Six places, six machines
Lighthouse Cove: a cove with a lighthouse whose lamp has gone dark, the keeper's hut and its cellar, a rowboat, lobster pots and crates on the shore. Wake the lamp and the beam sweeps across the sea.
Night Carnival: a midway with a generator shed, a tin-duck shooting gallery, a ticket booth, Madame Zora's fortune machine and a big top. The Grand Wheel, a Ferris wheel with ten cabins, waits for its lamp, its drive and its fuse.
Clocktower Square: a bakery, a clockmaker's shop, a fountain and a post kiosk round a clock tower that stopped years ago. Wind the clock, hang its pendulum and release the brake, and the bells ring out over the square.
Snowpeak Observatory: a mountain top under the aurora, with a cable car station, a weather shed, a radio hut and a keeper's cabin. The great telescope in the dome needs its lens and its motor running.
Glasshouse Garden: a potting shed, four flower beds, a pond and a rose arbour round a great glasshouse. Fit the sun lamp, get the mist pump going, and the whole house blooms.
Moonbase Rocket: a habitat, a rover garage, a comms hut and a solar farm round a rocket on its pad. Load the fuel cell, fix the gyro and arm the launch console for lift-off.
Each place has six levels. The place stays the same, but every level hides a new chain, with different items, clues and locks. The early levels have three or four locks; later ones run to seven or more and add decoy clues that look useful but are not.

















