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.
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.
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.
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.
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.
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.