Files
two-keys/content/games/the-lighthouse.yaml
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joshuaandClaude Opus 5.5 52745935ee V1.3.0
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>
2026-10-15 10:21:24 +02:00

202 lines
7.5 KiB
YAML

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