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>
8.8 KiB
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#
###########
9. Dead Air (murder mystery · 30 min · 🔑🔑🔑)
Hint penalty +3:00. Two accusation attempts.
| Ch | Lock | Answer |
|---|---|---|
| 1 | Ghost Signal | GHOST SIGNAL |
| 2 | The Last Cup | 23:06 |
| 3 | The Studio Door | Kyle |
| 4 | The Midnight Announcement | THE SALE IS FORGED |
Accusation: marisa · honey · forged.
10. The Masquerade at Montague House (murder mystery · 40 min · 🔑🔑🔑🔑)
Hint penalty +3:00. One accusation attempt.
| Ch | Lock | Answer |
|---|---|---|
| 1 | Who Wore What | Odette |
| 2 | The Raven in the Conservatory | Ivy |
| 3 | The Missing Dagger | 11 |
| 4 | Julian's Confession | MARSH WAS INNOCENT |
Accusation: ivy · raven · dagger · father.
11. The Kalahari Expedition (murder mystery · 60 min · 🔑🔑🔑🔑🔑)
Hint penalty +4:00. 75-minute limit. One accusation attempt.
| Ch | Lock | Answer |
|---|---|---|
| 1 | Star Trails | 02:00 |
| 2 | Footprints | 11 |
| 3 | The Watch Rota | Pienaar |
| 4 | Samuel's Note | HE SMELLED OF PIPE SMOKE |
| 5 | The Diamonds | KIMBERLEY (the Big Hole) |
| 6 | The Unsent Telegram | SALTED |
Accusation: dunmore · same · struck · fraud.
12. The Alchemist's Vault (escape room · 25 min · 🔑🔑🔑)
Hint penalty +3:00.
| Lock | Answer |
|---|---|
| The Five Flasks | GENIUS |
| The Philosopher's Stone | 25 |
| The Dotted Plaque | 80 |
| Door (finale) | 234 |
13. Submerged: Deep Lab Nereid (escape room · 35 min · 🔑🔑🔑🔑)
Roles: Pilot (A) / Diver (B). Hint penalty +3:00. 40-minute limit, shown as the water level.
| Lock | A has | B has | Answer |
|---|---|---|---|
| Pressure valves | Warning lights: ON ON ON off ON | Which lights each valve flips | 145 |
| Breathing gas | 210 L at exactly 21% oxygen | Tank X 36%, Tank Y 15% | 60 |
| Find the pod | 300 m east, then 200 m south | Chart: lab at E5, 100 m squares | H7 |
| Launch word (finale) | Keypresses 555·4·3·66·55·9·222 | The rewired keypad | SURFACE |
14. The Kestrel Bank Job (escape room · 50 min · 🔑🔑🔑🔑🔑)
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) | Codes are family dates DDMM; Mia born 20 Jun | 2006 |
| Laser hall | Column bit values 16/8/4/2/1 | Row masks 21, 12, 25, 17, 8 | 4 |
| Guards | Guard 1 from 22:03 every 7, Guard 2 from 22:05 every 11 | Guard 3 from 22:02 every 6; need 4 clear minutes | 22:33 |
| Vault dial | Sons' ages in Roman numerals: VII, XIX, XII | Atbash note: "my sons' ages, eldest first" | 19-12-07 |
| Box number | SQL query + CLIENTS table | BOXES table | 317 |
| Getaway (finale) | MUTLEETSTHODIREAEP, "rails = floors" |
3 floors; how a rail fence works | OLD PIER |
15. Tick Tock: Overtime (co-op defuse · 20 min · 🔑🔑🔑🔑)
The sequel: its own manual (ruleset: overtime), indicator lights, and three new modules (Passwords, Morse Light, Say It Back).
4 levels = 4 keys; the last level has all six modules and only 2 strikes. Fixtures in the YAML are the unit tests.
16. In Sync: Deep Cuts (couples connection · 25 min · 🔑🔑🔑)
Round 1 telepathy (type the same word, 3/5). Rounds 2 and 3 predict about A, then B (4/5). Round 4 ranking, subject alternating A/B (top and bottom must match, 3/5). One replay per round.
17. The Drowned Catacombs (co-op navigation · 20 min · 🔑🔑🔑)
3 lanterns, 5 traps (1:00 each), and three one-way flood gates: (5,9) east only · (5,11) north only · (7,8) north only.
18. The Mirror Maze (co-op navigation · 30 min · 🔑🔑🔑🔑🔑)
4 lanterns, 7 traps (1:30 each). The Navigator's map is served mirrored left to right; the Explorer has no compass (forward/left/right/back from the way they face, starting east). Two glyphs (crescent, star) appear twice.