Northbound House presents

THE KEY ROOM

An anthology of browser escapes, played in order and earned in order. Three tenses — one hand behind all of them. Choose when to begin.

The Past · 1934–1962

PAST

Two trilogies, opened in their own time and their own colour. Finish a chapter, keep what it taught you — the next door asks for it.

Series One · 1934

THE MERIDIAN

You wake in a locked stateroom on a ship you never boarded. A stateroom, a chart room, a lighthouse — and one promise carried across the sea.

I
STATEROOM 77
The door is locked from the outside. The note says: find what I left you.
≈ 15 min · no key required
II
THE CHART ROOM
The gangway rose without you. R is aboard — and has left the room itself as a message.
≈ 20 min · sealed

Sealed. Enter the code that opened the stateroom door in Chapter I.

III
THE LANTERN
The keeper is gone. The lamp is cold. The ship is coming. Finale.
≈ 25 min · sealed

Sealed. Enter the word you transmitted from the Meridian's wireless in Chapter II.

Series Two · Meridian Airways · 1962

THE RED-EYE

A film star presses a locker key into your hand at the gate and vanishes. A terminal, a transatlantic jet, a customs hall — and an affair that was only ever the cover for the scandal.

I
THE TERMINAL
Read the board, crack the locker, and board Flight 077 before the doors close.
≈ 15 min · no key required
II
THE RED-EYE
Over the Atlantic, the telex spells out what the love letters were really counting.
≈ 25 min · sealed

Sealed. Enter the seat you boarded Flight 077 in.

III
ARRIVALS
Dawn landing. Get the truth through customs before it turns back into the dark. Finale.
≈ 30 min · sealed

Sealed. Enter the word you sent from the teleprinter in Chapter II.

The Present · now

PRESENT

Series Four · Unit 77 · now

THE UNIT

You buy an abandoned storage unit at auction, sight unseen. It went to auction because the owner stopped paying — and everything inside says they didn't mean to stop anything. You come to know a stranger entirely through the data they left behind.

I
THE UNIT
Clear the unit, read the metadata, and find the last place that checks out.
≈ 18 min · no key required
II
THE TRAIL
Reconstruct their last week — and learn to tell a real trail from a forged one.
≈ 24 min · in production
In production
III
THE ADDRESS
Reach not them, but the person they were reaching for — without blowing their cover. Finale.
≈ 28 min · in production
In production
The Future · far, far ahead

FUTURE

Series Three · Waypoint 0077 · deep transit

THE WAYPOINT

You wake alone on a relay-and-beacon station whose light has gone out — a lantern strung between two systems, failing, its keeper gone. A ship is inbound through the dark, and it is relying on a light you'll have to relight yourself.

I
THE STATION
Wake on the failing station, read the approach, and find out who's really inbound.
≈ 15 min · no key required
II
THE APPROACH
Restore the light, decode the ship's call, and answer it in kind.
≈ 22 min · sealed

Sealed. Enter the bearing the relief was inbound on.

III
THE THRESHOLD
Hold the light and bring her across. Finale.
≈ 30 min · sealed

Sealed. Enter the word the beacon logged when it lit.