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Lantern Climb
Tuesday, 22 September 2026The sea is climbing the weight tube of a storm-struck lighthouse: kick the keeper’s lantern wall to wall past the falling counterweights, and stay above it.
Objective
Climb the flooded weight tube of a lighthouse. Your score is the height you reach, plus 5 for every glass prism you catch at the crossing.
Controls
Tap anywhere — or press Space, Enter or an arrow key — to kick off the wall you are clinging to. The lantern crosses the shaft in 0.40 seconds and lands 3.0 units higher on the far wall. There is nothing to aim: the other wall is always the target, and a tap in the last moment of the flight is saved and fires as you land.
What ends the run
Signal-red counterweights slide down both walls at 3.4 units per second, rising to 5.0 by 30 seconds, and they close from 9.5 units apart to 6.6. Touch one and the climb is over. So does the sea, which starts 4.0 units below you and closes from 9.5 units behind your best height to 4.0.
Reading it
Clinging costs no height at all, so holding one beat lets a blocked slot slide past. The pale bar on the far wall is exactly where your next kick lands.