Solve a 3×3 from memory / personal lessonsLesson 11 of 11
Solve a 3×3 from memory · Lesson 11

Solve by recognizing checkpoints and recalling the action

Remove the move list gradually, then solve different scrambles without opening it.

By the end: carry out the full beginner method sighted, without a cheat sheet.

Remember decisions as well as moves

A solve is a sequence of checkpoints: white cross, white corners, middle edges, yellow cross, yellow-edge matches, corner homes, then corner twists. The daisy is an optional aid before the white cross. Before acting, say which checkpoint is unfinished and how you recognize its case.

For each learned sequence, recall the setup, the moves, and the stopping condition together. “R U R' U'” without “a white corner above its matching front-right home” is not enough. For final twists, “keep the grip fixed and finish D” is as important as the letters.

Choose the next action from visible evidence

Solving from memory still means looking at the cube. You are remembering how to interpret the pieces and what action follows, not remembering every sticker of a scramble. Begin each decision with the earliest unfinished checkpoint. A checkpoint is a condition you can inspect such as four correctly placed white edges. It is stronger than remembering which algorithm you used last. If an accidental turn has damaged the white cross, being able to recite the middle insertion does not make the cube ready for that insertion.

Read the white cross from both ends of each edge. White must face down, and the other sticker must match its side center. Next read the white corners including their two side colors. Consider a solved cube followed by D, a bottom clockwise turn viewed from below. Its bottom still looks completely white. Its side bottom rows have moved to different centers, so even the white cross now fails. This concrete contrast prevents a misleading memory cue such as "white face done, start the middle".

White underneath is not enough

After D: bottom viewed from below
WWWWWWWWW
After D: right, red center
RRRRRRGGG
Correct front for comparison
GGGGGGGGG
D leaves white underneath but displaces side stickers. The side comparison exposes a failed cross despite the completely white bottom face.

After the white layer, examine the middle edges on every side. Their two stickers must match both neighboring centers. A correct front and right view cannot establish that the back-left edge is correct. Use the unfolded net for the practice cube, or inspect the hidden faces of a physical cube before deciding. The goal is two solved lower layers. When those layers are finished, switch the question to yellow edge direction. Count the four edge positions beside the yellow center, leaving corner stickers out of the count.

A yellow cross answers only whether four yellow edge stickers point up. It does not answer whether those pieces are beside their own side centers. Once the cross exists, inspect the second sticker of every yellow edge. Then check each yellow corner's complete set of three colors against its neighboring centers. A corner can occupy its correct home while yellow faces sideways. A piece has both a location and a direction. Remembering that distinction lets you stop one stage without accidentally beginning its algorithm again.

For example, suppose both lower layers are correct and four yellow edge stickers point up. The front edge has the left center's color, and the left edge has the front center's color. The back and right edges match. The next action is the yellow-edge exchange with the matching pair at back and right. It is not the yellow-cross sequence. The cross has already passed its test. After the complete exchange, including its final U, inspect all four side matches before checking corner homes. Yellow alone is insufficient.

A cross can have misplaced edges

Before: U top, back row above
GYOYYYYYB
Before: left, orange center
OGGOOOOOO
After exchange: front, green center
GGGGGGGGG
The yellow-green edge starts at top-left and finishes at top-front. Yellow was already up; the exchange repairs the location, not direction.

Keep the temporary daisy separate from these lasting checkpoints. It gathers white edges for building a cross; it is not something to recreate when you forget your place. If a correct cross already exists, continue with white corners. If a daisy is useful, preserve the identities of petals already made while adding another, rather than merely maintaining their number. An equal count could conceal losing one edge and replacing it with another. Memory for the method should include the reason for a temporary arrangement and the condition that makes it unnecessary.

Remove one kind of help at a time

First follow one prepared example with manual steps. Next restart it and execute the sequence with the move list closed. Then change the prepared case so you must choose the setup as well. Finally use the full scrambled practice cube and ask for progress checks only when you are unsure of the checkpoint.

If you need a cue, open it, then close it and restart that case. Practice retrieving the move rather than repeatedly rereading it. Try again in a later session. This is a practice plan, not a promise that a fixed number of repetitions will create permanent memory.

Retrieve a setup and a complete action together

Use one middle-edge case to test what you actually remember. In the prepared Insert right example, the green-red edge sits at top-front. Green faces the green front center, and red faces up toward the red right center's destination. Before recalling moves, name the edge and point to its front-right home. There is no yellow on this edge. Those observations establish the case. Knowing the words "right insertion" without checking those stickers leaves open whether you selected an unsuitable edge, an incorrect front face, or the wrong insertion direction.

