INSTRUCTION BOOKLET2–8 PLAYERS
THE NEON VAULT PRESENTS

MURDER IN THE ARCADE

Rex Halloway is dead on his own arcade floor. Eight regulars, nine rooms, ten weapons, and the clock runs out at 06:00.

N
Noir
Mild cartoon murder. Pixel suspects. Lying.
NEON VAULT✦SEAL OF
AUTHENTIC
DETECTIVE
WORK
v3.0.0
Murder in the ArcadeRead first

Warning

Please read this booklet before you play. It explains how to run a case, what each clue means, and who everyone is. Keep it somewhere safe for later.

This game is played in landscape on a phone. Hold it sideways. Pass it gently. Detectives who throw the phone at the culprit forfeit their badges.

Anti-piracy notice. Only detectives who have read this booklet may question witnesses at The Neon Vault. Copying the case file, peeking at another detective's hand, or reading the hint book before the third turn is a crime against Rex's memory.

The Dame speaks out loud to the whole table. She never says card names or positions, so nothing private leaks from the speaker.

MANUAL CHECK

Like the copy-protection screens of old, this check asks about things printed in this booklet. Use the arrows below to find the page, then come back. Three right answers prove your copy is genuine.

Murder in the ArcadeContents

Contents

How to playThe story

Midnight at The Neon Vault

The cabinets are still humming. The token machines are still lit. And Rex Halloway, owner of The Neon Vault, lies still in a room nobody will name yet.

The coroner puts the time of death somewhere between 22:45 and 23:30. Every regular who was in the building tonight is a suspect, and nobody leaves until somebody knows who did it, with what, and where.

You are the detectives. Each of you plays one of the regulars. The ones nobody picks stay on the floor as witnesses, wandering the arcade with a story to tell. One of the people in play is the killer. Maybe a witness. Maybe a detective. Maybe the character in your own hand.

The Dame

Your narrator. She announces every turn, reads out suggestions, scolds wrong accusations and calls dawn. She is built into the game: no AI, no server deciding anything. Same case code, same story, every time.

Your goal

Be the first detective to name the right suspect, weapon and room before 06:00, when the police arrive and the case closes without you.

How to playGetting started

Getting started

Open mystery.pathofphi.com and turn the phone sideways. There are two ways to play.

ModeHow it works
Pass-and-playOne phone for the whole table. Between turns the phone shows a lock screen with the clock and the notifications the next detective missed. Private ones read “Unlock to view”. Hand the phone over, then unlock.
Play onlineCreate a room gives a 4-letter code and an invite link. Everyone opens it on their own phone, picks a character, and the host starts. Each phone sees only its own hand, fog and notices. No lock screens.

The case code

Every case grows from a code like NEON-K7MX. The same code with the same table gives the same killer, weapon, room, timeline, testimony and deal. Share a code with another group to play the identical mystery.

Pick your detectives

Each player chooses one of the eight regulars. Two players minimum, eight maximum. The size of the case grows with the table:

PlayersSuspectsWeaponsRoomsCards each
25595
35594
4–56693
67793
78893
88892
Slow games

Online rooms remember each phone's seat. Reload or come back days later and you rejoin the same seat. A room expires after 14 idle days.

How to playControls

Controls

Tap a spot
Preview a move. Lit tiles show where you can go and the path you'll take.
Tap again / Go
Confirm the move.
Pinch · drag
Zoom and pan the board.
Rail buttons
Open a chest, question, suggest, listen from cover, accuse, end turn. A button only lights when that action is possible.
Notebook
Every card you have seen, where you saw it, and every clue: testimony, tapes, CCTV, power log.
Notifications
Phone-style pop-ups: Sighting, Witness, VHS, Lock, Cover, Overheard, Accusation.
?
In-game rules sheet.
Voice on/off
Mutes the Dame. Remembered per phone. Sound starts on your first tap.
How to playYour turn

Your turn: 3 actions

Every turn you get 3 actions. Spend them in any order. The clock moves 20 minutes after each full round.

ActionCostWhat it does
Move1Blue: anywhere in your room or a neighbouring room.
Move far2Gold: two rooms away. You never stop in a doorway.
Open a chest1Each try at its puzzle lock costs 1. Opening gives the chest's cards and the room's VHS tape.
Question1Ask a witness standing next to you where they were. You can keep acting after.
Suggest1Once a turn, in the room you're in. Name a suspect and a weapon.
Listen from coverallFrom a shield spot. Ends your turn.
Accuse0Free, any time on your turn.

Suggesting

Name a suspect and a weapon; the room is the one you're standing in. Going round the table, the first player who holds any of those cards must show you one, privately. If nobody can, the Dame says so out loud, and that silence is a clue too.

Line of sight

You only see what your character can see. Walls block sight; open doors don't. Witnesses you spot trigger a Sighting notice.

