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.

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.

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.

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.