Follow that same edge through the right insertion, U R U' R' U' F' U F, with the grip fixed. The first U takes it from top-front to top-left. R leaves it there. U' returns it to top-front, and R' leaves that edge there. The next U' takes it to top-right. F' does not include that position. U brings it back to top-front, then F carries it into front-right. Its green sticker finishes facing front and red faces right. Chasing the edge with an extra turn would change the intended action.

Read the right insertion before recalling it

Front: green matches green center
YGGGGYGGG
Top: red on the tracked edge
YYGYYOBRY
Right: red center gives destination
RYYBRRRRR
Purple marks the green-red edge's stickers across these outside views. Red is a sticker color; right names its destination position here.

Now contrast a wrong setup. From that prepared state, turn U once before attempting the remembered insertion. The green-red edge has moved to top-left, so it no longer satisfies the top-front starting condition. The remembered moves now act on a different arrangement. Correct the known setup error with U' before starting the insertion, then inspect the front match again. On another scramble, do not assume U' corrects it. Locate the edge, align its side sticker to a center, and choose left or right from its top sticker.

Use the earlier middle lesson's prepared cases when the gap is choosing a direction. Select Insert left and identify its nonyellow edge before touching a turn button. Use its matched front sticker for the decision; the other sticker belongs beside the left center. Recall that sequence separately instead of guessing changes to the right sequence. If the needed edge is trapped in a middle slot, the starting task is ejection with a temporary replacement. Once it reaches the top, read both colors again rather than repeating the ejection as an insertion.

The white-corner group needs a different kind of memory. Prepare a white corner above its matching bottom-front-right home, then keep the grip and repeat complete R U R' U' groups. Do not add U between repetitions because the corner temporarily leaves the work position. In the prepared white-up case, three groups insert it. The cross and other bottom corners return at group boundaries, not after each individual turn. That boundary tells you when inspection is meaningful and prevents a correct intermediate disturbance from being mistaken for a new setup problem.

Follow the edge, not its old square

After first U: top-left edge
BYYRYYYOG
After first U: green faces left
YGGOOOOOO
Complete group: green faces front
GGGGGGGGG
Complete group: red faces right
RRRRRRRRR
After the first U, the edge is at top-left. Completing the original insertion places green at front and red at right.

When you cannot continue, identify which part is missing before opening help. If you cannot name the edge's destination, consult the setup explanation. If you can establish the setup but cannot produce the moves, use the sequence reminder. If you finish a sequence but cannot say whether it worked, return to its stopping test. Close the help and attempt the prepared case again from its start. This separates recognition, move retrieval, and result inspection on a cube task. Replaying with visible text does not test retrieval of that text.

Check independence on different scrambles

Aim for complete solves on three different scrambles without opening a move reminder, then attempt another in a later session. Record which setup or sequence required help. Work on that specific gap rather than adding more algorithms. No speed target is required.

The full worked example below includes regrips and uses the taught beginner method. It is not a minimum-move solution. The free practice cube does not solve itself when you press Check. A legal scramble comes from face turns; this course does not cover picture-center orientation, larger cubes, blindfold solving, or speedcubing methods.

Distinguish a viewing change from a setup turn

Grip is part of the remembered instruction because face letters name positions in your hands. Throughout this method, hold white down and yellow up. A whole-cube y regrip brings the old right face to the front, carrying its center and pieces together. A U turn also carries a top-front edge toward top-left, but leaves the side centers where they were. The edge-center relationships differ even when a top piece seems to travel similarly. Before any remembered sequence, decide whether to move pieces relative to centers or change your view.

Use the solved cube as a clear comparison. After U, the front center remains green, but the front top edge's side sticker is red. The yellow cross still points up, yet its side colors no longer align. After y instead, the front center is red and the front top edge is red too. It remains solved because pieces moved with their centers. Here R as a face name means right; R on a sticker means red. B similarly means either the back position or a blue sticker, according to context.

U moves edges away from centers; y carries centers too

After U: front center still green
RRRGGGGGG
After y: front center now red
RRRRRRRRR
U leaves green at the front center; y brings red forward with its pieces. Only the whole-cube regrip preserves solved relationships.

This difference matters when matching yellow edges. First use U as needed to find at least two side-center matches. If the two matches are adjacent, use a whole-cube regrip to put them at back and right. A U turn chosen just to move their visible positions would move the matched edges away from their centers. The exchange then has the wrong protected pair. For opposite matches, complete one exchange, inspect again, and realign U before preparing the adjacent case. Do not repeat blindly or omit the final U.

