ABOUT THE GAME
Slimoban 2 game overview
The sequel expands its Sokoban-like rooms with magic potions that let the girl lift large wooden blocks and even slimes. A carried object can be dropped into a new location, thrown at a threat, or placed in water. Those options create several solutions, but the golden coin remains the only required condition for passing a level. Dungeon layouts progress from basic box movement to situations involving traps, lured slimes, and water. Destroying every monster is optional; sometimes escaping around one is safer than spending a useful object. Being caught or arranging the blocks so the coin cannot be reached forces the room to be attempted again.
WHAT TO EXPECT
Before you start
Turns are deliberate and grid-based, alternating between walking, waiting for a slime to move, collecting a potion, and dropping a carried object where it changes the route.
GETTING STARTED
How to play Slimoban 2
Locate the golden coin before moving heavy blocks. Decide whether a nearby slime needs to be trapped, pushed into water, struck with a box, or simply avoided.
Collect a potion when lifting is required, reposition the chosen block or slime, and preserve access to the coin. Once the girl reaches it, the level is complete.
CONTROLS
Controls and device setup
WASD and the four Arrow keys both move the girl; press Space to skip one turn, and left-click to drop a carried box.
PLAY SMARTER
Tips for Slimoban 2
- Use a skipped turn to draw a chasing slime toward the intended trap.
- Do not fill water with a box if that square is needed later.
- Remember that monster removal is optional when the coin route is already safe.




