1922 · about 50 minutes · 5 marks

Late Check-Out: The Sitting

Part 2 of 4. A séance on the anniversary of a death, a medium with a red lamp, and a son who will not answer.

Play it now, free Free for the whole group
~50 min for a group that talks 1 to 6 players, one link No download any phone or laptop Medium

Latchkeys › Escape rooms › Late Check-Out: The Sitting

The second night

Last night you turned off the lights and lost four hours somewhere else. Your friends say you were gone for less than a second. Tonight everybody is careful, and every lamp stays on.

Then somebody suggests a séance.

Objective
Find Kit's last letter before the sitting breaks.
Clock
Mrs Marsh's red lamp burns a candle marked in five, and the sitting ends at the last mark. It is at the first.
Prize
Kit's last letter in his father's hands, and the truth told at the table.
  • halloween escape room
  • 1922
  • a séance
  • a manor house
  • four marks
  • free online escape room
The hall of an old manor in the 1920s at night, lit by one bare electric bulb: the foot of a great oak stair with its tall carved newel post, a dust sheet over a hall table beneath a framed photograph, and a doorway glowing red at the far end. Nobody there.A séance room in a manor library, all in red: a round table with empty chairs drawn up to it, a lamp with a red shade glowing on the table, a fire burning in the grate, and book-lined walls in shadow. Nobody in the room.A small photographic darkroom under a red safelight: glass plates drying in a rack, trays on a bench, a plate camera on a tripod, and bunches of old dried herbs still hanging from the beam. Nobody in the room.

Play it with your group

Free for the whole group Play it now, free

You get a link. It works for everyone in your group, on any device, and it does not expire.

  • About 50 minutes
  • 1 to 6 players, free for the group
  • Any phone or laptop, in the browser
  • No account, nothing tracked
  • A key on every step if you get stuck
  • The link does not expire

Questions people ask

Can we play it together over Zoom or a video call?

Yes, as a virtual escape room. The one link works for everyone in your group at once, on Zoom, Google Meet, Teams or any other video call, or round one table. Share your screen or all open it; there is nothing to sync, because the puzzle is the pages and the answers you work out together.

Does it work on a phone?

Yes. It was built for a phone first: every lock is a text box or buttons you tap, nothing needs a keyboard, a mouse or a printer.

How long does it take?

About 50 minutes for a group that talks; longer if you like arguing. There is no timer and nothing is scored.

What if we get stuck?

Every step has its own key: a hint first, then a harder hint, and the answer only if you ask for it. Wrong answers say something in the story rather than just no.

Do we need to download anything, or make an account?

No. There is no app and no account: the link opens in any web browser and nothing is installed. Nothing is tracked while you play, either.

Is it suitable for kids and families?

The stories are eerie and never cruel; nobody dies on the page. The puzzles need reading and a little arithmetic, so about twelve and up on their own, younger with an adult.

Does it work for two players, or for one?

Both. Two is a good number: a couple on a date night, you and your spouse at the kitchen table, or a pair of friends in different cities on one link. It was written in the second person, so it works for one as well as for six.

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