Corner locations demand another inspection before a regrip. Compare all three colors of each top corner with the centers around its current home. Yellow facing up is insufficient evidence; yellow facing sideways does not disqualify a correctly located corner. Keep a correct corner at top-front-right using a whole-cube regrip, then complete the corner cycle. If none is correctly located, complete one cycle and inspect again before choosing the fixed corner. Once all four locations are right, stop cycling even if the yellow face still looks unfinished.

The final twisting task changes the grip rule again. Choose the front once, keep it fixed, and bring corners through top-front-right using only U between them. Repeat complete R' D' R D groups at the work position. Yellow can appear up immediately after R, the third move, but D still has to finish the group. Lower-layer damage can remain after an oriented corner and disappear only when the entire twisting task is complete. Demanding restored lower layers after every group, useful earlier, would cause an incorrect repair here.

One oriented corner is not the end of twisting

Before twisting: front green center
GGRGGGGGG
After two complete groups
GGGGGWGGR
After full route and alignment
GGGGGGGGG
These front views keep the same grip. The middle state has disturbed lower stickers despite an oriented corner; the full task restores them.

Suppose you finish one corner, see lower-layer disorder, and consider regripping toward the next corner. Within this final-stage procedure, retain the same front and right centers, finish any outstanding D, and move only U to the next corner. If you know you already regripped or inserted an unrelated turn, do not assume continued twisting must repair that error. Undo a known simulator mistake, or inspect the earliest genuinely correct checkpoint. Temporary disturbance is expected only under the stated procedure, not a guarantee for arbitrary extra turns.

What to do

  1. Name the earliest unfinished checkpoint before moving.
  2. Identify the case and set the grip.
  3. Recall and complete the sequence, then inspect its stopping condition.
  4. On a later attempt, close all reminders and use a different scramble.

Run an attempt that reveals a specific gap

In the full worked example below, select White cross and pause playback before following it. Read the starting net, identify a white petal's two stickers, and predict which center its side sticker must meet. Use Next step to compare the prediction with the demonstrated moves. The selected stage has its own starting arrangement; choosing a later stage is not a way to move your independent practice cube there. Inspect this worked route's actual intermediate states. Its move list will not solve a different scramble you happen to hold.

For final-stage observation in this full worked solve, select Corner twists and inspect each complete four-move group. Use its static move text to count. For a shorter comparison, the earlier final-twists lesson offers the separate Two twisted corners preset. There, two groups orient the first corner, U brings the next into the work position, four groups orient it, and U' completes that particular alignment. After the first two groups, the lower layers are still disturbed. Only the full route restores them. These counts describe this case, not a rule to do two groups per corner or finish every solve with U'.

Identify the missing part of the decision

ObservationWhat to inspect before more turns
Nonyellow edge inserted into wrong middle slotIts side-center match and the destination color before insertion
Yellow cross exists, side colors disagreeYellow-edge locations, not another cross-orientation attempt
Corner yellow faces sidewaysAll three colors against its home before deciding location
Lower stickers disturbed during final twistsCompleted D, fixed grip, and whether all corners have been processed
Use the observed mismatch to choose what to revisit. Correctly remembering moves cannot correct a starting condition that those moves do not accept.

Begin practice with Complete example selected and the recall cue closed. Before moving, inspect the white cross and state why it passes or fails. Use the turn buttons for your chosen local action, then wait for the animated turn to finish before entering the next move. The net remains at the last completed state during motion. If you press Check my progress when unsure, it reports a checkpoint without moving any piece. Compare that report with your diagnosis and the visible stickers. It does not replace inspection.

When a sequence goes wrong, distinguish a wrong move from a wrong case. If you know the last practice turn was accidental, Undo last turn reverses it and can cancel a turn still in motion. Restart this attempt replaces the whole attempt with the selected starting state. Second scramble and Third scramble also replace the state and clear history. Do not describe a successful continuation after a restart as recovery of the abandoned position. Reloading loses the attempt, so record troublesome pieces and checkpoints outside the page if needed.

After solving, inspect every face against its center, including those absent from the solid view. Then ask a separate question about assistance. Did you open a move reminder, follow the demonstration, or consult a previous lesson for the setup? Those actions do not change completion, but they change what the attempt establishes about independent recall. Use the two other fixed scrambles to test decisions in different arrangements. They are legal examples, not a representative sample of every possible state, and a move count is not a speed or mastery grade.

