Ghost Light

Create a Set Game and choose Ghost Light. Use a Study Set with terms and definitions or a Question Set. Text and image clues are supported, with up to 60 usable rows. Select Preview to check your set. In Configure, choose 1:00, 2:00 (default) or 3:00, then Launch for the class.

Multiplayer shares the manor with the class. Challenge is a 1v1 with bots; Single Player plays with bots. Solo Arcade uses Single Player after deck completion, subject to the teacher’s Arcade settings and available time.

  1. Hunt with your torch Walk with the arrow keys or WASD, drag on the screen, or tap where to go. Your torch shines where you walk. Ghosts are invisible: light reveals a ghost and drains it until it is caught.

  2. Wind your torch A full torch lasts about 13 seconds, less while lighting a ghost, then goes dark. Press its button and answer: a right answer refills it with a brighter, wider beam. After a miss, try another choice in three seconds.

  3. Watch out for ghosts A ghost that touches you spooks you for a few seconds. Frost on the edge of the screen shows the side a hidden ghost is on. Get up by answering, or wait for a friend to shine on you.

  4. Rescue your friends Shine your torch on a spooked friend to get them back on their feet. Torches that light the same ghost together drain it faster.

  5. When the sheet picks you A haunted sheet moves from player to player. When it lands on you, you are the ghost: glide unseen through furniture, touch hunters to spook them, dash with the button, and stay out of the light. Mend your sheet with a right answer.

  6. Lightning and Midnight Lightning lights up the house, but only torchlight shows a ghost. At Midnight one more ghost rises; catches, assists, spooks, rescues and surviving a ghost shift count double. The night ends when the clock runs out, whatever the score. A started Free Mode activity completes at time-up, even with no correct answers.

Lightning flashes the house (20-second cooldown). Lights On turns every lamp on for five seconds (30-second cooldown). Neither shows a ghost: only torchlight does. Team scores add members’ points; being a ghost does not change classroom teams. View answers and results in the teacher report. Keep answer choices short and use Preview before class.

Correct answers earn 10 points, or 5 after a miss. Candy gives 5; catching a ghost gives 25, assisting 10, rescuing 10, spooking 20 and completing a ghost shift uncaught 20. Draining 10 health gives 1 point. At Midnight only catches, assists, spooks, rescues and surviving a ghost shift double. Winning and activity completion are separate: time-up completes a valid started Free Mode attempt, including no correct answers. Close Activity returns the student to the deck.

If a loading, graphics or gameplay error cannot recover after the activity opens, it finishes with the work already recorded. A slow connection or going offline does not by itself finish the activity. Your teacher’s usual rules still determine when you can move on.