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two-keys/GAMES.md
T
joshuaandClaude Opus 5.5 bbe44e84c4 V1.1.0
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>
2026-10-13 23:34:11 +02:00

8.8 KiB
Raw Blame History

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.