Turbo Pudding

PanemoniumLevel secrets

The Glasshouse level secrets

· The Turbo Pudding team · 5 min read

The Looking-Glass, a tall oval mirror in a gold frame with a pink gem heart, hangs in a niche of gray stone, her glass crossed with white scratches, her lashed eyes open under raised brows and pink blush on her cheeks; four small dark frames with tiny stars circle around her, a white four-pointed glint falls below her, the Spark, a glowing gold ball, has just come out of a teal mirror in the top left corner of the niche, a pink mirror sits in the top right corner, a lilac one low on the left and a small dark red chime low on the right

Once Old Bellamy rings again, he sends Mira and Gaffer down to the Glasshouse, the third corner of Vitrea, with a warning: “Mind her mirror. It’s very vain.” Under the iron ribs Mira sighs: “Gaffer, it’s beautiful. Even asleep.”

Here is how to get through levels 11 to 15, where the fifteen chimes hide, and how to reach the Looking-Glass.

Level 11: The Mirror Pond

The Glasshouse brings in mirrors. The picture is a pink and lilac lily with its reflection below, upside down, in teal and blue. Mirrors come in pairs. Gaffer: “The pond is a mirror. Fall into one frame, come out of its twin.”

The secret is your first shot. One mirror sits straight above your Prism, and its twin hangs in the top left corner. Launch straight up, and the Spark pops out above the whole lily, free to break it from the top.

The tip of the reflection holds Lodestone. For twenty seconds every helpful capsule drifts to your Prism on its own. Mischief ones don’t.

Chimes: one low on the left, in plain sight, one in the heart of the lily, behind the glass, and one in the top left corner, right next to the mirror.

The top left of a Glasshouse level on a dark green background: the Spark, a glowing gold ball, rises out of a gold-framed mirror with a pink swirl in it, next to a small dark red chime in the corner and a dark vine hanging down the left edge; lime panes and a gray stone sit along the left side with a second mirror, this one teal, at the water line below; on the right, a lily made of pink and lilac glass panes, some of them sparkly double panes, with a chime in its heart and the first teal and blue panes of its reflection at the bottom
Searched “brick breaker with portals.” Found a pond instead.

Level 12: Spring Bells

Two big pink flowers hang from a lime stem above stone flower pots. Under each flower floats a spring bell, a little lilac flower with a gold heart, and a third waits in the middle, in the path of your first launch. Gaffer warns: “Spring bells kick the Spark faster. Don’t blink.”

A spring bell never breaks. Every touch sends the Spark off 15 percent faster, and the kick wears off in a little over a second.

The middle of the bottom bed holds Jitters, a mischief capsule: the Spark flies a quarter faster for ten seconds. Dodge it, or catch it on purpose for double points, 150.

Chimes: one right under the middle spring bell, in plain sight, one inside the left flower, behind the glass, and one in the top left corner.

A close view of a Glasshouse level on a dark green background: the Spark, a glowing gold ball squashed flat by the impact, bounces off a lilac flower-shaped spring bell that glows inside a bright white ring; two more spring bells float to the left and right, a small dark red chime hangs just under the middle one, pink panes fill the top, violet and teal panes sit lower down over gray stones, and below them falls Jitters, a purple capsule with jagged edges and a grumpy sleepy face
Search history: “why is my ball suddenly so fast”.

Level 13: Overgrown

A glass rose grows on a stem above two curtains of vine glass. Break a leaf, and six seconds later it grows back. Mira gives up: “It grew back! Fine, I’ll ignore you, vine.” Vines don’t count, so you never need to clear them. Cut a gap and send the Spark through before the leaves return.

At the bottom stands the stove, made of ember glass. One hit sets off a chain that blows it open, and its lowest pane always holds a Spare Spark, one more Spark for this level.

Chimes: one between the vines and the stove, in plain sight, one in the heart of the rose and one in the top left corner.

Level 14: Clear as Glass

At first you see a palm tree in empty air. The dome around it is clear glass, invisible until the Spark touches it. Gaffer: “Clear glass. You’ll see it once you touch it. Listen for the ting.” After the first touch a pane shows up, and one more hit breaks it.

Sunbeam never drops here: it would cut straight through the dome. The gift pane in the bottom row holds Glass Floor instead. For twenty-five seconds a floor of glass under your Prism saves one Spark.

Chimes: one above the flower bed, in plain sight, one under the dome, behind the glass, and one in the top right corner, outside the dome.

The bottom of a Glasshouse level on a dark green background: a gift pane has just burst in the middle of the lowest row, its gold ribbon curling over the double pane above it and gold shards tumbling down; Glass Floor, an amber diamond-shaped capsule with a white dome on a line, falls through the shards toward the Spark, a glowing gold ball below; around them sit rows of honey-gold and teal panes, two sparkly teal double panes, gray stones at both ends, a small dark red chime above them and the coral trunk of a glass palm at the top
People also ask: what’s inside a stained-glass gift?

Level 15: The Looking-Glass

The Looking-Glass, a tall oval mirror in a gold frame, hangs in a stone niche with her eyes closed: “Who’s the fairest of them all? Me. Obviously. Now hush.” Six small dark frames circle her, and a broken one grows back in seven seconds.

Stone closes the niche on every side, so the only way in is a mirror. The two near the bottom cross over, like a reflection: the left one lets the Spark out at the top right of the niche, the right one at the top left. A third pair links the right edge to a low corner inside. Once in, the Spark rattles around and hits her again and again.

Every few seconds she drops a glint at your Prism. One that lands shrinks it for six seconds. The Spark or a flare breaks a glint, but flares can’t hurt her.

At two thirds of her health she snaps, “A scratch? On ME? Unforgivable,” starts to sway and every nine seconds regrows all her frames at once. Near the end she dashes around, sends fans of three glints and now and then shields herself for a second and a half. In Normal and Relaxed, a boss nobody has hit for twenty seconds gets tired: no new frames and no shield until the next hit.

Chimes: one in the middle below the niche, in plain sight, one inside the niche, low on the right, and one out on the left edge.

Step into the Glasshouse

Lantern Lane, the first five levels, is free to play in your browser at panemonium.com. The Glasshouse and the rest of town come with the full game, $4.99, paid once. More about the game is on the Panemonium page.

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