Bring games 9-18 in line with GAMES-NEW.md: - Library sorts easiest first, filters by category and difficulty; difficulty 5 shows a Nightmare chip, and a no-hint finish earns Nightmare Survivors. - Time limits end on "Out of time" (no rank); Deep Lab Nereid's countdown is a rising water gauge behind the header. - Evidence Locker search, chapter filter and starred clues (partner sees a count). - One-shot accusations ask "One shot. Are you both sure?" first. - Symbol font fallback, tight monospace blocks for grids/keypads/SQL. - Rank rounds reorder by drag or up/down buttons; reveal highlights #1 and #4. - Telepathy capped at 30 characters; maze:move accepts forward/left/right/back; gate buttons read "Gate (won't open from this side)". - Overtime solver tables checked against Appendix A; keypad generator re-rolls. - More content checks (rank items, password fixtures, glyphs/gates on traps) and sanitize tests for all ten new games. - GAMES.md carries the full spoiler guide for 9-18. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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GAMES.md: Spoiler Guide (designer reference, NEVER served to clients)
Every lock below needs info from both players. "A has / B has" shows the split.
1. Death at Vineyard Hollow (murder mystery · 20 min · 🔑🔑)
Roles: Inspector (A) / Estate Insider (B)
| Ch | Lock | A has | B has | Answer |
|---|---|---|---|---|
| 1 | Cellar keypad | Butler: "year it began, read backwards" | Gate plaque: Est. 1874 | 4781 |
| 2 | Time of death | ME temp 34.5 °C at 23:10, 1 °C/hr | Keycard log | 20:40 |
| 3 | Poisoned bottle | Lab: red, decanted, cork ends in 7 | Cellar book | 1998 Cabernet Reserve |
| 4 | Diary cipher | Ciphertext "ORAN BFJAC OARMJH", "rack-shift" | Rack 9 = his heart | FIRE SWART FRIDAY (shift −9) |
| 5 | Poison source | Tox: fresh Digitalis leaves; Vos's tablets sealed | Foxglove bed behind Swart's workshop; card in his apron | FOXGLOVE |
Killer: Pieter Swart · foxglove extract in the 1998 Reserve · to avoid being fired and exposed for label fraud. Red herrings: Dr Vos (digoxin, near the time window), Marcus (heir, in cellar too late), Isabelle (wanted the estate).
2. The Last Set at the Blue Lantern (murder mystery · 10 min · 🔑)
Roles: Detective (A) / Regular (B)
| Ch | Lock | A has | B has | Answer |
|---|---|---|---|---|
| 1 | Drum solo time | Setlist with song lengths | Set started 23:00; solo = last 2 min of Caravan | 23:20 |
| 2 | No alibi | Band walks off during drum solos; Ruby sits out instrumentals | Bar/coat-check alibis (Ruby at coat-check 23:21) | Sammy |
| 3 | Safe | Sheet music notes C·A·F·E | Piano sticker numbers C1…B7 | 1643 |
| 4 | Gun location | Search log: piano not searched | Max: dead "thunk" on low keys | PIANO |
Killer: Sammy Keys · Vincent's .38 under the drum solo, hidden in the piano · Vincent stole his songs and was about to sell them.
3. Murder on the Southern Star (murder mystery · 25 min · 🔑🔑)
Roles: Passenger Detective (A) / Railway Inspector (B)
| Ch | Lock | A has | B has | Answer |
|---|---|---|---|---|
| 1 | Master key box | Rule: carriage × compartment, 4 digits | Plan: Gold Suite = carriage 6, comp 23 | 0138 |
| 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 |
| 3 | Telegram sender | Telegram text | "Name hidden where every line begins" | HUGO (acrostic) |
| 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 |
| 5 | Motive word | "V. = 3·7·8·4·2·8", "ask the line" | Numbered stopping list | FORGER |
Killer: Countess Vera Orlova · hatpin to the base of the skull during the Matjiesfontein stop · Ashby had discovered she was a jewel forger.
