Unlock before you leave
The gold diamond is your key. Walking onto it picks it up. The green exit stays locked until you have it. In the first room, plan four moves to the right: the key is on the way.
PLAY • UNDERSTAND • TRY AGAIN
Collect the key before the exit. Plan your moves below, then step through your route.
● YOU ◆ KEY ↗ EXIT ━ BEAM
Add directions. “Step” plays the next move.
No moves planned.
Plan a route to the gold key, then the exit.
THE IDEA BEHIND EACH ROOM
The gold diamond is your key. Walking onto it picks it up. The green exit stays locked until you have it. In the first room, plan four moves to the right: the key is on the way.
In the second room, a wall blocks the direct path. Go down to the lower corridor, cross beneath the wall, collect the key on the right, and climb back to the exit. A blocked move leaves your position and turn unchanged.
The third room's beam is active when the turn counter leaves a remainder of two after division by three. It must be off both before and after you enter its tile. Waiting on safe floor changes the timing; waiting on the beam can catch you.
For this practice game, enter the beam from a safe tile on turn zero or a later multiple of three. Leave it on your next move. If you are caught, Undo returns to the state before the mistake.
Choose a room, add arrows to your plan, and press Step to execute each move. Take the key and reach the exit. You can undo a move or ask for a solution from your current position.
No. Waiting advances the turn. It is safe on ordinary floor, but the beam can switch on under you. Read the beam indicator before you wait.
No. These are original teaching rooms with a route planner, undo and a solution finder. The main prison escape game has its own map and direct movement controls.
No. Small Escapes made these practice puzzles. They do not use Henry Stickmin characters, story or game files.
Ready to play without a plan queue? Try the original prison room →