One girl, many hazards
Eight short rescue scenes
Save The Girl 3 is a short physics rescue game: each level drops the girl into a scene where bullets, bombs, fire or zombies threaten her, and she moves on her own once the scene is set. The menu keeps play simple, with a play button that begins the run and a best counter that starts at 0, so early sessions begin with a clean slate.
Across its eight levels the game keeps the same formula: a single scene, a girl who walks her route, and hazards that threaten her along the way. Your two tools are a drawing canvas for solid protective lines and scissors for cutting ropes, so every rescue is a mix of shielding and timed cuts.
Safety across the whole route
Keep the girl's route safe
The goal is to get the girl safely through the level by blocking every hazard that reaches her route. The level triggers a win state when the scene is safe and a lose state the moment she is hit, so your lines and cuts have to protect her whole route, not just one spot.
Because she moves on her own, the scene has to stay safe for the whole route, not just at one corner. The win check confirms the entire path, which is why a single well-placed shield is rarely enough and why the planning has to cover where she will be a moment later, not just where she starts.
Canvas strokes and scissor cuts
Draw shields and cut ropes
Each scene presents an on-screen control prompt for the tool you need, and following that prompt is the reliable way to play. The drawing canvas turns your lines into solid shields and ramps once the stroke is complete, while the scissors are used to cut ropes that hold objects in place.
Line placement and cut timing work together: a drawn line blocks the girl's path hazard, and a rope cut releases whatever hangs above the scene. The same tools appear across the eight levels, but each scene decides which of them matters most.
Protect her first steps
Learn her walking direction
Before you draw anything, look at which way the girl will move and where each danger is coming from. The bullets, bombs, fire and zombies each threaten a different side of the scene, and her walking direction decides which side you have to protect first.
Place the first line on the danger side of her route so the very first thing she meets is protected, then work outward instead of decorating the whole scene. Keeping the canvas simple also makes it easier to see which line is doing the real work when the level's win check finally fires.
One cut at a time
Let the scene settle after a cut
Scissors levels reward patience: cut a single rope and watch where the released object lands before cutting the next. A dropped weight can easily become a brand-new hazard aimed at the girl, so the cut that frees one object has to be planned with the whole scene in mind.
Let the win check confirm safety before you call a level done, and treat each attempt as a fresh read of the scene, since the girl will keep walking into danger in exactly the same way until the route is actually safe. Short sessions suit the format well, since each level is really one careful route plus the scissors moments that decide it.