4. The Clockmaker's Attic (escape room · 15 min · 🔑) (best "first game")
Roles: Tinkerer (A) / Collector (B)
| Lock | A has | B has | Answer |
|---|---|---|---|
| Trunk | Robin 3, Owl 7, Fox 9 | Sampler: dawn bird, hunter, night bird | 397 |
| Music box | "Sky-bow top to bottom, skip what the pendulum stole" | Painting: red, gold, green, blue; pendulum is green | RED GOLD BLUE |
| Gear drawer | Gears 48 → 16 → 24 teeth | Turn crank 5 times, count Gear C | 10 |
| Door (finale) | "Order treasures by year made" | Inventory with years | FOREVER |
5. Signal Lost: Station Echo (escape room · 15 min · 🔑🔑)
Roles: Comms Officer (A) / Engineer (B)
| Lock | A has | B has | Answer |
|---|---|---|---|
| Warning light | Morse chart | Blinking lamp ...-/./-./- |
VENT |
| Breach | Current pressures | Normal pressures + ">30% drop" rule | GRN-3 (Greenhouse, ~33% drop) |
| Generator | Crew roster (5 aboard) | Call sign EC-127 + "× crew aboard" | 635 |
| Beacon (finale, roles swap) | Blinking lamp ..../---/--/. |
Morse chart | HOME |
6. Tick Tock Together (co-op defuse · 10 min · 🔑)
Technician (A) sees the device, Expert (B) reads the manual. 3 levels = 3 keys. Device is generated server-side and solved by a solver that implements the manual exactly. Fixtures in the YAML are the unit tests.
7. In Sync (couples connection · 15 min · 🔑)
Round 1 match, Round 2 predict about A, Round 3 predict about B. 3/5 matches = key. One replay per round.
8. Labyrinth of Lanterns (co-op navigation · 10 min · 🔑)
Navigator (A) has the map, Explorer (B) sees only their own cell. 3 lanterns, 3 hidden traps.
########### S start (1,1) K lanterns (7,3) (9,5) (1,7)
#S..#.....# E exit (9,9) T traps (4,5) (6,7) (3,9)
#.#.#.###.#
#.#...#K..# Verified by BFS: every lantern and the exit are
#.#####.#.# reachable from S without stepping on a trap.
#...T...#K#
###.###.#.#
#K..#.T.#.#
#.###.#.#.#
#..T....#E#
###########
Difficulty: 1 Easy · 2 Medium · 3 Hard · 4 Expert · 5 Nightmare ☠️ In the harder murder mysteries, locks only give facts. The killer is never handed to you; the accusation needs facts from several chapters.
9. Dead Air (murder mystery · 30 min · 🔑🔑🔑)
Roles: Detective (A) / Night Intern (B). Hint penalty 3:00.
| Ch | Lock | A has | B has | Answer |
|---|---|---|---|---|
| 1 | Last song | Track lengths | Run sheet (23:00 start, 2:00 intro, 1:30 talk) + alarm 23:31:35 (15 s rule) | GHOST SIGNAL (23:25:00–23:31:20) |
| 2 | Honey last safe | Lab: OKAYEST DJ mug negative, ON AIR mug + honey positive; meeting minutes | Kitchen camera log (offline 23:09–23:21); generator test booked by M. Venter | 23:06 |
| 3 | Studio door card | Card register (decimal); Kyle lost card at 22:30 meeting with Marisa | Door log in hex (0x1A1 at 23:12) | Kyle's card (0x1A1 = 417) |
| 4 | Stencil message | 6×6 letter grid | Card with cut-out windows | SALE IS FORGED |
Killer: Marisa Venter. Booked the generator test to kill the camera, left the meeting 23:11–23:17, used Kyle's stolen card at 23:12 to take the EpiPen, put peanut oil in the honey. Motive: Rex would reveal on air she forged his signature to sell the station. Red herrings: Zanele (served the fatal tea), Kyle (his card), Tumi (engineer), Owen (superfan, stuck in reception).
