#Hint: both codes use the same type of cipher
Explore tagged Tumblr posts
Text
Phvvdjh Plvuhdg
Doo PfTxhhq vdz wkdw idwhixo qljkw Zdv klv iulhqg glvdsshdulqj lq d iodvk ri oljkw Doo Grrohb nqhz lq wkdw prphqw: Klv Eluwkgdb Fhoheudwlrq kdg idfhg pruh srvwsrqhphqw
Sooo… all of this dialogue is from the end of the Baits Motel case in case you couldn’t tell. Literally no changes except for the fact that Dooley is in the Gravity Falls public pool (before it reopened) instead of the pool in the Darkside.
This is pretty much the prologue to my DSD x GF crossover where Dooley arrives at Gravity Falls on Summerween (because spooky and stuff). Also Dooley doesn’t meet Geoff and gets to keep his souvenir hat.
I REALLY enjoyed making this even though it was more “redraw scenes from DSD” instead of “DSD characters interact with GF characters” but it’s coming :)
#art#the darkside detective#gravity falls#crossover#ash the genie#patrick dooley#francis mcqueen#detective mcqueen#officer dooley#also hope you all like the poem :)#I’m not too good with poetry but the book of bill made me want to write one#Hint: both codes use the same type of cipher
28 notes
·
View notes
Text
if you have been as intrigued as i am by oz perkins' LONGLEGS (2024), here is a very preliminary shot by shot breakdown of its teaser trailer! will we discover anything profound? probably not, but there are some spoilers and speculation/potential spoilers under the cut, so if you want to go in completely blind, be mindful

maika monroe herself in our opening shot, standing in front of her crime board. which seems to mostly feature a cipher (one of what appears to be several that this movie and its marketing are using).

are we to assume that something Bad is happening in this car? probably.

next shot is cut as though this little girl is reacting to whatever is happening outside. i was squinting at whatever is on her desk because i have a feeling it may be important (for reasons mentioned later) but it is difficult to tell.

someone (maika monroe?) is doing research on what appears to be demonology or something related to it. titles of the books are 'a guide to the nine circles of hell' and 'the dark lord's hand' (both books were presumably created for the movie as they don't come up in any searches). beneath the books are notebooks in which she seems to be attempting to decode that cipher (maybe the killer is leaving our protagonist coded hints)
this opening of the book is intercut with a shot i did not include (to save space/because i had little to say about it individually) of the investigators opening a door to a dark room (murder scene?), which is a cool thematic thing. it also precedes...

also this shot is more heavily featured in this teaser with a cipher that when translated reads "hail satan" (check out the decoding work this person has done). well! if we had any doubt that these killings have some kind of religious motivation.

this is the 'guide to the nine circles of hell' book, but i can't make out the text with any clarity. to the right, perhaps another decoding effort is happening -- but i actually think this is maika trying to figure something out about the victims here. the order in which they're going to die, maybe? their locations/how they are chosen? there's a list of people's names beside a field of numbers, and she's drawing a line through some of the numbers.

starting to notice something odd with the aspect ratio - pay attention to how it swaps between standard widescreen and this more voyeuristic type of shot (you also saw this earlier, in the winter shots of the car and the girl), and we'll see if there seems to be any logic to that.

our first look at nic cage! is it scenes involving him/related to him specifically which are shot differently? maybe to induce said voyeuristic quality surrounding him and his kills? regardless: he's busy in his little workshop here. there's a nic cage interview floating around that seems to indicate that his character kills via creating cursed dolls or puppets which drive families insane in a sinister-esque fashion, which would check out here

something wicked is afoot in this hardware store (?) (i can't actually tell what is being sold here)

in presumably the same store, we see an unknown figure offer this girl some kind of small figurine (???). possibly nic cage planting one of his dolls (this is also why i was paying attention to the other girl's desk in the earlier shots, to see if she had anything similar). does he work here? (worth noting however that this is shot in the regular widescreen aspect ratio)


maika is finished with her triangle recreation.... but perhaps she is not alone

few interesting things to note here. 1) woman is getting hit in the back with an axe (in her own home, seemingly not expecting it, lending credence to the killer's MO). her murderer (husband? unsure) appears to be covered in blood. 2) she bears a resemblance to this woman, from a promotional poster and the setting looks as though it's the same one from this teaser. (cipher reads: "stood upon the sand of the sea", referring to a quote from the book of revelation describing a HYDRA, hmm)
3) a change of aspect ratio again, which immediately intercuts with....

maika flinching backwards as though bearing witness to this. could be just some misleading trailer editing, but the implication here is that she is 'seeing' these murders take place somehow. actually, maybe THAT explains the change of aspect ratio? it happens when we're seeing her "visions"?



gonna cover these quicker shots a few at a time: a shadow stumbling/dragging itself through a house as though wounded (not sure if it's the axe-in-the-back woman, because the house looks a little more modern, plus - different aspect ratio), an eerie figure in the woods (feels strangely out of place), another shot of nic cage in his workshop(?) (again with the aspect ratio switch - so if we follow the theory that these are maika monroe's visions, she definitely has some kind of direct connection TO him and not just a voyeuristic connection to his victims).


a person (i initially thought a woman, but that could actually very well be nic cage with his long, scraggly hair) slamming their head into a desk. the shot has interrogation room vibes (to me) but is too bare bones to make out for sure. maika is either... watching/interviewing (that's a camera beside her?) or this is another intercut reaction shot implying their connection.
(i didn't capture it but these shots are also intercut with images of red, gurgling blood, which seems a bit more deliberate than just an edgy choice - if there is a ritualistic element to these murders, perhaps it has something to do with blood)

i think this is nic cage again, but why is he upside down? interesting. unless i AM wrong, they actually show him a lot more in this trailer than initially assumed.

we're in maika-vision (calling it that until further notice) here again, this time to look at some kind of demonic entity (the same one we saw in that earlier shot of the woods?). this calls into question the objectivity of this voyeurism-whatever-it-is, although... obviously this film does have very clear supernatural elements, so hell, maybe nic cage IS being instructed by a demon.


another very clear intercut between maika and nic cage. is that nic cage?! it REALLY does not look like him from this profile angle, but it is possible that they've done some prosthetic work on his face (which they have been very careful not to show in full quite yet - nor do i think they should, since he is such a well known guy. you don't want your audience getting comfortable with him in this role before they actually see him.)
but i digress: another moment where the editing is implying an important connection or parallel (maika seems to be losing it a little - which i would too if i could no longer separate my identity from a killer's and/or their victims)
going forward i would pay attention to how promotional material for this movie is edited In General because they are using it as a very deliberate communicative tool at least in this teaser!


another couple of notable shots. in the first one, a woman (a nun? she seems to be wearing a habit, similar to another woman we will see later) fires a rifle into what seems to be an already blood-splattered car. then (which i didn't include) we see Maika With A Gun (hi maika), and what appears to be a car chase.

in maika-vision again, a man who has seemingly just got done slaughtering all of his cows. probably safe to call an animal harm content warning for this one, pals

ah! that WAS nic cage in the car paralleled to maika -- look at how he's dressed here. yet again they are deliberately hiding his face (also note the background - it would seem that yes, he is working at some kind of paint/hardware store).


two more maika vision shots. the first is the woman we see featured in this poster. the second is a small child who is closing a door to avoid watching whatever they're looking at. neither is having a good day!
there is a targeted amount of religious violence here, which makes sense if our killer is demonically motivated

and last but not least, nic cage murdering a guy (gender neutral) (interesting though because i hadn't assumed him to be the hands-on type given his rather indirect MO).
anyway: that's the longlegs trailer! the most telling takeaway here, in my opinion, is: how much it does actually focus on this sort of duality between maika monroe and nicolas cage and some apparent connection between them. my instinct is that that's going to be the meat of the story (although there is clearly a deeper mythology to explore too -- the cipher, the demon, the nature of the kilings).
one more thing to note: this movie seems to take place over the span of several decades. the teaser posters/captions released by neon are dated by year and reflect as much, and if you're looking for it you can see the aesthetics shift around a bit in the trailer as well.
send me your theories/observations! eager to see if anyone puts some pieces together that i might have missed.
28 notes
·
View notes
Photo

