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Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

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Lanternward

Light every street. Pure logic, no guessing.

LanternwardLogic, Puzzle

Hall of records

Lanternward

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Game menu

All games

The game’s own pause and menu rules apply. Opening this panel alone does not stop its clock.

Settings

Applies across the arcade. Browsers may slow games in background tabs. Turning this off does not change a game’s ranking rules.

About Lanternward

Light every alley in the night streets of Veldrenmar. Place lanterns, watch where their light reaches and work around the streets’ obstacles. Choose a fixed level or try Endless Night.

How to play

Goal
Light every street of the town with lanterns.
How it ends
A board is won when every street is lit, no lantern shines on another and every numbered roof has exactly its count.
Record
Your first unaided, uninterrupted solve can enter the verified Top 10 for each puzzle. Stars and best times stay saved in this browser, including Endless Night.
  1. A lantern lights its whole row and column until a roof stops it.
  2. Numbered roofs say exactly how many lanterns stand beside them.
  3. No lantern may shine on another. Light every street to win.
Worked example for Lanternward
Worked example. See how the rules apply to a real position.

Controls

InputAction
Click a streetPlace a lantern
Click it againMark a dot (no lantern here)
Click once moreClear the cell
Hold the buttonMark a dot directly

Tips

  • Start with zeros. Dot every neighbour of a roof marked 0: none can hold a lantern.
  • Complete the numbers. Once a roof has enough lanterns, dot its remaining neighbours. If the free neighbours exactly match the lanterns still needed, fill them all.
  • Rule out lit cells. Two lanterns cannot shine at each other. A lit cell cannot hold another lantern, so mark it with a dot.
  • Look for a last source. Choose a dark cell and check what could light it. If only one position works, it must hold a lantern.
  • Follow an assumption. On later boards, try a possible lantern and follow its consequences. A contradiction proves that position must be a dot.
  • Use dots freely. Dots are notes: they do not change the puzzle or cost a move. They make the remaining choices easier to see.

Good to know

Stuck? A hint places one correct lantern and Show my mistake marks the wrong ones; each costs one star. Progress is saved in this browser.

Watch how to play

The rules, then Harbour 1-1 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

Questions

What can I play?

300 levels in ten districts, from 6×6 to 14×14, plus 1,000 boards in Endless Night, which opens after the Citadel.

How do districts unlock?

Solve 20 of a district’s 30 levels. Stars are a score, so you do not need to improve them to move on.

Will I need to guess?

Every board has one solution reachable by reasoning. Later boards may need an assumption followed through to a contradiction.

How are stars awarded?

Four stars meet the board’s target time; three take less than 1.5 times that target, two less than 2.5 times, and one rewards any finish. A hint or mistake check costs one star, never taking you below one.

Is there a time limit?

No. The clock counts up and pauses when the board is not in front of you.

How does help work?

A hint places one correct lantern; Show my mistake marks wrong lanterns. Help is immediate, limited to five uses per attempt and costs a star.

Is there a colour-blind setting?

Yes. Settings offers a palette with tick and cross symbols alongside the colours.

Where does progress save?

In this browser. Clearing browser data clears local progress. Ranked Top 10 times are public.

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