10. The Masquerade at Montague House (murder mystery · 40 min · 🔑🔑🔑🔑)
Roles: Inspector (A) / Lady's Maid (B). Hint penalty 3:00. 1 accusation attempt, 4 questions.
| Ch | Lock | A has | B has | Answer |
|---|---|---|---|---|
| 1 | Who arrived as Raven | Logic clues 1–4 | Logic clues 5–8 | Odette (verified unique: Agatha Stag/crimson, Rupert Fox/green, Ivy Swan/black, Silas Lion/silver, Odette Raven/gold) |
| 2 | Who the footman saw | Footman: Raven + black cloak | Cloakroom: Raven ↔ Swan swapped at 23:00, cloaks kept | Ivy |
| 3 | Dagger pot | Gardener: primes not watered | Disturbed pots 4, 9, 11, 15; spotless gloves | 11 |
| 4 | Julian's confession | Polybius numbers + method | Motto FORTUNE FAVOURS THE BOLD; Marsh family gossip | MARSH WAS INNOCENT |
Killer: Ivy Marsh · wearing Odette's Raven mask · armoury dagger, buried in cactus pot 11 · Julian framed her father and took Montague House.
11. The Kalahari Expedition (murder mystery · 60 min · ☠️ Nightmare)
Roles: Magistrate (A) / Camp Clerk (B). Hint penalty 4:00. 75-minute time limit. 1 attempt, 4 questions.
| Ch | Lock | A has | B has | Answer |
|---|---|---|---|---|
| 1 | Lantern time | Star-trail photo: lantern at 60°–75° of arc | Shutter opened 22:00, sky turns 15°/hr; Clara alibis Reyes 22:00–04:00 | 02:00 |
| 2 | Boot size | Print 31.5 cm, chevron, sand adds ~1 cm | Size card + boot inventory | 11 (Reyes & Dunmore have size 11 chevron) |
| 3 | Watchman at 02:00 | Rota rules; Samuel's fake snakebite (4 cm marks, sedative) | Watchkeepers + Night 1 = Reyes; murder on Night 3 | Pienaar → figure went to north row (Dunmore, Kessler, Reyes) |
| 4 | Samuel's note | Vigenère ciphertext + method | Key word KOFFIE; tobacco list (pipe: Reyes, Dunmore) | HE SMELLED OF PIPE SMOKE |
| 5 | Diamond source | Gem report: sample K-3, never water-worn | Reference samples; prospectus "found by F. Dunmore" | KIMBERLEY |
| 6 | Telegram | Book-cipher numbers | Expedition handbook | SALTED |
Elimination: size 11 chevron → Reyes, Dunmore · Reyes alibied by Clara · pipe smoke → Dunmore. Killer: Felix Dunmore · struck Marlowe at the dig at 02:00 and put him in the pit · drugged Samuel and faked a snakebite · the diamond find was salted with Kimberley stones.
12. The Alchemist's Vault (escape room · 25 min · 🔑🔑🔑)
Roles: Apprentice (A) / Scribe (B).
| Lock | A has | B has | Answer |
|---|---|---|---|
| Cabinet | Flasks: numbers + flame colours | Element table + rainbow order | GENIUS (Ge N I U S) |
| Stone dial | Two balanced scales | Silver = 5, gold = 3 × silver | 25 |
| Dotted plaque | Braille ⠍⠑⠗⠉⠥⠗⠽ | Braille card; Mercury = Hg | 80 |
| Vault (finale) | ☉ ☽ ♂ ♄ | Symbol → metal chart (+ element table from ch1) | 234 (79 + 47 + 26 + 82) |
13. Submerged: Deep Lab Nereid (escape room · 35 min · 🔑🔑🔑🔑)
Roles: Pilot (A) / Diver (B). 40-minute time limit shown as a rising water gauge.