first of all, i just want to say i loved seeing all the thoughts and theories that were going on around all of this !!! honestly, i think some of you guys gave me too much credit, because most of this is a lot simpler than the intricate stuff you came up with--- i wish i had thought of some of the things you all did ! but for now, finally, here’s ( most of ) the clues i purposefully placed, as well as some general info, which i’ve tried to break up into sections for ease of reading.
SKELETONS / NUMBERS :
the skeletons are listed below with their id numbers ( the tags are linked as well ) :
andromeda : #0237632.
arachne : #0272463.
cassandra : #0276372.
daedalus : #0323357.
helen : #0043536.
heracles : #0472537.
jason : #0052766.
medea : #0063332.
midas : #0064327.
narcissus : #0672787.
orion : #0067466.
pandora : #0726372.
paris : #0072747.
perseus : #0777387.
each of the id numbers were decided by entering the skeleton names onto the dial pad of a phone--- abc = 2, def = e, ghi = 4, jkl = 5, mno = 6, pqrs = 7, tuv = 8, wyz = 9.
phones in general were hinted at a few times.
in asks, as i tried to use the word ‘call’ repeatedly when asked about it, ‘key’ once, as well as the word ‘phony’ at one point. get it ? phone-y ? that one was kind of a stretch, i know.
a phone prominently featured in a branch on the classification quiz.
the encoded text messages were, obviously, sent from a phone.
on an update before dropping stage 3, a strange voicemail was mentioned and you were encouraged to delete it from your phone.
the database speaks to you over the phone during curse finalization.
on the graphic for stage 3, a phone is the only object in the hallway.
some names did need to be shortened in order to fit all the same number of digits, so andromeda became adrmda, pandora became pandra, etc.
honestly, this code was weirder and more random than most of the other things, so i’d call it bonus points more than anything else. a lot of you puzzled out who was who without knowing what the numbers meant.
CURSE REGISTRATION / STAGE I ( here ) :
i asked you all to send in these results to the curse database, and used those totals to decide the order in which the skeletons would be released ; midas ended up with the most results so they’re posted first, cassandra got the least so they’re last, etc.
results from all three stages will also factor in to some future plot drops, though i’ll keep those quiet for now.
TEXT POSTS :
these are pretty straightforward ; i chose text that i thought suits each skeleton as i’ve written them, and tagged them with their respective curse ids to tease the fact that there were ids at all.
FOLDERS PAGE ( here ) :
this displays not only the skeletons’ classifications, but also their active danger levels ; one exclamation point for low, two for medium, three for high.
while the classifications were shown as only numbers 001-007 at that point, since the curse classification blog hadn’t dropped yet, in this ask a few posts previous i wrote the types as the first word of each corresponding number on the list.
CURSE CLASSIFICATION / STAGE II ( here ) :
when you reach a result on the curse classifications, the clock at the top of the screen stops and displays a single time. that number corresponds to the number on the files image. when you get an error it shows only zeroes.
the classifications are :
chaos ( pandora, paris )
death ( arachne )
hero ( heracles, jason, perseus )
infamy ( cassandra, midas )
loss ( daedalus, medea )
love ( helen, narcissus, orion )
monster ( andromeda )
yes, those are alphabetical. when i was making the folders page i just kinda said fuck it.
i took the hands off the clock on the image in the post, both because i wanted to draw attention to the clocks on the actual pages, and cause it looked sick.
if you get to page /c6, the clock stops and zeroes out. that’s because there’s no way to get anything but an error after that point.
i asked you all to send in these results to the curse database, too, and they were used as tiebreakers for the skeleton posting order. like, medea and pandora ended up with the same amount of results from registration, but there were more loss results than chaos from classification, so medea goes first.
TEXT MESSAGES ( here, here, here, here, here, here, and here ) :
the encryption on the text messages is caesar cipher, where you shift the alphabet a certain number of letters over and substitute those letters for each other. for example, an alphabet with a shift of 1 would have a become b, b become c, and so on. the shift changes for each text message, depending on what the character’s curse classification is. so the text from narcissus ( #0672787, classification of 6. love ) has a shift of 6.
the decoded texts are :
#0063332. ( medea, shift 5 ) : you made your choice. now i am making mine.
#0672787. ( narcissus, shift 6 ) : at least you’ll be hung in the stars. i’ll only be remembered like a cautionary tale.
#0072747. ( paris, shift 1 ) : don’t blame me, please. i am not the villain.
#0272463. ( arachne, shift 2 ) : did you make this for yourself, too ?
#0472537. ( heracles, shift 3 ) : wasn’t my strength meant to earn me a better reward than this ?
#0237632. ( andromeda, shift 7 ) : you cannot be a hero all the time. what if my monster wins ?
#0064327. ( midas, shift 4 ) : i could have known better, at least. nothing this gold could come without consequence.
i also wanted to use this to kind of further their feeling of being watched ---which i hope i started to get across just in some answers to anons ---with the messages between skeletons be ‘intercepted’ by the database.
CURSE FINALIZATION / STAGE III ( here ) :
before dropping this stage, a ‘data breach’ was mentioned twice in separate posts. this was to ( hopefully ) encourage people to look for hidden information--- aka, the data that was breached.
there are five total hidden pages on this stage, and one secret extra message.
first is another intercepted message from one of the skeletons. the link is here.
on page /b2, click the word ‘key’ to get here.
the text message is from #0276372, aka cassandra, who is prophetic. cassandra is the only skeleton with anything set about their curse, and their prophecies will be a part of gameplay.
the url for this page is 0677437, and if you use the same keypad method as the numbers for the skeletons, that translates to ‘mssges.’
second is a chart monitoring active danger levels. the link is here.
on page /b3, the clock has stopped at 00:00:14, for the 14 skeletons. if you wait those 14 seconds, you will automatically be redirected.
the url for this page is 0003282, or ‘data.’
the third is a contact log between the database and a god. the link is here.
on page /c2, a ‘source’ is mentioned. if you view the source code of the page, the first thing at the top is the url.
the clock on this page has stopped at 02:09:01, and the connection was lost at that same time ; if you substitute letters in for numbers, 291 spells ‘bia’, the goddess of violence, who the communication was with.
the url for this page is 0005647, or ‘logs.’
the fourth is an incident report from a monster attack. the link is here.
on page /c7, ‘time’ is mentioned repeatedly. click on the clock to get here.
the incident report is 8-1-18-16-25, which, with a substitution between numbers and letters, translates out to ‘harpy,’ the type of creature from the attack.
the url for this page is 0737678, or ‘report.’
the fifth is the list of id numbers and their skeletons. the link is here.
on this ask, i asked ( yes, i sent this one to myself ) about the numbers, and responded ‘why haven’t you searched.’ put /numbers directly after the url of curse finalization to get here.
if you highlight above the ‘submitting’ text on the /finalize page, you can find a message : ‘you’re not safe here.’
the codes you all reached are going to remain kind of a mystery for now. there is a solution for it, if you’re really interested in puzzling it out, but i’m not going to list the answer here. they’ve helped me decide the first plot drop of the group. this is somewhat of a teaser for how the gameplay will go here ; the curse database will remain an active player, and you’ll often be helping choose events. you just might not always when you’re doing it, or how.
easter eggs / fun facts, i guess !
when you get an error in curse registration or classification, if you hover your mouse over the word ‘error,’ it shakes like a glitch. this serves no purpose and means nothing, it just took me a while to figure out how to code, so i wanted to point it out. just let me have this
i actually had a very different stage three planned when i dropped stage two, one incorporating the results from registration and classification more, but the classification results i got were totally different than what i’d expected. while the registration results were pretty varied, over half of the 40-something answers i got from your classifications were for ‘love,’ and i actually got only one ‘monster’ and zero ‘death’ results from you guys. which i suppose is fitting, since there’s only one skeleton of each ! but still, it threw things off a bit, and i had to pretty thoroughly rework stage three. besides, i ended up with like 100+ results from both stages, and i got kind of overwhelmed with my original idea. you all kept me on my toes !!
i sent two asks to myself : the one i needed to set up so i could list out the curse classifications, the one to drop a hint about the /numbers page. the rest all came from you guys ! and for that i am hugely grateful--- i had sort of escape plans the entire time if there wasn’t enough interest, where i’d be able to drop the main after stage one or two and skirt around the extras, but i’m so glad i got to follow through on this thing to the end. i wouldn’t have been able to do it without your engagement. every single time i get a little inbox notification i get excited.
i noticed some of you were getting a lot of error results, but that’s not on you ! there were 32 possible results on curse registration with 16 of those being errors, and 15 results on curse classification with 8 of those being errors. so don’t worry, you were more likely on those stages to get an error than a result.
some of you wondered if the general urls ( /a1, /b2, etc. ) of the different pages on the registration, classification and finalization blogs meant something, and i’m sorry to say they don’t. originally i was going to customize them so they’d be harder to just sift through later, but there ended up being 130+ total pages between all three blogs--- and for my own sanity, and for the sake of easier organization when editing them, i just left them as they were with their letters and numbers.
someone asked me if this post was for cassandra since the quote involves cassandra in the source material agamemnon. whoops. it’s not, that post is actually just a nod to the fact that i don’t know how to read.
i think that’s just about everything ! there are all kinds of other small things as nods to skeletons, the plot, the database in general, future plot drops, all scattered throughout answers on the curse database--- and i’ll be here all day if i list them all. if you have any specific questions about anything i would love to answer them, so please feel free to shoot them my way ! i believe that’s the gist of it, though. thanks so much again for going along with me on all of this !!
17 notes
·
View notes
Text
Leading 23 Tips & Tricks to Win Retreat Space Games
We've assembled our leading 23 escape space ideas and also tricks that we have actually used to achieve greater than 85% getaway price on 100+ spaces in the USA and Europe. The ideas can be separated right into five groups: make a group, interact, take care of challenge things, be thorough, as well as resolve problems efficiently.
Make a Team
Idea # 1. Have fun with pals or colleagues (if possible).
Especially for large-group games, groups work much better when there's a common context for interaction. It's not enjoyable for a group of 20-somethings to have fun with a household bringing their youngsters, the play designs might clash when synergy is needed. This clash is infrequent yet can occur if you're unfortunate. This may be cost-prohibitive for public-booking rooms (however you can check your luck by scheduling last-minute or at out of favor time ports), however personal spaces have this by the default.
Tip # 2. Dip into much less than maximum group size.
Playing at the maximum group size suggests 1) physical density 2) insufficient things for every person to service 3) less "aha!" moments 4) extra overhead in getting every person up to speed. We generally recommend around 70-80% of the optimum capacity although this can differ by game or group. Once again, this might be cost-prohibitive for public-booking rooms (once again, you could check your luck by reserving last-minute or at out of favor time slots), but private areas should enable the versatility of choosing your ideal group dimension.
Interact.
Having numerous individuals to examine a clue could help! (Photo Credit: 60out).

Tip # 3. Pass the baton.
If you have actually been staring at a problem for too lengthy and can't identify the solution, enlist a fellow employee to help or take over on the problem. This helps make sure that puzzles do not get neglected, which there suffice eyes on each unsolved puzzle. This can proceed until a couple of individuals can not figure it out-- that's usually a sign that you don't have all the information yet (or that you need a hint!).
Idea # 4. Listen to your teammates.
Escape space groups operate best when they attempt every little thing. So if your colleague has a crazy but somewhat practical concept, listen to them and try it with them! If you think it's a negative concept, still urge them to try it however. As long as the crazy idea is reversible, it could simply relocate you closer to the last service. At the very least, it will certainly be enjoyable!
Idea # 5. Yell out noisally exactly what you locate.
This has the tendency to be relatively disorderly yet very reliable. Retreat area video games are won and shed based on how rapidly 2 employee that found relevant items could match them with each other. This includes points like a code and also a trick, a vital as well as a lock, or a pattern that appears similarly in two various locations.
Suggestion # 6. Deal with just what other people aren't working with.
This assists spread apart your team and have each employee be maximally reliable. There's a tendency to dismiss or miss over some problems that are "also tough" to do in the beginning look. This leaves some challenges forgotten as well as undone till a person recognizes that they're required.
Suggestion # 7. Do not "glob" around the very same challenge.
Be a factor to a problem and also not a viewer. It's as well easy to be a spectator when interesting progression is being made on a puzzle, yet people are more reliable when they're spread out and servicing exactly what needs to be done! If there's only one problem open however, by all suggests allow the entire team brainstorm!
Handle Challenge Products.
Way too many tricks ... (Photo Credit Score: Robert Montalvo).
Suggestion # 8. Maintain utilized type in their lock.
A trick is almost never used greater than when. Leave it in the lock for your sanity! This will certainly help stop the key from being made use of once more, protect against another person from checking out an additional secret on the lock, as well as stop you from unintentionally locking the object once more. In very uncommon instances, a secret might be utilized greater than once, so keep that in mind too as a last resource option.
Idea # 9. Make a "throw out pile".
Different things in the video game right into a "made use of" pile as well as an "extra" pile. This helps stop team members from checking out the same item repeatedly. This likewise aids you attach certain "extra" products by positioning them in physical distance! Keep in mind that in some escape rooms, things could be "made use of" more than as soon as.
Idea # 10. Organize items neatly.
This assists maintain the space neat, so you could locate just what you need. This additionally lets you unite related things, so you can discover all of them right when you need them. Some instances:.
Stack associated books together.
Spread apart a vital item of cloth.
Location loosened objects on the table on the room.
Place all unused tricks with each other in a central area.
Be Comprehensive.
If you see a lot of books on a shelf, very first check to see if any one of them is in fact a publication risk-free. You might get a clue later to refer to a certain publication (specifically if you require a publication cipher or you have a dictionary). As a reduced concern job, skim some of the books (yet please don't waste excessive time looking at arbitrary marks in them).
Suggestion # 11. Search the space extensively.
Be exceptionally complete when looking and touching anywhere, as if you were repainting the space as opposed to as if you were simply searching for where you put your phone. In some cases crucial things can be in one of the most exotic (or non-exotic) of areas, like:.
nestled on the top of a bookshelf.
concealed within a publication.
tucked in a coat pocket.
behind the door of a closet.
in a secret compartment of the flooring, wall, or shelf unit.
stuck on a ceiling-supporting column.
positioned on a walk high up on the wall surface.
Tip # 12. Split and dominate to browse.
At the very start of each game, split the room right into sections as well as appoint various individuals to comb through each area, seeking things of significance. This aids make sure that the space is thoroughly inspected, as well as assists prevent the situation where specific locations are forgotten and specific various other locations are over and over again combed over.
Pointer # 13. Hear your host.
Listen to the intro and policies by your video game master-- your video game master may slide some useful hints at the start that will certainly conserve you a great deal of time. This puts on the tips that they offer in-game as well, especially if they are live action actors. All the personnel in-game will certainly aim to nudge you in the right instructions.
Suggestion # 14. Request tips.
There's almost always a hint system in the video game. You might need to wave into a video camera, use a walkie-talkie, or pay attention to the in-game star. Regardless of exactly how tips are dispersed, we suggest asking for hints whenever you really feel overly stuck or have actually quit having a good time. Game masters are trained to press you in the appropriate direction so you can start addressing problems once more.
Solve Puzzles Effectively.
Do not seek out below. (Image Credit Report: Adamantios).
Pointer # 15. Know what to ignore.
This is finest gathered with experience, yet below are some usual points that brand-new getaway space players discover that are nearly never ever vital to the escape area.
Random numbers composed in black marker on old publications or furniture-- This is usually just artefacts left over from when the game master purchased the thing.
Power outlets-- Don't mess around with power outlets, unless its clear that you should. This is both a safety and security problem and a wild-goose chase.
Go down ceiling floor tiles-- Never try to look behind a decrease ceiling ceramic tile or touch the ceiling. It's a waste of time and also a safety and security concern.
Pointer # 16. Attempt combination options regularly.
Unless the lock is some sort of "lockout" risk-free, attempting mix solutions whenever you have a plausible appropriate service provides you fast responses on if you're doing the ideal thing. If you're lucky, your initial assumption might also be right! This suggestion is combined well with the the next tip-- if you have 3 from 4 of the numbers on a combination lock, quickly input in the 3 figures as well as cycle via the last one.
Suggestion # 17. Miss the last figure/ letter.
Some instances where you could skip some minor actions consist of:.
Identifying the last number in a lock-- If you understand the very first 3 numbers in a 4-digit mix lock, you could simply cycle through the last options for the 4th one.
youtube
Determining the last couple of letters in a wordlock-- This resembles addressing a crossword. If you have a 5-letter word that starts with M and also ends in C, try MAGIC!
Keep in mind that you ought to only do this if you're ok with missing out on a problem. Typically you could ask a game master concerning the challenge you skipped later on.
iLocked
Unit 1, Marco Island, Huntingdon St, Nottingham NG1 1AR, UK
iamlocked.co.uk

