Game pack 3: 22 new games (19-40), 40 in total. - New engines: dial (Wavelength / Mind Meld), twin (Twin Rooms / Spot the Difference, incl. mirror mode) and blueprint (Describe & Draw, incl. peeks, overlap scoring and a rotated Builder canvas) - Labyrinth: items and doors (Hedge Maze) - Defuse: manualFrom, roles swapping every level behind a Ready card, and duplicate wire modules (Tick Tock: Switch) - Generic time limits for the new engines; sync/defuse successEnding - Library: engine-label chips and filters; Noto Color Emoji font - Validation: Appendix A checks ported, with a per-game summary - Quote comma/colon-split labels in five new YAMLs (wording unchanged) - Tests for all new engines and sanitized payloads of all 22 games - Docs: CLAUDE.md, GAMES.md (pack 3 spoiler guide), How to Play Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
202 lines
7.5 KiB
YAML
202 lines
7.5 KiB
YAML
id: the-lighthouse
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engine: story
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category: escape-room
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title: The Last Lighthouse
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tagline: A storm, a dead lamp, and a ship heading for the rocks. Relight it before it's too late.
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estimatedMinutes: 20
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difficulty: 2
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players: { min: 2, max: 2 }
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theme: { primary: "#d62828", accent: "#fcbf49", background: "#05090f", headingFont: "Playfair Display" }
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rules:
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timeLimitMinutes: 25
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timeLimitLabel: "Ship to the rocks"
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roles:
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A:
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name: The Lookout
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blurb: You're on the gallery outside the lamp room with a telescope, a radio and the keeper's logbook.
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B:
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name: The Keeper's Helper
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blurb: You're down in the keeper's cottage with the signal books, charts and the lighthouse plans.
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intro: |
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**Cape Storm Lighthouse, 1950s. A winter gale.**
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You took shelter in the old lighthouse when the storm hit. Then the lamp went out.
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Through the rain, a cargo ship's lights are heading straight for the reef.
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One of you climbed up to the gallery. The other is in the cottage with the keeper's books.
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The radio between you crackles. **Relight the lamp. Save the ship.**
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chapters:
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- id: ch1
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title: Flags in the Rain
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narrative: |
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Through the telescope, the ship is flying a string of signal flags, top to bottom.
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The lamp room's emergency box has a four-letter word lock.
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clues:
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A:
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- id: a1-flags
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title: What you see through the telescope (top to bottom)
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type: photo
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body: |
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1. *Split down the middle: **white** on the side nearest the mast, **red** on the outer side.*
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2. *Split **diagonally** into a **red** triangle and a **yellow** triangle.*
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3. *A **blue** flag with a **white square** in the middle.*
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4. *Split across the middle: **blue** on top, **red** below.*
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B:
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- id: b1-book
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title: International signal flag book (a few pages)
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type: table
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body: |
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| Flag | Looks like |
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|------|------------|
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| A | White and blue, with a swallowtail notch |
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| B | All red, with a swallowtail notch |
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| C | Horizontal stripes: blue, white, red, white, blue |
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| D | Horizontal stripes: yellow, blue, yellow |
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| **E** | **Blue top half, red bottom half** |
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| **H** | **White half (by the mast) and red half (outside)** |
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| J | Horizontal stripes: blue, white, blue |
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| N | Blue and white chequerboard |
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| **O** | **Diagonal halves, red and yellow** |
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| **P** | **Blue with a white square in the centre** |
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| S | White with a blue square in the centre |
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| U | Red and white quarters |
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lock:
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id: lock-flags
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prompt: Enter the word the ship is flying.
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inputType: text
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format: 4 letters
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answers: ["HOPE"]
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hints:
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- Match each flag description to the book.
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- Careful with flag 3. P is blue with a white square; S is the other way round.
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- H-O-P-E.
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successText: |
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**HOPE.** The emergency box opens: matches, a spare mantle for the lamp, and the clockwork crank.
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keyName: Flag Key
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- id: ch2
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title: The Lens
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narrative: |
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The lamp is lit, but the lens has to turn at the right speed or the ship won't recognise the light.
