수미의 그림자 걸음 guide
Move Sumi, a night-time retrieval agent, one cell at a time past lantern guards, collect every clue and slip out of the exit in this turn-based stealth puzzle. Every time Sumi moves or waits, each guard takes one step along its fixed pattern, so reading the patrol rhythm matters far more than reflexes. Twenty-four missions open in order on boards growing from 6×6 to 8×7, and each has a par equal to its shortest possible escape.

- Genre
- 퍼즐
- Difficulty
- Normal
- Players
- 1인
- Controls
- 스와이프·옆 칸 탭 · 방향 패드·기다리기 · 방향키·WASD·Space · 게임패드
How to play
- Pick a mission and start. Sumi begins in the bottom-left corner of the board and the exit is in the top-right.
- Swipe the board or tap a neighbouring cell to move one step, and press Wait to spend a turn in place. Keyboard: arrow keys or WASD move, Space waits. Gamepad: the D-pad moves, A waits.
- A guard sees three cells ahead in the direction it faces. It cannot see through walls, and standing on a shadow cell keeps you hidden even inside its view, but sharing a guard's cell is always a catch.
- Step onto a clue cell to pick it up. Reach the exit with every clue in hand to escape and unlock the next mission.
- Getting spotted ends the mission. Until then, Undo (Z, or B on a gamepad) takes back one turn at a time.
Strategy tips
- Guards come in three kinds: patrols that loop a rectangle, guards that walk a line back and forth, and sentries that stand still and turn clockwise every turn. A sentry faces the same way every four turns, so slip past on the turn its back is to you.
- Turn on the danger forecast (F key, or Y on a gamepad) to see, dotted, the cells guards will watch next turn. Detection is checked after Sumi moves and the guards take their step, so plan around the forecast cells.
- Waiting is a turn too. Holding on a shadow cell outside the patrol route until a guard passes, then moving, is the backbone of many solutions.
- Escape at or under par for three stars, within par + 4 for two. Score starts at 1,000 and loses 40 for each turn over par and 150 for each hint, never dropping below 100.
- Hints (H, or X on a gamepad) are three per mission and mark the next step of the fastest escape from where you stand. Using one caps the stars at two, and undoing does not refund it.
Common questions
Is a shadow cell always safe?
It hides you from a guard's line of sight, but if a guard walks onto that cell and shares it with you, you are caught. Treat shadows on a patrol route as short stops only.
The hint says there is no way out.
From your current position and the guards' current patrol timing, there is no escape that avoids being seen. No hint is used up in that case, so undo a few turns and ask again.
How far back can I undo?
Up to the last 50 turns. Undone turns are also removed from your turn count, so undoing costs nothing in stars or score. Once a guard has caught you and the mission has ended, undo is no longer available and you need to restart.
Why does the first mission keep showing a suggested move?
The first mission, Blue Warehouse, is a practice run: it shows a suggested move every turn without using up hints. From the second mission on, suggestions only appear when you ask for a hint.
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← All game guidesLast updated 2026.10.23