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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
  • 6 to 9 minutes
  • Kindergarten and Grade 1

Who is playing?

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

Kindergarten and Grade 1

Call the Boats Home

The job: Mend the lamp and call every boat into the harbor with its own pattern of flashes.

  1. The Lamp's Hello With a PlayOwl plan
  2. Every Boat Has a Call With a PlayOwl plan
  3. Follow the Buoys With a PlayOwl plan
  4. The Ferry Comes Last 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.