Turbo Pudding

PanemoniumScreenshot Saturday

Five levels, five tricks

· The Turbo Pudding team · 4 min read

Level 7, Up the Ropes: a gondola of stained glass in a thin brass holder hangs from a dashed rope with a small brass pulley at each end, with pink panes around gold double panes with sparkles, two coral panes and a small dark chime in the middle; the Spark, a small glowing ball squashed flat by the hit, has just smashed the bottom left pane of the gondola into pink and white shards, and the teal pane right below it glows; another chime hangs just under the gondola, a row of pale panes runs across the top, and teal, gold, coral and violet panes and two gray stone panes line the bottom against the dark violet tower

It’s Saturday, so it’s time for screenshots. In Panemonium, every window in the town of Vitrea is stained glass, and someone has locked the sunrise inside ten thousand panes of night glass. You bounce the Spark off your Prism, break the panes one by one, and the town wakes up around you.

Each of the twenty levels is a picture made of glass, and most of them bring one new trick. We picked five levels and froze each one at the moment its trick goes off. That’s level 7, Up the Ropes, at the top of this post, a split second after the Spark hits the gondola.

Level 4: Hot from the Kiln

The fourth level of Lantern Lane is a glassblowers’ kiln: a dome with two chimneys and a curl of smoke, all made of glass. Right in the mouth of the kiln sit four glowing panes of ember glass.

When an ember pane breaks, it bursts and takes out every glass pane around it, corners included. If one of those neighbors is an ember too, it goes off next, like a row of dominoes, one step every 70 milliseconds. Only the first burst of a chain stops the game, for a twentieth of a second, so you feel the thump without losing the beat. The shards fly out pale yellow and cool to orange, then dark red, as they fall.

Level 4, Hot from the Kiln, the moment the chain goes off in the mouth of the glass kiln: two bright bursts with flower-shaped hearts and a soft peach puff fill the middle of the picture, with white and gold shards flying out and a big thin gold ring spreading around them; the yellow panes next to the bursts glow almost white, a small dark chime with a bow hangs just above, and the Spark, a small glowing ball, drops away below; around them are rows of orange and pink panes and a few double panes with a second frame and white sparkles
Searched “chain reaction brick game.” Each link takes 70 ms.

Level 6: Stone Steps

Belfry Heights, the second corner of town, opens with Stone Steps and a new material: stone. Stone panes are gray, with a wavy mark like a seam in the rock, and they never break. You don’t need to clear them to win, either. A hit just knocks off three tiny gray crumbs and sends the Spark away at a new angle, which makes stone the best thing in town for bank shots.

The level is the foot of the bell tower: a stained-glass bell, with stone steps climbing up from both bottom corners. Behind the tower, the great clock keeps time with you. Its hands start at six o’clock and move toward seven as the glass comes down.

Level 6, Stone Steps, a close view of the lower left corner of the tower: two gray stone panes with a curving wavy mark sit like steps among gold, coral and pink glass panes, and the Spark, a small glowing ball, is pressed flat against the right side of the lower stone, with a few tiny gray crumbs flying off; a single teal pane hangs at the top right, thin ropes run down through the dark violet sky, and at the bottom right rises the dark rim of the great clock of the bell tower, with its tick marks and one hand
People also ask: does stone ever break? Not in Vitrea.

Level 7: Up the Ropes

When you reach the tower, Gaffer, the old talking streetlamp, warns you: “Whole town’s a clock up here. Everything moves. Watch the timing.” Up the Ropes is where glass starts to move. A gondola of glass hangs under the belfry beam and rides two cells to the left and two to the right, with a chime inside riding along. A full trip takes five seconds.

The gondola sits in a thin brass holder, and its rope is a dashed line with a little brass pulley at each end. The pulleys turn as the gondola rides. In the picture at the top, the Spark has just smashed a pane in the bottom row, and the teal pane below it glows as the shards fly past.

Level 9: Pull the Lever

The bell tower’s engine room brings levers and gates. A lever is a little rose of six glass petals on a brass arm, on an iron plate. It comes in two colors, blue with a moon in the middle or gold with a sun, and its gates come in the same color.

Hit a lever, and its arm swings over 60 degrees in 120 milliseconds while the petals light up, or go dark, in a wave. Every gate of its color switches at once: closed gates open, open ones close. Hit it again, and they switch back. A gate is a cast-iron grille with curled bars, and it opens like a shop shutter, sliding up in a quarter of a second. An open gate leaves a dashed outline behind, so you always know where it will drop back down.

Level 9, Pull the Lever, the left side of the engine room: the Spark, a small glowing ball, flies up the narrow corridor at the left edge just after hitting the lever, a blue flower of six petals with a crescent moon in the middle on a dark iron plate, its little arm with a gold knob thrown over; to the right, a row of blue iron gates is sliding up under a line of gold panes, next to a column of gray stone, with glowing orange ember panes and a chime in the safe above, teal panes and another chime below, pink and violet panes at the bottom left, blue panes at the bottom right and a gold gift pane tied with a ribbon
Typed “lever puzzle brick breaker.” The gates heard it.

Level 18: Odds and Ends

The Moon Dome is the last corner of town, and its third level is an astronomer’s study with a little of everything in it. In the middle stands a telescope on a rope lift, a column of glass with a chime inside, gliding one row up and down. The lift is this level’s one new trick. On either side spins a glass globe of eight panes on brass spokes, the two turning in opposite directions. At the bottom glows a brazier of ember glass, and four mirrors wait near the corners.

A mirror is an oval in a gold frame, silver inside, with a swirl in its pair’s color turning slowly in the middle. Each pair also has a small white sign, so twins match even if you can’t tell the colors apart. The Spark dives into one with a ripple and comes out of its twin with the same speed, in the same direction, ringed with circles.

Level 18, Odds and Ends, the top of the astronomer’s study: the Spark, a small glowing ball, has just popped out of a mirror at the top right, an oval gold frame with a pink swirl inside and a pink ripple ring around it, above a violet pane, with the big faint disc of the moon glowing behind; at the right, a glass globe of tall orange and pink panes on brass spokes turns around an orange twelve-tooth gear; at the left, the telescope on its rope lift, a column of teal, orange and blue panes in a thin brass holder with a chime inside, hangs from a dashed rope under a little brass pulley, with another chime and a row of pale panes along the top and the faint lines of the dome across the dark sky
Search: “brick game with portals.” Ours are mirrors, in pairs.

Lantern Lane, the first five levels and the first boss, is free to play in your browser at panemonium.com. Belfry Heights, the Moon Dome and the rest of town come with the full game, all twenty levels, $4.99, paid once. More about the game is on the Panemonium page.

More about Panemonium

PanemoniumLevel secrets

Panemonium: Belfry Heights level secrets

Stone panes, a glass gondola, a spinning clock face and a safe full of ember glass: levels 6 to 10, every chime, and how to wake Old Bellamy.