Guide

Glintora: how Lumo turns, what each warden hunts, and how flares and stars work

Lumo never stops running — you only choose the next turn. A guide to the four wardens, flare cores, the side tunnels, the mid-level trinket, and the score thresholds that earn one to three stars.

Glintora is a maze chase. You guide Lumo around a fixed grid, pick up every glint, and stay clear of four wardens until a flare core lets you turn the chase around. You can play it in your browser.

Movement: always running

Lumo does not walk tile by tile on a tap. He keeps running, and arrows, WASD, the on-screen D-pad or a swipe only queue the next turn. The turn happens when he reaches the centre of a tile that allows that direction. Plan one corner ahead — changing your mind late is how Zeffo catches you.

The left and right edges have tunnels (T cells). Crossing one wraps you to the other side of the same row. Wardens use the tunnels too, so a wrap is an escape only if they are not already waiting on the far side.

Clear the board: glints, flares, trinket

| Pickup | Score | What it does | |---|---|---| | Glint | 10 | Ordinary dots. You must take all of them to clear the level. | | Flare core | 50 | Starts a flare window. Wardens frighten, slow to about 55% speed, and you can eat them. | | Trinket | level-based | Spawns once near the centre about 12 seconds in, lasts 8 seconds. Score is 100 + levelIndex×100 + stageIndex×50 (150 on the first level of Violet Hollow, higher later). |

Clearing the last glint also pays a finish bonus: 500 + 50×(global level index + 1).

The four wardens

They leave the centre pen on a short stagger (1.2 seconds apart) and then follow a global rhythm: about 2 seconds of scatter toward their corner, then about 20 seconds of chase. Most of a run is chase.

| Warden | Chase style | What that means | |---|---|---| | Zeffo | Aggressive | Aims at Lumo's current tile. | | Miru | Ambush | Aims four tiles ahead along Lumo's facing. | | Kalta | Flank | Aims two tiles ahead and two rows above Lumo. | | Dren | Wander | Aims two tiles left or right of Lumo at random. |

During scatter they head for fixed corners (Zeffo top-right, Miru top-left, Kalta bottom-right, Dren bottom-left). When frightened and eaten they sprint home at 1.85× speed, sit in the pen for a few seconds (shorter on later levels), then rejoin the hunt.

Eating frightened wardens scores a streak: 200, then 400, 800, 1600 for the second, third and fourth in the same flare. The flare itself shrinks as you go deeper — about 8 seconds early, down toward a 5-second floor — so chain the eats while the window is open.

Stages, speed and stars

There are four stages of three levels each (12 levels total):

  1. Violet Hollow
  2. Tide Lattice
  3. Ember Crypt
  4. Prism Well

Each step multiplies Lumo and warden speed by roughly +8%, raises the star par by 400 from a base of 1500, and shortens flares and respawns. Stars on a level come from your score against that level's par:

  • 1 star at 50% of par
  • 2 stars at 80%
  • 3 stars at 100%

Best stars per level are kept locally, so replaying an early stage for a cleaner glint route and a full warden streak is how you fill the board.

More on the Glintora page, or enter the maze now.

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