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How to Solve Light Up: 7 Techniques That Work

To solve Light Up, start from the numbers, then follow the light. A 0 has no bulbs beside it, and a number with only just enough room has a bulb in every square left. Every bulb you place rules out its whole row and column. After that, look for dark squares that only one place can still light, and for squares where a bulb would block too much. Seven techniques cover every puzzle in the game.

Open Light Up full screen for more sizes, saved progress and best times.

New to Light Up? Read the Light Up rules first. This page assumes you know the three: every white square lit, no bulb shining on another, and each number counting the bulbs beside it.

1. Lit squares

A bulb lights its row and column until a black square stops it. No other bulb can stand in that light, so mark those squares with dots.

Lit squares: no bulb in a bulb's light A 5 by 5 grid with one bulb. Every square it lights, along its row and column, is marked: no bulb can go there.
One bulb rules out every square it lights.

2. A satisfied number

A number that already has all its bulbs has no more beside it. A 0 has all its bulbs from the start, so it’s the place to begin.

A satisfied number: a 0 has no bulbs beside it A 5 by 5 grid with a 0. The four squares touching it can't have bulbs. 0
A 0: none of the four squares touching it can have a bulb.

3. A number that needs every square

Turn it round: a number with just enough room left for the bulbs it still needs gets a bulb in every one of those squares. A 4 always does. So does a 3 on an edge, a 2 in a corner, or any number boxed in by black squares and dots.

A number that needs every square: a 3 on the edge A 3 on the top edge has only three white squares beside it, so all three get bulbs. 3
A 3 on the top edge has only three squares beside it: all three get bulbs.

4. One way to light

A dark square with only one place left that could light it, itself or along its row or column, gets lit from there. Corners boxed in by black squares are the easiest to spot: they can only light themselves.

One way to light: a corner boxed in The top-left square has black squares to its right and below it. Nothing else can light it, so it needs a bulb of its own.
Black squares cut off the top-left corner, so it needs a bulb of its own.

5. Number corners

A bulb lights two neighbouring squares at once when it stands diagonally between them. So a square diagonal to a number can’t have a bulb if that would leave the number short of room. The classic case is a 3 in the open: it needs three of its four squares, and a bulb on any diagonal would block two.

Number corners: no bulb diagonal to a 3 A 3 in the open has four squares beside it and needs bulbs on three. A bulb on a diagonal square would light two of them, leaving only two. So the four diagonals get no bulbs. 3
A 3 in the open: no bulb on any of its four diagonals.

6. Leaving a square dark

Every dark square needs some way to be lit. A square whose bulb would rule out every way left to light another square gets no bulb.

Leaving a square dark: the bulb that would block the last ways The top-left square can't have a bulb, and black squares cut off its row and column, so only its two neighbours can light it. A bulb diagonal to it would light both of them, leaving it dark. So no bulb goes there.
Only its two neighbours can light the top-left square. A bulb diagonal to it would light both, leaving it dark.

7. What if

When nothing else works, pick a square and suppose it has a bulb, or doesn’t. Follow what that forces with the simple techniques. If a rule breaks, it’s the other way. The what-if page follows one through a real puzzle.

How often each technique is needed

We solved every one of the game’s 150 levels by following the hints, which always use the simplest technique that works. This is how many times each technique was used, on average, per level:

Technique Easy 7×7 Medium 10×10 Hard 12×12
Lit squares 6.9 12.6 16.5
A satisfied number 2.5 4.8 9.3
A number that needs every square 3.5 6.6 8.2
One way to light 3.5 6.4 10.0
Number corners 0.9 1.5 6.6
Leaving a square dark 0 0.3 0.7
What if 0 0 6.9

The first four do most of the work on every track. Number corners is needed on 19 of the 50 Easy levels, 27 Medium and 49 Hard; leaving a square dark on 13 Medium and 27 Hard; and what-if on every Hard level and nowhere else.

A 10×10, solved in stages

This is Medium level 44 from the game.

Medium level 44, before you start A 10 by 10 grid from the game's Medium track. 0 1 0 1 4 1 1 0 1 1 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Medium level 44, before you start.

Stage 1: the numbers, and their light

Three 0s rule out the squares around them. The 4 in row 5, column 3 gets a bulb on every side. Then five 1s each have only one square left beside them, so each gets its bulb, and every bulb’s light rules out its row and column. That’s the first 18 steps.

Medium level 44: what the numbers give The bulbs and no-bulb squares the numbers and their light settle, in the first 18 steps. 0 1 0 1 4 1 1 0 1 1 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
After 18 steps: everything the numbers and their light settle.

Stage 2: dark corners

Five dark squares, most of them boxed in by black squares and dots, now have only one way left to be lit. Each gets its bulb.

Stage 3: number corners

The 1 in row 2, column 6 still needs its bulb, from one of two squares: above it or to its left. A bulb in row 1, column 5, diagonal to the 1, would light both of them, leaving the 1 with nowhere to go. So no bulb there.

Medium level 44, step 25: number corners number-corners: no bulb on 1 (from row 2, column 6 & row 1, column 5) 0 1 0 1 4 1 1 0 1 1 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Step 25: a bulb diagonal to the 1 would block both its squares.

Stage 4: leaving a square dark

Row 3, column 7 can now only be lit from two places: row 1, column 7, or row 3, column 8. A bulb in row 1, column 8 would light both, leaving it dark. So no bulb there.

Medium level 44, step 28: leaving a square dark leaves-dark: no bulb on 1 (from row 1, column 8 & row 3, column 7) 0 1 0 1 4 1 1 0 1 1 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Step 28: a bulb in row 1, column 8 would leave row 3, column 7 dark.

Two more dark squares with one way to be lit finish it. In all, the level takes 30 steps: 10 from lit squares, 4 from satisfied numbers, 6 from numbers that need every square, 8 with one way to light, 1 number corner and 1 square that would be left dark.

Medium level 44, solved Every square lit. 0 1 0 1 4 1 1 0 1 1 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Medium level 44, solved.

When you get stuck

  • Dot every square a bulb lights. Most of the work is ruling squares out.
  • Check every number for the bulbs it still needs and the room it has left.
  • Look for dark squares in tight spots, against black squares and dots: they often have only one way to be lit.
  • Check the diagonals of numbers that need most of their squares.
  • Don’t guess. Every puzzle here can be finished by logic.

Next steps

Questions

What's the first move in a Light Up puzzle?

A 0, when there is one: none of the squares touching it can have a bulb. A 0 opens 133 of the game’s 150 levels. Otherwise, a number with only just enough room beside it, like a 4 or a 3 on an edge.

Should I mark squares with no bulb?

Yes. Most steps in Light Up rule squares out rather than place bulbs, and the dots show you where the light can still come from.

Is it ever right to guess?

Not on PeerPuzzles. Every puzzle here can be finished by logic. When nothing else works, what-if is still logic: you follow one choice until a rule breaks, and that proves the other.