+44 115 988 1323
1 note
·
View note
Text
Week 2 Lectures Recap
Key take aways from this weeks lectures.
You cannot trust anyone, including yourself
‘Constant Vigilance’ - Mad Eye Moody. This is actually a good motto for defence.
There seems to be a high level of communal trust in UNSW. For example, many people leave their laptops and other belongings unattended in the library as they go eat lunch. If someone was to take your laptop, it would be very inconvenient.
Defence in depth
Castles started off just as a house and then were slowly upgraded.
Thicker / Higher walls
Multiple layers of walls
Moat
We want to design a system with no single point of failure.
I’m yet to learn how to implement this in code, but in the physical world it make sense.
Someone should have told this to the guy who designed the Death Star
Ants are an example of a single point of failure (the queen). They are able to accomplish many great things by working together but if their queen dies, they’ll be useless
Apes are not as capable as ants as they are individuals rather than a collective. In terms of security, if one ape was to die the rest would still be able to survive.
Type 1 and Type 2 Errors
Type 1: When there was not enough evidence to reject the null hypothesis when we should have. This a false positive.
Type 2: When we reject the null hypothesis when it is true.
We cannot minimise both of these errors, they are inversely related. Richard gave the example of imprisonment in relation to these errors. Would we rather falsely convict a man of murder? Or have a murderer walking free. I think this is a difficult question to answer.
NSA Crypto Practise
That was really hard. I had to use the hints to get started. I really do need to practise.
My strategy going forward is to try guess where the common letters are (ETAO) and move on from there.
Shredding Analysis
This was very hard and I didn’t even complete it. All the strips to the left of the main article are not sorted (I deemed not important but you never know).
Doing this activity was essentially like doing a very boring puzzle, where instead of having different shaped pieces, they were words and pictures. What really helped was when I wasn’t sure if a piece in the correct spot, I had many things to match it against. It only fits if every word and picture lines up.
I’ve realised that shredding is not secure at all. To make it more secure, the documents you are trying to shred could have a non uniform distribution around the page. My idea is to maximise the amount of white space/ slivers with almost nothing on it. Shredding more shapes other that vertical strips would also be useful. Putting the paper in a blender could help.
Coincidence Index
This is putting two texts side by side and counting how many times the same letter appears in the same position. We then use a formula and depending on the index of coincidence, it will suggest what type of cypher we are dealing with. I watched this video.
Cipher Info
This is my first war game, the message was this:
TGPRGWTADEKI HI3OYNODONAT ES4LOCIINTB} FC4LURSDTHO_ LO1IRYAEEIU_ AM{NOPBAVNT_
The first thing I noticed was the number 3 in the second group of letters. Then the 4 in the 3rd group, 1 in the 4th group and 1 in the 5th group. They were all in the same position in their respective group of letters. The third position. So taking the first letter and removing it from each group, I get the message:
The Flag is comp3441{Rolling your own crypto is a bad idea don’t even think about it } ___
Arranging the code like this helps
TGPRGWTADEKI
HI3OYNODONAT
ES4LOCIINTB}
FC4LURSDTHO_
LO1IRYAEEIU_
AM{NOPBAVNT_
0 notes
Text
Hot Imperial Agent Alert
It’s a week late, but here is a thing I was working on for self-insert weekend featuring @parttimedragon‘s Imperial Agent OC, Carter, who is incredibly attractive and who I have a terrible, awful crush on.
It only got worse after I learned he really doesn’t like Sith, and if I’m going to be anything in Star Wars, it’s a Sith.
So, parttimedragon, if you read this, I hope you enjoy it and that I didn’t get too much wrong. I also know absolutely nothing about The Old Republic game, so this is actually set between Episodes III and IV... while also kind of referencing the Hand of Thrawn duology. It’s a hodgepodge basically.
Darth Inferna.
That’s the name his mission log gave him. And no matter how many times he checked and rechecked, the name on his datapad remained the same. No other missions were pending, no other excuses. He would have to accept it.
Cipher Nine sighed through his nose, a short, scornful sound, and ran a hand through his thick, black hair. Another opportunity to clean up Sith messes.
Great.
Now, he had to make his way to the Chimaera for the full briefing and to meet the Sith. He couldn’t wait.
He hitched a ride aboard a shuttle full of ensigns and Stormtroopers on their way to join the crew of the Star Destroyer. Unsurprisingly, he was the only agent on board. Being one of the first and the few to graduate from the Royal Imperial Academy with such a distinction—to say nothing of the specialized training he endured after the fact—Cipher Nine took the silence and the curious, some downright distrustful looks he received in stride. The Imperial Agent program was a new one, enacted by Emperor Palpatine himself, who supposedly took inspiration from the Sith Empire long since passed.
Not that that was public knowledge. Sith were hardly remembered now, and for good reason. Vicious and vile things, they died out long before the Jedi did. Or, they were supposed to have. As the Agents and certain members of Imperial high command had learned, some of them were, in fact, alive and well and working for the Empire.
Taking certain inspiration from them was all well and good, he supposed, but Cipher Nine could only hope that the Emperor wasn’t making a grievous error directly aligning himself with these Sith animals.
After seven standard hours aboard the shuttle, he disembarked aboard the Chimaera, striding towards the lift that would take him to the bridge. He could make the proper contact with high command there, and then the cloak and dagger workings of his role could begin. But first he had to—
“Agent Carter, I presume?”
Cipher Nine started at the warm female voice coming from his left. He turned to find a human woman striding alongside him, about a foot shorter and sporting an appraising expression.
There weren’t too many people who could sneak up on him, but she didn’t look like anything special. Brown hair pulled high into a ponytail. Not regulation. Dark, close-fitting clothes with hints of red and lace-up boots. Also nowhere close to regulation. Between her fingers spun a code cylinder, and by her hip jostled not one but two lightsabers as she walked.
Don’t tell me.
“Darth Inferna?” It was only his training that kept the dread—and disgust—from his voice.
To his surprise, she laughed. Putting a finger over her lips, she said, “Ssh, not so loud, Agent. And believe me, that’s the only time I’ve ever said that to a man.”
His eyes widened. Was she actually hitting on him?
“So, do you need to rest up a bit more, or are you ready for the briefing?”
Cipher Nine squared his shoulders and said somewhat imperiously, “I’m always prepared to perform my duty, Sith.”
“Ah, very good. We’re on a bit of a timetable right now. So—” She swept an arm out to her right. “Will you please step into my office?”
Her—? Agent Carter looked, and stopped in his tracks. Before him was a cantina, one of many set up aboard all the Star Destroyers in the fleet, and much tamer than any you’d find on Coruscant or Corellia. And currently it was empty besides the Sith, who’d sat herself at the bar, and the bartender.
"A wine for me, Fleint. You know what I like. And get my friend here whatever he wants, and don't hold out on the good stuff. Oh,"—Inferna snapped her fingers—"and prepare an ale, almost forgot. Forvish, the hard stuff." She slipped Fleint a few credits, and the bartender turned toward him with a faintly raised brow.
You can't be serious.
"Just an ale for me, as well. Anything but Forvish," he said, sitting himself stiffly beside the woman. Agents had always been thoroughly instructed to blend in rather than stick out. It helped lower guards and loosen tongues. Outsiders, by contrast, bred suspicion and hostility. Still, he wouldn't drink more than a few sips. He had no idea what the Sith was playing at.
She didn't speak again until Fleint brought them their drinks and dismissed the man with, he was floored to hear, sincere thanks. Cipher Nine eyed her wine with distrust. It was white and bubbly, not at all like the bitter dark red he'd been expecting. His own ale was more potent than he’d anticipated, not the watered down concoctions he was used to receiving from most establishments. Amber-colored, the ale went down smooth, leaving a very faint taste of sweetness behind. Apples.
He set it aside almost immediately, pausing when he saw that she’d done the same to the Forvish ale as well. In fact, she hadn’t imbibed any at all.
The Sith noticed his movement from the corner of her eye, and Cipher Nine clenched a fist as everything from her smile to the easy set of her shoulders radiated amusement.
"Have I threatened you before, Agent?" she asked him, blue eyes twinkling.
That right there was enough to unsettle him. She didn’t have the sickness of the dark side in her eyes. No bloodshot veins or heavy shadows beneath her lower lids. No unnatural yellow or orange taints to her irises. Just a deep, clear blue.
And that was another thing. If she didn't have a Sith's unholy eyes, if she had to have normal ones, then why did they have to be blue?
"No," he answered neutrally, "we've never met before."
"Thankfully," she said with a knowing smile, speaking his hidden thought aloud. Dread coiled in his stomach, but she didn't retaliate, didn’t speak at all about his rudeness which it was now apparent that she could clearly sense, despite his training to resist Sith influence. Maybe his training wasn’t failing him at all, though. Maybe she was just annoyingly perceptive. Her smile only grew wider, and she sipped her wine.
Was she even a Sith?
As soon as he thought the question, he dismissed it. He knew she was not unfamiliar with the Sith ways. The tilt of her head was too proud, the smile on her lips a tinge too arrogant. Even by just sitting there and swirling her wine in the glass, savoring the flavor on her tongue in a scene of raw indulgence, she mirrored every Sith he'd been unfortunate to meet. Perhaps her temper was not as obvious nor her cruelty so openly exposed, but she was of their kind, that he had no doubt. Besides, if she were not a tested, trained Sith, then she would never have been given over to a Star Destroyer for service, nor he assigned to her on an even ranking for a mission.
“I overheard Governor Tarkin say you agents are trained in a variety of specializations,” Inferna led on, looking at him expectantly.
On second thought, he would keep drinking. “That’s right. He is—“
“Slicing, spying, sabotage,” she interrupted casually. “Hand-to-hand, assassination.”
A few of those belonged more to other agent types than his rank as a Cipher, but he’d let her believe what she wanted, especially if she was rude enough to interrupt him. “More or less.”
She braced an elbow on the bar and rested her head on her fist. The smile she sent him now was utterly feline. “And what about seduction? Is that true, too?”
So. That was the real reason for this impromptu interrogation. That was the kind of mission this was going to be. Well, at least it made sense now why she kept trying to flirt with him, to see if they would have any chemistry when they were in the field. Great. He strongly considered ordering another drink, this time one that was much stronger.
Cipher Nine downed the rest of his ale, setting the glass down with a loud clunk. “Of course. Seducing someone’s not exactly difficult.” Icy blue eyes gave her a once over. “You might want to see about working on that.”
Her arm dropped as she threw back her head and laughed, an utterly delighted and undignified sound. Human, it was so…human. The Sith couldn’t have thrown him more off balance than if she shot him full of Force lightning. “You’re probably right.” Inferna chuckled low under her breath. “I’ll be sure to learn from you, Agent, and your clearly superior charm.” More teasing sarcasm. “Fortunately, though, we won’t have to demonstrate that skill set for real this time. I don’t believe either of us are Moff Disra’s type. No, he’s going to need…a much firmer hand than a lover should provide.”
He blinked. Moff Disra?
Did that mean they would be heading to Bastion, one of the Empire’s best-kept secrets? The Agent’s fingers started to itch. The sheer amount of information hidden in that place, the political intrigue, the clandestine setting. It was both a playground and a challenge for someone like him, and if the Moff there was somehow stepping out of line… His body thrummed with anticipation just thinking about it.
The code cylinder spun between Inferna’s fingers again, coming to rest between thumb and forefinger as she extended it to him. Her nails were manicured, not too long, and painted with a clear coat, not filed into claws or some other such nonsense. She pointed one at the cylinder once he’d taken it. “Everything you need to know is in there. We’re not supposed to discuss it openly, in a cantina of all places after all.”
Then why did you bring me here? He gritted his teeth but stowed the cylinder away safely. “When do we leave?”
“In about two hours, aboard a recently-acquired trading ship in Hanger Four called the Breakaway.”
“By trading ship, you mean a smuggler’s ship.”
“Now, who am I to judge anything or anyone on a rough and rowdy past?” Though her tone was mildly chastising, the curve of her mouth betrayed how pleased she was that he’d noticed that. You catch on quick, it seemed to say. “Is that enough time for you to—?”
His glare cut her off, and she threw up her hands in surrender. “Just making sure. You’re the first agent I’ve worked with, you know.” Those infuriating blue eyes caught something over his shoulder, causing them to light up anew. “Ah, Admiral, you made it!”
Cipher Nine craned his head to look in curiosity—and he immediately straightened, sitting up, heat rushing to his face.
A male Chiss approached them with measured steps, his blue skin looking far too agreeable against the stark white of his uniform, his shoulders military straight in a hard, broad line. His blue-black hair was short and neatly styled, and his red eyes assessed the agent briefly before flicking to the Sith. “I see, as usual, you didn’t waste any time, Lady Inferna.”
Was the universe trying to kill him today? Between placing an oddly-cheerful Sith in his path and the cool, cultured voice of this Chiss Admiral, he was starting to suspect so.
“We were just getting to know each other,” Inferna said, handing over the cup of Forvish ale. The Chiss took it, eyes glittering. And Cipher Nine watched, stunned, as the Admiral actually took an appreciative sip from a drink that a Sith had handed him. The trust between the two of them, the familiarity, it would have made sense, wouldn’t even be shocking, if the woman had been anything other than a Sith.
He studied the Admiral, who didn’t strike Cipher Nine as being unintelligent. He also didn’t observe any power plays at work here, no tests or typical Imperial scheming. Which could only mean the trust was genuine, and mutual.
But how?
“Agent,” Inferna said, snapping him out of his grim musings. She gestured to the Chiss with a flourish. “May I please introduce the Chimaera’s latest acquisition, Grand Admiral Thrawn. Thrawn, meet Agent Carter, aliases Cipher Nine and—”
“Nightshrike,” Thrawn finished smoothly, extended a hand. “A pleasure to meet you, Agent Carter.”
Cipher Nine shook his hand, feeling his face warm again. “The pleasure’s mine, sir.” He would have said more, but… He was tongue-tied all of a sudden. He released Thrawn’s hand and cleared his throat.
“Don’t worry, Carter. The Admiral has that effect,” Inferna said helpfully, eyes twinkling. Cipher Nine got a hold of himself.
Thrawn himself didn’t seem to be bothered by the Sith’s shenanigans or his. Cipher Nine wondered if he was just used to it or was naturally unflappable. “And how are the two of you getting along?”
“He doesn’t like me, I’m afraid,” Inferna answered before he could, shrugging. “But I think it’s not serious enough that we can’t work around it. I’ve studied his prior mission reports, and I trust in his abilities.”
Once again, Cipher Nine was surprised at the honest assessment and who it was coming from. He was also wondering how in the hell she’d gotten ahold of his mission reports and through what clearance.
But wait… Did that mean all the time she’d spent interrogating him was just to get to know him? Maybe lighten him up? But for what purpose? Searching for weaknesses to exploit, perhaps? Sith always had ulterior motives, and he couldn’t believe that this one was just concerned about how well they’d work together in the field.
But Thrawn tilted his head and confirmed just that. “Still, complete cooperation will be necessary if this mission is to be successful. Tell me, Agent, is it Lady Inferna’s own capabilities that concern you? I can personally attest to her competence and her willingness to… How did you put it?” he asked Inferna.
With a smirk, she said, “Play well with others.”
“Of course.” Thrawn nodded, some inside joke between them. “And I would not have recommended her to carry out this mission on equal rank with you if I didn’t trust you both could succeed.”
“Yes, Admiral,” Cipher Nine replied, noting that word. Trust. “Your recommendation carries a lot of weight.”
“But something still troubles you.”
Cipher Nine willed his face blank.
But Thrawn, with those glowing red eyes, had seen it. “It’s natural to be wary of the Sith, Agent. I myself felt that same wariness when I first came into contact with them. I still do. They are willing to do anything to achieve their goals, even if they alone are all who would benefit from those actions.” That depthless gaze flicked to the Sith. “Lady Inferna is no different, but her goals align with the Empire’s, and she has consistently demonstrated a value for her comrades’ lives. Even, sometimes, to the detriment of the mission.”
An admission like that would have been accompanied by a sneer of contempt from most Imperial officers he knew. Even he, an agent who represented the Imperial ideal of professional perfection, felt a glimmer of disdain deep in his gut. The mission should always take precedence. Nothing else mattered. But the Grand Admiral in front of him spoke with an air of respect for the Sith, for the lives of fellow Imperials. And the latter was something Cipher Nine could understand, too.
Inferna huffed, rolling her eyes toward the ceiling. “Well, there went all my street cred. Thanks a lot, Thrawn.”
“Do you not want Agent Carter to be reassured that he isn’t going out on a suicide mission with you?”
“He would have figured it out eventually,” she shot back, and then grinned at Carter. “After I played with him for a bit.”
Cipher Nine scowled, crossing his arms over his broad chest. “I don’t appreciate being talked about like I’m not here, you know.”
A quirk of Thrawn’s lips. “Apologies, Agent. I’ve been too preoccupied with the particulars of this mission to consider your feelings.”
“It’s fine, sir.” He was far too forgiving when it came to Chiss. Such a weakness. “And consider me more or less reassured.”
“Very good,” Thrawn said with a knowing look. Had he fully perceived Cipher Nine’s reluctance, his steely resolve, and found them both worthy? No way to tell, for he then quirked a blue-black eyebrow at the Sith. “Lady Inferna?”
Inferna crossed her arms, mirroring Carter’s body language. The two assessed each other, Agent and Sith, and Cipher Nine had to admit that, if he hadn’t known what she was beforehand, then she would have been attractive to look at. A heart-shaped face; a straight, pert nose; lush, dark brown hair; eye-catching, sensual lips; not a single blemish on her pale skin. A keen intellect shone clearly in those damnably blue eyes, his favorite color, as they traced over his own features, lingering on the scar that crossed over his nose from one cheek to the other. A question lingered in her gaze, but all she said was “He’s a bit of a sourpuss, but he’ll do.”
His eyes narrowed. No, the Sith animal was definitely not attractive. But at least, he decided as he looked at the Grand Admiral, she kept attractive company.
And, apparently, she was competent and wouldn’t send him straight to his death for her own glory.
He’d believe it when he saw it.
“For the glory of the Empire,” Inferna said, raising her glass.
“For the glory of the Empire,” Cipher Nine echoed back in unison with Thrawn. That, he would gladly, ardently toast to, even if it was coming from something like her.
14 notes
·
View notes
Text
Why Hunt A Killer Is the Perfect Murder Mystery Game for Amateur Sleuths
https://ift.tt/eA8V8J
This article is sponsored by:
Have you ever watched a crime show and thought you could solve the mystery better than the detectives? Is your ideal night out a Murder Mystery Dinner Theater? Are you a true crime aficionado? Do you love deciphering coded messages? If you answered yes to any of those questions, Hunt A Killer may be the game for you.
While I will admit to having a low scare tolerance, I’ve loved murder mysteries since growing up on reruns of Murder She Wrote. Given the inaccessibility of events like dinner theater during the pandemic, the idea of solving a murder mystery right in my own home sounded like a perfect opportunity for my husband and I to do something fun together. Hunt A Killer is a subscription service where you receive episodes of a murder mystery in a monthly box. The full mystery takes six boxes to solve, and each episode has a particular goal for you to resolve. The result is a mix between a role playing game, a party game, murder mystery television, and dinner theater—and utterly enjoyable.
Part of the reason the combination works so well, according to Carlea Holl-Jensen, one of the staff writers on the currently released season, is that the writers for Hunt A Killer seasons come from many areas of expertise.
“The teams have really diverse sets of backgrounds,” she explained. “We have people who come from video game backgrounds, who come from educational backgrounds, who come from TV and theater.”
The very first game produced by the company was an immersive theater live event; co-founders Ryan Hogan and Derrick Smith worked together to try to figure out to scale that for a broader audience, how to bring it into people’s homes. “In 2016, they started producing boxes basically in our co-founder Derrick’s living room,” Carlea laughed.
When I mentioned that the style of social mystery-solving reminded me of the old How to Host a Murder party game boxes, Carlea said there were three people on the Hunt A Killer team who hadn’t just played those, but written for that type of game themselves (many members of the company are also Dungeons and Dragons players, which will surprise absolutely no one familiar with both games).
While some similar games are one-shots, the serial storytelling nature of murder mystery television programming helped the Hunt A Killer team land on a subscription model—and they borrowed the style of writers’ room collaboration for creating the story of each season from television as well.
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
The current season of Hunt A Killer, titled Curtain Call, is a cold case mystery. In 1934, actress Viola Vane disappeared; the case was closed quickly by police of the era, but when her mummified body is discovered by the current theater owner, it’s clear she wasn’t missing—she was murdered. Neither the police nor the theater board are particularly interested in picking the case back up, but the theater owner is determined to achieve justice for the woman, so she hires you, the player, to solve the clues.
When you open the first box, you receive a letter from your contact—a private investigator—and a second letter from the theater owner. Inside the box are documents, physical objects, clues, and collectibles.
Each episode also has a particular mission for you to achieve; for example, in episode one of Curtain Call, the clues provided give you enough information to identify the murder weapon. We found that it didn’t take us long to solve the episode’s mission—but that the sheer amount of information provided about the rest of the mystery had us guessing about who had motive (and who might be having an affair; or why the victim had so much money in her purse!).
“That’s really what we want, is for people to keep coming back and going, ‘Actually, now that I think more about that, that couldn’t have been right,’” Carlea said.
While they do have people who play the boxes solo, many people play them socially—some even collaborate virtually, despite the physical objects in the boxes. “Sometimes people come to it with a little bit of anxiety, like, ‘Oh, I don’t know how do ciphers, or I’m not that good a detective,’” she continued, explaining that especially first-time players may feel more comfortable pairing with a teammate who has different skills. “It’s also just fun to debate and talk about things.
The amount of research that goes into each element, especially in a historical story like this one, is intense. Each episode comes with a physical object—a cufflink, a handkerchief—that provides tangible information about the murder. Even the documents are physical objects: the texture of a letter produced on a typewriter gives more tactile experience than a mass-produced photocopy. Carlea discussed how one of the staff designers, Krystle Alder, researched even the fonts to make sure they were available on typewriters in 1934.
Because Curtain Call takes place at a Broadway theater, Carela talked about how much research had gone into the theater of the era. “I did a lot of listening to podcasts and reading about sort of characters, real people in the period who kind of had similar stories. So there was a lot of sort of, ‘Oh, this person had a similar trajectory, or something happened to them,’” she recalled, and though none of her historical figures met the same grisly death as Viola Vane, she was able to crib notes from the backgrounds of real performers.
One of the staff writers, Elinor Haney, did a lot of research into what would happen to a body left in an attic for 80 years—she looked at mummies and tried to figure out how Curtain Call’s victim would appear upon her discovery. (Forensic and legal research is important in other seasons, which have primarily featured contemporary murders as well.)
I asked how the team selects the props, and while some of it comes down to what it would cost to produce a particular piece for every box sent to subscribers, a lot of it has to do with the story. The writing team will pitch an idea they think will have the most impact to their procurement manager, Kristina Green. Sometimes, Carlea recalled, Kristina’s response is “Absolutely not. That’s ridiculous. There’s no way.” But in most cases, “she just does such an incredible job of finding the stuff that we just kind of dream up out of thin air.”
Ultimately, no matter how cool the concept (some seasons have required players to destroy a piece of evidence in some fashion to be able to get the clue!), the question for the team is “How is it serving the story?” Each clue is designed that way: a cipher, a photo, a playbook from a fictional Broadway musical, or a physical object like a cufflink.
Curtain Call is also a transmedia experience. In addition to the box, there are clues delivered through a “file-share” system (which includes some very tasty recipes for mixed drinks that would have been served just after Prohibition ended; pictured is a non-alcoholic Tango Twist I tried out—and it was quite tasty). The team also created a website for the Cadence Theater (where I found possible additional clues for the episodes I haven’t yet received while I was writing this article). While I’m an old-school gamer when it comes to this type of experience, and prefer for everything to be able to be done without an Internet connection, I was surprised to find how much I felt the online component added to my experience. (We also looked up conversion rates for currency, street addresses, and other hidden pieces of information.)
The team behind each season is huge, including not only the writers (for Curtain Call, that’s Elinor Haney, Travis Madden, Stephanie McGowan, and Carlea Holl-Jensen) and designers (Krystle Alder and Keith Pinkston), but also photographers (Leah Hewitt) and costumers (companies Milk & Ice and The Marilyn Johnson Sewing Design Studio, who provided period clothing for all the photo shoots), Director of Production (Melissa LaMartina, who coordinated the photos and shot the website video), and Sourcing Manager (Kristina Green).
On pieces like the website, players may wonder which parts are created media and which are found photos—and that’s part of the delight. The newspaper clippings, magazine articles, advertisements, and receipts are all produced with the intent to feel so real, players can get fully immersed in the world of the story.
When players run into difficulties (one player wrote in to say a dog had eaten one of the clues to the mystery!), Hunt A Killer has social forums and other accessible hints where players can reach out for help. If players just can’t wait until next month for their box, because they want to binge it all at once, there’s an option to expedite the next box—or players can purchase completed seasons or premium mysteries from the Hunt A Killer store. Players that want a more X-Files experience can also delve into the Empty Faces (paranormal mystery) or Earth Break (sci-fi survival) boxes. While the games have a higher price point than some at-home subscriptions, the Hunt A Killer team encourages cost-sharing and playing with friends (in ways that are safe and responsible during the pandemic).
But whatever you bring to the table, whatever your play style (solo or team, role play or riddle focused), you’re doing it right. “There’s no actual right way to do it,” Carlea confirmed. And that’s part of the fun.
Do you have what it takes to Hunt A Killer? Click here to find out! Use code DENOFGEEK for 20% off your first box!
The post Why Hunt A Killer Is the Perfect Murder Mystery Game for Amateur Sleuths appeared first on Den of Geek.
from Den of Geek https://ift.tt/35tUz5K
0 notes
Text
Top 23 Tips & Techniques to Win Escape Room Gamings
We've compiled our top 23 retreat area pointers and methods that we've utilized to accomplish above 85% retreat price on 100+ areas in the USA as well as Europe. The pointers can be broken up right into 5 classifications: make a group, work together, manage problem items, be comprehensive, and solve problems successfully.
Make a Group
Idea # 1. Have fun with pals or coworkers (when possible).
Particularly for large-group video games, teams function better when there's a common context for communication. It's not fun for a team of 20-somethings to play with a family members bringing their children, the play designs could clash when team effort is needed. This clash is occasional yet could take place if you're unfortunate. This could be cost-prohibitive for public-booking areas (however you can evaluate your good luck by scheduling last-minute or at unpopular time slots), however private rooms have this by the default.
Pointer # 2. Dip into less compared to maximum group dimension.
Dipping into the optimum group size means 1) physical density 2) not nearly enough things for everyone to work on 3) less "aha!" minutes 4) extra overhead in getting everybody up to speed up. We typically advise approximately 70-80% of the maximum ability although this could vary by game or team. Again, this may be cost-prohibitive for public-booking areas (again, you could evaluate your luck by booking final or at unpopular time slots), but private spaces should permit the flexibility of choosing your ideal group dimension.
Work Together.
Having several people to examine a hint can help! (Photo Credit Rating: 60out).
Suggestion # 3. Pass the baton.
If you have actually been looking at a challenge for too lengthy and can't determine the service, employ a fellow staff member to help or take over on the challenge. This aids ensure that puzzles don't obtain failed to remember, and that there are enough eyes on each unresolved puzzle. This can proceed till a couple of people can't figure it out-- that's generally an indicator that you do not have every one of the info yet (or that you need a tip!).
Suggestion # 4. Pay attention to your colleagues.
Escape area groups function best when they try every little thing. So if your teammate has an insane however somewhat reasonable idea, pay attention to them and also attempt it with them! If you believe it's a bad idea, still encourage them to try it nonetheless. As long as the crazy idea is reversible, it could simply relocate you closer to the last solution. At the minimum, it will certainly be enjoyable!
Pointer # 5. Yell out loudly exactly what you find.
This has the tendency to be rather chaotic yet very effective. Retreat room video games are won and shed based upon just how quickly two team members who found related things can match them together. This consists of things like a code and a secret, a key and also a lock, or a pattern that appears the same way in two various locations.
Suggestion # 6. Service what other individuals aren't working on.
This aids spread apart your team and also have each team member be maximally reliable. There's a propensity to dismiss or skip over some puzzles that are "as well difficult" to do at first look. This leaves some problems neglected and undone until somebody understands that they're needed.
Tip # 7. Don't "glob" around the very same puzzle.
Be a contributor to a challenge and also not a spectator. It's as well easy to be a viewer when fascinating development is being made on a challenge, however people are much more efficient when they're spread out and servicing exactly what should be done! If there's only one problem open nevertheless, by all implies let the entire group brainstorm!
Take Care Of Challenge Things.
Too many keys ... (Photo Credit Scores: Robert Montalvo).
Idea # 8. Keep utilized keys in their lock.
A trick is almost never used greater than once. Leave it in the lock for your sanity! This will certainly aid protect against the trick from being used once more, stop another person from experimenting with one more secret on the lock, and also prevent you from unintentionally locking the things again. In very unusual situations, a key may be used greater than as soon as, so maintain that in mind as well as a last resource choice.
Suggestion # 9. Make a "discard pile".
Separate things in the video game right into a "made use of" heap and an "extra" stack. This assists avoid employee from examining the exact same object again and again. This likewise helps you link particular "extra" things by placing them in physical proximity! Keep in mind that in some escape rooms, objects might be "made use of" more than when.
Tip # 10. Organize items neatly.
This assists keep the room tidy, so you can locate just what you require. This additionally lets you unite related items, so you can find all them right when you require them. Some examples:.
Stack associated publications with each other.
Spread apart an important item of towel.
Area loose things on the table on the space.
Place all extra tricks together in a central area.
Be Comprehensive.
If you see a bunch of publications on a shelf, initial check to see if any of them is in fact a book safe. You could get an idea later on to describe a particular publication (specifically if you require a book cipher or you have a dictionary). As a low top priority task, browse some of the books (however please don't waste too much time taking a look at random marks in them).
Tip # 11. Browse the area thoroughly.
Be very complete when looking as well as touching everywhere, as if you were repainting the space rather than as if you were just searching for where you put your phone. In some cases crucial items could be in the most unique (or non-exotic) of locations, like:.
nestled on the top of a shelf.
concealed within a book.
tucked in a layer pocket.
behind the door of a cupboard.
in a secret area of the floor, wall, or shelf unit.
stuck on a ceiling-supporting column.

