When the Grand Chandelier wakes up at the end of Lantern Lane, Duchess Dusk takes it badly. “How rude. Very well — then nobody rings anything.” Every bell in Vitrea goes quiet, and Mira and Gaffer head up to Belfry Heights, the second corner of town. Mira is worried: “That’s a lot of stairs. And the tower’s silent.”
Here is how to get through levels 6 to 10, where the fifteen chimes are hidden, and how to wake Old Bellamy.
Level 6: Stone Steps
Belfry Heights brings in stone. Gaffer explains: “Stone doesn’t break. Play around it, or use it to bank shots.” Gray stone panes never crack, and you don’t need to clear them to win.
The picture is a stained-glass bell, white at the top and violet in the middle, with a rim of double panes. Stone steps climb up from both bottom corners. The secret is right above your Prism: four ember panes sit at the bottom of the field, in the middle. Send the Spark straight up at the start, and they burst and open the level for you.
Chimes: one under the bell, in plain sight, one inside the bell, behind the glass, and one hidden above the very top of the picture.

Level 7: Up the Ropes
In the middle of the tower hangs a gondola made of glass. It rides two cells to the left and two to the right, and a full trip takes five seconds. Mira has the right idea: “The panes ride the ropes! I’ll wait for them to come back.”
The middle of the floor at the bottom holds Sunbeam, so it often drops early. For six seconds the Spark goes through any glass. Save it for the gondola.
Chimes: one right under the gondola, one inside it, riding along, and one up in the top left corner, above the stone block.
Level 8: Clockwork
This is the face of the tower clock: a ring of panes on spokes, turning around a hub, one full turn every fifteen seconds. Gaffer’s advice: “Clockwork. The ring turns — aim for the gap, not the glass.” The chime in the hub turns with it.

The white pane at the top of the pendulum, at the bottom of the picture, holds the first mischief capsule of the game: Pinch, which makes your Prism smaller for twelve seconds. A little moth giggles: “Hee… your Prism is tiny now…” Dodge it, or catch it on purpose. A risky capsule is worth double, 150 points. The other two chimes are above twelve o’clock and low on the left, next to the pendulum.
Level 9: Pull the Lever
Now you’re in the engine room. A stone safe stands in the middle, full of ember glass, with a row of blue gates underneath. The levers, little blue flowers, are on both edges of the field, and you’ll hit them in normal play. As Mira puts it: “A lever! Hit it and the gates swap. Hit it again — they swap back.”

Inside the safe, five ember panes surround a chime. One hit sets off the whole chain. And the secret: the safe has no stone roof, just five white panes. Get the Spark up the side corridors, and you can break in from the top.
This level is a puzzle, so Sunbeam never drops here. Flares do, from the gift at the bottom: for ten seconds your Prism shoots upward from both ends. Chimes: one under the gates, one in the heart of the chain and one above the safe.
Level 10: Old Bellamy
“Old Bellamy! He rang every noon since forever.” Now he hangs asleep in a stone cage, murmuring “hush.” Gaffer sums it up: “Velvet on his tongue, gates all round. Pull the levers to open a path.”
The cage has two doors in its floor, blue on the left and gold on the right, and each has its own lever below the cage. Here a lever only opens its door. Get the Spark inside, and it rattles around the bell before it finds the way out.
Watch out for his sleepy notes. A note that lands on your Prism shrinks it for six seconds, but the Spark or a flare breaks it. Flares can’t hurt Bellamy himself. They just clank off the bell.
A third of the way in, he starts to sway, and from then on an open door swings shut by itself after six seconds. Near the end he dashes along the beam, sends fans of three notes and now and then hides his tongue. In Normal and Relaxed, a boss nobody has hit for twenty seconds gets tired and stops hiding until the next hit.
Chimes: one in the open below the cage, one inside it behind the blue door, and one out on the right.
Climb the tower
Lantern Lane, the first five levels, is free to play in your browser at panemonium.com. Belfry Heights and the rest of town come with the full game, $4.99, paid once. More about the game is on the Panemonium page.



