How to read a strategy level before you touch anything
Three things get checked first: the exit, the life count and the direction enemies walk. The order of moves follows from those, not from trial and error.
Every strategy level has three things you can read before touching a control: where the exit is, how many lives you have, and which way the enemies walk. All three are visible in the first five seconds, and all three decide the order of your moves. Players who press a button immediately usually burn two attempts learning information that was already on screen.
The fastest method is to think backwards. Start at the exit and ask what stands between you and it. If the obstacle is a locked door, find the key first. If the obstacle is a patrolling guard, find the point where the patrol turns around, because that is where the pause is longest. The order then writes itself: key, retreat lane, then the door.
The drill I use: open a level and do not move for ten seconds. Then close the tab, reopen it, and play with the plan you just built. If the result differs from the first attempt where you had no plan, the level genuinely rewards sequence rather than speed. Those are the titles worth keeping in Tactic Lab.
The costliest order mistake is rarely a missed key, it is opening the retreat lane too early. Once that door is open, guards that were patrolling one side walk in, and you lose your only exit with one life left.
A habit that helps: before pressing anything, say the order out loud in three words. If three words are not enough, the level actually wants two different plans, and you have to pick the one that is cheaper to repeat.