Cover artwork for The Hollow MeridianThe Sixth Key
Coming soonInside the House · A same-room cooperative mystery

The Hollow Meridian

Do not enter alone. Do not trust north.

2–4 Keyholders90–120 minutesHostless · one phone per player
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Coming soon. This Room cannot use your Key until it officially opens.

Close the door. Put the phones where the game tells you.A tactile, same-room mystery where every phone holds a different piece of an impossible place.
The story before the door

Begin with the Warden Bell.

The recovered file that begins the expedition. Gather 2–4 Keyholders in the same room before opening it.

Open the Meridian folio
The case

A mystery made for the table.

A vanished expedition left behind four impossible instruments and a map that refuses north. Gather around one shared screen, claim a different instrument on each phone, and discover what happened beneath Sable Basin.

Your night inside

It starts with a question.
It ends with a story.

01 · The recovery

A cylinder stands in the dust.

It has no tracks leading to it, no maker’s mark, and something inside that knocks once when touched.

02 · The descent

Every bearing tells a different truth.

Each Keyholder sees the expedition through a different instrument while the map rearranges what north is allowed to mean.

03 · The reckoning

A sky waits below.

To find the vanished expedition, the table must decide which impossible account can still lead everyone home.

The Room is being prepared

Be there when the door opens.

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