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A magician's chambers, a hare that can't get out, and a room full of things that were clearly designed by someone who enjoys being difficult.
The game folds three traditions together: hidden-object searching, room-escape logic, and honest classical puzzles — chess problems, the Towers of Hanoi, the sort of thing that has a single correct answer and no hints buried in the scenery. Every riddle solved opens a little more of the chambers, and the hare's release is the last of them.
This chapter is self-contained: one location, worked over thoroughly, rather than a tour of many.