About Lanternkeeper
Carry an enchanted lantern through a woodland of ruined sanctuaries. Nearby rune platforms become solid in matching light; leaving your lantern floating can hold a route open while you explore elsewhere.
Solve 111 chambers across six regions, from Ember Garden to the Prism Sanctuary. Choose Ember, Tide or Grove lenses, gather stars and coordinate with ancient fixed beacons. Each room is turn-based, with unlimited Undo and time to think.
How to play
- Goal
- Gather every star mote and come to rest at the sanctuary gate.
- How it ends
- The gate clears the chamber once every mote is gathered; falling into thorns ends the attempt and Undo restores any move.
- Record
- Each chamber keeps your first-solve time and fewest actions; replays can improve actions.
- Matching rune platforms become solid within four cells of a lantern: add the horizontal and vertical distances. Ember ◆, Tide ≋ and Grove ✦ use symbols as well as colours. Neutral masonry is always solid, ghost outlines are not, and walls do not block light.
- Walk one cell sideways or jump one cell up and sideways from solid support with clear headroom. You then fall to rest. Gather every star mote along your route and come to rest at the sanctuary gate. Thorns are always real; Undo restores a safe position.
- Leave lantern floats it at your current cell. It remains lit while you move away. Collect it from the same or a neighbouring cell before changing its lens. Fixed beacons stay lit. A lens that would make a platform inside the keeper is refused.
- Undo and Redo restore positions without reducing your action count. Restart asks for confirmation and keeps the original first-solve clock. Hints explain one next action and mark the attempt assisted.
- Only an unaided first solve can set a time record. Replays can improve your action best. Reopening an unfinished chamber starts a fresh route as untimed practice.
Controls
| Input | Action |
|---|---|
| Touch buttons | Choose a lens, walk, jump and leave or collect the lantern |
| Left / Right or A / D | Walk left / right |
| Q / E | Jump up-left / up-right |
| 1 / 2 / 3 | Choose Ember / Tide / Grove while carrying |
| F or Leave / Collect lantern | Leave the lantern floating, or collect it from a neighbouring cell |
| Z / Y | Undo / Redo |
| H | Request an assisted hint |
| R / Escape | Request Restart / menu or Back |
| Controller | D-pad walk; shoulders jump; A cycle lens; Y leave / collect; X Undo; B / Start menu |
Tips
- Read the outlines An unlit platform is still shown. Check what a new lens will make solid before stepping.
- Leave light behind A floating lantern keeps its position and colour. You may need to return for it before taking another route.
- Gather before returning The gate needs every star. In later sanctuaries, plan a route through both stars before heading home.
Good to know
Progress stays in this browser. Assisted completions are marked and never submitted as records. Returning to an unfinished chamber resets its route as untimed practice. Effects and music have separate switches.
Watch how to play
Questions
Does an ordinary wall block lantern light?
No. Light uses a four-cell diamond measured between cell centres, through walls.
Can I change a lantern that I left behind?
Collect it first. A floating lantern keeps its chosen colour until you carry it again.







