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Lighthouses

Read the beacons and find a hidden moonlit fleet.

LighthousesPuzzle, Logic, Casual

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Lighthouses

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How to play

Goal
Place single-cell ships so each lighthouse sees exactly its number of ships in its row and column, every ship is seen by a lighthouse, and no ship touches a ship or lighthouse, even diagonally.
How it ends
A chart is won when all ships are found and every lighthouse and separation rule holds; there is no loss state.
Record
Only the first completed time on each chart can rank; replays are practice and keep that first time.
Worked visual example for Lighthouses
Worked example. See the rule happen, then follow the numbered rules below.
  1. A lighthouse counts every single-cell ship anywhere in its row and column together. Light passes through ships and other lighthouses. Each ship must be seen by at least one tower, and may not touch a ship or tower by edge or corner.
  2. A 0 lighthouse means its entire row and column contain no ships. In the worked picture from Chart 001, even the far-left square in the 0 beacon's row must be water; the opening chart remains unsolved.
  3. Tap a sea square to cycle ship, water mark, blank. Water marks help reasoning but are optional for a win. Tap a tower to highlight its beams, or use the Water tool to mark X directly. Restart clears marks but keeps the first-opening clock; only the first completed time can rank.

Controls

Tap / click sea squareCycle ship, water mark, blank
Tap / click lighthouseHighlight the whole row and column it sees
Water tool / right-clickMark water directly; tap again to clear
Arrow keysMove the visible cell cursor
S; W / X; EnterPlace ship; mark water; cycle the selected square
Delete / BackspaceClear the selected square
Restart / RClear marks after confirmation without resetting the clock
EscapeClose a dialog or return to the atlas
GamepadD-pad moves, A cycles, X clears, B returns, Start opens settings; shoulders reach and select tools

Tips for Lighthouses

  • Start at zero A 0 lighthouse clears every sea square in its row and column.
  • Respect the buffer A ship cannot touch another ship or tower, even diagonally.
  • Light passes through A ship or lighthouse never blocks the count behind it.

Questions about this game

Do I need to mark every water square?

No. Finding exactly the ships is enough; X marks are optional notes.

Can a ship touch a lighthouse?

No. Ships must be at least one square away, including corners.

Does a lighthouse count a ship twice?

No. A ship in its row or column counts once.

Can I improve my time on replay?

No. Only the first completed time for each chart can rank; later solves are practice.

160 original charts independently counted unique and deduction-solvable; removing beacon numbers admits another fleet. Private witnesses never ship. Save uses morass.lighthouses.v1. Water notes are optional. No ads or analytics run in the game.

Watch how to play

The rules, then Chart 001 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

About Lighthouses

Chart a fogbound Orenvalt coast where brass lighthouses reveal solitary skiffs by their numbered sightlines. Their light passes through every ship and tower.

All 160 original charts are open across four shelves. Each has one independently counted fleet and a deduction route without guessing, from compact 5×5 coves to 6×6 night waters.

Your first completed time stays beside its chart. An uninterrupted first solve on the game page can claim the named online best; later solves are practice.

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