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Lantern Ferry

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How to play

Carry one small passenger

Guide a canoe across a five-by-five pond and carry a firefly to its matching flower. The canoe has room for one passenger at a time. Read the firefly and flower marks before choosing where to travel: reaching a different flower does not make it the right destination.

Watch the remaining glow

An empty canoe loads a waiting firefly automatically, with four glow. Each carrying step spends one. Landing on unused nectar refills four, and a matching unlit flower delivers. These resolve before zero glow, so a fourth-step arrival can work. Zero elsewhere strands the passenger.

Plan the whole pond

Move to adjacent water by tap, arrows or the direction buttons; walls block travel. Empty steps spend no glow and leave nectar untouched. Light every flower to win. Undo restores the complete previous arrival, even after a result. Reset retries the selected pond; six named puzzles offer different routes.

Strategy

Count before carrying

Trace a short route from a firefly to its flower before collecting it. Count the steps rather than the apparent distance across the water. A nearby destination can still need a longer journey when the usable route bends around a blocked cell.

Spend nectar deliberately

A single-use supply may help one passenger but leave a later route without it. Compare the journeys that need extra glow and those that already fit their allowance. The order of your deliveries can matter as much as the route for one firefly.

About the game

An original ferry puzzle

Lantern Ferry is an original design made for Fun Small Games. The pond combines one-passenger carrying, limited glow and a supply you cannot use twice. Matching shapes identify flowers and fireflies. Completed channels and your selection are remembered; unfinished journeys are not.