Completion and independent recall need different evidence

Attempt evidenceConclusionNext task
Every face matches; one sequence reminder openedCompleted with helpRetrieve that sequence from its correct setup, then change scramble
Every face matches; no instructions consultedIndependent completion on this attemptTry another fixed scramble and a later-session attempt
Yellow face uniform; lower layer still wrongNot completeCheck final-stage procedure or earliest damaged checkpoint
Check my progress reports an earlier checkpointDiagnosis aid only; no pieces movedInspect the corresponding pieces before selecting an action
The sticker pattern establishes completion; your record establishes whether help was used. Neither a progress message nor move count establishes permanent recall.

Stop an attempt as an independent success only when every face matches and the decisions and sequences came without instructions. Three different scrambles, followed by another attempt in a later session, give opportunities to expose gaps; they do not certify permanent memory. If only the corner-home setup needed help, return to that specific recognition task rather than adding algorithms. At the 500-move practice limit, undo or restart instead of expecting a hidden solver. This method covers sighted solving of a standard solid-color 3×3, not modified hardware, picture-center orientation, or blindfold recall.

Inspect a prepared example

Prepared states isolate one task. Some examples happen to finish the whole cube; on a general scramble, stop at the stated checkpoint and continue with the next unfinished step.

Watch the pieces move

Add a white petal without losing the petals already made.

Starting state

CubeRWYYBYWRRGYBYRRGOBOBGWRBOGWU · topF · frontR · rightAll six facesU · topRYGBYOBBOR · rightGGYRRYORWF · frontRWWWGBYRBD · bottomRWWYWGOBBL · leftWYYGOOYOGB · backORGGBWROB

Current state

CubeRWYYBYWRRGYBYRRGOBOBGWRBOGWU · topF · frontR · rightCurrent state after completed turnsU · topRYGBYOBBOR · rightGGYRRYORWF · frontRWWWGBYRBD · bottomRWWYWGOBBL · leftWYYGOOYOGB · backORGGBWROB

Next: F2. front face: half turn, 180°, viewed directly from outside that face. Completed 0 of 7 moves.

Step 0 / 7

F2RLU2FUL'

Read every move without playback
  1. F2: front face: half turn, 180°, viewed directly from outside that face.
  2. R: right face: clockwise quarter turn, viewed directly from outside that face.
  3. L: left face: clockwise quarter turn, viewed directly from outside that face.
  4. U2: top face: half turn, 180°, viewed directly from outside that face.
  5. F: front face: clockwise quarter turn, viewed directly from outside that face.
  6. U: top face: clockwise quarter turn, viewed directly from outside that face.
  7. L': left face: counterclockwise quarter turn, viewed directly from outside that face.

Sticker letters are colors: W white, Y yellow, G green, B blue, R red, O orange. Face names are positions: U top, D bottom, F front, B back, R right, L left. Read B and R in context.

The net shows the last completed turn; the solid view shows the turn in progress. Presets replace the starting state and reset playback. Reset keeps the selected example. Do not copy an autoplay demonstration onto your cube unless your starting state and grip match. Use manual steps for following along.

Complete worked solve, grouped by checkpoint

Daisy

Add a white petal without losing the petals already made.

F2 R L U2 F U L'

White cross

The petal side color matches this center. Turn that face halfway. Turn only the top to align a petal side color with its center.

F2 R2 U B2 U U L2

White corners

Regrip and turn the top to put the white corner above its matching front-right slot. Keep this slot at front-right. Finish all four moves, then check the corner. Bring an incorrect bottom corner to front-right. Eject the incorrect bottom corner, then locate it again on top.

U U R U R' U' R U R' U' R U R' U' R U R' U' R U R' U' y y y U U R U R' U' R U R' U' R U R' U' R U R' U' R U R' U' y y U U R U R' U' R U R' U' R U R' U' R U R' U' R U R' U' y R U R' U' R U R' U'

Middle edges

Top sticker belongs to the left center. Regrip and turn U to match a nonyellow edge to the front center. Top sticker belongs to the right center.

U' L' U L U F U' F' U U R U' R' U' F' U F y y U U R U' R' U' F' U F

Yellow cross

Front turn, right four-move sequence, undo front. Reinspect the new edge pattern.

F R U R' U' F' F R U R' U' F'

Yellow edges

Turn U until at least two yellow edges match their side centers. Regrip so the two matching edges are at back and right. Exchange the front and left top edges. If matches were opposite, inspect again.

U U U y y y R U R' U R U2 R' U

Corner places

Keep the front-right corner; cycle the other three. Judge all three colors, not yellow direction. Regrip to put the correctly located corner at top-front-right.

