Carrow Light TC 00:00:00:00

CarrowLight

A field film in five reels$LAMP · the keeper's token on SolanaMarket cap -- · live at launch

The last hand-wound lighthouse on the Atlantic edge of Carrow Skerry, and the 1,008 pieces of glass that make one paraffin flame reach twenty-two miles.

CAengraved here at launch
Light the lamp · buy $LAMP
Sea area Carrow Wind southwest 5 to 7, backing south later Rain, then squally showers Visibility moderate, occasionally poor Sea area $LAMP: market cap --, price --, 24 h -- Beam reach --, set by market cap Light exhibited 18:42 Character Fl(4) 20s, 41 m, 22 M
Reel I · Dusk

Every night for thirty-one years, Ines Rourke climbed a hundred and twelve steps to light a lamp that ships would see before they ever saw the rock.

The light on Carrow Skerry was never automated. Its lens floats on a bath of mercury, turned by a clockwork that runs down every four hours, so somebody has always had to be there to wind it.

This is a short film about that somebody, and about the lens: a thousand pieces of glass that bend a single flame into a beam you can see from twenty-two nautical miles out.

  1. 18:42Lamp lit Mantle warmed with spirit, then paraffin vapour
  2. Every 4 hClockwork wound The weights fall nine metres down the tower
  3. 00:00Wick trimmed, glass wiped Soot is the enemy of range
  4. 06:51Lamp out, lens curtained Sunlight through a lens can start a fire
Reel II · AssemblyFig. 2. A first-order lens, 920 mm focal distance, seen from the lantern.
Prisms set
0000/1008
Rotation
000deg
Range
00.0nm
  1. 01Pedestal
  2. 02Frame
  3. 03Prisms
  4. 04Bullseyes
  5. 05Ignition
  6. 06Range

It arrives by boat, in crates: brass first, then glass.

A thousand and eight prisms, each ground to bend the same flame.

Four bullseyes. Four flashes every twenty seconds.

Then one small paraffin flame, and the glass does the rest.

Twenty-two nautical miles. Further than the rock can be seen.

Reel III · The log

Seven nights, as written down

Night01of 07

End of the October log. The lamp was lit every night.

Climb the tower
Reel IV · The climb

112 steps

Cast-iron treads bolted into the wall, each one numbered in white paint by the first keeper. You learn to count them in the dark.

Height of light

41 metres above high water

High enough that the curve of the earth, and not the lamp, decides how far the light can reach.

The clockwork

Every four hours

The weights fall nine metres down the centre of the tower. Forget to wind them and the lens stops, and the flash becomes a steady, useless glow.

The lens

Three tonnes, on mercury

The lens weighs as much as a small lorry. Floating on its bath, it turns at the push of one finger.

The character

Four flashes, then twenty

Every light on this coast has its own rhythm, so a captain can name it in the dark. Ours is four quick flashes, then twenty seconds of nothing.

The launch desk

Trade at the harbour office.

A real chart of the water and a real router for your trade — both live below. Until mint day the chart shows a labelled sample pair and the desk routes any Solana pair; at launch they lock to $LAMP.

Swap · Jupiter routerLIVE · KEYLESS

Chart · DexscreenerLIVE CANDLES

$LAMP has no pool yet, so this is a real live chart of a labelled sample pair (SOL / USDC). The moment $LAMP trades, this frame points at it.

Read-only public market data. The swap desk is the genuine Jupiter terminal: any route you sign goes through your own wallet. No mint exists yet — nothing here can take your money, only your attention.

keep the light count to twenty
Reel V · Dawn

Lamp out at 06:51. Curtains drawn.

Carrow Light is still kept by hand, and $LAMP keeps it lit. Off the skerry after dark, look for four quick flashes, then count to twenty.

CAengraved here at launch