placed on a ledge high on the wall.
Tip # 12. Divide and dominate to look.
At the very start of each video game, split the area right into sections as well as assign different individuals to brush through each area, seeking objects of importance. This assists see to it that the area is completely inspected, and helps prevent the situation where certain areas are overlooked and also particular various other areas are repetitively brushed over.
Suggestion # 13. Listen to your host.
Pay attention to the intro and also guidelines by your game master-- your game master might slide some practical mean the beginning that will save you a great deal of time. This puts on the hints that they provide in-game also, specifically if they are online activity stars. All the personnel in-game will certainly attempt to nudge you in the right instructions.
Tip # 14. Request hints.
There's usually a hint system in the video game. You might need to wave into a camera, make use of a walkie-talkie, or take note of the in-game actor. No matter just how hints are dispersed, we advise requesting tips whenever you feel excessively stuck or have actually quit having a good time. Video game masters are educated to push you in the appropriate instructions so you could start addressing challenges again.
Resolve Puzzles Successfully.
Don't look up here. (Picture Credit Rating: Adamantios).
Idea # 15. Know just what to neglect.
This is best gathered with experience, yet right here are some typical things that brand-new escape room players discover that are nearly never ever essential to the retreat space.
Random numbers created in black pen on old publications or furnishings-- This is generally simply artifacts left over from when the video game master acquired the thing.
Power outlets-- Don't mess about with power electrical outlets, unless its clear that you should. This is both a safety issue and a waste of time.
Drop ceiling ceramic tiles-- Never ever try to look behind a drop ceiling tile or touch the ceiling. It's a wild-goose chase as well as a safety issue.
Pointer # 16. Attempt combination services regularly.
Unless the lock is some type of "lockout" secure, attempting mix options whenever you have a possible right service offers you fast comments on if you're doing the ideal thing. If you're lucky, your first hunch may also be right! This suggestion is combined well with the the following idea-- if you have 3 out of 4 of the numbers on a mix lock, quickly input in the 3 numbers and also cycle through the last one.
Idea # 17. Avoid the last digit/ letter.
Some instances where you can skip some minor steps consist of:.
Determining the last number in a lock-- If you understand the initial 3 figures in a 4-digit combination lock, you could simply cycle with the last options for the Fourth one.
youtube
Figuring out the last few letters in a wordlock-- This resembles fixing a crossword. If you have a 5-letter word that begins with M and also finishes in C, try MAGIC!
Keep in mind that you should just do this if you're alright with losing out on a puzzle. Usually you can ask a game master concerning the problem you skipped after that.

