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two-keys/content/games/deep-lab-nereid.yaml
joshuaandClaude Opus 5.5 bbe44e84c4 V1.1.0
Add ten new games (18 in total) and the engine features they need.

Story: Dead Air, The Masquerade at Montague House, The Kalahari Expedition,
The Alchemist's Vault, Submerged: Deep Lab Nereid, The Kestrel Bank Job.
Games can now set their own hint penalty and a hard time limit, shown as a
countdown; running out ends the game with the fail ending.

Defuse: Tick Tock: Overtime. Manuals are now rulesets, so each game has its
own solver. Adds indicator lights, per-level strike limits, and the
Passwords, Morse Light and Say It Back modules.

Sync: In Sync: Deep Cuts. Adds telepathy (typed word) and ranking rounds,
and a per-round bar for the key.

Labyrinth: The Drowned Catacombs and The Mirror Maze. Adds one-way gates, a
relative (no compass) Explorer, a mirrored Navigator map, and mazes with a
lantern count other than three. Validation now rejects a maze where a gate
can leave the Explorer stuck.

Difficulty runs from 1 to 5.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 23:34:11 +02:00

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id: deep-lab-nereid
engine: story
category: escape-room
title: "Submerged: Deep Lab Nereid"
tagline: 300 metres under the sea. The lab is flooding. The clock is literal.
estimatedMinutes: 35
difficulty: 4
players: { min: 2, max: 2 }
theme: { primary: "#0b4f6c", accent: "#20bf55", background: "#03111a", headingFont: "JetBrains Mono" }
rules:
hintPenaltySeconds: 180
timeLimitMinutes: 40
timeLimitLabel: "Water level" # show the countdown as a rising water gauge
roles:
A:
name: Pilot
blurb: You're in the control room. Panels, sonar, and the launch console.
B:
name: Diver
blurb: You're in the wet lab. Pipe diagrams, tank labels, the station map, and a lot of water.
intro: |
**Deep Lab Nereid**, 300 m below the Agulhas Current. Your shift was supposed to be quiet.
At 03:12, a pressure seal fails. Alarms. Red lights. Water pouring through the wet lab.
The rest of the crew made it to the first escape pod. You two are on opposite sides of a sealed hatch.
The second pod is your only way out. **The water gauge is your timer. When it hits the ceiling, it's over.**
chapters:
- id: ch1
title: Pressure Valves
narrative: |
The hatch between you won't open while any pressure warning light is on.
The Diver can reach five valves. Turning a valve flips some of the warning lights.
clues:
A:
- id: a1-lights
title: Pressure warning panel (control room)
type: diagram
body: |
```
LIGHT: L1 L2 L3 L4 L5
STATE: ON ON ON off ON
```
HATCH RELEASE: requires ALL LIGHTS OFF.
Valve entry: type the numbers of the valves to turn, smallest first. Each valve once only.
B:
- id: b1-pipes
title: Valve wiring plate (wet lab wall)
type: diagram
body: |
```
VALVE 1 → flips L1, L2
VALVE 2 → flips L2, L3, L5
VALVE 3 → flips L1, L4
VALVE 4 → flips L3, L4
VALVE 5 → flips L4, L5
```
"Flip" = ON becomes off, off becomes ON. Turning a valve twice undoes it.
lock:
id: lock-valves
prompt: Which valves do you turn?
inputType: code
format: Valve numbers, smallest first (e.g. 23)
answers: ["145"]
hints:
- Try it on paper. Each valve flips its lights, and order doesn't matter.
- L1 is ON. Only valves 1 and 3 touch L1, so you need exactly one of them.
- "Valves 1, 4 and 5. Check: L1 flips once, L2 once, L3 once, L4 twice (back to off), L5 once."
successText: |
**Valves 1, 4, 5.** Every light dies. The hatch hisses open, and you can finally see each other.
Ankle-deep water. Keep moving.
