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Prism Lantern: Color Circuit

Every finished task swings the lighthouse dial a quarter turn. Light the beacons in order.

Pro game

Swap two lanterns to line up three. Finish a task and the dial turns. Arrow keys and Enter work too.

A brass lighthouse dial hung with glowing glass lanterns deep under a moonlit sea, its beacons round the rim and the old lighthouse in the dark water.

The lighthouse under the bay

Prism Lantern: Color Circuit

Every finished task swings the lighthouse dial a quarter turn. Light the beacons in order.

About Prism Lantern: Color Circuit

At the bottom of the bay the old lighthouse still keeps its lamp room. Its great brass dial hangs full of glass lanterns, and round the rim a ring of beacons waits to be lit for ships that no longer come. You are the keeper now.

Swap two lanterns to line up three or more of a colour. The keeper's tasks along the top ask for so many lanterns of one colour; finish a task and the whole dial swings a quarter turn under the lighthouse beam. Everything that was falling down now falls sideways, so a board you had read a moment ago is a new puzzle.

The beacons are the circuit. Clear their colours in the order they sit round the rim and each one catches light; close the circuit as many times as the dial asks. When the dial turns, the beacons still dark turn with it, and the colour that was next moves to the back of the line. Close a circuit and the keeper refills the lamp: two moves come back.

Twenty-four dials are drawn by hand, from the First Lamp to the Keeper's Crown, then the night watch brings them back with new lanterns. Each one is solved by a player in the code before it reaches you, so it can always be won, and a hint is one press away. Stars, bests and badges stay in this browser, and nothing is uploaded.

How to play

  1. Drag a lantern toward a neighbour to swap them, or tap one lantern and then the next. The arrow keys and Enter or Space work too.
  2. The task chips along the top ask for lanterns of one colour. Finish a task and the dial turns a quarter, and the lanterns fall toward the new floor.
  3. The beacons round the rim are the circuit: clear their colours in order to light them, and close every circuit the dial asks for before the moves run out.
  4. When the dial turns, the unlit beacons turn too. A closed circuit refills the lamp with two moves.
  5. Press H or the Hint button for a swap that works. Press P, Escape or Start to pause.

Controls

  • Drag a lantern, or tap two lanterns — swap
  • Arrow keys or WASD, then Enter or Space — swap
  • H or Ⓨ — hint
  • P, Escape or Start — pause

Frequently asked questions

When does the dial turn?

Each time you finish one of the keeper's tasks shown along the top. The whole dial swings a quarter turn clockwise and the lanterns fall toward the new floor. After the last task it stays where it is.

Why did the next beacon change?

The beacons still dark turn with the dial: the colour that was next moves to the back of the line. Beacons already lit keep their place, so finishing a task can bring a colour you have plenty of to the front.

What is the keeper's oil?

Closing a circuit refills the lamp and gives two moves back, so a dial that asks for several circuits rewards closing the first one early.

Can every dial be won?

Yes. Each dial is solved by a player in the code before it is shipped, with moves to spare. The hint shows a swap that works, and Settings offers more moves or no limit.

Does it save my progress?

Your dial, stars, bests and badges are kept in this browser only, and nothing is uploaded.

Quick answers and tool search

Type to search tools or to get a quick answer, for example 18% of 2500. Use the up and down arrow keys to move through the results, Enter to choose, and Escape to close.