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Case № 1 · printable detective game

The Midnight Museum

The Case of the Vanished Meteorite

Ages 8–1245–60 minutes3–6 detectives per setIndoors, one tableSetup ≈ 20 min

Digital download (ZIP with PDFs). Price includes VAT where it applies; the exact amount is shown at checkout. Personal license for private events.

A look inside

Real pages from the kit

These are the actual printable pages, rendered from the files you download. Answers and the host guide are not shown.

  • The Director’s letter — read aloud to start

    The Director’s letter — read aloud to start

  • Suspect Sheet — five suspects, four traits each

    Suspect Sheet — five suspects, four traits each

  • Puzzle 1 — The Mirror Note

    Puzzle 1 — The Mirror Note

  • Puzzle 4 — The Greenhouse Pots

    Puzzle 4 — The Greenhouse Pots

  • Puzzle 5 — The Secret Receipt (pigpen cipher)

    Puzzle 5 — The Secret Receipt (pigpen cipher)

  • Envelope labels — real and decoy look the same

    Envelope labels — real and decoy look the same

  • Deduction Sheet — three clues, one thief

    Deduction Sheet — three clues, one thief

  • Certificate of Detection

    Certificate of Detection

The story

The Midnight Star — a meteorite that glows softly blue in the dark — has vanished from the Brightwater Museum of Natural History. The doors were locked. Only five people were inside.

Your detectives follow a trail of seven clues through the Star Hall, the Hall of Bones, the greenhouse, the gift shop and the basement. Every solved puzzle names the next envelope to open; three evidence cards narrow the suspects down to one.

At the end the team announces the thief and a three-digit code. If they are right, the Evidence Locker opens — and the Midnight Star is theirs.

Seven puzzles, one trail

Different skills in every envelope, so every detective gets a moment to shine. No outside knowledge, no phones.

  1. 1

    The Mirror Note

    A taunting note written backwards. Hold it up to a mirror… or think sideways.

  2. 2

    The Dinosaur’s Numbers

    A strip of numbers pinned to a T. rex tail. A = 1, B = 2 — the rest is up to them.

  3. 3

    The Muddy Trail

    Three sets of prints in the mud. One is the guard’s. One is the cat’s. One is the thief’s.

  4. 4

    The Greenhouse Pots

    Twelve flower pots, muddy fingerprints on some. Count carefully: the number opens a code.

  5. 5

    The Secret Receipt

    A gift-shop receipt in pigpen cipher. The key is on the card — the patience is theirs.

  6. 6

    The Fuse Box

    Nine switches, four clues, one answer. Pure logic.

  7. 7

    The Secret Path

    Follow the thief’s route through nine rooms to the hiding place — and the last digit.

What you print

  • Host Guide (7 pages): 20-minute setup, how to run the game, a 3-level hint ladder for every puzzle, full answer key, troubleshooting
  • Case File: the Director’s letter, Suspect Sheet with five suspects, Deduction Sheet, Detective Notebook
  • Puzzle Cards: 7 linked puzzles — mirror writing, number code, footprints, counting, pigpen cipher, logic, a map route
  • 3 Evidence Cards and 5 Decoy Cards (wrong answers get a friendly nudge, not a “no”)
  • 12 Envelope Labels, party Invitations (two per page) and a Certificate of Detection
  • Every file in A4 and US Letter, designed to print in black and white

About 25 pages per team. Everything is black-and-white friendly; the suspect sheet and certificate look lovely on thicker paper.

Questions about this case

Can I hide the envelopes around the house?
Yes. The game works on one table or as a treasure hunt — same cards. Tell the detectives which rooms are in play.
What if they get stuck?
The Host Guide has three hints for every puzzle. Give them one at a time; the third is the answer. Decoy envelopes also catch the most common wrong answers automatically.
Is it scary?
No. A meteorite goes missing from a museum; nobody is hurt and the thief has a very human reason. Suitable for sensitive kids.
Can I use it in a classroom or at a paid event?
Classrooms and clubs are fine with the personal license as long as nobody pays to play. For paid events, see For hosts.
Can I play it again with the same kids?
Once they know the thief, the mystery is solved. Print a second copy for a different group, or wait for the next case.