iLocked
Unit 1, Marco Island, Huntingdon St, Nottingham NG1 1AR, UK
iamlocked.co.uk
+44 115 988 1323
0 notes
Text
Leading 23 Tips & Techniques to Win Getaway Space Gamings
We've compiled our top 23 retreat room tips and techniques that we have actually made use of to attain greater than 85% getaway price on 100+ rooms in the USA as well as Europe. The suggestions could be separated into five classifications: make a team, work together, take care of challenge items, be detailed, and fix challenges efficiently.
Make a Group
Suggestion # 1. Have fun with friends or coworkers (when possible).
Especially for large-group games, groups work better when there's an usual context for communication. It's not fun for a group of 20-somethings to play with a family bringing their youngsters, the play styles could clash when team effort is needed. This clash is irregular however could take place if you're unlucky. This could be cost-prohibitive for public-booking areas (yet you can test your luck by scheduling final or at undesirable time ports), yet personal spaces have this by the default.
Suggestion # 2. Dip into less compared to maximum group dimension.
Dipping into the maximum group size suggests 1) physical crowdedness 2) not nearly enough points for everyone to work on 3) less "aha!" moments 4) additional overhead in getting everybody up to speed up. We normally recommend around 70-80% of the optimum capability although this could vary by game or team. Once more, this might be cost-prohibitive for public-booking rooms (again, you can evaluate your luck by booking final or at out of favor time ports), however personal rooms ought to allow the versatility of selecting your excellent group size.
Work Together.
Having numerous people to look into a clue can aid! (Photo Credit: 60out).
Suggestion # 3. Pass the baton.
If you've been staring at a problem for too lengthy as well as can't find out the option, get a fellow team member to assist or take control of on the problem. This assists make sure that puzzles don't get neglected, and that there suffice eyes on each unsolved problem. This could continue until a few people can't figure it out-- that's typically a sign that you do not have all the info yet (or that you need a tip!).
Pointer # 4. Hear your colleagues.
Getaway area teams operate best when they attempt whatever. So if your teammate has a crazy but somewhat practical concept, hear them and try it with them! If you assume it's a negative suggestion, still motivate them to try it nonetheless. As long as the insane concept is reversible, it may just relocate you closer to the final service. At the very least, it will be fun!
Idea # 5. Shout out loudly what you discover.
youtube
This has the tendency to be rather chaotic however really efficient. Retreat room video games are won and lost based on exactly how swiftly 2 staff member that found relevant items could match them together. This consists of points like a code and also a trick, a vital and a lock, or a pattern that shows up similarly in two various places.
Suggestion # 6. Work on what other people typically aren't working with.
This helps spread out apart your team as well as have each employee be maximally efficient. There's a tendency to disregard or miss over some challenges that are "also tough" to do initially glimpse. This leaves some problems neglected and reversed till a person understands that they're required.
Idea # 7. Do not "clump" around the same challenge.
Be a contributor to a puzzle as well as not a viewer. It's too easy to be a spectator when fascinating development is being made on a challenge, yet people are more efficient when they're spread out and servicing just what should be done! If there's just one challenge open however, by all indicates allow the whole group brainstorm!
Take Care Of Problem Things.
Too many secrets ... (Picture Credit History: Robert Montalvo).
Pointer # 8. Keep made use of keys in their lock.
A trick is nearly never ever used greater than when. Leave it in the lock for your sanity! This will assist stop the key from being made use of once again, protect against another person from trying out one more trick on the lock, and also avoid you from unintentionally locking the item again. In very uncommon cases, a trick may be made use of more than once, so keep that in mind also as a last resource option.
Suggestion # 9. Make a "dispose of heap".
Different things in the video game right into a "made use of" stack and an "unused" stack. This helps avoid employee from examining the exact same item time and again. This also helps you link particular "extra" products by placing them in physical proximity! Keep in mind that in some getaway rooms, items might be "used" greater than as soon as.
Tip # 10. Organize items nicely.
This aids maintain the space neat, so you can discover just what you require. This additionally allows you keep together associated things, so you could discover every one of them right when you require them. Some instances:.
Pile relevant publications with each other.
Spread apart a vital piece of fabric.
Location loosened objects on the table on the space.
Place all extra tricks together in a main location.
Be Comprehensive.
If you see a lot of publications on a shelf, initial check to see if any of them is in fact a book safe. You could get a hint later on to describe a particular publication (especially if you require a book cipher or you have a dictionary). As a low priority job, flip through some of guides (yet please don't squander too much time looking at random marks in them).
Idea # 11. Search the area thoroughly.
Be extremely complete when looking and also touching all over, as if you were painting the space instead of as if you were simply looking for where you place your phone. Occasionally essential things could be in one of the most exotic (or non-exotic) of areas, like:.
snuggled on the top of a shelf.
concealed inside of a publication.
embeded a coat pocket.
behind the door of a closet.
in a secret compartment of the flooring, wall, or rack unit.
stuck on a ceiling-supporting pillar.
put on a step high on the wall.
Suggestion # 12. Split and also conquer to browse.
At the very start of each game, split the room right into sections as well as designate various individuals to comb via each area, looking for things of value. This aids make certain that the area is extensively evaluated, as well as helps stop the situation where specific locations are ignored as well as specific various other locations are repetitively brushed over.
Pointer # 13. Pay attention to your host.
Pay attention to the introduction as well as guidelines by your video game master-- your video game master may slide some handy hints at the start that will conserve you a great deal of time. This puts on the tips that they give in-game as well, specifically if they are online activity actors. All the staff in-game will certainly aim to nudge you in the right direction.
Idea # 14. Request tips.
There's often a hint system in the game. You may have to wave right into an electronic camera, make use of a walkie-talkie, or take note of the in-game star. Despite just how hints are distributed, we advise requesting for tips whenever you really feel extremely stuck or have stopped having a good time. Game masters are educated to press you in the ideal direction so you could start fixing puzzles once more.
Solve Puzzles Efficiently.
Don't search for here. (Image Credit Report: Adamantios).
Pointer # 15. Know just what to neglect.
This is finest gathered through experience, but right here are some typical things that new getaway area players find that are virtually never ever important to the escape space.
Arbitrary numbers composed in black marker on old publications or furnishings-- This is normally just artefacts left over from when the game master acquired the product.
Power electrical outlets-- Do not mess around with power outlets, unless its clear that you should. This is both a security concern and also a wild-goose chase.
Go down ceiling ceramic tiles-- Never attempt to look behind a decrease ceiling tile or touch the ceiling. It's a waste of time as well as a security problem.
Tip # 16. Try combo remedies often.
Unless the lock is some type of "lockout" safe, trying mix solutions whenever you have a probable proper service provides you fast responses on if you're doing the best point. If you're fortunate, your very first guess might also be best! This idea is combined well with the the following tip-- if you have 3 out of 4 of the numbers on a mix lock, instantly input in the 3 digits and also cycle through the last one.
Pointer # 17. Skip the last figure/ letter.
Some instances where you can skip some small actions consist of:.
Identifying the last figure in a lock-- If you recognize the initial 3 numbers in a 4-digit mix lock, you could simply cycle with the last alternatives for the 4th one.
Determining the last few letters in a wordlock-- This resembles addressing a crossword. If you have a 5-letter word that starts with M as well as ends in C, try MAGIC!
Note that you should just do this if you're alright with missing out on a puzzle. Typically you can ask a video game master regarding the challenge you avoided later on.
iLocked
Unit 1, Marco Island, Huntingdon St, Nottingham NG1 1AR, UK
iamlocked.co.uk
+44 115 988 1323
0 notes
Text
Top 23 Tips & Techniques to Win Getaway Space Gamings
We've assembled our leading 23 getaway room tips as well as tricks that we've made use of to attain higher than 85% retreat rate on 100+ spaces in the United States and Europe. The ideas can be separated into 5 categories: make a group, collaborate, handle challenge things, be comprehensive, and also address puzzles efficiently.
Make a Team
Tip # 1. Play with friends or coworkers (when possible).
Especially for large-group games, teams function much better when there's a common context for interaction. It's not fun for a group of 20-somethings to have fun with a household bringing their kids, the play styles could clash when synergy is called for. This clash is seldom yet could happen if you're unfortunate. This might be cost-prohibitive for public-booking spaces (but you can test your good luck by booking final or at out of favor time slots), but personal areas have this by the default.
Suggestion # 2. Play at much less than maximum group dimension.
Playing at the maximum team dimension suggests 1) physical crowdedness 2) not enough things for everybody to deal with 3) fewer "aha!" moments 4) extra overhead in obtaining everybody up to speed. We generally suggest around 70-80% of the optimum capability although this can differ by game or team. Once again, this could be cost-prohibitive for public-booking spaces (once more, you could evaluate your good luck by reserving last-minute or at unpopular time slots), however exclusive areas ought to allow the versatility of selecting your suitable group size.
Collaborate.
Having several individuals to look into an idea could help! (Photo Credit: 60out).
Pointer # 3. Pass the baton.
If you've been looking at a puzzle for too long as well as cannot find out the solution, employ a fellow employee to help or take over on the puzzle. This aids ensure that problems don't get neglected, which there suffice eyes on each unsolved puzzle. This could continue up until a few individuals cannot figure it out-- that's normally an indication that you don't have all of the information yet (or that you require a hint!).
Idea # 4. Listen to your colleagues.
Retreat room groups work best when they try whatever. So if your teammate has an insane but rather reasonable idea, hear them and try it with them! If you believe it's a bad suggestion, still encourage them to try it however. As long as the crazy suggestion is reversible, it could simply relocate you closer to the final solution. At least, it will certainly be fun!
Pointer # 5. Shout out loudly exactly what you find.
This has the tendency to be fairly chaotic but really effective. Escape space games are won as well as shed based upon just how promptly two staff member that located associated items can match them with each other. This consists of points like a code and also a trick, an essential as well as a lock, or a pattern that shows up the same way in two different areas.
Tip # 6. Deal with just what other individuals aren't working on.
This helps spread out apart your group and have each employee be maximally effective. There's a tendency to dismiss or miss over some challenges that are "also hard" to do in the beginning glimpse. This leaves some challenges forgotten and also undone up until someone realizes that they're required.
Idea # 7. Do not "clump" around the exact same problem.
Be a contributor to a challenge and not a viewer. It's as well simple to be a viewer when fascinating development is being made on a puzzle, yet individuals are a lot more efficient when they're spread out as well as working on what needs to be done! If there's only one challenge open nevertheless, by all means allow the entire team brainstorm!
Take Care Of Problem Items.
Too many keys ... (Image Credit History: Robert Montalvo).
Tip # 8. Keep utilized type in their lock.
A trick is practically never ever used more than as soon as. Leave it in the lock for your peace of mind! This will aid prevent the trick from being made use of once again, avoid another person from trying out one more key on the lock, and also avoid you from inadvertently locking the object once more. In really rare situations, a key could be used more than when, so maintain that in mind also as a last resort alternative.
Idea # 9. Make a "throw out stack".
Different objects in the game right into a "used" pile and an "extra" stack. This assists protect against team members from checking out the exact same object time and again. This additionally helps you attach specific "extra" items by positioning them in physical distance! Note that in some retreat spaces, things might be "used" greater than when.
Suggestion # 10. Arrange objects neatly.
This helps keep the area neat, so you can discover just what you need. This additionally lets you keep together relevant things, so you could find all them right when you require them. Some examples:.
Pile related books with each other.
Spread apart an essential item of towel.
Location loose items on the table on the area.
Put all extra keys together in a main place.
Be Comprehensive.
If you see a number of books on a shelf, first check to see if any of them is really a book secure. You might get a hint later to describe a details book (specifically if you need a publication cipher or you have a thesaurus). As a low concern job, flip through several of the books (but please don't lose excessive time checking out random marks in them).
Pointer # 11. Search the room completely.
Be extremely comprehensive when looking and touching all over, as if you were painting the area rather than as if you were just searching for where you put your phone. Sometimes essential items could be in the most exotic (or non-exotic) of places, like:.
situateded on the top of a bookshelf.
hidden within a book.
tucked in a layer pocket.
behind the door of a cabinet.
in a secret area of the flooring, wall, or rack device.
stuck on a ceiling-supporting column.
positioned on a step high on the wall.
Idea # 12. Separate as well as overcome to search.
At the very beginning of each game, divided the space right into areas and assign different people to comb with each area, seeking things of relevance. This aids ensure that the room is extensively inspected, and also aids stop the situation where certain locations are overlooked as well as particular various other locations are repetitively combed over.
Tip # 13. Pay attention to your host.
Pay attention to the introductory and policies by your video game master-- your video game master might slip some practical hints at the beginning that will conserve you a lot of time. This relates to the hints that they provide in-game too, specifically if they are online activity actors. All of the personnel in-game will certainly try to push you in the best instructions.
Idea # 14. Request for hints.
There's generally a hint system in the video game. You may have to wave into a video camera, utilize a walkie-talkie, or take note of the in-game star. Regardless of how hints are distributed, we suggest requesting for hints whenever you really feel excessively stuck or have quit having a good time. Game masters are educated to press you in the appropriate instructions so you can begin addressing puzzles once again.
Address Puzzles Effectively.
Don't search for below. (Photo Credit Rating: Adamantios).
Pointer # 15. Know exactly what to overlook.
This is finest collected through experience, however here are some typical things that brand-new getaway space gamers discover that are practically never ever crucial to the getaway space.
Arbitrary numbers written in black marker on old publications or furnishings-- This is normally simply artifacts left over from when the video game master acquired the thing.
Power electrical outlets-- Do not mess about with power outlets, unless its clear that you should. This is both a safety and security concern and a wild-goose chase.
Go down ceiling tiles-- Never ever try to look behind a decline ceiling tile or touch the ceiling. It's a waste of time as well as a safety and security concern.
Tip # 16. Try combination options regularly.
Unless the lock is some kind of "lockout" secure, attempting combination remedies whenever you have a probable appropriate solution gives you fast feedback on if you're doing the ideal point. If you're fortunate, your first guess may even be appropriate! This idea is combined well with the the next pointer-- if you have 3 out of 4 of the numbers on a mix lock, immediately input in the 3 figures and also cycle with the last one.
Pointer # 17. Skip the last figure/ letter.
Some examples where you can skip some small steps consist of:.
Figuring out the last number in a lock-- If you understand the first 3 digits in a 4-digit mix lock, you could just cycle via the last alternatives for the Fourth one.
Finding out the last couple of letters in a wordlock-- This is like solving a crossword. If you have a 5-letter word that begins with M as well as finishes in C, attempt MAGIC!
Note that you must just do this if you're ok with missing out on a challenge. Typically you could ask a game master about the challenge you avoided later on.
iLocked
Unit 1, Marco Island, Huntingdon St, Nottingham NG1 1AR, UK
youtube
iamlocked.co.uk
+44 115 988 1323
0 notes
Text
Top 23 Tips & Tricks to Win Getaway Room Games
We have actually compiled our top 23 escape area tips and methods that we've made use of to attain more than 85% getaway rate on 100+ rooms in the USA as well as Europe. The suggestions can be separated into five categories: make a team, interact, take care of puzzle items, be thorough, as well as address problems effectively.
Make a Group
Suggestion # 1. Have fun with good friends or colleagues (when possible).
Specifically for large-group video games, groups function much better when there's a common context for communication. It's not fun for a group of 20-somethings to play with a family bringing their children, the play designs could clash when team effort is called for. This clash is occasional but could happen if you're unlucky. This could be cost-prohibitive for public-booking areas (yet you could test your good luck by booking final or at out of favor time slots), yet exclusive spaces have this by the default.
Suggestion # 2. Dip into less compared to optimum team size.
Dipping into the maximum team dimension indicates 1) physical density 2) not nearly enough things for every person to service 3) less "aha!" minutes 4) extra expenses in getting every person up to speed up. We usually suggest roughly 70-80% of the maximum capacity although this can differ by game or group. Once again, this might be cost-prohibitive for public-booking spaces (once again, you can check your good luck by scheduling last-minute or at out of favor time ports), but private rooms need to allow the adaptability of choosing your suitable team size.
youtube

