Escape Grid level 25: Grid 25
This is where walls start to matter. A wall is a permanent obstruction: it does not move, it cannot be pushed, and it makes a cell that looks empty useless to half the pieces on the board.
- Shortest solution
- 9 moves
- Difficulty
- Easy
- World
- The Maze Grid
- Board
- 6 pieces · 1 walls
Mechanics in play: Basic sliding, Walls, Colour-matched exits. This guide explains what the board tests and which piece to look at first — it does not list the move sequence. Use the in-game hint if you want the next optimal move revealed.
Count usable space, not empty space
Six pieces and one wall on a 6×6 board leaves a fair number of free cells, and most of them are no help to you. A free cell only counts if a piece that needs to move can actually reach it along its own axis. Walls are what break that reachability, so locate the wall before you plan and treat its row and column as narrower than they look.
The wall points at the answer
Levels in the Maze Grid are built so the wall is close to the tightest part of the board. Working out which piece the wall traps usually identifies the chain you need to unwind, because that piece is the one with the fewest legal moves — and in a nine-move solution, the piece with one option is the piece you plan around.
Plan the whole nine moves before you touch the board
Nine moves is past the point where experimenting pays. Trial moves destroy the position you were reasoning about, and rebuilding it costs more than thinking did. If you lose the thread, reset rather than untangle — a reset returns you to a position you understand.
Getting three stars
Par is nine. Twelve or thirteen is a normal first clear. Three stars usually come on a second attempt, once you know which piece moves first.
Other level guides
New to the game? Start with the rules and controls or the strategy guide.