Welcome to the clockmaker workshop. The clock repair cards must be returned to an order that allows every check to happen. Your team has the original records on the table. First recover five pieces of information, then use the final plan to reconstruct the clock repair schedule. Keep every result beside its badge so another teammate can check your reasoning.
Read the event letters and all three witness notes.
Hint 2
Join immediately-before pairs as a block; other before notes set the direction between blocks.
Hint 3
Try the remaining positions, then check every note against your full order before reading the requested position.
Reveal host answer
D
The before relationships connect all four events. Place linked cards, check any immediate handoff and then read the specified position. Result: D.
2. Window
Hint 1
Look at earliest start, each window end and the arrival deadline.
Hint 2
The journey uses time as well as the job; add both to the start of each window.
Hint 3
Check all three conditions for each window. A slot can be long enough yet start too early or arrive too late.
Reveal host answer
MID
Add job time and travel time to each printed start. Compare the sum with both that window's end and the deadline, then reject early starts. Result: MID.
3. Parts
Hint 1
Find opening stock, closing stock and the DONE or CANCELLED marks.
Hint 2
Only completed entries change stock. A cancelled plan cannot be added or subtracted.
Hint 3
Apply every known completed change to opening stock. Compare that result with closing stock to recover the missing completed return.
Reveal host answer
6
Known stock: 10 + 3 - 3 = 10. Closing stock 16 minus 10 gives the missing return 6. Cancelled +7 never arrived. Result: 6.
4. Repairer
Hint 1
Find the three people, the three items and the forbidden pairings.
Hint 2
Each item is used once. A person ruled out of two items must have the third.
Hint 3
Place the most restricted person, remove that item from the others, then use the remaining rule. Read the target person only after checking all pairs.
Reveal host answer
2
Tess has Gear; Raj has Hand; Kit has Spring. Kit's item gives 2. Result: 2.
5. Face
Hint 1
Compare the same numbered position in the two strips.
Hint 2
A difference belongs to a pair of positions and is counted once, even when both shapes differ.
Hint 3
Mark every changed pair, check the unmarked pairs, then count your marks. Ignore titles and box outlines.
Reveal host answer
3
Different positions are 2, 5, 8. There are 3 differences. Result: 3.
6. Final
Needs: Order, Window, Parts, Repairer, Face
Hint 1
Keep the five named results beside the final plan and find the key for each badge.
Hint 2
Each badge controls a different fact, road leg, order note, pulse or habitat layer. Use the matching key exactly once.
Hint 3
Check the completed product against all five recovered facts. If two answers remain, locate the fact that distinguishes them rather than guessing.
Reveal host answer
C-A-E-B-F-D
The five recovered order notes link all six events. Arrange them into one continuous order. Removing any link leaves two neighboring sections without a known order. Checked result: C-A-E-B-F-D.
Suggested timeline
3 minutes: Read the opening. Show the evidence record and choose starting roles.
5 minutes: Solve Order. Offer one hint at a time and rotate roles after checking.
5 minutes: Solve Window. Offer one hint at a time and rotate roles after checking.
5 minutes: Solve Parts. Offer one hint at a time and rotate roles after checking.
5 minutes: Solve Repairer. Offer one hint at a time and rotate roles after checking.
5 minutes: Solve Face. Offer one hint at a time and rotate roles after checking.
7 minutes: Build the six-event run sheet using all five results.
3 minutes: Read the ending. Ask each teammate to explain one rejected alternative.
Pause whenever the group needs a break. This is a planning estimate.