Documented for this version

Which controls does this version use?

Control notes

  • Controls vary between DOS releases and are not specified for this version.

How it plays

How does Sokoban play?

Each level is viewed from above on a tile grid. The objective is to place every crate on a goal tile while avoiding deadlocks such as pushing a crate into a corner or against an unusable wall.

The player walks through open spaces and can push, but not pull, crates. Levels are completed one at a time; progression depends on solving the current board, while the exact number of stages and any restart or undo features vary by DOS version.

Plan your run

What is the best way to play Sokoban?

Plan crate routes before making pushes, and distinguish walking moves from irreversible pushes.

  • Keep corners and narrow corridors clear unless they are final destinations.
  • Work backward from goals to identify viable approach directions.
  • Avoid filling a goal too early if the crate blocks access to another area.
  • If a position becomes unsalvageable, restart rather than spending moves around a deadlock.

Before you begin

What should you know before playing?

  1. 1

    Mark dead squares mentally, especially non-goal corners.

  2. 2

    Solve constrained corridors and edge goals carefully.

  3. 3

    The specific DOS version may provide different restart or undo commands.

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