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Chapters, places and twists in The Lid Drawer

A tour of every place in The Lid Drawer, from Grandma's House to the Space Station, plus boss levels, breathers and the four twists.

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The Lid Drawer never runs out of levels, and to keep things fresh it moves you somewhere new every 20 levels. This guide explains how chapters work, what each place is like, and what the four twists do.

How chapters work

Every 20 levels make a chapter, and every chapter happens in a different place. Chapter 1 is Your Kitchen, chapter 2 is Grandma's House, and so on through ten places in total. When you reach the end of the list, the tour starts again with a numbered second visit (Your Kitchen II, Grandma's House II), and these later laps can mix in twists from other places.

Inside each chapter, a few levels stand out:

The Levels screen groups levels by chapter and shows your stars in each.

Where your drawers live

Each level opens a particular storage spot, and each spot plays a little differently:

Some drawers are also jammed. Only part of the pile fits at first, and more comes loose from the back as you clear space.

The ten places

  1. Your Kitchen: the drawer by the stove, where it all started. No twists here; the first twelve levels teach you the game one idea at a time.
  2. Grandma's House: harvest gold, avocado green, a cookie tin full of buttons and real butter tubs. Biscuit the cat visits often, and jam spills make sticky lids.
  3. The Office Kitchen: every lid is labelled in Sharpie with someone's name, and none of the names match. The doorbell rings more often here, and spilled creamer makes sticky lids.
  4. The College Dorm: takeout containers everywhere, lots of junk drawers, and frequent power cuts.
  5. The Restaurant Kitchen: quarts, pints and half-pints, with shaky shelves and a busy doorbell.
  6. The Church Potluck: everyone brought a casserole and nobody took their dish home. Egg timers turn up more often, and so do sticky lids.
  7. The Food Truck: salsa containers in a truck parked on a hill, so the shelf shakes a lot.
  8. The Campsite: coolers, garage cabinets and power cuts after dark.
  9. The Cruise Ship Galley: thousands of lids and a rough sea that keeps shaking the shelves.
  10. The Space Station: mission control wants to know why there are 40 tubs aboard. Expect zero gravity.

The four twists

Every place after Your Kitchen leans on one twist, and the level card lists any that are active before you start.

Power cut

The lights go out and you see only what your torch lights up. The torch shines wherever you touch, so move it around to scan the floor. Every so often the lights flicker back on for a moment. Use that flash to take in the whole floor and plan your next few matches.

Shaky shelf

Every several seconds something shakes the shelf and everything slides and twists a little. Work in quick bursts between shakes, and do not rely on remembering exactly where a lid was.

Zero gravity

Everything drifts slowly around the floor and bounces off the edges. Grab pieces as they float past rather than chasing them, and drag the lid toward its tub instead of waiting for them to meet.

Sticky lids

A few lids are stuck down. Tap a stuck lid twice to pry it loose before you can drag it. Free the ones you need early, before the timer gets tight.

Fading stamps

One more thing changes as you climb, regardless of place: the size stamps wear off. From level 16 the printed numbers fade, from level 31 only the notches on the rim remain (one per cup), and from level 51 you size lids purely by eye. Our matching strategy guide has tips for that stage.

Is there an end?

No. After the tenth place the tour begins again with harder versions, and it keeps going. If you want a break from the main path, the Mystery Bin and bonus rounds offer a different kind of challenge.

Pick up where you left off and see which place you reach next.

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