ACTIVITY 2: The Welcome Route | HINTS ONLY

Read one hint at a time. Pause, skip or reveal the answer whenever you want.

HINT 1
Trace one connection per move and number the places as you go. Six moves use seven places; no place can appear twice.

HINT 2
Clock must lead straight to Porch. Because places cannot repeat, you cannot first enter Porch from somewhere else and return later.

HINT 3
Test Gate to Bench. Going next to Clock cannot include Bell in a valid six-move finish. Going next to Fountain leads to a route that needs seven moves. Try the other first connection.

HINT 4
After Bell, use Clock and then Porch. From Porch, continue to Fountain. Which unused connection from Fountain still lets you reach Table without revisiting a place?

The full answer is in activity-2-answer.txt or the matching pack-answers.txt section.
