The Last Lighthouse
The Last Lighthouse
Six quiet rooms. Bring the lighthouse back to life.
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Keep the light going.
Scroll to explore, or choose any location below. Continue takes a short walk through the doors and stairs; Skip walk takes you straight there. Every room is open to visit in any order.
Tap a pale floor tile to place a bulb. Tap it again to remove the bulb. Light travels along straight rows and columns until a wall stops it. Light every floor tile without letting two bulbs shine on each other. Beams may cross on an empty tile.
A number on a stone wall counts bulbs directly above, below, left and right. Diagonal bulbs do not count. A 0 has no bulb beside it. Every numbered wall must have exactly its number of neighbouring bulbs.
Keyboard: Tab to the floor, use arrow keys between tiles, then Enter or Space to place or remove a bulb. Undo with the button or Control/Command Z. Reset room asks before restoring only the current room’s starting lights.
All valid arrangements count. The beacon wakes when all six rooms are lit. Your actual lights and notes are saved in this browser, separately from the regular game. There is no account or device sync. Undo lasts for this visit.
Simple view keeps the same rooms, puzzles and Undo history on a plain floor plan. Reduced motion goes straight to each location.
The keeper’s chamber
A bulb lights its row and column until a wall stops it. Here, one bulb can light the whole corridor.
The storeroom
Light travels in straight lines. It cannot pass through a wall or turn a corner, so each separate corridor needs its own bulb.
The workshop
A bulb must never shine directly on another bulb. One light is enough for an uninterrupted corridor.
The crossing gallery
Light beams may cross on an empty square. The restriction is on bulbs illuminating each other, not on light meeting light.
The mechanism room
The number counts bulbs directly above, below, left and right. Diagonal bulbs do not count. You may need another light elsewhere in the room.
The beacon chamber
Bring the rules together: walls stop light, bulbs cannot shine on each other, and numbered walls need exactly that many adjacent bulbs. A 0 has no bulb beside it.
Play the full Akari game · Explore The Folding Forest
Original world and puzzle examples. Rules: Nikoli. No sound or account.