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Escape Grid level 50: Grid 50

Level 50 is the halfway marker and the board where the Lock Grid's idea has to be handled properly: a locked block will not move until its matching key has been collected, so the board has a required order, not just a preferred one.

Shortest solution
13 moves
Difficulty
Medium
World
The Lock Grid
Board
7 pieces · 2 walls

Mechanics in play: Basic sliding, Walls, Locks and keys, 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.

Work out the forced order first

With locks in play, the chain you follow backwards from the exit can run into a piece that simply refuses to move. That is not a dead end — it means the key for it has to come first. Identify the locked pieces and their keys before planning anything else, because they impose an order the rest of your plan has to fit around.

A key run is a plan of its own

Reaching a key is a miniature puzzle inside the level, and it usually costs a handful of the thirteen moves. Solve it separately in your head, then check the position it leaves behind — a key collected through the wrong route can block the lane you were about to clear.

Two walls, two tight corners

Seven pieces on a board with two walls means genuinely little slack. Before executing, sanity-check that the cell you plan to park each piece in is not the cell a later move needs. This is the level where most players learn to check that, and it is the skill the second half of the game assumes you have.

Getting three stars

Par is thirteen — the longest shortest-solution among these milestone boards. Expect a first clear in the high teens; three stars here is a genuine achievement rather than a formality.

Other level guides

New to the game? Start with the rules and controls or the strategy guide.