STRINGMASH · ESCAPE ROOM

The Keeper's Watch

Gannet Rock light, 1921. Walk the watch room in first person, crack the keeper's codes, and get out before the clock runs down. If you can, light the great light first.

THE KEEPER'S WATCH
Hints left 4 25:00

BRIEFING

Gannet Rock light, 9 November 1921. You came up to the watch room for the night and found it empty. The great light above is dark, the keeper has gone down the stair and chained the door behind him (it's behind you as you start), and the relief boat is due tonight. Get out. And if you can, find out why the light is out, and light it before you go.

  • Everything you need is in these two rooms. Not everything you find is needed.
  • Nothing needs forcing. Every lock opens with something you can find.
  • A red sticker means it isn't part of the game.
  • The keeper is watching on the camera. Four hints are free; after that each one adds two minutes.
  • There's a notepad under the view. Use it.
W A S Dwalk and step sideways (arrow keys work too) Mouseclick the view, then move the mouse to look. Esc gives the cursor back. Elook closely at whatever is under the crosshair (or click) Fswitch a torch on or off, once you have one Hask the keeper for a hint Mmusic and effects, effects only, or no sound. Headphones help. Ga floor plan of what you've seen so far (or the Map button) Ppause the clock (or the Pause button)
Eight steps, 25 minutes, new answers every game. A full room would run 45 to 60.

INVENTORY

Nothing yet.

NOTEPAD

ASK THE KEEPER

KEEPER ON CAMERAHints start from whatever you looked at last and point to your next step.