After Hours

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Locked in at midnight. Three key cards, one patrolling guard, seven minutes to slip the gate.

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Sep 5, 2026

About

You stayed too late. The doors are chained, the gate is sealed, and Mr. Griggs — the night guard — is doing his rounds with a flashlight and zero sense of humor. You have seven minutes until midnight, when the gate locks for good.

Sneak through the dark school and steal the three key cards that open it: red in the Classroom, blue in the Science Lab, green in the Cafeteria. Moonlight pours through the windows; vending machines hum; lockers line the endless corridor. Every room is a little puzzle of timing — watch his beam sweep the hall, slip past, grab the card, and get out.

But be careful. He sees you, he chases — and getting caught costs 45 precious seconds and a long walk back to the lobby. Running is fast but noisy: if he's close, he'll hear you coming. Every card you steal makes him faster. Grab all three, sprint to the main gate at the bottom of the yard, and slip out into the night.

  • Tense, playful top-down stealth across a hand-built school: classrooms, labs, gym, cafeteria and a moonlit yard
  • A patrolling guard with line-of-sight vision, hearing, and a temper
  • A 7-minute countdown, catch penalties, and a grade at the end — can you escape with an S?

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