



Ministry of Lost Things: Case 2 – Finders Keypers
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Every lost key tells a story. And when Jenna loses her carabiner with all of hers, life begins to unravel piece by piece. Can you put the fragments back together before it's too late?
WHAT IT'S ABOUT
When lost objects speak louder than real life
Ministry of Lost Things is a series of episodic puzzle adventures by Mark Larson, Rita Orlov, and Chelsea Stark, with illustrations by Nicole Gustafsson. Finders Keypers is the second case set in the Elusiverse, the realm where every lost object hides a story. The hybrid format blends escape rooms, board games, and interactive storytelling into an experience that lives between table and screen.
Jenna loses her carabiner with all her keys. What seems like a simple accident turns into a spiral of increasingly destabilizing events. Through five envelopes to be opened sequentially, you will have to solve puzzles, connect clues, and discover what links those lost objects to Jenna's life. Each solution must be verified in the dedicated web portal, which unlocks the next envelope and, if you get stuck, provides calibrated hints.
What they say abroad
Ministry of Lost Things turns domestic mystery into an experience you won't soon forget.
— FroGames
Every lost object has a story. Here that story becomes a game.
— FroGames
Ministry of Lost Things: Case 2 – Finders Keypers
The game officially supports solo play, and the experience remains complete. You lose the collaborative discussion on harder puzzles (which creates memorable moments in a group), but you gain the pleasure of total immersion in Jenna's story, without compromising on time.
What you'll find in the envelopes
The tools to reconstruct the story
Lost objects
Physical reproductions or graphic representations of Jenna's keys and keychains. Each one hides meanings that are not immediately obvious.
Documents and maps
Fragments of daily life: messages, receipts, diagrams. Materials that seem mundane until you start connecting them.
Visual puzzles
Puzzles that require physical manipulation, careful observation, or lateral thinking. Some use overlays, others hidden patterns.
M.O.L.T web portal
Verify solutions online to unlock the next envelope. The system offers calibrated hints if you get stuck, without spoiling the satisfaction.
In a few hours, you'll look at your keychain with different eyes. Objects speak, if you learn to listen.
A five-part game
What happens at the table
Not the rules. The experience.
Opening the first envelope
You find Jenna's lost carabiner, recreated or represented among the materials. There's a key, an Eiffel Tower keychain, a crumpled note. Someone reads the narrative introduction aloud. You start going through the documents, looking for the entry point.
The first puzzle unlocks
One of you notices a detail: that number on the note matches something on the map. You start overlaying sheets, looking for patterns. The first breakthrough comes through collective insight, never brute force. You verify the solution on the portal. Envelope two unlocked.
The story gets complicated
The second envelope introduces new objects and retroactive connections with the first. Jenna hasn't just lost a carabiner: she's losing pieces of her own identity. The puzzles become more layered. You use the table as a workspace, arranging everything visibly.
The block (and the hint)
Third envelope, fourth puzzle. You've been stuck for twenty minutes. Someone suggests asking for a hint. The portal provides a calibrated hint, never the full solution. It's enough: the pattern becomes clear. The satisfaction when you solve it is intact.
The final revelation
Fifth envelope. All clues converge. You piece together Jenna's story and understand why those objects were so important. The final solution closes the narrative circle. When you enter the last answer into the portal, confirmation arrives along with an epilogue that gives meaning to everything.
How to play
The flow of each envelope
Each envelope follows the same rhythm: opening, exploration, deduction, verification.
Open only when the portal gives you the go-ahead (or at the beginning for the first one). Take out the materials, read them all thoroughly.
Observe, discuss, look for patterns. Some elements are obvious, others require physical manipulation or connections with previous envelopes.
Each envelope contains one or more linked puzzles. When you believe you have the final solution for the envelope, write it down.
Enter the solution into the M.O.L.T. portal. If correct, you unlock the next envelope and a narrative fragment. If incorrect, try again. Hints available upon request.
Why it's different from others
Six elements that make a difference
The Elusiverse
Finders Keypers is episode two of a shared narrative series. Lost objects have agency: they are not passive MacGuffins, but elements that influence reality. Each case adds a piece to the world.
Layered puzzles
The puzzles are not isolated. A solution from envelope 2 may require you to re-read materials from envelope 1 with fresh eyes. The table becomes an evolving mind map.
Elegant web portal
No intrusive apps or stressful timers. The M.O.L.T portal verifies solutions, provides calibrated hints, and tells narrative fragments as you progress. The integration is functional, not decorative.
Narrative through objects
Jenna's story emerges from her lost objects, not from dialogues or cutscenes. It's environmental storytelling applied to puzzles: you understand who Jenna is by reading what she carried with her.
No time pressure
You can stop and resume whenever you want. An envelope can take 30 minutes or two hours. You set the pace, without losing progress or immersion.
Consistent graphic design
Nicole Gustafsson's illustrations create a recognizable aesthetic: everyday gritty realism with hints of surrealism. The objects truly look lost, lived-in, important to someone.
How it ends
How to win
Finders Keypers has one goal: solve all the puzzles and complete Jenna's story.
Completion
- Correctly solve all puzzles in the five envelopes
- Enter the final solutions into the M.O.L.T portal to unlock the narrative epilogue
- Reconstruct the complete story of the lost objects and their meaning to Jenna
Block (not defeat)
- There is no true defeat: you can ask for unlimited hints without penalty
- If you really give up, the portal allows you to unlock the next envelope after a certain number of attempts
- The only 'loss' is spoiling the solution by looking at external walkthroughs before genuinely trying
Ministry of Lost Things: Case 2 transforms an ordinary object into a lasting experience. Like the best narrative puzzles, it makes you see the world differently.
Frequently Asked Questions
FAQ about Ministry of Lost Things: Case 2 – Finders Keypers
Do I need to have played Case 1 to understand Finders Keypers?
No, each case is standalone. They share the Elusiverse setting but tell self-contained stories. If you played the first case, you'll recognize some references, but Finders Keypers works perfectly on its own.
How long does a full game last?
It depends on the group and how many breaks you take. On average, 3-4 hours spread over one or more sessions. Some solve an envelope in 20 minutes, others take an hour. There's no rush: you can stop and resume freely.
Are the puzzles difficult? Do I need escape room experience?
The puzzles are accessible but never trivial. No prior knowledge is needed, just observation and lateral thinking. If you get stuck, the portal offers progressive hints that guide without spoiling. Ideal for those who enjoy reasoning without feeling frustrated.
Can I replay it once finished?
No, it's a one-shot experience. Once the solutions are known, the mystery is solved. However, you can pass it on to friends (the materials are not destroyed) or play other cases in the Ministry of Lost Things series.
Is it available in Italian?
No, Finders Keypers is only available in English. The puzzles require written language comprehension: you will need to read documents, messages, and narrative texts. B2 level recommended to fully enjoy the story.
Ministry of Lost Things: Case 2 – Finders Keypers is a narrative puzzle adventure for 1-4 players (ages 14+, duration 120-240 minutes) that combines escape room, board game, and interactive narrative. Designed by Mark Larson, Rita Orlov, and Chelsea Stark for PostCurious, the game uses five sequential envelopes to be solved through deduction and layered puzzles. Set in the Elusiverse, the realm of lost objects, Finders Keypers tells Jenna's story through lost keys and the riddles that reveal their meaning. Cooperative system with an integrated web portal for solution verification and calibrated hints. Available on FroGames.it.

Ministry of Lost Things: Case 2 – Finders Keypers
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