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The Halcyon Blackout
A 1962 hotel, a storm, a blackout, and a sapphire brooch that is no longer where it was.
This escape room kit for adults opens on Saturday, 13 October 1962, when a storm cuts off the Hotel Halcyon. The lights go out for nine minutes, and the sapphire brooch is gone. Nobody has left the building.
Instant download. After payment you land on our thank-you page, and the files come to you by email.
Also in all 7 games for $49.99, about $7.14 a game.
Chapter IThe story
A storm has cut off the Hotel Halcyon on the coast of Maine. During the centenary gala the ground-floor lights go out for nine minutes, and when they return the Blue Gull, the hotel's sapphire brooch, is gone.
The house detective, laid up with a twisted ankle, hands the players his file: six persons of interest, their statements, a floor plan, a telephone exchange log, a cloakroom ticket, a torn note, bar chits, a creased letter, a desk blotter, twelve luggage tags and a cipher slip. No violence, no gore: the crime is a theft.


Cover and one inside page, shown whole
Chapter IIWho it’s for
Statements, a floor plan, a telephone exchange log, a cloakroom ticket, a torn note, bar chits, a creased letter, a desk blotter, twelve luggage tags and a cipher slip. Two fair red herrings and one deliberate trap are resolved in sealed Envelope D.
Torn-paper reconstruction, alibi deduction across statements and documents, a fold-in letter, mirror writing read against a window, receipt arithmetic, a timetable deduction across luggage tags, and a two-disc cipher wheel the players cut out and pin together to feed a four-dial lock.
Chapter IIIWhat you print
Print each envelope file straight into its envelope, in colour or low-ink, on ordinary US Letter paper.
Use 20 lb or 24 lb paper, not heavy card: the blotter page is read against a window.
Chapter IVHow the night runs
Each envelope ends in one question. The game itself tells the players when to open the next envelope, so the host can play too.
The host reads a short opening and hands over the case file. The first question: who cut the lights?
A correct answer in the Detective's Ledger opens the next envelope. The second question: who planned the theft and took the brooch?
The last question: which trunk holds the brooch, and what is its lock code?
After the final Ledger check the team writes its Accusation, opens sealed Envelope D and reads it aloud.
Chapter VHints, prep and answers
Label them A to D, print each file straight into its envelope and seal D.
Cutting the torn note and the cipher wheel is part of play.
Scissors, pencils, scrap paper, a sharp pencil or paper fastener for the wheel, and a mirror or a bright window.
Teens and adults around one table; one printed set per team.
Prep under 20 minutes after printing. Both are design targets.
Taken one at a time, with the answers behind a STOP page.
The Halcyon Blackout is noticeably harder than the children's games in our shop, and every deduction is supported by the printed material. Play is designed for 60 to 90 minutes, roughly 20 to 30 minutes per envelope. Hints are taken one at a time from the hint pages, and the answers sit behind a STOP page.
It is built for 2 to 8 players around one table: a couples' date night, a game night with friends, or a family with older children. Print one set per team.
Answers are kept out of everything the host has to read. The host guide covers what to print, preparation and how to run it, and the game tells the players itself when to open the next envelope.
For a teen party or a family with older children, ages 13 and up. The crime is a theft, with no violence and no gore, and the setting is a storm-bound hotel gala.

The Halcyon Blackout is one of seven
The Halcyon Blackout is one of seven printable escape rooms. The collection adds two birthday games, Halloween, a family Christmas, a big group of 8–24 and a classroom game, for $49.99 in total.
Yes, two people can play The Halcyon Blackout together. It is built for 2 to 8 players around one table, and two players work through all four envelopes together. With fewer players, expect the longer end of the 60–90 minute design target.
Yes, at home this works as a date night: print the four envelopes, seal Envelope D, and open Envelope A together. Nobody has to sit out as host, because the game tells you when to open the next envelope.
In this one, the players read the case file, answer one question per envelope in the Detective's Ledger, and open the next envelope when the Ledger says they are right. At the end they write an Accusation and open sealed Envelope D.
Yes, a 13 year old can play The Halcyon Blackout, which is for 13 and up. For 10 to 12 year olds, The Midnight Skyport is the better fit.
A good escape room kit for adults gives you a real case and keeps the answers sealed until the end. The Halcyon Blackout has four envelopes, seven kinds of puzzles and a sealed Envelope D that explains how every clue fit.
Label four envelopes A to D, print each file of The Halcyon Blackout straight into its envelope, and seal D. Nothing is cut in advance, and prep is designed for under 20 minutes after printing.
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Pairs well with
The Halcyon Blackout and the six other games, ages 6 to adult.
Four teams, four trunks, one time capsule. Nobody opens it alone.
Fog over the harbor, a silent beacon, and one last airship to bring home.