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About game
A night park, old headstones, and little monsters that fear nothing so much as light. You have one lantern and one rule: set it right beside a monster and it hops away.
The whole game grows out of that. Every level is a calculation - where does the lantern go now so that a few moves later every monster stands in a portal? No timer, no move limit, no penalty for trying again. Take as long as you like.
120 levels across eight chapters, each introducing someone new. Heavy ones dig in first and only bolt on the second fright. Ghosts pass straight through walls. Winged ones fly over obstacles. The cyclops spots the light all the way down a clear corridor. Shadows feel the lantern through walls. Meanwhile the ground cracks, gates swing open, and teleports carry you across the board.
Solve in the fewest moves for three stars. Stuck? A hint will show you where the lantern belongs.
Playable in English, Russian and Turkish. Your progress saves itself.
How to play
Drag the lantern onto any free tile. That is one move.
A monster only bolts when the lantern lands right beside it - above, below, left or right. Diagonal light does nothing.
A frightened monster takes one step directly away from the lantern. If a wall, an obstacle or another monster is in the way, it slams into it and stays put - and the move is already spent.
A lantern set between two monsters scares both at once.
The goal is to guide every monster into a portal. The level ends when the last one steps in.
Monsters differ. The heavy one merely digs in the first time. The ghost passes through an obstacle. The winged one flies over it. The cyclops sees the lantern all the way down a line. The shadow feels light through walls, but only nearby.
The board is alive too: crates smash, buttons open gates, teleports carry you across, cracked ground gives way. Spikes are fatal for a monster.
Fewer moves mean more stars, up to three. A hint will point to the right move.