| Lock | A has | B has | Answer |
|---|---|---|---|
| Hatch valves | Lights L1 L2 L3 L5 on | Valve → light wiring | 145 (unique solution) |
| Breathing gas | 210 L at 21% | Tank X 36%, Y 15% | 60 |
| Pod location | Sonar legs 300 m E, 200 m S | Chart, lab at E5, 100 m squares | H7 |
| Launch (finale) | Multi-tap code 555·4·3·66·55·9·222 | Rewired intercom keypad | SURFACE |
14. The Kestrel Bank Job (escape room · 50 min · ☠️ Nightmare)
Roles: Inside Man (A) / The Wheel (B). Hint penalty 4:00. 55-minute limit.
| Lock | A has | B has | Answer |
|---|---|---|---|
| Staff door | Worn keys 0, 2, 6 (0 most worn) | Codes are DDMM family dates; social posts | 2006 (Mia, 20 June) |
| Laser hall | Mask bit values per column | Row masks 21, 12, 25, 17, 8 | Column 4 |
| Guards | Guards 1 & 2 timings | Guard 3 timing; need 4 clear minutes | 22:33 |
| Vault dial | Sons' ages in Roman numerals | Atbash note "MY SONS AGES, ELDEST FIRST" | 19-12-07 |
| Box | SQL query + CLIENTS | BOXES table | 317 |
| Getaway (finale) | Rail-fence text | Building has 3 floors (= 3 rails) | OLD PIER |
15. Tick Tock: Overtime (co-op defuse · 20 min · 🔑🔑🔑🔑)
4 levels = 4 keys. New: 3–6 wires, indicators (LUV, HUG, BAE, XOX, DTE), passwords, morse, simon. Level 4 runs all six modules with only 2 strikes.
Rules are the GAMES-NEW.md Appendix A solver, ported to server/src/engines/defuse.ts (ruleset: overtime); all 40 fixtures in the YAML pass as unit tests.
16. In Sync: Deep Cuts (couples connection · 25 min · 🔑🔑🔑)
Telepathy (type the same word, 3/5) · Spotlight A (4/5) · Spotlight B (4/5) · Ranking (top AND bottom must match, 3/5). 4 keys.
17. The Drowned Catacombs (co-op navigation · 20 min · 🔑🔑🔑)
13×13, 5 traps, 3 lanterns, 3 one-way flood gates, sparse carvings.
############# S (1,1) E (11,11)
#S..#.......# K (3,11) (7,3) (11,5)
###.#.###.#.# T (2,3) (4,5) (4,7) (10,5) (10,11)
#.T...#K#...# One-way: (5,9)→E (5,11)→N (7,8)→N
#.#.#.#.#.###
#.#.T.#...TK# Verified: all lanterns + exit reachable without traps,
#.##.##.....# respecting gates, and no softlocks.
#.#.T...#.#.#
#.#.###.#.#.#
#.......#.#.#
#.###.#.#.#.#
#..K#.....TE#
#############
18. The Mirror Maze (co-op navigation · 30 min · ☠️ Nightmare)
15×15, 7 traps, 4 lanterns, Explorer has relative controls only, Navigator's map is mirrored left-right, two glyphs appear twice (☾ and ✦).
############### True layout (Navigator sees each row reversed)
#S..#.........# S (1,1) facing east E (13,13)
###.#.#.#####.# K (1,3) (1,13) (3,9) (13,9)
#K#.....#...#.# T (2,13) (3,5) (5,6) (5,7) (9,5) (13,6) (13,10)
#.####.##.#.#.#
#..T.....T....#
#.###T#.###..T#
#...#T#.#.....#
#.#.#.#.#.###.#
#..K#.#.....#K#
#.#.#.#.###.#T#
#.#.........#.#
#.#.#.#.###.#.#
#KT...#......E#
###############