How to playThe map

The Neon Vault

Night map of The Neon Vault: nine rooms in a three by three grid A A B B

Nine rooms in a three-by-three grid. Doors join each room to the rooms beside it. Pink pads in the far corners are secret passages, joining the diagonal corners the way a classic murder board does:

  • A · Token Booth ↔ Retro Vault
  • B · Fighting Game Row ↔ Back Office

Room grid

Token BoothA
Pinball Alley
Fighting Game RowB
Claw Machine Corner
Prize Counter
Snack Bar
Back OfficeB
Fuse & Server Closet
Retro VaultA

Doors run between neighbours left-right and up-down, except along the bottom row: Back Office, the Fuse Closet and the Retro Vault each open only upward. A passage counts as one step, so a corner-to-corner trip is a 1-action blue move.

How to playClues & evidence

Clues & evidence

VHS tapes

Every room has a camera that recorded the moment of death. Open a room's chest to play its tape. A clean tape clears that room, anyone on camera and any item in shot. Two tapes are static: the murder room's, and one chewed by a power surge. They look identical.

Power log

Inside the Fuse & Server Closet chest. It names the room whose VCR the surge hit. That static means nothing.

CCTV

Inside the Back Office chest: one clip from one room at the time of death, with everyone on screen. It never films the murder.

Witnesses

Regulars nobody picked roam the floor. Question one next to you and they tell you where they were, and with whom, at two moments. Innocent witnesses always tell the truth. The killer, if a witness, lies.

Chests

Leftover cards nobody was dealt are hidden in room chests. Find them and you can cross them off.

Cover

Shield marks sit beside furniture. Listen from cover and, until your next turn, you see the card shown for any suggestion made in that room. The two players involved learn that someone was listening, but not who.

The tapes never solve the case on their own: at least two suspects and two weapons always stay off camera.

How to playPuzzle locks

The nine puzzle locks

Every chest is locked. Each try costs 1 action. Miss twice in the same room and the Dame gives you a hint. Your case code seeds every puzzle, so the same code gives the same locks.

Room · LockThe job
Token Booth
Change log
Find the row where opening + in − out ≠ closing.
Pinball Alley
Bumper route
Pick the launch lane that drops the ball in the lit hole.
Fighting Game Row
High-score cipher
Turn the dial until the scoreboard reads true.
Claw Machine Corner
Claw drop
Two prize tags name a column and a row. Drop there.
Prize Counter
Ticket ledger
A receipt line was torn off. Name the prize from the total.
Snack Bar
Receipt order
Put four receipts in the order they were bought.
Back Office
CCTV scrub
Pick the one frame of six that fits the clue.
Fuse & Server Closet
Fuse logic
Flip switches (each flips its neighbours) to match the target.
Retro Vault
Meta safe
Three digits, each from a lock solved in another room.
How to playAccusing

Accusing

When you're sure, accuse: name a suspect, a weapon and a room. It's free and you can do it any time on your turn, from anywhere.

Right

You win. The Dame closes the case and reveals the full story.

Wrong

Every detective carries 2 badges. A wrong accusation costs one badge and your next turn. Lose both and you're out. You still show cards when someone suggests, so the table keeps your information.

The clock

The case opens at 00:00. Each full round adds 20 minutes. At 06:00, after 18 rounds, the police arrive. If nobody has solved it by then, the Dame reveals the answer and nobody wins. The same happens if every detective is out.

RoundClockFeels like
100:00Fan out. Open chests.
702:00Tapes and testimony narrow it.
1304:00Someone should be accusing.
1805:40Last call.
Who everyone isThe cast

Who everyone is

The victim

Rex Halloway, owner of The Neon Vault. He knew everyone's business, because most of it was his business: the rent, the side bets, the scores, the money. He never made it to closing.

Narrator
The Dame

Trench coat, monocle, opinions. She runs the table: names whose turn it is, reads every suggestion aloud, tells you when nobody could refute, and delivers the verdict at dawn. Miss a lock twice and she'll take pity on you.

Motives on the street

Any regular might be the killer, and the motive changes with every case. The ones the Dame has heard about:

  • owed Rex a fortune in back rent and side bets
  • had a world-record score Rex was about to expose as rigged
  • stood to collect on a quiet insurance policy
  • wanted the prototype cabinet locked in the Retro Vault
  • was skimming the token machines and had just been caught
  • had been promised half the arcade, then cut out of the deal
Who everyone isThe regulars

The eight regulars

Play as any of them. The rest are witnesses on the floor. Any of them, including yours, can be the killer.

High-score queen
Vera Glitch

Owns the top line of every scoreboard in the building. Always holds the top score, which is exactly what makes a cipher about it crackable.

Repair tech
Otto Ferro

Goggles up, wrench out. Knows which cabinets are open, which fuses blow, and how to get into any machine in the place.

Prize-counter clerk
Dot Pennyworth

Counts every ticket in and every plush out. If the ledger is short, Dot noticed first.

Rival arcade owner
Lucien Crane

Monocle, suit, competing business across town. Came to look around. Says he's just a customer.

Streamer
Lagspike

Headset on, chat scrolling. Streams everything, so the alibi is either perfect or edited.

Night janitor
Mags Murrow

Has a key to every door and a mop for every mess. Sees everyone. Nobody sees her.

