Mira steps under the Moon Dome and whispers: “It’s so quiet up here. And it’s snowing… silver?” Duchess Dusk yawns: “Darling, it’s four hundred o’clock. Go to bed.”
Here is how to get through levels 16 to 20, where the fifteen chimes hide, and how to face the Duchess.
Level 16: Moondust
A big glass Moon fills the dome. Its four craters are barred glass, crossed with brass. Gaffer: “Barred glass. Brass bars, three good hits.”
Six seconds after your first launch, the moondust starts. A silver flake drifts down every three and a half seconds. Gaffer’s advice: “Moondust. It doesn’t hurt, but it dulls the Prism. Dodge it.” A flake that lands on your Prism makes it narrow for three seconds. The Spark or a flare breaks it in the air.
Under the Moon sits a little kiln of ember glass. Its middle pane always holds Fireflies: three small sparks fly over stone to the nearest glass on their own.
Chimes: one under the Moon, just above the kiln, in plain sight, one in the Moon’s heart, behind the glass, and one right above the Moon at the top.

Level 17: Little Visitors
This whole level is one big glass moth. In its wings sleep two Sparks in bubbles. Mira: “A Spark asleep in a bubble! Break it and it’ll wake up.”
The new trouble is the Dimlings, little hooded moths that stand on the glass. They hop from pane to pane, like cracked ones best and mend a crack in two seconds. Mira: “They’re patching the panes! Shoo, little moths, shoo!” Touch a Dimling with the Spark, and it flies off for 50 points.
The secret: wake both Sparks early. Three Sparks crack double panes faster than two moths can mend them. The tip of the moth’s body always holds Full Sun: for eight seconds the Spark breaks panes four at a time.
Chimes: one low under the moth, between two stones, in plain sight, one in the moth’s body, behind the glass, and one in the top left corner.

Level 18: Odds and Ends
Welcome to the astronomer’s study. In the middle hangs a telescope on a rope lift, with a chime inside. Gaffer: “A rope lift. Strike when it comes down to meet you.” Two glass globes turn on gears beside it: aim for the gaps.
The secret is in the bottom corners. Each one holds a mirror, and its twin waits in the opposite top corner. Either low mirror pops the Spark out at the very top, above the whole room.
Beside the lower left mirror waits Yawn, a mischief capsule. Catch it, and a sleepy haze covers the top of the field for five seconds. The Spark stays visible, and mischief pays double.
Chimes: one under the kiln at the very bottom, in plain sight, one inside the telescope, riding up and down, and one in the visor at the top.

Level 19: The Last Stair
Gaffer opens it with: “Last stairs, apprentice. Everything you’ve learned, all at once.” Vines, spring bells, clear glass and a lift line the stairs, and moondust starts after twelve seconds.
At the top, blue gates close off a little room with a sleeping Spark and a chime. Either lever at the top edges opens them. The middle of the lowest stair always holds Flares, and its two beams reach a lever from below.
The mirrors cross over again: the bottom left one lets the Spark out at the top right, right beside a chime.
Chimes: one between the lowest stairs, in plain sight, one in the little room behind the gates, and one in the top right corner, next to the mirror.
Level 20: Duchess Dusk
The Duchess hangs over a moonlit garden in a ring of fourteen panes of night glass. “I only wanted one good night’s sleep,” she sighs.
A fence of stone and two gates, blue and gold, cuts the field in two. Each lever sits in the garden under its own gate. Two Dimlings patch the garden glass. The low mirrors cross over and send the Spark above the fence on the other side.
At first she floats, drips a sleepy drop at your Prism every three and a half seconds (it narrows the Prism for six) and regrows her ring every ten. At two thirds she snaps, “Fine. Gates. Lovely heavy gates.” She dashes around, shields herself every eight seconds and every gate you open slams shut six seconds later.
At one third she cries, “Stop! You’ll wake the whole sky!” Now she follows the Spark, one second behind, and rains flakes on you five at a time. The secret: lead her under your next shot. In Normal and Relaxed, if nobody hits her for twenty seconds, she tires: no new panes and no shield.
Chimes: one between the levers, in plain sight, one in the fence behind the middle pane, and one in the top right corner, above the fight.

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



