Two Keys: co-op mystery games for couples. Eight games on four engines (story, defuse, sync, labyrinth), two-device and couch play, mobile-first UI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
99 lines
4.9 KiB
Markdown
99 lines
4.9 KiB
Markdown
# GAMES.md: Spoiler Guide (designer reference, NEVER served to clients)
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Every lock below needs info from **both** players. "A has / B has" shows the split.
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---
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## 1. Death at Vineyard Hollow (murder mystery · 60 min · 🔑🔑)
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Roles: **Inspector** (A) / **Estate Insider** (B)
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| Ch | Lock | A has | B has | Answer |
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|----|------|-------|-------|--------|
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| 1 | Cellar keypad | Butler: "year it began, read backwards" | Gate plaque: Est. 1874 | `4781` |
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| 2 | Time of death | ME temp 34.5 °C at 23:10, 1 °C/hr | Keycard log | `20:40` |
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| 3 | Poisoned bottle | Lab: red, decanted, cork ends in 7 | Cellar book | `1998` Cabernet Reserve |
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| 4 | Diary cipher | Ciphertext "ORAN BFJAC OARMJH", "rack-shift" | Rack 9 = his heart | `FIRE SWART FRIDAY` (shift −9) |
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| 5 | Poison source | Tox: fresh *Digitalis* leaves; Vos's tablets sealed | Foxglove bed behind Swart's workshop; card in his apron | `FOXGLOVE` |
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**Killer:** Pieter Swart · foxglove extract in the 1998 Reserve · to avoid being fired and exposed for label fraud.
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**Red herrings:** Dr Vos (digoxin, near the time window), Marcus (heir, in cellar too late), Isabelle (wanted the estate).
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---
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## 2. The Last Set at the Blue Lantern (murder mystery · 50 min · 🔑🔑)
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Roles: **Detective** (A) / **Regular** (B)
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| Ch | Lock | A has | B has | Answer |
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|----|------|-------|-------|--------|
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| 1 | Drum solo time | Setlist with song lengths | Set started 23:00; solo = last 2 min of Caravan | `23:20` |
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| 2 | No alibi | Band walks off during drum solos; Ruby sits out instrumentals | Bar/coat-check alibis (Ruby at coat-check 23:21) | Sammy |
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| 3 | Safe | Sheet music notes C·A·F·E | Piano sticker numbers C1…B7 | `1643` |
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| 4 | Gun location | Search log: piano not searched | Max: dead "thunk" on low keys | `PIANO` |
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**Killer:** Sammy Keys · Vincent's .38 under the drum solo, hidden in the piano · Vincent stole his songs and was about to sell them.
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---
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## 3. Murder on the Southern Star (murder mystery · 70 min · 🔑🔑🔑)
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Roles: **Passenger Detective** (A) / **Railway Inspector** (B)
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| Ch | Lock | A has | B has | Answer |
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|----|------|-------|-------|--------|
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| 1 | Master key box | Rule: carriage × compartment, 4 digits | Plan: Gold Suite = carriage 6, comp 23 | `0138` |
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| 2 | Real time of death | Watch 01:15 Greenwich; local is +2h; needle wound | Timetable: Matjiesfontein 03:10–03:20; thump at a platform | `03:15` |
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| 3 | Telegram sender | Telegram text | "Name hidden where every line begins" | `HUGO` (acrostic) |
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| 4 | Who lied | Corridor watched, nobody passed; only Vera owns a fur coat | Porter: fur-coat lady off car 6, back on car 4 | Vera |
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| 5 | Motive word | "V. = 3·7·8·4·2·8", "ask the line" | Numbered stopping list | `FORGER` |
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**Killer:** Countess Vera Orlova · hatpin to the base of the skull during the Matjiesfontein stop · Ashby had discovered she was a jewel forger.
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---
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## 4. The Clockmaker's Attic (escape room · 40 min · 🔑) (best "first game")
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Roles: **Tinkerer** (A) / **Collector** (B)
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| Lock | A has | B has | Answer |
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|------|-------|-------|--------|
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| Trunk | Robin 3, Owl 7, Fox 9 | Sampler: dawn bird, hunter, night bird | `397` |
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| Music box | "Sky-bow top to bottom, skip what the pendulum stole" | Painting: red, gold, green, blue; pendulum is green | `RED GOLD BLUE` |
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| Gear drawer | Gears 48 → 16 → 24 teeth | Turn crank 5 times, count Gear C | `10` |
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| Door (finale) | "Order treasures by year made" | Inventory with years | `FOREVER` |
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---
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## 5. Signal Lost: Station Echo (escape room · 45 min · 🔑🔑)
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Roles: **Comms Officer** (A) / **Engineer** (B)
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| Lock | A has | B has | Answer |
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|------|-------|-------|--------|
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| Warning light | Morse chart | Blinking lamp `...-/./-./-` | `VENT` |
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| Breach | Current pressures | Normal pressures + ">30% drop" rule | `GRN-3` (Greenhouse, ~33% drop) |
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| Generator | Crew roster (5 aboard) | Call sign EC-127 + "× crew aboard" | `635` |
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| Beacon (finale, roles swap) | Blinking lamp `..../---/--/.` | Morse chart | `HOME` |
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---
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## 6. Tick Tock Together (co-op defuse · 25 min · 🔑🔑)
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Technician (A) sees the device, Expert (B) reads the manual. 3 levels = 3 keys.
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Device is generated server-side and solved by a solver that implements the manual exactly. Fixtures in the YAML are the unit tests.
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## 7. In Sync (couples connection · 20 min · 🔑)
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Round 1 match, Round 2 predict about A, Round 3 predict about B. 3/5 matches = key. One replay per round.
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## 8. Labyrinth of Lanterns (co-op navigation · 25 min · 🔑🔑)
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Navigator (A) has the map, Explorer (B) sees only their own cell. 3 lanterns, 3 hidden traps.
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```
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########### S start (1,1) K lanterns (7,3) (9,5) (1,7)
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#S..#.....# E exit (9,9) T traps (4,5) (6,7) (3,9)
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#.#.#.###.#
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#.#...#K..# Verified by BFS: every lantern and the exit are
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#.#####.#.# reachable from S without stepping on a trap.
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#...T...#K#
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###.###.#.#
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#K..#.T.#.#
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#.###.#.#.#
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#..T....#E#
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###########
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```
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