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

  1. The starting flags: not found yet
  2. The stable door: not found yet
  3. The hoofbeats: not found yet
  4. The road map: not found yet
  5. The pace gauge: not found yet
  6. The driver's command: not found yet
  1. I · The Stable Yard

    The starting flags

    Three flags by the stable door, hung in the wrong order.

    Need a hint?

    How does every race start?

  2. II · The Stables

    The stable door

    The door carries the family crest. Knock and see who answers.

    Need a hint?

    Knock three times.

  3. III · The Gravel Drive

    The hoofbeats

    Put your ear to the road. The carriage is still out there somewhere.

    Need a hint?

    Sound on, or watch the boards. Count every hoofbeat.

  4. IV · The Map Room

    The road map

    The route is drawn in invisible ink. Only the start and the end show.

    Need a hint?

    Hold it to the lamp.

  5. V · The Coach House

    The pace gauge

    Chalked on the coach-house wall: 'Never past fifty.'

    · · · · · ·

    Need a hint?

    Set the pace to 50.

  6. VI · The Driver's Seat

    The driver's command

    The horses only move for one command. Two words, six letters.

    Need a hint?

    It's the name of the song.

The vault

Case No. 7

Locked. Collect all six pieces of evidence first.

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