Interact.
Having several people to examine an idea can aid! (Photo Credit Report: 60out).
Pointer # 3. Pass the baton.
If you've been looking at a challenge for as well lengthy as well as can't find out the remedy, enlist a fellow employee to assist or take over on the puzzle. This aids make certain that puzzles do not obtain forgotten, and that there suffice eyes on each unsolved problem. This could continue up until a few people cannot figure it out-- that's generally an indication that you don't have every one of the info yet (or that you need a tip!).
Pointer # 4. Listen to your colleagues.
Getaway space groups operate best when they try everything. So if your teammate has an insane however somewhat practical idea, pay attention to them and attempt it with them! If you believe it's a poor suggestion, still urge them to attempt it nevertheless. As long as the insane idea is reversible, it may just move you closer to the final remedy. At the minimum, it will be fun!
Suggestion # 5. Yell out noisally exactly what you find.
This tends to be relatively chaotic yet extremely reliable. Escape area video games are won and lost based on just how swiftly 2 team members that located associated items can match them together. This includes things like a code as well as a key, a vital and a lock, or a pattern that shows up similarly in two various places.
Suggestion # 6. Deal with exactly what other individuals typically aren't dealing with.
This helps spread apart your group and also have each team member be maximally effective. There's a tendency to disregard or miss over some puzzles that are "too difficult" to do initially glance. This leaves some puzzles neglected and also undone until someone recognizes that they're required.
Pointer # 7. Don't "glob" around the same challenge.
Be a contributor to a challenge and not a viewer. It's as well easy to be a spectator when fascinating progress is being made on a problem, yet people are more efficient when they're spread out and working on what has to be done! If there's just one challenge open nonetheless, by all implies allow the whole team brainstorm!
Manage Puzzle Items.
Too many keys ... (Image Credit: Robert Montalvo).
Idea # 8. Keep used keys in their lock.
A secret is virtually never used greater than once. Leave it in the lock for your peace of mind! This will help prevent the trick from being used once more, protect against somebody else from trying one more trick on the lock, and prevent you from mistakenly locking the things once more. In very rare instances, a secret could be used more than once, so keep that in mind also as a last option choice.
Pointer # 9. Make a "discard pile".
Different items in the game into a "used" stack and an "extra" stack. This assists avoid staff member from taking a look at the very same object repeatedly. This also aids you link certain "unused" products by placing them in physical proximity! Note that in some retreat spaces, things could be "utilized" more than when.

Tip # 10. Arrange items nicely.
This helps keep the area neat, so you can discover exactly what you need. This likewise allows you unite associated things, so you can find all them right when you need them. Some examples:.
Pile related books together.
Spread apart a vital item of towel.
Place loosened things on the table on the area.
Place all unused tricks together in a main place.
Be Comprehensive.
If you see a number of books on a shelf, first check to see if any one of them is in fact a book secure. You may obtain a clue later to describe a specific publication (especially if you need a book cipher or you have a dictionary). As a low top priority task, flip through a few of the books (yet please do not squander excessive time looking at arbitrary marks in them).
Pointer # 11. Browse the space completely.
Be incredibly thorough when looking and also touching everywhere, as if you were repainting the room instead of as if you were simply trying to find where you place your phone. Sometimes crucial things could be in one of the most exotic (or non-exotic) of areas, like:.
nestled on the top of a bookshelf.
hidden inside of a book.
embeded a coat pocket.
behind the door of a closet.
in a secret compartment of the flooring, wall, or shelf device.
stuck on a ceiling-supporting pillar.
positioned on a step high up on the wall surface.
Tip # 12. Divide and also overcome to look.
At the very beginning of each video game, divided the area into sections and also designate different individuals to comb with each area, looking for objects of significance. This assists make certain that the space is extensively checked, as well as helps stop the situation where certain areas are overlooked and specific other locations are repetitively brushed over.
Tip # 13. Pay attention to your host.
Pay attention to the introductory and guidelines by your video game master-- your game master might slip some practical mean the start that will save you a lot of time. This puts on the tips that they provide in-game also, especially if they are real-time activity stars. All of the team in-game will aim to nudge you in the best instructions.
Suggestion # 14. Ask for hints.
There's almost always a tip system in the video game. You might need to wave into a camera, utilize a walkie-talkie, or focus on the in-game actor. No matter exactly how hints are dispersed, we advise asking for hints whenever you feel excessively stuck or have stopped enjoying. Video game masters are educated to push you in the best instructions so you can begin fixing puzzles once again.
Fix Puzzles Efficiently.
Do not search for here. (Image Credit History: Adamantios).
Idea # 15. Know what to disregard.
This is best collected through experience, but here are some usual things that new getaway room gamers uncover that are virtually never important to the getaway room.
Arbitrary numbers written in black pen on old publications or furniture-- This is normally simply artefacts left over from when the video game master purchased the product.
Power electrical outlets-- Do not mess about with power electrical outlets, unless its clear that you should. This is both a safety concern and also a wild-goose chase.
Go down ceiling tiles-- Never try to look behind a drop ceiling tile or touch the ceiling. It's a waste of time and also a security concern.
Suggestion # 16. Attempt combo services regularly.
Unless the lock is some type of "lockout" risk-free, attempting combination remedies whenever you have a plausible right service gives you fast responses on if you're doing the ideal point. If you're lucky, your first hunch could even be best! This tip is incorporated well with the the next tip-- if you have 3 from 4 of the numbers on a mix lock, promptly input in the 3 numbers and cycle through the last one.
Idea # 17. Miss the last digit/ letter.
Some examples where you could miss some minor actions consist of:.
Finding out the last figure in a lock-- If you recognize the initial 3 digits in a 4-digit combination lock, you can simply cycle with the last alternatives for the 4th one.
Identifying the last few letters in a wordlock-- This resembles addressing a crossword. If you have a 5-letter word that starts with M and ends in C, try MAGIC!
Keep in mind that you must only do this if you're okay with losing out on a puzzle. Normally you can ask a video game master about the puzzle you avoided after that.
iLocked
Unit 1, Marco Island, Huntingdon St, Nottingham NG1 1AR, UK
iamlocked.co.uk
+44 115 988 1323
0 notes
Text
Leading 23 Tips & Techniques to Win Getaway Space Gamings
We've compiled our leading 23 retreat room pointers and tricks that we have actually utilized to achieve above 85% retreat price on 100+ rooms in the USA and also Europe. The suggestions could be broken up right into 5 classifications: make a team, work together, manage challenge items, be extensive, and fix challenges successfully.
Make a Team
Pointer # 1. Play with pals or colleagues (if possible).
Specifically for large-group games, groups function much better when there's a typical context for communication. It's not fun for a group of 20-somethings to play with a household bringing their kids, the play styles could clash when synergy is required. This clash is occasional yet can occur if you're unlucky. This might be cost-prohibitive for public-booking rooms (however you could examine your good luck by scheduling last-minute or at out of favor time slots), however private rooms have this by the default.
Tip # 2. Dip into less compared to optimum group dimension.

