Grand Theft Antimatter:
Welcome, Game Master.
As the game master of this event, it's your role to print the game out, invite friends, setup the game, and explain how it works to the crew. Once that's all done you'll join your comrades to help win the day.
First step is to print the game kit (just expand the box below for instructions). Then there're just 15 mins of prep to do before friends arrive.
The easiest way to print the game is as photos from any office store or online via Amazon Photo Print (9c each). This way they're super colorful and on thick card.
You'll find the photos in the game download under Print as 4x6 photos. Print them as matte/satin for the best result.
Alternatively, you can print the escape kit on standard A4 paper. Just open the pdf file from the Print at home version folder and click print.
Prep to do before friends arrive.
Being by following the steps below to separate the game kit into chapters. You'll be starting the game at Chapter 1 and the card stack will have everything you need to solve the puzzles. When you finish that chapter, you'll move onto Chapter 2 etc...Grab your pile of printed cards and:
- Grab some stationery: pens, paper, scissors and sticky tape.
- Separate the stack of cards into 7 piles by looking at the headings on the top:
- Intro cards with setup steps on them.
- Player cards. These are personalities that players choose at the beginning of the game.
- 5 chapters made up of puzzle cards (red and green) and answers that make up the Clue stash (blue cards).
- Each of the chapter piles has all the puzzle cards on top, followed by a Cover Card. When you reach this don't look at any of the cards underneath as they're the answers to the puzzles. E.g. for Chapter 1 pick up the top 9 cards which should leave the Cover Card on top.
- Bonus: Play some themed background music and sound effects using this site.
Now you're ready to play the game!
Tip: as you progress through the chapters read the scenario intros out loud so everyone can hear - they contain key information.
Start the Game
It's a takedown!
The United World Government has almost finished building their Warhead Antimatter Response (W.A.R.) facility. We can't let that happen.
In this treasonous mission, we must steal the Antimatter Warhead and rig the place to blow. The facility is guarded by state of the art Security Mechs so we've packed enough firepower to take them out.
How to solve puzzles:
Each of the 4 mechs can be eliminated by solving the corresponding puzzle on the green bullet cards. When you think you have an answer to a challenge check the cards in the Clue Stash for the matching answer.
For example, if you think an answer is DOROTHY you would grab that card from the blue cards in Chapter 1 (the Clue Stash) and see what is says. If you choose a card and get it wrong, there may be a penalty written on the bottom. As a group, you get to decide whether you're going to follow these and try to beat the time. Feel free to then pick another card after some discussion and further puzzle solving.
The astute of you will have noticed that you can in fact just reverse engineer the game this way. That's totally ok so long as your group's down with that.
If you get stuck and need a hint try one of these:
[card name] divided by the square root of nine equals 238 divided by [...]
Check out this video for tips on to see the hidden magic eye picture.
This game is about initiative so feel free to use Google whenever you like.
Sneaky Does It.
Boom headshot, boom headshot, boom headshot, booooom hheadddshooot! Those mechs never knew what hit them.
Now that it's safe to approach the facility we're gonna need to find a way in. We've got some engineers uniforms that should work as disguises but the ID check at the front door can't be tricked - we'll need to find the correct passphrase.
[Put aside the Chapter 1 cards and grab the Chapter 2 ones from the Clue Stash.]
Fold the Disguise Kit inwards on the colored side.
Look inside the hat once you've folded it. The color should be on the outside.
You ring the manufacture of the disguise kits for instructions and get left on hold for 5 minutes before they help
[Loose 5 minutes of your remaining time]
Let’s find a Penning Trap so we can steal the Antimatter. The lab's a mess but there has to be one around here somewhere.
[Put aside all cards from Chapter 2 and grab out the Chapter 3 ones from the Clue Stash]
Start at the first word of the heading and...
...look for the symbols in the text taking note of the order they appear in
E.g. the word Coke could be this symbol:
Zhar calmly sits down in the middle of the room and channels the wisdom of the universe through his oversized brain. After a while (and a lot of humming) he realizes that the word order in the article is the sequence for the pin code.
Pop Goes The...
We've got the antimatter so it's time to blow this joint. Rigging the self-destruct system, connected to the reactor, will do just fine.
Knox's had a look at the control board and worked out that if we pull out whichever two diodes are connected the self-destruct timer will begin. Looking over the layout he's convinced that R4 is one of them so we just need to find whichever one connects to it.
[Put aside the Chapter 3 cards and grab the Chapter 4 ones from the Clue Stash.]
[Players can open a high-resolution version of the circuit board on their phone by going to heistparty.com/board ]
Try working backwards from each diode in a process of elimination.
Knox get's a little paranoid with everyone poking the control board... he needs some space and a hug. After a while he calls the group over again and grunts that it's not Y2, X8 or M1.
With emotions getting hot Knox gets everyone else to clear out so he can focus. Tess doesn't mind since it gives her a chance to catch a Pikachu from the on top of the reactor...
Got it! Knox exclaims some time later removing H9 from the board
[Take the H9 clue and lose 10 mins of remaining time].