Rules and methods
Getting started with Sokoban-Lettres
The goal is not simply to cover every target. Each crate carries a letter, and the targets spell the word from left to right. You are therefore solving two problems at once: a movement problem and an ordering problem.
What a move actually does
Sokko walks across the free squares of the grid. When he steps toward a crate, he pushes it one square — provided the square behind it is empty. He cannot pull a crate, cannot push two at once, and cannot walk through a wall. A move that looks harmless can therefore close a passage you needed, permanently.
The targets sit in a horizontal line. To win, the letters must occupy those targets in the exact order of the word. A letter resting on a target is not necessarily finished: it may have to move away again to let Sokko or another crate through.
A four-step method
- Read the target word. Work out which letter ends up on the left, which ends up on the right, and which crates will have to travel through the same corridors.
- Spot the dangerous squares. A corner without a target, a wall edge or a narrow corridor can strand a crate for good.
- Plan where Sokko stands. Before every push, check that he can still reach the side he will need for the next one.
- Place the letters in a workable order. The letter closest to its target is rarely the one to deal with first.
Avoiding the classic deadlocks
The corner with no target
A crate pushed into an angle formed by two walls can never leave it. If that angle is not its final destination, the grid is lost. Check the edges before you push.
The wrong side
A crate can look close to its target and still be unreachable, because Sokko can no longer get behind it. Keep a square of manoeuvring room around any crate whose journey is not finished.
Crates that trap each other
Two crates lined up in a corridor can block every possible push. Move the letters through one at a time and always keep an area where Sokko can switch sides.
Choosing a mode
Adventure organises levels into themed chapters and offers several difficulty settings. It is the right place to learn grid shapes and progress at your own pace. The tutorial covers the essential gestures first.
The Daily Challenge offers one dated grid. Completing it keeps your streak alive, and the archive lets you revisit earlier days. In both modes there is no advantage in playing fast: the best decision is usually to stop for a few seconds before an irreversible push.
Undo, restart and hints
Undo steps back one move when the matching resource is available. Restart returns the level to its starting state, free of charge, and is the better choice once a deadlock is several moves old. Hints point you in a direction, but reading the relationship between crates, walls and targets is what actually makes you better.
Going further
Once the basics are in place, the advanced strategy page explains how to recognise a dead square before pushing a crate into it, and in what order to place the letters. The difficulty modes then let you hide some or all of the labels, which changes the nature of the problem entirely. Practical questions — progress, streaks, accounts — are collected in the FAQ.