Dipping into the maximum group size means 1) physical crowdedness 2) not nearly enough points for everybody to work on 3) fewer "aha!" minutes 4) additional expenses in getting everybody up to speed up. We generally advise about 70-80% of the optimum ability although this could vary by game or team. Again, this might be cost-prohibitive for public-booking areas (once more, you could test your luck by scheduling last-minute or at undesirable time slots), however personal areas need to allow the flexibility of selecting your suitable group size.

Work Together.
Having numerous individuals to look over a hint could help! (Photo Credit: 60out).
Suggestion # 3. Pass the baton.
If you have actually been looking at a puzzle for too long and also cannot figure out the service, employ a fellow team member in order to help or take control of on the puzzle. This helps see to it that puzzles do not obtain neglected, which there are enough eyes on each unsolved problem. This could proceed up until a couple of people cannot figure it out-- that's usually an indicator that you don't have all of the details yet (or that you require a hint!).
Suggestion # 4. Hear your teammates.
Getaway space teams work best when they attempt whatever. So if your teammate has an insane but rather sensible idea, pay attention to them as well as try it with them! If you think it's a negative idea, still motivate them to try it nonetheless. As long as the insane suggestion is relatively easy to fix, it might just relocate you closer to the last service. At the minimum, it will certainly be enjoyable!
Tip # 5. Shout out loudly exactly what you locate.
This has the tendency to be fairly chaotic however really reliable. Getaway room video games are won as well as shed based upon exactly how quickly 2 team members who located relevant products could match them together. This consists of things like a code and also a key, a crucial and a lock, or a pattern that shows up the same way in 2 different areas.
Suggestion # 6. Work with what other people aren't servicing.
This aids spread out apart your group as well as have each employee be maximally reliable. There's a propensity to disregard or avoid over some problems that are "also tough" to do in the beginning glance. This leaves some puzzles forgotten as well as undone until somebody understands that they're needed.
Tip # 7. Do not "glob" around the exact same challenge.
Be a factor to a puzzle and not a viewer. It's as well easy to be a spectator when interesting progression is being made on a problem, yet individuals are more reliable when they're spread out and servicing just what has to be done! If there's only one puzzle open nonetheless, by all means let the entire team brainstorm!
Handle Problem Things.
A lot of keys ... (Picture Credit Rating: Robert Montalvo).
Suggestion # 8. Keep made use of keys in their lock.
A key is almost never utilized more than once. Leave it in the lock for your sanity! This will certainly assist protect against the trick from being utilized again, stop somebody else from trying one more key on the lock, and prevent you from inadvertently securing the object once more. In extremely rare situations, a trick may be utilized greater than as soon as, so keep that in mind as well as a last option choice.
Pointer # 9. Make a "throw out pile".
Different things in the video game into a "utilized" heap and an "extra" heap. This helps prevent employee from examining the same things time and again. This likewise aids you attach particular "extra" things by putting them in physical distance! Note that in some escape areas, objects might be "used" more than when.
Idea # 10. Organize items neatly.
This aids maintain the area clean, so you can discover exactly what you require. This also allows you unite relevant items, so you could find all them right when you need them. Some instances:.
Stack relevant books together.
Spread apart an important piece of towel.
Place loose things on the table on the area.
Put all unused tricks with each other in a central location.
Be Comprehensive.
If you see a number of books on a rack, initial check to see if any of them is actually a publication risk-free. You might obtain a clue later to describe a details publication (particularly if you require a book cipher or you have a thesaurus). As a low concern task, browse several of guides (however please do not throw away excessive time taking a look at arbitrary marks in them).
Tip # 11. Search the area thoroughly.
Be incredibly comprehensive when looking and touching almost everywhere, as if you were painting the area as opposed to as if you were simply trying to find where you place your phone. Occasionally crucial things can be in the most unique (or non-exotic) of areas, like:.
snuggled on the top of a bookshelf.
concealed inside of a publication.
embeded a layer pocket.
behind the door of a closet.
in a secret compartment of the flooring, wall surface, or rack device.
stuck on a ceiling-supporting pillar.
placed on a ledge high up on the wall.
Tip # 12. Split and overcome to browse.
At the very start of each video game, divided the room into areas and also appoint various individuals to brush through each section, looking for things of value. This assists make sure that the room is thoroughly inspected, and helps protect against the instance where specific locations are neglected as well as particular other locations are repetitively brushed over.
Pointer # 13. Hear your host.
Listen to the introductory and also regulations by your video game master-- your video game master might slip some handy mean the beginning that will certainly conserve you a great deal of time. This relates to the tips that they offer in-game as well, especially if they are online activity stars. All the personnel in-game will attempt to nudge you in the appropriate instructions.
Tip # 14. Ask for hints.
There's almost always a hint system in the video game. You might have to wave right into a video camera, make use of a walkie-talkie, or take notice of the in-game actor. No matter exactly how tips are dispersed, we advise asking for hints whenever you really feel excessively stuck or have actually stopped having fun. Game masters are trained to push you in the ideal direction so you can start resolving challenges once more.
Address Puzzles Effectively.
Don't look up here. (Photo Credit Report: Adamantios).
Pointer # 15. Know just what to neglect.
This is ideal collected with experience, yet below are some usual things that brand-new escape space gamers uncover that are virtually never essential to the escape area.
Arbitrary numbers composed in black marker on old publications or furnishings-- This is typically just artefacts left over from when the video game master purchased the thing.
Power electrical outlets-- Don't mess around with power electrical outlets, unless its clear that you should. This is both a security problem as well as a waste of time.
Go down ceiling ceramic tiles-- Never ever try to look behind a decline ceiling ceramic tile or touch the ceiling. It's a waste of time and also a safety issue.
Idea # 16. Attempt combination solutions frequently.
Unless the lock is some type of "lockout" risk-free, trying combination solutions whenever you have a possible appropriate solution offers you fast responses on if you're doing the appropriate thing. If you're lucky, your first guess may also be appropriate! This tip is integrated well with the the following tip-- if you have 3 out of 4 of the numbers on a mix lock, promptly input in the 3 digits and also cycle with the last one.
Suggestion # 17. Miss the last figure/ letter.
Some instances where you can skip some minor actions consist of:.
Determining the last digit in a lock-- If you understand the first 3 digits in a 4-digit mix lock, you can simply cycle via the last alternatives for the 4th one.
Figuring out the last few letters in a wordlock-- This resembles solving a crossword. If you have a 5-letter word that begins with M as well as finishes in C, try MAGIC!
Keep in mind that you should only do this if you're ok with losing out on a problem. Typically you could ask a video game master about the puzzle you skipped after that.
iLocked
Unit 1, Marco Island, Huntingdon St, Nottingham NG1 1AR, UK
iamlocked.co.uk
+44 115 988 1323
youtube
0 notes
Text
Leading 23 Tips & Tricks to Win Escape Space Games
We've assembled our leading 23 getaway area tips and also methods that we've used to attain more than 85% retreat rate on 100+ areas in the USA and also Europe. The tips can be separated right into 5 categories: make a group, collaborate, handle problem things, be extensive, and resolve challenges successfully.
Make a Group
Suggestion # 1. Have fun with close friends or coworkers (if possible).
Especially for large-group games, teams work better when there's a typical context for interaction. It's not fun for a group of 20-somethings to have fun with a family bringing their kids, the play styles could clash when synergy is needed. This clash is irregular however can take place if you're unlucky. This may be cost-prohibitive for public-booking rooms (however you can examine your luck by booking final or at out of favor time ports), but exclusive areas have this by the default.
Tip # 2. Play at less compared to maximum team size.

Playing at the optimum group size means 1) physical density 2) inadequate points for everyone to work with 3) fewer "aha!" minutes 4) additional expenses in obtaining everybody up to speed up. We typically recommend approximately 70-80% of the maximum capability although this can vary by game or group. Once again, this could be cost-prohibitive for public-booking areas (again, you could evaluate your good luck by scheduling last-minute or at undesirable time slots), but private areas must allow the versatility of picking your optimal team size.
Interact.
Having several individuals to evaluate a hint could help! (Picture Credit Report: 60out).
Suggestion # 3. Pass the baton.
If you have actually been staring at a problem for as well lengthy and can't figure out the remedy, enlist a fellow staff member in order to help or take over on the puzzle. This assists make sure that challenges don't get neglected, which there are enough eyes on each unsolved problem. This can continue till a few people cannot figure it out-- that's normally a sign that you don't have all of the information yet (or that you need a hint!).
Tip # 4. Hear your colleagues.
Getaway space groups function best when they attempt everything. So if your colleague has an insane however somewhat sensible suggestion, listen to them and also attempt it with them! If you believe it's a negative suggestion, still encourage them to try it nevertheless. As long as the insane suggestion is reversible, it may just move you closer to the final remedy. At the very least, it will be fun!
Pointer # 5. Shout out loudly what you locate.
This has the tendency to be rather chaotic however very reliable. Escape room video games are won and also shed based on just how quickly two team members who discovered associated things can match them with each other. This consists of points like a code as well as a secret, a key and a lock, or a pattern that appears similarly in 2 different locations.
Idea # 6. Work on just what other individuals typically aren't working on.
This helps spread apart your team as well as have each staff member be maximally efficient. There's a tendency to dismiss or miss over some problems that are "too difficult" to do in the beginning glance. This leaves some challenges forgotten and undone up until someone recognizes that they're required.
Tip # 7. Do not "clump" around the same challenge.
youtube

