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2 Player Escape Room Game, Lighthouse for Two, Printable Co-op Date Night Puzzle Kit

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  • Digital download
  • Digital file type(s): 5 PDF

Seller's description

Designed by Creouts Publishing using original prompt(s) and AI (Claude by Anthropic). Illustrations made with AI image tools. Every puzzle is computer-checked: each half alone has more than one answer, and both halves together have exactly one.

LIGHTHOUSE FOR TWO: a printable two-player co-op escape room game, ages 12 to adult
On the little island of Glimmerholm, a golden pyramid guides the boats home by day and the Glimmerholm Light guides them home by night. Tonight old Keeper Tamsin Gale retires, and two new keepers light the lamp for the first time: you two. But Tamsin keeps one rule, "A light needs two keepers", and she has locked the Great Lens with a test written in two halves. One of you climbs to the Lamp Room as the Tower Keeper; the other stays in the Cottage as the Shore Keeper. You can only talk, through the old speaking tube. Solve the test, set the Great Lens and light the lamp before the last boat comes home. Dulse the grey seal is watching from the slipway.

THIS IS A TWO-PLAYER ESCAPE ROOM GAME, played by talking. Each player has a different book. It is not a book to read from page to page, and not a worksheet pack.
Two split books: every puzzle is cut in two. Neither player can solve it alone, so you have to talk.
Play at one table (sit back to back) or far apart on a phone or video call: each keeper opens their own file.

PERFECT FOR
- Date night at home
- A parent and a teen (or a grandparent and a grandchild)
- Two friends, two roommates, a long-distance video call
- Two small teams of two or three, one with each book

HOW IT PLAYS
- One player is the Tower Keeper (the Lamp Room: sees the bay from above). The other is the Shore Keeper (the Cottage: has the logbooks, lists and an old painting)
- Every puzzle has a Tower half and a Shore half. Describe, ask, compare, listen. Never show your pages
- Every puzzle gives a code. Each keeper looks it up in their own Light Register (the two are different): when both lamps show the puzzle's sign, you are right. No host needed, and neither keeper can check alone
- One box of every code is gold: write that digit in the Lens Log
- The finale, the Great Lens: the ten gold digits fill the empty prisms, the light climbs 1, 2, 3 ... through touching prisms across both halves, and its letters spell the words that light the lamp. Say them together

10 SPLIT PUZZLES + THE GREAT LENS, EASY TO HARDER
- First Watch (sunset): The Signal Board, The Supply Stack, The Bell Ropes
- Second Watch (dusk): The Light List, The Tide Clock, Two Harbours, The Wet Logbooks
- Third Watch (nightfall): The Five Boats, Twin Lights, The Reef Passage
- Finale: The Great Lens
- 4 kinds of math pyramid, each split between the two keepers: a number-bank stack (one keeper has the list, the other the stack), two smudged copies of one stack, two linked picture stacks you solve by calling numbers back and forth, and a Pyramid Maze of light
- Plus a lamp board that shows a digit only where both keepers' switches are on, tangled bell ropes, a coastal light list with real lighthouse flash patterns, a tide chart, a spot-the-difference you solve by talking, a five-boat logic grid and a reef chart with rocks for one keeper and sandbanks for the other
- The maths is for ages 12 and up: adding and taking away, reading a chart, careful logic. No calculator needed

NOBODY GETS STUCK
- Two Light Registers check every code: both lamps must show the sign
- Three hints for every puzzle: a nudge, the method, nearly the answer
- Every answer explained, and both halves of every puzzle shown solved
- Out of time? The boats wait in the dark until the lamp is lit

WHAT YOU GET (instant download, 5 PDF files)
- The print kit, US Letter (42 pages): start pages, the Tower Keeper's Book, the Shore Keeper's Book, and a sealed section with hints, the ending, answers and certificates
- The print kit, A4 (42 pages)
- The Tower Keeper's screen edition (29 pages) and the Shore Keeper's screen edition (29 pages), for a phone or tablet, with HINTS and ANSWER buttons on every puzzle
- Date-night extras, US Letter (5 pages): two invitations with type-in fields, Tower and Shore keeper badges and place cards, a door sign, a paper lighthouse to stand over a battery tea light, and two Keeper's Post postcards with type-in TO, FROM and message lines, so the keepers can send each other a note
- Free bonus folder (QR code inside): The Long Night, three expert half-puzzles for after the lamp is lit (13 pages, with its own register, hints and answers), the extras on A4, and an ink-saver edition of the whole game

GOOD TO KNOW
- Digital download only: nothing is shipped.
- Exactly 2 players (or two small teams). Ages 12 to adult.
- About 75 minutes. Play times are plans, not promises: hints keep every pair moving.
- Set-up takes two minutes: print each keeper's pages, or open the two screen files. No envelopes and no cutting for the game itself.
- Print at 100% (actual size). Colour looks best; every puzzle also works in black and white.
- A calm evening at a lighthouse: no storm, nothing scary, no holiday, nobody harmed. The boats are sailing boats coming home; nobody fishes.
- Love math pyramids? Creouts Publishing also publishes math pyramid puzzle books in paperback (search "Creouts Publishing" on Amazon).

LICENSE
For your own household. Print as many copies as you need for your own players. No resale, sharing, uploading or claiming as your own; no AI training.

Digital files cannot be returned.

