Yes, nice long nap. hehehehe.
Actually - not really. Did not sleep very good this week, and yes, I did forget to come back to this. BUT YOU REMINDED ME! So, hooray.
You mentioned pulling levers in a certain order. I would suggest making it only 3 levers, and have some sort of "result" from each wrong set pulled. This will keep it from going on forever and keep boredom from setting in.
1-2-3---1-3-2
2-1-3---2-3-1
3-1-2---3-2-1
This can be done with all sorts of thing: buttons of different colors, buttons with pictures, foot plates with colors or pictures, drums of different pitches, horns of different pitches. Perhaps give them a hint about a "historical figure or event", and they have to pull the lever underneath the proper story or event or person.
(Ever watch Big Bang Theory...they did something like this during one of their Christmas D&D episodes:
https://www.youtube.com/watch?v=vfyKXr7f2zU)
You can add some interest and thought into the mix by including a clue in the form of a poem or story...maybe a math problem, and they have to figure out the addition or subtraction to figure out what to push first.
You do something similar with steps. They must step on only every other step, or skip every fifth step, something like that. Have a poem or story to give a hint. If the step on a wrong step, maybe an arrow shoots, or an alarm is sounded, some monster is set loose, or the stairs turn into a slide and they start back at the bottom again.
One thing I've wanted to do is include tricks that cause "minor" damage. You want a certain magical ring...maybe ring of fireball? Pick it up, you MUST get hit with a fireball, or get burned in some way, or it is magically put back. Same with a cold spell.
Perhaps there is a magic ring with a sleep spell for the character to use. It is in a cage with indestructible bars. Fall asleep in the room, and the bars are not there. Get the ring in your dream, and magically have it in real life.
Change it up - use rings, amulets, bracers, headbands, etc.
Then, of course, remember the castle of mystery from the original quest pack. The doors would drop you in various places. You could play off that and make it either more dangerous or simply harder to get to where you need to go. You could add spikes or falls for going through "bad" doors, or add more monsters to fight. Or, if they go to the same place more than two or three times, something bad can happen with increasing harm or danger. To make it harder, try to make it even more random. Roll 3 dice instead of only two. Double up on some doors, so the characters end up back in the same place more often.
OR...keep rolling only 2 dice, but decrease the number of places you go. Double up on a few. However, you need a key for each place, so they have to go to all of them in order to get out of the final door or room.