Be a factor to a challenge and not a spectator. It's too easy to be a viewer when fascinating progress is being made on a puzzle, but people are more efficient when they're expanded and dealing with what has to be done! If there's only one puzzle open however, by all implies allow the whole team brainstorm!
Take Care Of Challenge Products.
Too many keys ... (Picture Credit Scores: Robert Montalvo).
Tip # 8. Keep made use of type in their lock.
A key is virtually never used greater than once. Leave it in the lock for your sanity! This will certainly help avoid the secret from being used once again, protect against somebody else from checking out an additional key on the lock, and also prevent you from unintentionally securing the things once again. In very rare instances, a trick could be made use of greater than when, so maintain that in mind as well as a last resort option.
Tip # 9. Make a "discard stack".
Different objects in the video game into a "used" pile and an "extra" stack. This assists protect against staff member from checking out the same item over and over. This also helps you attach particular "extra" items by placing them in physical proximity! Note that in some getaway rooms, objects may be "utilized" greater than when.
Pointer # 10. Arrange things nicely.
This assists maintain the area tidy, so you could find exactly what you require. This also lets you keep together related items, so you can locate every one of them right when you need them. Some examples:.
Stack relevant books with each other.
Spread apart a vital item of cloth.
Place loosened things on the table on the space.
Put all extra keys together in a main area.
Be Comprehensive.
If you see a lot of books on a rack, initial check to see if any of them is in fact a publication safe. You could get a clue later on to refer to a certain book (especially if you require a publication cipher or you have a dictionary). As a reduced top priority job, skim several of guides (however please do not waste excessive time considering arbitrary marks in them).
Idea # 11. Look the room thoroughly.
Be incredibly extensive when looking and touching almost everywhere, as if you were painting the space as opposed to as if you were just trying to find where you put your phone. In some cases crucial objects can be in the most exotic (or non-exotic) of areas, like:.
situateded on the top of a shelf.
hidden within a book.
embeded a coat pocket.
behind the door of a cupboard.
in a secret compartment of the floor, wall surface, or shelf unit.
stuck on a ceiling-supporting pillar.
placed on a walk high on the wall surface.
Suggestion # 12. Divide as well as overcome to browse.
At the very start of each video game, split the area into areas as well as appoint different individuals to comb with each area, looking for items of relevance. This aids make sure that the room is extensively inspected, and helps avoid the instance where certain locations are ignored and also particular various other areas are repetitively combed over.
Tip # 13. Listen to your host.
Listen to the introductory and also policies by your video game master-- your video game master might slip some helpful mean the beginning that will certainly save you a great deal of time. This relates to the hints that they provide in-game too, especially if they are real-time activity actors. All of the staff in-game will aim to push you in the best instructions.
Tip # 14. Ask for tips.
There's generally a hint system in the video game. You could have to swing into a cam, make use of a walkie-talkie, or take notice of the in-game actor. No matter how hints are dispersed, we recommend asking for hints whenever you really feel overly stuck or have quit having a good time. Video game masters are educated to press you in the ideal direction so you could start resolving problems once more.
Fix Puzzles Effectively.
Do not seek out below. (Photo Credit Report: Adamantios).
Tip # 15. Know exactly what to neglect.
This is ideal collected through experience, but right here are some common points that new getaway space gamers discover that are practically never ever important to the retreat space.
Random numbers created in black pen on old publications or furniture-- This is typically simply artifacts left over from when the video game master acquired the product.
Power outlets-- Don't mess around with power outlets, unless its clear that you should. This is both a security concern and also a wild-goose chase.
Go down ceiling ceramic tiles-- Never ever try to look behind a drop ceiling floor tile or touch the ceiling. It's a wild-goose chase and also a safety problem.
Tip # 16. Attempt combination remedies often.
Unless the lock is some type of "lockout" safe, trying mix services whenever you have a possible appropriate option offers you quick feedback on if you're doing the appropriate thing. If you're fortunate, your very first assumption may also be right! This suggestion is incorporated well with the the next pointer-- if you have 3 out of 4 of the numbers on a combination lock, right away input in the 3 digits and also cycle through the last one.
Idea # 17. Avoid the last number/ letter.
Some examples where you could skip some minor actions consist of:.
Finding out the last digit in a lock-- If you know the first 3 digits in a 4-digit mix lock, you could simply cycle via the last alternatives for the Fourth one.
Identifying the last few letters in a wordlock-- This is like fixing a crossword. If you have a 5-letter word that begins with M as well as finishes in C, try MAGIC!
Keep in mind that you need to just do this if you're okay with losing out on a challenge. Usually you could ask a video game master concerning the puzzle you skipped later on.
0 notes
Text
Sultry Sarlacc
Author’s Note: It’s under the cut so no unwanted spoilers happen, but it does star @therealtheronshan.
The people, the music, the passion, and the alcohol push me onto the dance floor. I can feel their bodies brush against me, and their breaths move to the beat. A beat that sends my heart on a rush, and my eyes alert. So many mouthes moving with words unsaid; secrets betrayed in the security of the beating music. A world so volatile, and yet indispensable to those who know how to use it. Intelligence operatives use it if they're smart. We come to these places with a bright smile, and carefully chosen clothing. We look the part of a person looking to get lost in the passion and substance. Everything is chosen, every thought calculated, and every conversation is duplicit.
In my case, I pick a night where many of my allies are there. It looks like I'm joining friends looking for relaxation during our off duty hours. Other nights that was true, but tonight friends are my security. They're a small safeguard if the worst occurs. I wave and smile. I dance with them, and drink beverages. Fun times. I almost forgot my other purpose for being here.
I’d love to be here with Kardeva. He and I love dancing the night away, and pretending all is well with the galaxy. Unfortunately, Kardeva here equals a vain and empty meeting. And if the meeting happened anyway, nothing would be said. I’ll make it up to him later.
I go to the bar and order another ale. Ale does nothing to my people, since our bodies metabolize weaker forms of alcohol too quickly, but not many know that on Nar Shaddaa so it provides a good enough illusion. I move my hips to the music, and wink when I see very masculine eyes glance my way. One of the women approaches and shouts to me, “Hey, handsome, want to dance?”
I shake my head and say, “Sorry, miss, but I prefer a more manly company.”
She shrugs and heads away. She the third or fourth woman to ask? I used to joke to myself that maybe the next one would convert me. Heh. I don't want conversion, nor modification. Just answers.
Another comes up to me. This time he’s shirtless, with a scar across his chest. He’s drinking a bottle and stumbles a bit into the stools. “Am I shmanly enough company for you?” he asks with a hiccup.
I’m about to roll my eyes and turn him down, but I remember I’m not here to stick out. So, I shout in a less-imperial accent, “Even more so handsome…"
We head to the dance floor as one of my favourite songs comes on. His moves are clumsy and he bumps into me a lot, but no one turns around to look. Good. Good. Soon the dance partner stumbles away and I find another handsome one to dance with. He’s cute. He has good moves. Reminds me again why being attracted to my own sex is delightful.
In the corner of my eye, I see them looking around. The person I’m here to met. Brown hair, new black leather jacket with a tank underneath, and implants on the corner of their eye. Slowly, I dance my way to them. “Hey there, handsome. Care to dance?”
“I’m not very good at it… You and Lana keep sayin’ I got to lighten up. Well, here I am.”
“Here you are,” I shake my head and smirk, “And dare I say, looking fine.”
“Hey, they got whiskey here? Would help loosen me up…”
“Anything for a handsome face,” I reply and I use a strong arm to ensure they follow me to the bar.
We order drinks: I order another ale, and they order whiskey, the go-to drink. After I drink a bit, I take a breath and say quietly, “You know why I took you off active duty a few days ago and why I called you yesterday, right?”
They nod slowly, and look down. “Yes. And I know that you know that I can only speak hypothetically.”
“Alright then, Theron, we can speak hypothetically,” I answer in a low voice, “about why someone would decide to kill my husband and betray the Alliance?”
“… So you do know?”
“Given the work I did for the Empire, did you honestly think I wouldn’t?”
“You’re too emotionally involved in this situation. Not what I’d expect from you, Cipher.” He looks up at me with his eyes hard, and with a hint of defiance, “Why else would you protect instead of investigate the uprisings? Or do you already know something or someone is hypothetically orchestrating them?”
“Hypothetically… wouldn't you be emotional too if hypothetically you're husband was in carbonite for 5 years, and then a few years after him getting out, someone hypothetically betrays him?"
He glances back and widens his eyes. “Uhhh… Crim…”
“What?”
“You didn't…”
I feel a tap on my shoulder, and slowly turn to see Kardeva standing there in one of his more revealing outfits. I step back, “Akise…”
Kardeva looks at me with a blank face. “Yes?”
I turn to Theron and I say simply, "Theron..." and hand him a small commchip, "We'll talk about this later at these coordinates. Be there. I'll make sure the Commander isn't."
Theron walks up and whispers to me quietly, “You’d better.”
I nod and then take Kardeva by the arm and guide him out the door. “Come on, akise.”
"Alright, Theron, I did notice an interesting coincidence: Uprisings suddenly come up at the same time, and so soon after Zakuul was formally defeated," I say in one of my hideouts on a planet far from the reaches of most galactic factions.
I came upon this place during my early Intelligence days, and I put it to good use. It has computers for both Republic, Empire, and other places around the galaxy. With the right codes, and stolen IDs, I can get into anything from anywhere. Today isn't a hacking day, naturally, it's having a conversation with a traitor day. A traitor who's right in front of me with his arms crossed, and in his usual uniform.
"Just like I noticed your implant's frequencies going to and from unknown communications during the initial landing on Iokath, and around the time Kardeva was nearly electrocuted. Now, you get to tell me how they're linked with each other, and why you acted without at least telling someone."
"Come on, Crim, you and I both go off and do our own thing. Can't fault me for that."
I smile and walk up to him so I'm staring down. “I can’t fault you for it, hmm? Alright then, what can I fault you for? Kardeva was almost killed thanks to you! Can I fault you for that or do you naively presume to have any say of my emotions while on my turf?”
"See? This is why I couldn't talk to you about it. You're too emotionally involved, can't think like an agent anymore."
"Can't think like an agent anymore?" I tighten my fist. "If I can't think like an agent anymore, I'd still be in the dark and you wouldn't be here. The emotion I put into this in turn grants me a connection to the Force, which helps me see where my eyes can't. Now," I levitate a blaster and point it at Theron’s head and hold him in place, “You have 60s to explain to me why I shouldn’t pull this trigger. So get talking?”
"Wait, you can use the Force? Since when?"
I lift up my shirt to show a dual saber strapped to my chest, and lower it, blaster remaining where it is. I then lift a hand, and a beverage floats towards Theron. "Thirsty? And you’re down to 45s, by the way."
He takes it, eyes wide, and smiles a little. "Heh. If I had known... Are you a Darth in disguise now?"
"No. Kriff, no! Last thing I need is to change my career after almost 20 years. My training isn't complete," I answered, "Only enough to be useful and to enhance my intelligence abilities. And down to 30s"
"I see. Then perhaps we can come to an understanding..."
Theron holds up a datapad to me. I read it thoroughly, and put my weapon in my holster. "Hmmm... Alright, you can live to see another day. Are you certain of this? Are they the ones behind the Uprisings?"
"I think so. But I can't know for sure since they're more secretive than the Revanites, and the leaders that started the uprisings are dead. The only way we can learn about them is if -"
"- You get into this order," I finish his his sentence, "but getting in means restarting fighting between the Republic and Empire. Why is this necessary? This galaxy has seen enough wars."
“Yes. Because they would've found someone else and this is our only chance to know what is really going on here. Just like you did what you had to to stop the Star Cabal, Cipher 9."
I slowly smile, and cross my arms. “Heh. I haven’t been called that in a long time. How did you know- nevermind. We know how each other knows their secrets. Figures the title returns to me on a much more personal level: I started in intelligence because I was recruited by my lover, which thrust me into defending the whole Sith Empire, and now the title returns to me in the name of protecting the one I love.”
I turn around and bury my face in my hands. “Explain why you expect me to take you at your word? Why should I take you at your word?”
“I don’t know,” Theron answers, “aside from your gut and things not adding up.”
"This is a dangerous game you're playing, Agent Shan. If this goes well, we can stop the conspirators. If this goes poorly, the galaxy is thrust back into a war whose price I don't think it can pay. If anything, I'd say the galaxy will go into default on such a conflict."
Theron sighs and his eyes are tired when I look at them. Has he been sleeping at all since this started? I doubt it. Seems I'll be joining him soon enough. I go to a computer and type a few things. "What are you doing?" He asks slowly.
"Sending your implants information on Cipher 9's last missions before Imperial Intelligence got disbanded. It includes information on the Star Cabal." I turn to face him as he silently looks over the information.
"How were you able to-"
Our eyes meet, and I smile. Theron nods and keeps reading. I explain, "All the information about the Star Cabal was in a black codex. They'd have extensive knowledge... I won’t say what Cipher 9 did with it. However, I do know the Star Cabal had copies."
"The Star Cabal were the ones behind the last battle between the Sith and Republic. Why is it as soon as we deal with one conspiracy, another pops up?"
"Because too many people in the galaxy don't want to see you and I unemployed?"
We both laugh at that. He's silent in the information I gave him. Whether it actually helps or not, I don't know; what I do know is protecting Kardeva has become much more complicated. A dark part of me wants to shoot Theron where he stands, and walk away. Serves him right for thinking he could try and kill a tsis' mate without consequence. I feel my hand rest on my blaster. It would be quick, and I could explain it to Kardeva later.
Killing him now would be the stupidest thing I've ever done! I jerky my hand away. Now’s not the time to think like all the sociphatic idiots among the Sith, but as an Imperial Intelligence agent who knows many conspiracies. Those behind these uprisings will find another traitor and when they strike, Kardeva might die. And I’ll be helpless to stop them because the one person who was close to getting inside die.
I should let him go.
If I let him go, he might find a way to stab me again, like he did all those weeks ago with a blade coated in poison designed to kill tsis. Then I might not survive, and Kardeva won't have his shadow. I promised him I would return to him. How I return is another matter.
There is only one option, isn't there?
"Theron..."
Theron's eyes focus on me. I look at him for a few minutes, each breath being harder to take than the last. "You'll need an ally on the Alliance in case things go really south with this order. We should keep in touch."
"I don't know. You're still emotionally..."
"Shut the kriff up! What are you, a Jedi? Why are you coming to their line of thinking anyway? They seem to be good at fucking you over instead of being useful!”
“Hey, let’s not bring in my…”
“Family got brought in the moment you tried to destroy mine. Mine whom I’m going to protect, even if it means back stabbing them in the process. I'm a tsis who knows both emotion and thought, and who doesn't want his children to live in a galaxy plagued by war after war, who doesn't want his husband to lose his life to this Order. And yes, I do it all because I have strong emotions. Know what else I have? A strong connection the Force, which rewards me in making myself a better agent. I won't apologize for any of that Theron. If anything, I'll be apologizing to my husband for helping you join this Order and ensure that this plan works instead of letting him know why you didn’t leave this meeting alive.”
Theron opens his mouth and then closes it. "You'd... You're willing to?"
I cross my arms and stare. "Yes. Understand this is a quick, but heavy decision. It's the only way we're getting out of this room alive, and remain allies."
Theron nods and gets up, "Umbara. Adegan crystals," Theron says quietly, "it's where I need to make my next move."
I nod and slowly. "I know the world. I know the Alliance has been aiding the Empire in getting them, and the Republic has been attacking the shipments in turn. I will gather what information I can, and ensure, the Commander, will be there.
Theron gets up and heads out the door. "I'll be in touch."
I sit down in the chair he was in and bury my face in my hands. "Very well. And Theron…"
He turns around and I look at him, sending some of my darker Force presence to him with a warning, “If this proves to be more lies in the end, I will kill you.”
Theron nods and turns around and heads out the door. I barely hear his reply, “Provided I don’t kill myself first.”
#swtor 5.4#lead up to swtor 5.4#swtor spoilers#Theron Shan#Imperial Agent#oc: crimsèn#believe in Theron
0 notes