Landlord
Hollis Grant

Clipboard, moustache, overdue notices. Owns the building Rex rented, and was counting on the rent.

Investor
Ines Vale

Put money into The Neon Vault and expected it back with interest. Gold earrings, gold tokens, cold eyes.

Who everyone isThe weapons

The ten weapons

Small tables play with five of these, the full table with eight. The Dame tells you which are in play.

Claw-machine cable
Prize trophy
Pinball in a sock
Skee-ball
Joystick shaft
Poisoned slushie
Light-gun cord
Token roll
VHS tape garrote
Blown fuse
Hint bookDetective work

Hint book

Answers are printed in red decoder ink. Tap a hidden line to read just that one, or use the lens to read them all.

Where do I even start?
1Chests first. Every chest gives cards and a tape.
2Split up. With 3 actions you can reach a neighbouring room and still try its lock twice.
Two tapes are static. Which one is the murder room?
1One static tape is a decoy. Something in the building knows which.
2Open the Fuse & Server Closet. The power log names the surge room.
3Static tape that isn't the surge room = the murder room. Two clues, room solved.
How do I catch a lying witness?
1Innocent witnesses never lie, and their stories agree with each other.
2A killer who is a witness always claims to have been in a room next door to the scene, alone.
3If the killer is a witness, the Back Office CCTV films the very room they claim. Check who is really on screen.
My suggestion got no answer. Now what?
1Nobody at the table holds any of the three cards you named.
2Cards you hold yourself still count. Name your own cards on purpose to test just one unknown.
When should I accuse?
1Two badges means you can afford one guess, but it costs a whole turn.
2Accusing is free and works from anywhere. Do it at the start of your turn, before you waste actions.
Hint bookThe locks

Hint book: the locks

Tier 1 is what the Dame says after two misses. Tiers 2 and 3 go further. Your code seeds the puzzle, so no answer here works in every case.

Token Booth · Change log
1Do the sum on every row the same way: opening, plus in, minus out. One row refuses.
2Write the expected closing beside each row. Only one disagrees.
Pinball Alley · Bumper route
1Follow one ball all the way down before you pull the plunger. Arrows at the edge do nothing.
2Work backwards from the lit hole: which lane above could have fed it?
Fighting Game Row · High-score cipher
1The top line must read VER. Count how far each letter moved.
2The shift from the top line's first letter to V is the dial. Remember it: the safe wants its last digit.
Claw Machine Corner · Claw drop
1Count one prize type per column first. Only one column fits the tag.
2Then do the same for rows with the second tag. Where they cross is the drop.
Prize Counter · Ticket ledger
1Add the lines you can read. The total minus that is what the torn line cost.
2Note the torn line's ticket count. Its last digit is the safe's first digit.
Snack Bar · Receipt order
1Start with the clue that pins one receipt to a place. The rest follow.
Back Office · CCTV scrub
1Check each frame against one part of the clue at a time. Cross off what fails.
Fuse & Server Closet · Fuse logic
1Flipping a switch twice undoes it. Work one row at a time from the top.
2Count the switches your fix flips. That count is the safe's second digit.
Retro Vault · Meta safe
1Solve the Prize Counter, the Fuse Closet and Fighting Game Row first. The safe only remembers their answers.
2Digit 1: last digit of the torn ledger line's tickets. Digit 2: switches your fuse fix flips. Digit 3: last digit of the cipher shift.
AppendixChange log

Change log

v3.0.0
  • Playtest fixes from a three-player table.
  • Smaller cases for small tables (5 suspects, 5 weapons at 2–3 players).
  • A puzzle lock on every chest; the Dame hints after two misses.
  • A VHS tape in every room; Fuse Closet power log names the surge room.
  • 3 actions per turn; questioning costs 1 action, no longer the whole turn.
  • Room-to-room movement: blue 1 action, gold 2.
  • Wrong accusations cost a badge and a turn; two and you're out.
  • Secret passages join the diagonal corners only (Claw ↔ Fuse Closet passage removed).
v2.4.0
  • How-it-ends and the Dame on the start screen, clearer resume labels.
  • Footer with version, changelog, help and what the game stores; in-game help.
  • Narrator room phrasing. Deployed to mystery.pathofphi.com.
v2.3.0
  • Online rooms: room codes, one phone per player, server-checked turns, rejoin from the same device.
v2.2.0
  • The Dame's voice: 69 clips, voice on/off.
v2.1.0
  • Cover and listening; Claw Machine Corner passage; dash and rotate fixes.
v2.0.0
  • Landscape board with zoom, XCOM-style moves, line of sight and fog of war.
  • Phone-style notifications; 00:00–06:00 clock.
Not built yet

Co-op Escape and Saboteur modes.

AppendixNotes

Detective's notes

Fine print

Murder in the Arcade runs on your phone with no AI and no server deciding the story: every case comes from its code. Pass-and-play saves to this phone only. Online rooms keep the game on the server and send each phone only its own view.

No regulars were harmed in the making of this booklet. Rex was harmed, but that's the premise.