard levels fall apart.
  • A trap pin pulled late is often a bonus. Once the balls are home, some levels leave lava or a bomb still sitting in a tower. You do not need to touch it — but cooling lava and defusing bombs are how several achievements are earned on replay.
  • Let the pour finish. Liquid especially keeps moving after the balls stop. A pin pulled while the last orbs are still falling can send them somewhere you never intended.
  • Spend Frost on divider lava. A frozen lava orb on a shelf can never fall on anyone. Frost is at its best the moment before a divider pin becomes forced.
  • Chase stars backwards. Stuck below a world gate? The cheapest stars are almost always on levels you cleared early with a hint or a spare pull. Replay them clean.

Pull the pin game FAQ

Is Pin Rescue free to play?

Yes. Pin Rescue is 100% free, all 150 levels included. You play it right on this page. There is no download, no sign-up and no payment.

How do you play a pull the pin game?

Look at the tower, decide the order, then tap a pin ring to pull it out. The chamber above the pin pours down under gravity. Get every coloured ball and liquid stream into the goal bin, pour grey balls through a dye bath first, keep lava away from balls, and keep bombs out of the bin. The order you pull the pins in is the whole puzzle.

What happens if lava touches a ball?

The ball turns to stone and the level fails. Lava is only safe in liquid: pour it into a dye bath or the coolant basin and it cools into a harmless pebble. A Shield booster can stop one lava disaster, and a Frost Charm freezes every lava orb on the field before it can fall.

Why did my grey ball fail the level?

Because it reached the goal bin still grey. Grey balls and grey liquid must pass through a dye bath — the chamber with coloured liquid pooled in its base — before the bin accepts them. Route them through the bath, then drain the bath into the bin.

Are all 150 levels really solvable?

Yes. Every level was built with a recorded solution, and that solution was replayed through the exact physics the game runs on before the level was accepted. If a level beats you, the route exists — it is the order that is hiding, not the exit. The Hint button will always name the next pin of the proven route.

Does Pin Rescue save my progress?

Yes, in your own browser. Your stars, unlocked levels, boosters, achievements, Daily streak and best score save automatically the moment they change. A level that is half poured when you leave starts again from the top when you come back. Nothing leaves your device, and there is no account to make.

Final verdict: should you play Pin Rescue?

Yes — if you enjoy a puzzle that punishes haste and rewards a second look. Pin Rescue takes the pull the pin idea back to its purest form: nothing to collect, nothing to sort, just gravity, glass and the order you choose. The first world teaches the language in minutes — pour, dye, deliver — and then the Ember Works starts putting lava over your head and asking how calm you really are. By the Master Aqueducts you are routing liquid, lava and a bomb through one tower in a single held breath. With 150 proven levels, a mirrored Daily tower and 20 achievements granting real boosters, there is always one more pin worth pulling.

▶ Play Pin Rescue 🎮 See All Free Games

Last updated: November 6, 2026. Pin Rescue v1.0 — the first release of our original pull the pin game, with 150 solution-proven levels in five worlds, a mirrored Daily level, three boosters and 20 achievements. An original GameOLL browser game. Found a bug? Tell us in the comments and we will fix it in the next version.

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