Eight worlds, 160 levels

Siren Jam has 160 levels in 8 worlds of 20. Each world adds something new to the puzzle. Past Downtown, each one starts a little below where the last one ended, then climbs to more cars and a longer shortest way out.

Updated

A toy island with eight small districts joined by one winding road: city towers, suburbs, a harbour with a drawbridge, roadworks, snowy hills, a festival, a farm and an army camp.

How the jams grow

Shortest way out, in movesFrom the first level of each world (light dot) to its last (dark dot), as worked out by the game’s solver.
  1. Downtown14
  2. Maple Suburbs20
  3. Harbor City21
  4. Roadworks District26
  5. Snowy Heights29
  6. Festival Square30
  7. Sunny Farmland34
  8. Frontline Valley36–38
Every world in numbers
WorldLevelsLot (columns × rows)VehiclesShortest way out
Downtown1–206×8 to 6×917 → 228 → 14 moves
Maple Suburbs21–406×9 to 7×1021 → 2612 → 20 moves
Harbor City41–607×9 to 8×1025 → 3017 → 21 moves
Roadworks District61–807×10 to 8×1027 → 3021 → 26 moves
Snowy Heights81–1007×10 to 8×1128 → 3423 → 29 moves
Festival Square101–1208×10 to 8×1131 → 3524 → 30 moves
Sunny Farmland121–1408×11 to 9×1234 → 4428 → 34 moves
Frontline Valley141–1609×1242 → 4431 → 36 to 38 moves

The shortest way out is the fewest moves that free the emergency vehicle. Every figure here comes from Siren Jam’s solver, run on the 160 levels in the game; Frontline Valley’s last levels need 36 to 38 moves.

All eight worlds, one by one

  1. Downtown

    Levels 1–20

    Downtown teaches every rule, one at a time, so the first world is also the tutorial.

    Lot
    6×8 to 6×9
    Vehicles
    17–22
    Shortest way out
    8 → 14 moves

    New in Downtown

    • Tapping, arrows and reversing out, taught on levels 1 to 3.
    • The first police call, to the bank alarm, on level 5.
    • The first fire engine on level 8. It is three cells long, so its lanes are longer.
    • Closed corner exits from level 6, so cars have to take the long way round the ring road.

    Calls: Ambulance to the city hospital, police car to the bank, fire engine to a burning apartment block.

    Level 14, Downtown: an ambulance boxed in by rows of cars below the city hospital.
    Level 14
  2. Maple Suburbs

    Levels 21–40

    Quiet streets with fewer ways out. Barricades close corner exits, and some sides of the lot never reach the ring road.

    Lot
    6×9 to 7×10
    Vehicles
    21–26
    Shortest way out
    12 → 20 moves

    New in Maple Suburbs

    • Road-closed barricades on corner exits from the first level.
    • Lot sides that do not join the ring road (from level 30). A car facing one can never leave.
    • Planter islands that block for good (from level 34).

    Calls: All three crews, with a fire or a police call every few levels.

    Level 29, Maple Suburbs: a fire engine stuck in the jam while a brick house burns at the top of the street.
    Level 29
  3. Harbor City

    Levels 41–60

    People cross the exit roads, so timing counts, and a drawbridge stands between you and the hospital.

    Lot
    7×9 to 8×10
    Vehicles
    25–30
    Shortest way out
    17 → 21 moves

    New in Harbor City

    • Timed zebra crossings on the exit roads (from level 41). While people are crossing, cars cannot leave that way.
    • A drawbridge on the hospital road (from level 46). It stays raised until you tap it, which costs a move.

    Calls: Ambulance to the harbour hospital across the canal, plus fire and police calls.

    Level 46, Harbor City: a car park by the water; a raised drawbridge blocks the road to the hospital.
    Level 46
  4. Roadworks District

    Levels 61–80

    Diggers, cones and barriers fill the district, and clearing the road is part of the job now.

    Lot
    7×10 to 8×10
    Vehicles
    27–30
    Shortest way out
    21 → 26 moves

    New in Roadworks District

    • Barricades inside the lot (from level 61). They block until you tap them, and each tap costs a move.
    • More closed corner exits on levels 65, 68, 71, 74, 77 and 80.

    Calls: All three crews.

    Level 69, Roadworks District: a jam in front of a burning building, with a digger and barriers by the road.
    Level 69
  5. Snowy Heights

    Levels 81–100

    Snowy Heights brings traffic lights and breakdowns, and some cars will not move at all without a tow.

    Lot
    7×10 to 8×11
    Vehicles
    28–34
    Shortest way out
    23 → 29 moves

    New in Snowy Heights

    • Traffic lights on the exit roads (from level 81). One tap swaps them all, and it costs a move.
    • Broken-down cars that only leave with the Tow Truck (from level 87).

    Calls: All three crews.

    Level 89, Snowy Heights: a fire engine in a snowy jam below a burning apartment block, with a traffic light by the exit.
    Level 89
  6. Festival Square

    Levels 101–120

    The busiest square in town, and the first world to put crossings, lights and barricades in one level.

    Lot
    8×10 to 8×11
    Vehicles
    31–35
    Shortest way out
    24 → 30 moves

    New in Festival Square

    • Zebra crossings, traffic lights and barricades together in the same level.
    • Broken-down cars and two barricades on levels 110 and 120.

    Calls: All three crews.

    Level 106, Festival Square: a packed car park below the hospital, with festival bunting across the square.
    Level 106
  7. Sunny Farmland

    Levels 121–140

    Tractors in the car park and the biggest lots yet.

    Lot
    8×11 to 9×12
    Vehicles
    34–44
    Shortest way out
    28 → 34 moves

    New in Sunny Farmland

    • The drawbridge returns over the farm canal on levels 125 and 135.
    • Up to 44 vehicles on a 9×12 lot.
    • Crossings, lights, barricades and broken-down cars (levels 129 and 138).

    Calls: All three crews.

    Level 129, Sunny Farmland: tractors and cars jammed below a red barn, with a canal across the road.
    Level 129
  8. Frontline Valley

    Levels 141–160

    In the final world, army trucks and tanks fill the lot around a field hospital.

    Lot
    9×12
    Vehicles
    42–44
    Shortest way out
    31 → 36 to 38 moves

    New in Frontline Valley

    • Every obstacle in the game: barricades, crossings, traffic lights and broken-down vehicles (levels 147, 153 and 159).
    • The last levels need 36 to 38 moves, the longest in the game.

    Calls: Ambulance to the field hospital and fire-engine calls.

    Level 149, Frontline Valley: army trucks and tanks jammed below a field hospital.
    Level 149

Level 160 is the last jam. The solver has checked all 160, so every one can be cleared.

Get Siren Jam