Beams
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Fire beams in from the edge, then place the orbs where they must be. Every beam costs a point.
Easy Beams boxes
Easy boxes are 7 by 7, or now and then 6 by 6, with three orbs. Most beams tell you a lot: five or six well-chosen ones pin every orb down.
Practice gives you boxes you haven't solved yet, as many as you like, and keeps your best time. Every box is checked by a computer, so its beams can always pin the orbs down.
How to play Beams
- A few orbs hide in a dark box. The puzzle says how many. Find them all.
- Tap a port round the edge to fire a beam of light into the box. You don't see it inside, only what comes out:
- H, swallowed: it ran straight into an orb.
- R, reflected: it came back out where it went in. That happens when it meets two orbs at once, or when an orb sits beside its port, right at the edge.
- A number: it came out somewhere else, at the port with the same number. On the way, it bent 90° away from each orb it passed diagonally.
- Tap a cell to mark it as an orb, tap again to mark it empty, and once more to clear it.
- With every orb placed, press Check. The orbs show, and so does every beam's way through the box.
Your score is a point for every beam fired, plus 5 for each orb in the wrong place, so a good guess can beat another beam, and a bad one costs more. Fewer is better; a tie goes to the faster solve. On a keyboard, move with the arrow keys and fire or mark with Enter or Space. On a computer, right-click a cell to mark it empty.
Solving tips
- A beam straight across says a lot, but not everything. Out at the port right opposite, it usually passed nothing. With three or more orbs, though, it can bend away and back into line on the way: fire another to be sure before you rule its row out.
- Read the bends backwards. A beam that comes out round a corner turned somewhere: work out which orb, sitting diagonally ahead of it, could have turned it.
- Watch the edges. A reflection at a port often means an orb right beside it on the edge.
- Mark what you know. Marking cells empty narrows down where the rest can be. A hint tells you which beam would tell you the most, or a cell that has to hold an orb.