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NowPrice:$6.74

Original Price: $8.99

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Lighthouse for Two, a printable two-player co-op escape room game: a golden pyramid with a sharp pointed top and a red and white lighthouse on a small island in a turquoise lagoon, seen from high above, with a grey seal

Designed by Creouts Publishing using original prompt(s) and AI (Claude by Anthropic). Illustrations made with AI image tools. Every puzzle is computer-checked: each half alone has more than one answer, and both halves together have exactly one.

LIGHTHOUSE FOR TWO: a printable two-player co-op escape room game, ages 12 to adult
On the little island of Glimmerholm, a golden pyramid guides the boats home by day and the Glimmerholm Light guides them home by night. Tonight old Keeper Tamsin Gale retires, and two new keepers light the lamp for the first time: you two. But Tamsin keeps one rule, "A light needs two keepers", and she has locked the Great Lens with a test written in two halves. One of you climbs to the Lamp Room as the Tower Keeper; the other stays in the Cottage as the Shore Keeper. You can only talk, through the old speaking tube. Solve the test, set the Great Lens and light the lamp before the last boat comes home. Dulse the grey seal is watching from the slipway.

THIS IS A TWO-PLAYER ESCAPE ROOM GAME, played by talking. Each player has a different book. It is not a book to read from page to page, and not a worksheet pack.
Two split books: every puzzle is cut in two. Neither player can solve it alone, so you have to talk.
Play at one table (sit back to back) or far apart on a phone or video call: each keeper opens their own file.

PERFECT FOR
- Date night at home
- A parent and a teen (or a grandparent and a grandchild)
- Two friends, two roommates, a long-distance video call
- Two small teams of two or three, one with each book

HOW IT PLAYS
- One player is the Tower Keeper (the Lamp Room: sees the bay from above). The other is the Shore Keeper (the Cottage: has the logbooks, lists and an old painting)
- Every puzzle has a Tower half and a Shore half. Describe, ask, compare, listen. Never show your pages
- Every puzzle gives a code. Each keeper looks it up in their own Light Register (the two are different): when both lamps show the puzzle's sign, you are right. No host needed, and neither keeper can check alone
- One box of every code is gold: write that digit in the Lens Log
- The finale, the Great Lens: the ten gold digits fill the empty prisms, the light climbs 1, 2, 3 ... through touching prisms across both halves, and its letters spell the words that light the lamp. Say them together

10 SPLIT PUZZLES + THE GREAT LENS, EASY TO HARDER
- First Watch (sunset): The Signal Board, The Supply Stack, The Bell Ropes
- Second Watch (dusk): The Light List, The Tide Clock, Two Harbours, The Wet Logbooks
- Third Watch (nightfall): The Five Boats, Twin Lights, The Reef Passage
- Finale: The Great Lens
- 4 kinds of math pyramid, each split between the two keepers: a number-bank stack (one keeper has the list, the other the stack), two smudged copies of one stack, two linked picture stacks you solve by calling numbers back and forth, and a Pyramid Maze of light
- Plus a lamp board that shows a digit only where both keepers' switches are on, tangled bell ropes, a coastal light list with real lighthouse flash patterns, a tide chart, a spot-the-difference you solve by talking, a five-boat logic grid and a reef chart with rocks for one keeper and sandbanks for the other
- The maths is for ages 12 and up: adding and taking away, reading a chart, careful logic. No calculator needed

NOBODY GETS STUCK
- Two Light Registers check every code: both lamps must show the sign
- Three hints for every puzzle: a nudge, the method, nearly the answer
- Every answer explained, and both halves of every puzzle shown solved
- Out of time? The boats wait in the dark until the lamp is lit

WHAT YOU GET (instant download, 5 PDF files)
- The print kit, US Letter (42 pages): start pages, the Tower Keeper's Book, the Shore Keeper's Book, and a sealed section with hints, the ending, answers and certificates
- The print kit, A4 (42 pages)
- The Tower Keeper's screen edition (29 pages) and the Shore Keeper's screen edition (29 pages), for a phone or tablet, with HINTS and ANSWER buttons on every puzzle
- Date-night extras, US Letter (5 pages): two invitations with type-in fields, Tower and Shore keeper badges and place cards, a door sign, a paper lighthouse to stand over a battery tea light, and two Keeper's Post postcards with type-in TO, FROM and message lines, so the keepers can send each other a note
- Free bonus folder (QR code inside): The Long Night, three expert half-puzzles for after the lamp is lit (13 pages, with its own register, hints and answers), the extras on A4, and an ink-saver edition of the whole game

GOOD TO KNOW
- Digital download only: nothing is shipped.
- Exactly 2 players (or two small teams). Ages 12 to adult.
- About 75 minutes. Play times are plans, not promises: hints keep every pair moving.
- Set-up takes two minutes: print each keeper's pages, or open the two screen files. No envelopes and no cutting for the game itself.
- Print at 100% (actual size). Colour looks best; every puzzle also works in black and white.
- A calm evening at a lighthouse: no storm, nothing scary, no holiday, nobody harmed. The boats are sailing boats coming home; nobody fishes.
- Love math pyramids? Creouts Publishing also publishes math pyramid puzzle books in paperback (search "Creouts Publishing" on Amazon).

LICENSE
For your own household. Print as many copies as you need for your own players. No resale, sharing, uploading or claiming as your own; no AI training.

Digital files cannot be returned.

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  • Item type
    Digital download
  • Digital file type(s)
    5 PDF
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Creouts
Creouts ·

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Listed on Oct 16, 2026