AP WORLD // SEA LANES
Unit 4 · Transoceanic Interconnections · c. 1450 – c. 1750

Sea Lanes: Checkpoint Voyage

Sail your caravel across the oceans of the first global age. Every few seconds a checkpoint question appears at the top of the screen and a gate of three answer banners rises over the water, steer into the sea lane with the right answer. Right answers earn power-ups; wrong ones cost a strike and show you the real answer.

Switch lanes← →hop one lane per press (A/D, or swipe/tap on touch). SPACEstart, or pause during a run. The ship sails itself and picks up speed the longer you last.
Pick your laneRead the question, then be in the left, middle, or right lane as you pass the gate.
Dodge & collectSteer around reefs and anchored ships and the odd ship under sail; grab trails of silver pieces as they hop lanes. Pickups: shield, ×2, coin magnet, and the uncommon trade winds (10s lifted over the waves: no hazards, no gates). Correct answers also earn a power-up; three in a row = a guaranteed shield.
3 strikes · 2 bumpsA wrong gate costs a strike (−1 ♥); lose all three and the voyage is over. Hitting a ship or reef slows you down and leaves your hull damaged for 10s, hit another while damaged and you sink.
Tip: click the game first so the arrow keys switch lanes instead of scrolling the page.

Checkpoint Log

Every gate you pass logs here, green if you nailed it, red with the correct answer and why if you missed. Review the red ones before your next run.
Checkpoints: 0 / 0 correct
Content from AP World History: Modern, Unit 4 (c. 1450–c. 1750). A study tool, not an official College Board product.