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Light Up Β· strategies

Read the walls first.

Place bulbs so every open cell is lit and no bulb shines on another. The numbered walls hand you the opening moves.

01

Saturated clues

A numbered wall whose count equals its open neighbors takes a bulb in every one. A 4 is always surrounded by four bulbs; a 3 on an edge fills all three.

πŸ’‘πŸ’‘4πŸ’‘πŸ’‘
A 4-clue has exactly four open neighbors, so a bulb (green) is forced in each.
02

Zero walls

A 0 wall bans bulbs from all its neighbors β€” mark them. Those cells must be lit from elsewhere along their row or column, which often forces a distant bulb.

0
A 0-clue crosses off all four neighbors β€” no bulb can touch it, so each must be lit from further away.
03

Diagonal of a satisfied clue

When a numbered wall is already satisfied, its remaining neighbors are bulb-free. A 1 with a bulb placed bans the other three β€” and anything that could only be lit through them must find another source.

πŸ’‘1
The 1-clue's single bulb (left) satisfies it, so its other three neighbors are crossed off.
04

Lonely cells

A cell that no other position can see must hold its own bulb. Scan for cells whose row and column are blocked by walls in every direction β€” dead-end corridors are the classic case.

πŸ’‘
Walls seal off the middle cell on all four sides β€” no beam can reach it, so it lights itself.
05

Order of attack

Zeros and saturated clues first, then mark banned cells around satisfied clues, then hunt lonely cells. Repeat β€” each bulb's beams create new banned cells and new lonely ones.


Try today’s puzzle β†’

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Light Up strategies Β· MindYourPuzzle