U R U' L' U R' U' L y y U R U' L' U R' U' L U R U' L' U R' U' L

Corner twists

Keep the grip fixed. Complete R' D' R D, including its final D. Turn ONLY U to bring the next corner into the same work position.

R' D' R D R' D' R D R' D' R D R' D' R D U R' D' R D R' D' R D R' D' R D R' D' R D U R' D' R D R' D' R D U R' D' R D R' D' R D U

Try it without a move list

Start from a prepared state. These controls change this practice cube only. They do not control the demonstration above or your physical cube. Goal: Solve every face.

Practice cubeRWYYBYWRRGYBYRRGOBOBGWRBOGWU · topF · frontR · rightPractice cube unfoldedU · topRYGBYOBBOR · rightGGYRRYORWF · frontRWWWGBYRBD · bottomRWWYWGOBBL · leftWYYGOOYOGB · backORGGBWROB
U · top
R · right
F · front
D · bottom
L · left
B · back

0 moves in this attempt. Limit 500; undo or restart if reached.

Show a recall cue

White cross, white corners, middle edges, yellow cross, yellow edges, corner places, corner twists. Use the lesson links for a move sequence only when needed.

A cue is help, not a failure. After using it, restart the prepared state and attempt the same task without reopening it.

Sticker letters are colors: W white, Y yellow, G green, B blue, R red, O orange. Face names are positions: U top, D bottom, F front, B back, R right, L left. Read B and R in context.

Face turns and whole-cube regrips animate in the solid view; the net updates when the turn finishes. Reduced motion shows the result immediately. Wait for a turn to finish before starting another. Undo can cancel the current turn. A new preset or Restart cancels motion, replaces the entire attempt and clears its history. Undo reverses only the last practice turn. Check does not move pieces or reveal an automatic solution. State is local to this page and is not saved after reload.

Exercises

You remember a sequence but not its setup

You can recite the middle-right insertion, but you keep inserting the wrong edge. What should you practice?

Hint

The sequence is only one part of the decision.

Worked answer

Before

CubeYRGYYRGRGGYBYYRGRGORYGBYYRGU · topF · frontR · rightAll six facesU · topYYGYYOBRYR · rightRYYBRRRRRF · frontYGGGGYGGGD · bottomWWWWWWWWWL · leftBGOOOOOOOB · backORRBBBBBB

Comparison

CubeYRGYYRGRGYYYRGRGRGYYRGRGYRGU · topF · frontR · rightAll six facesU · topYYYYYYYYYR · rightRRRRRRRRRF · frontGGGGGGGGGD · bottomWWWWWWWWWL · leftOOOOOOOOOB · backBBBBBBBBB
Identify the matched front sticker and the top sticker that belongs right before recalling the right insertion.

Practice finding a top edge without yellow, matching its side sticker to the front center, and checking that its top sticker matches the right center. Only then execute the remembered moves. Repeating the sequence alone will not repair a recognition error.

A successful solve with one reminder

You finished a scramble but opened the final-twist instructions once. Does this establish the goal of solving without instructions?

Hint

Distinguish completion from independent recall.

Worked answer
CubeYRGYYRGRGYYYRGRGRGYYRGRGYRGU · topF · frontR · rightAll six facesU · topYYYYYYYYYR · rightRRRRRRRRRF · frontGGGGGGGGGD · bottomWWWWWWWWWL · leftOOOOOOOOOB · backBBBBBBBBB
A solved cube establishes completion. Whether the attempt used a reminder must be checked separately; the sticker pattern cannot establish independent recall.

You completed a solve, but that attempt still used help. Practice the final-twist setup and complete four-move group with its reminder closed, then try a new full scramble. Treat the opened reminder as information about what remains to learn.

Sources and method boundaries

The explanations, simulator, and diagrams are original. These references support standard notation and beginner procedures. The course keeps white down, including the final twisting stage. Do not mix its final sequence with a tutorial that flips the cube over.

  • Ruwix: move notation. Face-relative clockwise, inverse moves, and half turns.
  • Ruwix: beginner method. Middle insertions and the yellow-edge, corner-location, and fixed-grip corner-twist sequences. Reader comments are not treated as authoritative diagnoses.
  • J Perm: beginner method. Repeated four-move first-layer insertion and case recognition. Its final flipped-cube procedure is not the procedure used here.
  • World Cube Association: notation. Selected notation definitions, not a complete competition-rules review.

These examples use states produced by legal turns. The simulator has no sticker-painting input and does not diagnose physically twisted, reassembled, or damaged cubes. Successful model checks do not establish physical-device usability or long-term recall.