Turn nine squares of wall until one walkway runs from the red tower to the teal one.
Start with the empty tray: 9 engraved squares, numbered, with an N arrow at the top edge.
A challenge fixes a few squares first. This one sets both towers and two corners, each in its square and turned its own way.
The other five go in. S is in the right square but facing backwards: its walkway meets A one level too high.
Lift it clear, give it a half turn, set it down. Now its ramp steps down to A and up to B.
Follow the walkway from the red tower. It runs through all 9 squares to the teal one, with no dead end and no loop.
That is one setup of 14. The next starts from different fixed squares, and the route takes a different shape.
Each square carries a stretch of wall whose walkway leaves by one or two edges, low, middle or high. Two squares join only where both edges carry walkway at the same height. Turning a square a quarter turn moves its exits round; it never changes their heights.
There are 3 straight runs, 4 corners and 2 towers. Most of them climb or drop a level on the way through, which is why a square that points the right way can still be wrong.
low middle high, as the walkway leaves that edge
Turn nine squares of wall until one walkway runs from the red tower to the teal one.