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Slip past the guards' lamps, take the gems and get out, one turn at a time.
A turn-based stealth puzzle in a museum at night. Every time the thief moves one tile, each guard takes one step along a fixed patrol and the cameras turn. Their lamp beams reach three tiles and stop at walls and display cases, and footprints show where each guard steps next, so you can plan every turn. Take every gem, reach the exit, and throw a coin to make the guards look the other way. 120 original levels in three lanes, each checked by a solver that counts the fewest turns, plus a Daily level that is the same for everyone.
Tap a tile next to the thief, or swipe, to step there; tap the thief to wait a turn. After every step the guards take one step along their patrols and the cameras turn. If the thief ends a turn in a lamp beam or on a guard's tile, you're caught: undo the last turn for free, or restart. Coin, then a lit tile up to three tiles away, throws a coin: the guards within three tiles of it look at it during your next turn. Take every gem, then step onto the exit. Score: 500 per gem, plus 2,000 for escaping in the fewest turns, minus 100 for each extra turn, 200 for each restart and 300 for each hint. Higher is better.
Museum Heist is a turn-based stealth puzzle. A thief figurine creeps across a museum at night, seen from above, past guards who walk the same rounds over and over and cameras that sweep the rooms. Nothing in the museum is random once the level starts: every guard follows a fixed patrol loop, and every camera turns in a fixed cycle. That makes each level a puzzle of timing and routes rather than of luck.
Every level is original. A generator builds a museum with rooms, doorways, display cases and patrols, and a solver then searches every combination of where the thief stands, where the guards and cameras are in their cycles, which gems are taken and how many coins are left. It keeps only levels where the watchers really change the route, and the fewest turns it finds is shown as the par. Easy levels have one gem, one coin and one or two guards on a 7 by 7 floor; medium levels two gems, two coins and two or three guards, sometimes a camera, on 8 by 9; hard levels three gems, two coins, three or four guards and one or two cameras on 9 by 11. There are 40 levels in each, and a Daily level, the same for everyone, comes from a bank of 100 of its own.
Take every gem, then step onto the exit.
Yes. Like every game on Play, it runs free in your browser, with no download and no account needed.
Yes. A solver searched every level before it shipped and found the fewest turns to escape with every gem, and a test in the game's code solves all of them again.
Because the check happens after the world moves. The thief steps, then the guards step and the cameras turn, and only then is the thief checked. The red dashed squares show exactly which tiles are watched at that moment.
It lands on the tile you pick, up to three tiles from the thief, without using a turn. On your next turn every guard within three tiles of the coin still walks its step but looks toward the coin, so its beam points that way. Cameras do not hear it.
Every day everyone gets the same level, from a bank of 100 with two gems each, so scores compare directly on the daily leaderboard.
Link two alike tiles with a path of up to two turns, and clear the board.
Set ramps and flip gates so every glass marble rolls into a cup of its own colour.
Read the grid. Break the clock.
Bend the beam. Wake every node.