Press Light the first room on the title card. Each of the six Front Hall rooms teaches one idea, with a short note beside the board to walk you through it.
Tap a floor tile to set a lantern, and tap it again to take it away. Its light runs along the hall until it meets a wall, and the ghosts hiding on dark tiles float up as the light reaches them.
A number on a wall counts the lanterns on the four tiles right beside it (above, below, left and right). Its brass plaque glows gold when it has exactly that many and turns pink when it has too many. Walls without numbers have no rule.
If two lanterns can see each other along a hall, both flicker and the hall between them turns pink. Take one of them away.
Leave a cobweb on a tile where you know no lantern goes. Cobwebs are only notes for you: a tile with a cobweb still counts as lit when a lantern shines on it.
Stuck? Hint explains the next step in one sentence and rings the tiles it is about, and Do it carries it out. If a lantern or cobweb on the board is in the wrong place, the hint says so first.
Light every floor tile, with every number satisfied and no two lanterns shining on each other, to finish a room and open the next one. A room lit without a hint earns a golden lantern.
Controls
Touch: tap a tile to set or take away a lantern. Hold a tile for about half a second, or flip the Lantern and Mark switch to Mark, to leave or sweep away a cobweb.
Mouse: left click does what the Lantern and Mark switch says, and right click leaves or sweeps away a cobweb.
Keyboard: arrow keys or WASD move the highlighted tile, Space, Enter or L sets or takes away a lantern, X or M leaves or sweeps away a cobweb, Z, U or Backspace undoes, H asks for a hint and T flips the switch. Every button is reachable with Tab, and Escape closes the list of rooms.
Toolbar: pause, help, restart (darkens the room on screen and starts its hint count over, and Undo brings your lanterns back; on a lit room it plays the room again; records are never touched), optional sound and fullscreen.
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How to play Haunted Lanterns
A cozy Halloween light up puzzle in a friendly old manor. Set brass lanterns until every room of Hollow House glows, and the shy ghosts come out for their party.
Press Light the first room on the title card. Each of the six Front Hall rooms teaches one idea, with a short note beside the board to walk you through it.
Tap a floor tile to set a lantern, and tap it again to take it away. Its light runs along the hall until it meets a wall, and the ghosts hiding on dark tiles float up as the light reaches them.
A number on a wall counts the lanterns on the four tiles right beside it (above, below, left and right). Its brass plaque glows gold when it has exactly that many and turns pink when it has too many. Walls without numbers have no rule.
If two lanterns can see each other along a hall, both flicker and the hall between them turns pink. Take one of them away.
Leave a cobweb on a tile where you know no lantern goes. Cobwebs are only notes for you: a tile with a cobweb still counts as lit when a lantern shines on it.
Stuck? Hint explains the next step in one sentence and rings the tiles it is about, and Do it carries it out. If a lantern or cobweb on the board is in the wrong place, the hint says so first.
Light every floor tile, with every number satisfied and no two lanterns shining on each other, to finish a room and open the next one. A room lit without a hint earns a golden lantern.
Controls
Touch: tap a tile to set or take away a lantern. Hold a tile for about half a second, or flip the Lantern and Mark switch to Mark, to leave or sweep away a cobweb.
Mouse: left click does what the Lantern and Mark switch says, and right click leaves or sweeps away a cobweb.
Keyboard: arrow keys or WASD move the highlighted tile, Space, Enter or L sets or takes away a lantern, X or M leaves or sweeps away a cobweb, Z, U or Backspace undoes, H asks for a hint and T flips the switch. Every button is reachable with Tab, and Escape closes the list of rooms.
Toolbar: pause, help, restart (darkens the room on screen and starts its hint count over, and Undo brings your lanterns back; on a lit room it plays the room again; records are never touched), optional sound and fullscreen.