Case No. 7 · “Let's Go”
The Case of the Runaway Carriage
The family carriage tore out of the estate at full speed and never came back. Search the stables, find the driver's key and work out the day it all took off.
0 of 6 pieces of evidence
- The starting flags: not found yet
- The stable door: not found yet
- The hoofbeats: not found yet
- The road map: not found yet
- The pace gauge: not found yet
- The driver's command: not found yet
I · The Stable Yard
The starting flags
Three flags by the stable door, hung in the wrong order.
Evidence found: the driver's note
“The carriage is gone, and so is the driver. The vault keeps the day it took off: month, then day.”
Need a hint?
How does every race start?
II · The Stables
The stable door
The door carries the family crest. Knock and see who answers.
Evidence found: nobody answers
“I · Horses left in the stable: zero.”
Need a hint?
Knock three times.
III · The Gravel Drive
The hoofbeats
Put your ear to the road. The carriage is still out there somewhere.
Evidence found: the hoofbeats
“II · Count the hoofbeats.”
Need a hint?
Sound on, or watch the boards. Count every hoofbeat.
IV · The Map Room
The road map
The route is drawn in invisible ink. Only the start and the end show.
Evidence found: the route appears
“III · Stops along the way: zero.”
Need a hint?
Hold it to the lamp.
V · The Coach House
The pace gauge
Chalked on the coach-house wall: 'Never past fifty.'
· · · · · ·
Evidence found: the gauge settles
“IV · Five horses pulled the carriage.”
Need a hint?
Set the pace to 50.
VI · The Driver's Seat
The driver's command
The horses only move for one command. Two words, six letters.
Evidence found: the reins
““Let's go!” A key drops from the reins.”
Need a hint?
It's the name of the song.
The vault
Case No. 7
Locked. Collect all six pieces of evidence first.
Full speed
The carriage is found, still running. Here is the song it was racing to.
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