The Last Train
Red Mesa, Arizona Territory · 1881
The 3:10 leaves once · 60 minutes
Duration
60 min
Players
1–6
Chapters
4
Difficulty
Hard
Language
English
Reading
Some reading
Controls
Mouse or touchto explore · puzzles work with a keyboard
Price
FreeEarly access · no card
Story for 12+ · accounts for 16+ · western story, no blood
Inside the rooms




The story
Red Mesa · 1881
Guilty by sunset
The railroad's pay money vanished from a safe opened with an official key. Sheriff Asa Crowe finds a fake load list and marked coins on YOU. The decision is made: you hang at sunset.
The telegraph girl
May Bell saw everything
She hides you in the empty Lucky Spur saloon and tells you what she saw from her window. Crowe carried the real account book into Mail Car No. 7 on the 3:10. That book shows he and rich railroad owner Silas Vale faked the robbery.
The problem
The car has dynamite
Vale is not leaving evidence to luck. No. 7 carries dynamite, set to explode at Devil's Cut. Whatever you find must get off that car, or ride through with it. The car was built to disappear.
The plan
Catch the 3:10
Go out through the saloon cellar. Repair the depot telegraph and copy the Morse message. Set the yard for the mail car and connect it to your track. Open the express safe. Then cut the right fuse before Devil's Cut.
How it plays
●
Drag the screen to look around. Scroll, or use two fingers, to move closer. Then tap anything you notice. Important things will respond. Some things stay locked until you find what opens them.
💡
Stuck? Hints come in steps. Timed mode: 5 reveals per run. The steps are free; only the final reveal costs one. In Assisted mode every puzzle is free.
🚂
Wrong answers don't cost time, but a lock jams for a moment if you force it again and again. The Timed clock pauses with the game. Assisted has no time limit.
🔒
Codes can change. Morse messages, seals and fuses change each session. The story and some steps stay the same.
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