Operation Saimaa II: The Midnight Ferry
SAIMAA’s last film exposes a second man. He leaves on the midnight ferry unless your group reaches him first.
- 2–8 players
- Phones only
- 75-minute game clock
Pay by card through Stripe. Your game link appears right after payment and is also sent to your email.
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Yesterday you stopped one man selling secrets. Tonight SAIMAA left a message: there is a second man. The evidence is on another roll of film, and he has booked the midnight ferry. You have the same tools, but new ciphers. Last night’s codes will not help.
One player listens to the numbers station, another studies the key pad, and a third connects their findings. Follow the trail through tram stops, a hotel room, a darkroom and the ferry terminal.
The sequel uses familiar tools from the first game, with new clues and solutions, including a number-sequence cipher. You can start here without playing the first game.
- Six locks, each with three progressively clearer hints.
- 2–5 players cooperate. 6–8 split into two competing crews.
- Bring your phones, pen and paper. No shared screen is needed.
At a glance
- Players
- 2–8 players
- You need
- Phones only
- Time
- 75-minute game clock
- Language
- English
- Price
- €9.99 per group
- Link
- Works for 30 days, on up to 8 phones
How it works
Buy the game
Pay by card. Your game link appears on screen straight away and arrives by email.
Share the link
Send the link to your group or show the QR code. Everyone opens it on their own phone.
Play and talk
Everyone takes a seat and the game begins. Every screen shows different clues, so the locks only open when you talk.
Screenshots


FAQ
Do we need to play the first game first?
No. This game has its own story and all the clues you need. The tools are familiar from the first game, but the solutions change.
How do different group sizes play?
With two players, one takes the Courier and the other the Cryptographer and Technician. With 3–5, the tasks are divided across more phones. With 6–8, each of two crews receives all the information needed to solve the puzzles.
What happens when the clock runs out?
The clock shows that the ferry has left. You can still finish the remaining puzzles.
Do we need an app or an account?
No. The game runs in the phone's browser. Nobody has to download anything or sign up.
How many phones can we use on one purchase?
One purchase is for one group. The player count depends on the game and is shown on its page. The link works for 30 days and can be used on up to eight different phones in total during that time.
How long does the link work?
For 30 days after purchase. You can play as many times as you like during that time.
Do we need internet?
Yes, every phone needs a connection. If a phone loses it for a moment, it keeps playing on its own, and codes bring it back to the same point as the others.
I lost my link. What now?
Request it again on the "Lost your game link?" page. We only ever send it to the email address used for the purchase.
Can I cancel my purchase?
The game link is delivered right after payment. At checkout you ask for immediate delivery and confirm that your 14-day right of withdrawal ends once the link has been delivered. If the game doesn't work as described, contact us. This does not affect your rights if something is wrong with the game.
What will show on my card statement?
The charge appears as REDHERRINGCLUB, the name of the seller's shop: Red Herring Club.