Light Up

Place light bulbs in the grid so as to light up all the blank squares. A light illuminates its own square and all the squares in the same row or column unless blocked by walls. Lights may not illuminate each other. Each numbered square must be orthogonally adjacent to exactly the given number of lights.

Controls

On a touch screen, a tap does what a click does, and a long press what a right-click does (more ways to right-click).

Click a square to place or remove a light. Right-click it to place or remove a cross, marking a square you think holds no light. Keep the right button down and drag to do the same to every square you pass over that looked the same as the first.

With the keyboard, the arrow keys move a cursor around the board. Enter does what a click does to the square under it, and Space (or I) what a right-click does.

A square holding a cross takes no light until you remove the cross (right-click it again), and a square holding a light takes no cross.

A light that gives a numbered wall all its lights rules out the wall’s other squares. With Cross out the other squares round a numbered wall once it has all its lights turned on in the preferences, those marks are made for you as you place: one Undo takes back the placement and the marks together, and taking the placement away later leaves the marks for you to clear.

Hints

Hint explains the next step rather than simply making it. Each step either puts a bulb in a square or, when a square “can’t hold a bulb”, marks it with a cross. The hint reasons from the numbers and your own bulbs and crosses, so it carries on from wherever you are, as long as none of them is wrong; if one is, it asks you to fix the highlighted mistakes first. A dark square, in its words, is a blank square no bulb lights yet; a free one is a blank square with neither a bulb nor a cross.

A few ideas are worth learning by name:

On an Unreasonable board the hint may stop and say that nothing further follows by deduction.

Light Up parameters

These parameters are available from the ‘Custom type…’ option on the ‘Type’ menu.

Width, Height
Size of the grid in squares. A 2x2 has only Easy puzzles, and a board needs nine squares to have an Unreasonable one. A 3x3 has none with symmetry, and no Normal one with 4-way symmetry; a 4x4 has none with 4-way mirror symmetry. Each must be at least 2.
%age of walls
Roughly what share of the grid is walls, from 5 to 100. If no good puzzle turns up with that many, the generator adds more, 5% at a time, up to 90%, and then starts again.
Symmetry
How the walls are arranged: None, 2-way mirror (the bottom half reflects the top), 2-way rotational (the same after a half turn), 4-way mirror (reflected both left to right and top to bottom) or 4-way rotational (the same after a quarter turn). 4-way rotational needs a square grid, and both 4-way settings need a grid at least 3 squares across in one direction. Only the walls follow the symmetry; the numbers in them need not.
Difficulty
Determine the difficulty of the generated puzzle; see what the names mean.

More help