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Logic puzzle · Light and mirrors

Prism,
guide the light home.

Turn mirrors and splitters so every target glows in its own color. Beams mix like real light — red and blue make magenta, all three make white — and a target that catches a color it doesn't need stays dark.

Lit
0/1
Turns
0
Par
1
Level
1/12

Level 01 First light

0/12 solved

Tap the mirror to turn it. Light bounces off a mirror at a right angle.

0 of 1 targets lit. red target at row 5, column 5, needs red.

Tap a mirror or splitter to turn it · / ↔ \

About the game

How Prism works,
in short.

  1. Step 01

    Turn the mirrors.

    Each source fires a beam in a straight line. Tap a mirror to turn it a quarter turn — it flips between / and \ — and light bounces off it at a right angle. Pieces on a round turntable turn; pieces bolted to a square plate don't. Walls stop light dead.

  2. Step 02

    Split it, link it.

    A splitter — the glass cube — sends half the light straight on and half off its diagonal. Half-strength light still lights a target; split it twice and it's too faint to count. Pieces ringed in the same color and joined by a dashed line are linked: turn one and they all turn.

  3. Step 03

    Mix the colors.

    A target's rim shows the colors it needs: red + blue make magenta, red + green yellow, green + blue cyan, all three white. Each part of the rim lights as its color arrives. Catch a color it doesn't need and an × appears and it stays dark. Light every target at once to win.

Questions

Prism questions, answered.

Strategy guide

Getting better at Prism, step by step.

Light, mirrors and switches

Puzzles about steering a beam with mirrors are an old favourite. Prism adds colour that mixes the way real light does. Red, green and blue are the primaries. Red and green make yellow, red and blue make magenta, green and blue make cyan, and all three make white. Paint works differently, so it takes a moment to adjust. With light, mixing always adds. A target that needs white needs all three beams to reach it.

The most useful thing to know is that every piece you can turn has only two positions. A tap flips a mirror or splitter between its two diagonals. So the board is really a set of switches. Your job is to find the right setting for each one. Turning a piece twice just puts it back, so par is simply the number of pieces, or linked groups, that start in the wrong position.

Trace forward, then work back

Begin at each source. Follow its beam to the first piece it meets. Two rules cover every mirror:

  • A mirror leaning like a forward slash sends a beam moving right upward, and a beam moving left downward.
  • A mirror leaning the other way sends a beam moving right downward, and a beam moving left upward.

At each piece, ask which of the two exits leads anywhere useful. Often one of them runs straight into a wall or off the board. That settles the piece. Keep going until the beam reaches a target or a choice you can't settle yet.

Then switch ends. Look at each target and the colours shown on its rim. List the beams that could reach it and the pieces that would have to steer them. A target that needs magenta must catch both a red and a blue beam. If only one piece can send blue into it, that piece is decided.

Here is the first hand-made level as an example. A red source on the left fires along the top row into a mirror in the top-right corner. The red target sits in the bottom-right corner. As dealt, the mirror leans like a forward slash, so it sends the beam upward and off the board. One tap tips it the other way. The beam now turns down the right edge and lights the target. Every harder level is this same question, repeated and linked together.

Splitters, links and stray light

  • Each beam can pass one splitter, not two. A splitter halves a beam. A target still counts half-strength light, but a quarter is too faint. So the beam reaching a target can't have passed through two splitters. That rules out many routes.
  • Wrong colours block a target. A target that catches a colour it doesn't need shows an × and stays dark. Sometimes a mirror's job is to send a spare beam into a wall.
  • Linked pieces are one switch. Pieces ringed in the same colour and joined by a dashed line always turn together. Settle the link using whichever member is easiest to decide, then check that the others still work.
  • Bolted pieces are fixed. Pieces on a square plate never turn, but they still reflect and split light. Treat them as part of the walls.
  • Not every piece matters. Random boards include decoy mirrors the solution never uses. If no beam can reach a piece, leave it alone.

Mistakes to avoid

Turning pieces at random is the most common one. With only two positions each, it feels harmless, but it hides cause and effect. Make one turn, then follow every beam it changes. Another mistake is fixing one target and forgetting the others. A turn that lights one target can send a stray colour into another. Undo takes back any turn and lowers your count. Hint rings one piece that is worth turning.

A learning path

The twelve hand-made levels introduce one idea each, from a single mirror to walls, wrong colours, mixing, splitting, bolted pieces and links, ending with all three colours together. Play them in order, then move to the random boards. Easy is 6×6 with two colours. Medium is 7×7 and adds a splitter and linked pieces. Hard is 8×8 with all three colours. Aim for par on each.

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