keyName: Valve Key
- id: ch2
title: Breathing Gas
narrative: |
The pod's air tanks are empty. The lab's mixing rig can fill them, but the mix has to be exactly right.
clues:
A:
- id: a2-spec
title: Pod life-support spec (launch console)
type: document
body: |
**Fill pod tank to 210 litres.**
Oxygen content must be exactly **21%**.
Mixer input: litres drawn from **Tank X**. The rest is topped up from Tank Y automatically.
B:
- id: b2-tanks
title: Tank labels (wet lab)
type: table
body: |
| Tank | Contents | Oxygen |
|------|-------------------|--------|
| X | Nitrox | 36% |
| Y | Low-oxygen mix | 15% |
| Z | Pure helium | 0% |
*Tank Z is not connected to the mixer.*
lock:
id: lock-mix
prompt: How many litres from Tank X?
inputType: code
format: Litres
answers: ["60"]
hints:
- You need 21% of 210 litres to be oxygen. That's 44.1 litres of oxygen.
- If x litres come from X, oxygen = 0.36x + 0.15(210 − x).
- 0.21x = 44.1 − 31.5 = 12.6, so x = 60.
successText: |
**60 litres.** The mixer hums. The pod's oxygen gauge settles at 21.0%. Water is at your knees.
keyName: Oxygen Key
- id: ch3
title: Find the Pod
narrative: |
The second pod broke loose from its dock in the quake and drifted. Its beacon is pinging.
You need to steer the tether crawler to the right square of the seabed.
clues:
A:
- id: a3-sonar
title: Sonar contact (control room)
type: report
body: |
```
CONTACT: ESCAPE POD 2
Leg 1: 300 m, bearing 090 (due east) from the lab
Leg 2: 200 m, bearing 180 (due south) from the end of leg 1
```
B:
- id: b3-chart
title: Seabed chart (wet lab)
type: map
body: |
```
A B C D E F G H I J
1 . . . . . . . . . .
2 . . . . . . . . . .
3 . . . . . . . . . .
4 . . . . . . . . . .
5 . . . . [N] . . . . .
6 . . . . . . . . . .
7 . . . . . . . . . .
8 . . . . . . . . . .
```
[N] = Lab Nereid. Each square = **100 m**. North is up.
lock:
id: lock-grid
prompt: Which chart square is the pod in?
inputType: text
format: e.g. B4
answers: ["H7"]
hints:
- Start at the lab's square, E5.
- 300 m east is three squares east. 200 m south is two squares down.
- E → F → G → H, then 5 → 6 → 7. H7.
successText: |
**H7.** The crawler latches on and reels the pod in. It docks with a clunk you feel in your teeth.
Water is at your waist.
keyName: Sonar Key
finale:
type: escape
prompt: The pod's launch console wants a code word, typed on the ancient intercom keypad.
clues:
A:
- id: af-log
title: Station commander's last log entry
type: log
body: |
```
LAUNCH WORD (typed on the intercom keypad, pauses between letters):
555 · 4 · 3 · 66 · 55 · 9 · 222
```
*The intercom is not a normal phone keypad. The engineers rewired it. Ask the wet lab.*
B:
- id: bf-keypad
title: Intercom keypad (wet lab wall)
type: diagram
body: |
```
┌──────┬──────┬───────┐
│ 1 │ 2 │ 3 │
│ │ QWE │ RTY │
├──────┼──────┼───────┤
│ 4 │ 5 │ 6 │
│ UIO │ PAS │ DFG │
├──────┼──────┼───────┤
│ 7 │ 8 │ 9 │
│ HJK │ LZX │ CVBNM │
└──────┴──────┴───────┘
```
Press a key once for its first letter, twice for its second, and so on.
lock:
id: lock-launch
prompt: Enter the launch word.
inputType: text
format: One word
answers: ["SURFACE"]
hints:
- "555 means key 5 pressed three times."
- Key 5 is P, A, S. Three presses = S.
- S · U · R · F · A · C · E.
successEnding: |
**SURFACE.** The pod seals. A thump, a lurch, and you're rising, fast.
Through the porthole, the dark turns blue, then green, then gold. You break the surface
into the sunrise, holding hands and laughing like idiots.
**You escaped!** 🌊🔑
failEnding: |
The water reaches the ceiling. The lights flicker out. (Don't worry, it's a game. Try again?)