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The clockwork wants you to set the flash interval in seconds.
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clues:
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A:
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- id: a2-lens
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title: The great glass lens
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type: photo
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body: |
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*A huge glass lens around the lamp. Around it are **4 bright "bullseye" panels**, evenly spaced.
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Each time a bullseye sweeps past the ship, the ship sees one flash.*
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B:
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- id: b2-plans
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title: Lighthouse plans, clockwork page
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type: document
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body: |
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*Weighted clockwork. When properly wound, the lens makes **one full turn every 40 seconds**.*
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*The Notice to Mariners lists Cape Storm as: "one white flash every ___ seconds."*
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lock:
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id: lock-lens
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prompt: Set the flash interval (seconds).
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inputType: code
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format: Seconds
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answers: ["10"]
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hints:
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- Each full turn of the lens sends out one flash per bullseye panel.
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- 4 flashes per 40-second turn.
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- 40 ÷ 4 = 10 seconds.
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successText: |
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**10 seconds.** The beam sweeps out across the water. The ship's horn blares, but it's still heading for the reef.
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They don't know where they are.
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keyName: Lens Key
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- id: ch3
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title: Which Light Is That?
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narrative: |
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Across the bay, another lighthouse is blinking. If you can name it, you can radio the ship its exact position.
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clues:
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A:
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- id: a3-light
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title: The light across the bay
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type: signal
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signal: "..."
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body: |
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A distant **red** light, flashing in a group, then dark, then the group again.
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Count the flashes in each group and tell the cottage.
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B:
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- id: b3-list
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title: Notice to Mariners, local lights
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type: table
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body: |
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| Light | Pattern | Colour |
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|-------|---------|--------|
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| Seal Point | Groups of 2 flashes | White |
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| Gull Island | Groups of 2 flashes | Red |
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| Bird Rock | Groups of 3 flashes | Red |
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| Whale Head | Groups of 3 flashes | White |
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| Kelp Bay | Groups of 4 flashes | Red |
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lock:
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id: lock-light
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prompt: Which light is across the bay?
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inputType: text
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format: The light's name
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answers: ["BIRDROCK", "BIRDROCKLIGHT", "BIRDROCKLIGHTHOUSE"]
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hints:
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- "You need two things: how many flashes per group, and the colour."
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- Groups of 3, red.
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- Bird Rock.
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successText: |
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**Bird Rock.** You radio the ship: *"You're between Cape Storm and Bird Rock. Turn to port, now!"*
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A long pause. Then the ship's lights swing slowly away from the reef.
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One last job: lock the lamp room so the storm can't blow the lamp out again.
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keyName: Radio Key
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finale:
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type: escape
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prompt: The lamp room storm door has a two-digit lock.
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clues:
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A:
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- id: af-log
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title: The keeper's logbook, inside cover
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type: note
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body: |
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*Lamp room door code = the number of **steps from where you're standing now** up to the lamp.*
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*(You're on the **2nd floor** landing, just below the gallery stairs.)*
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B:
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- id: bf-section
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title: Cross-section of the tower
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type: diagram
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body: |
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```
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LAMP ROOM
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▲ 16 steps
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4th floor
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▲ 20 steps
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3rd floor
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▲ 24 steps
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2nd floor
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▲ 28 steps
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1st floor
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▲ 32 steps
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GROUND (door)
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```
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lock:
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id: lock-door
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prompt: Lock the lamp room.
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inputType: code
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format: 2 digits
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answers: ["60"]
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hints:
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- Only count the stairs above the 2nd floor.
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- 24 + 20 + 16.
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- "60."
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successEnding: |
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**60.** The storm door locks with a clang. The lamp burns steady, sweeping the sea every ten seconds.
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At dawn, a battered cargo ship limps into harbour. The captain sends a crate of oranges up to the lighthouse
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with a note: *"To whoever was on watch last night. Thank you."*
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**You saved the ship!** 🌊🔑
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failEnding: |
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A horrible grinding sound from the reef. (It's a game. Everyone made it to the lifeboats. Try again?)
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