How to Solve Light Up Puzzles
How Light Up works and how to solve it: the 4s and the 0s, threes and corners, dark squares only one lamp can reach and squares every lamp would light.
Light Up is a logic puzzle about lighting a room. The grid is made of white squares and black blocks, and you place lamps on white squares until the whole room is bright. Three rules decide where the lamps go:
- Every white square is lit. A lamp lights its own square and shines along its row and its column in all four directions, until a black block or the edge of the grid stops the light.
- No lamp shines on another lamp. Two lamps in the same row or column with no block between them are not allowed.
- Numbers count lamps. A block with a number from 0 to 4 has exactly that many lamps on its four sides: above, below, left and right. Diagonal squares do not count. A block without a number can have any number of lamps beside it.
Every daily grid has exactly one way to place the lamps, and you can always find it by reasoning, never by guessing.
Controls on the page
Tap a white square once for a lamp, a second time for a dot, and a third time to clear it (an option swaps the order to dot first). A dot is your own note for "no lamp here" and is never checked. Long press or right click puts a dot straight away, and dragging across several squares paints dots along the way. Lit squares glow, so you can see at a glance which parts of the room are still dark. With Show mistakes on, lamps that shine on each other and numbers with too many lamps beside them turn red. On a computer the arrow keys move, Space or Enter changes a square, L places a lamp and D a dot.
Sizes and difficulty
| Level | Grid | What it takes |
|---|---|---|
| Easy | 7 × 7 | the basic rules below, with a few extra numbers left in |
| Medium | 10 × 10 | the basic rules and shared sight |
| Hard | 12 × 12 | the same on a bigger grid |
Before a grid is published, a program solves it with exactly the techniques in this guide. If it gets stuck, the grid is changed until it doesn't, which also proves the answer is the only one.
Start with the 4s and the 0s
The quickest squares on any grid sit next to the extreme numbers.
- A 4 has a lamp on every side. Place all four lamps at once. Each one lights its row and column, so a 4 often brightens a large part of the grid in one go.
- A 0 has no lamp on any side. Dot its four neighbours. A 0 next to the edge or another block still means dots on the open sides.
Every square a new lamp lights can no longer hold a lamp, so the light and the dots together soon rule out many squares.
Threes, corners and full numbers
A number is easy whenever its open sides and its lamps match up. Count, for each number, the lamps it already has and the sides that could still take one (white squares that are not lit and not dotted).
- Exact fit. If the open sides are exactly as many as the lamps it still needs, they are all lamps. A 3 against the edge of the grid, a 3 next to another block and a 2 in a corner of the grid are the classic cases.
- Full. If the number already has all its lamps, every other side gets a dot.
- Too few. A 2 with one lamp and one open side left needs that side, whatever else is around it.
As lamps go in, recount the numbers nearby. One new lamp often turns a neighbouring 2 or 3 into an exact fit.
Dark squares only one lamp can reach
Every white square must be lit by some lamp: its own, or one in its row or column. For a dark square, list the squares that could still hold that lamp. Squares that are lit, dotted or behind a block don't count. When only one square is left on the list, that square is a lamp.
This happens most often in short dead ends between blocks, and in squares that you dotted earlier. A dotted square still needs light, so it is a good place to look.
A dead end
A white square sits in a pocket with a block above it, a block below it and the edge of the grid to its left. Its row runs three squares to the right before the next block, and two of those are already dotted because of a 0. The square itself and the one remaining square in its row are the only places for its lamp. If the pocket square is dotted too, the remaining square must hold the lamp.
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A routine for every grid
- Fours and zeros, then every number whose open sides match the lamps it needs.
- Dark squares with one choice. Sweep the grid for squares only one place can light.
- Shared sight around threes, corners and dark squares with two choices.
- Recount the numbers near every new lamp and go round again.
Common mistakes
- Counting diagonal lamps. A number only counts its four sides.
- Forgetting that light stops at blocks. Two lamps in the same row are fine if a block stands between them.
- Leaving a dotted square dark. A dot means "no lamp here", not "no light needed". Every white square, dotted or not, must be lit at the end.
Scoring and the leaderboard
Light Up is ranked by time, fastest first; fewer changes break ties. Dots are your own notes, but each tap counts as a change, so mark only the dots that help. The grid is checked the moment the last square is lit with every rule kept, and only a member's first solve of the day counts for the leaderboard. Practice puzzles from Play more are never ranked. If you enjoy placing things where they can and cannot go, try Tents & Trees and Rectangles next.
Play it now
Every game is free in your browser, with nothing to download; the daily puzzles change at midnight and the archive keeps the last 60 days. See all the logic games.
Questions and answers
Can two lamps be in the same row?
Yes, as long as a black block stands between them. Two lamps may never see each other along a row or column with nothing in the way.
Do the dots count for anything?
No. Dots are notes for you and are never checked. The puzzle is solved as soon as every square is lit and every rule holds.
Will I ever need to guess?
No. Every daily grid is solved by a program using only the techniques in this guide before it is published, so it has one answer you can reach by reasoning.
Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 26, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.