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The Lighthouse Signal, an Adventure Mission story cover

Mission 8

The Lighthouse Signal

The boats are waiting outside the harbor, and the lighthouse on Tern Point cannot tell them a thing. Copy the lantern row, call each boat by its own flashes, crack the number code, send words in long and short light, and design a signal nobody could mistake.

  • 4 parts
  • 10 to 14 minutes
  • Grades 2 and 3

Who is playing?

Each age gets its own version of the story. Any of them is fine to play.

Grades 2 and 3

The Lamp That Counts

The job: Mend the lighthouse's number code, find three boats on the chart and send each one its sailing orders.

  1. The Torn Code Card With a PlayOwl plan
  2. North at the Top With a PlayOwl plan
  3. Sailing Orders With a PlayOwl plan
  4. The Sailboat Flashes Back With a PlayOwl plan
For grown-ups: what this mission practices

Copying, continuing and decoding patterns; using a code chart in both directions; compass directions and bearings in degrees; adding seconds inside a time limit. The number and letter codes are real Morse code. Older children design a signal that cannot be mistaken for another light and justify it.

Ages
Five versions, from Preschool to Grade 8. They are different designs, not the same task with other numbers.
How it is checked
Every answer is checked by rules the child can see at work on the screen. Any answer that meets them is right.
Help
Olly can read any line aloud, give a hint that points at where to look, or show one way. A report says where help was used.
Time
Nothing is timed. A part takes a few minutes and progress is saved after each one for a signed-in child.