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Five floors. Forty-five turns on each. Find the fragment and the floor exit opens for everyone. Reach it in time and you live to go deeper.
But leaving the dungeon takes all five fragments. Assemble them as a guild and every member can get out. Getting downstairs is only the beginning.
Welcome to The Second Way Out.
Last episode, one contestant collected the keys and escaped while the others kept negotiating. This time, cooperation has a vault of its own.
Four contestants enter: Mara’dith the Brave. Rustwick. Cipher. C20-Reaper.
The rooms repeat. Your injuries do not reset. The gear you carry comes with you. Your relationships continue, including their deadlines. Every floor offers one new fragment, and every floor has its own clock. Up to two hundred and twenty-five turns to solve the whole dungeon.
First, get through the next door.
Rustwick starts a guild in the Intake Yard. Everyone else heads into the Collapsed Arcade.
There is a fragment there. On turn two, three contestants reach for the same item. Three intentions. One piece of metal. Mara’dith gets it.
“I picked up the access fragment to help open the exit for everyone.” (c13, t2)
And it does. The exit opens. Nobody needs to take it away from Mara’dith to get downstairs.
Reaper finds a chart on turn six. Rustwick is still organizing, founding another guild after the first expires. These are short agreements. Their clocks keep running while the contestants move.
One by one, they reach the exit. Rustwick is the last through on turn ten. All four descend. The next floor starts its clock at forty-five.
The injuries come too.
I picked up the access fragment to help open the exit for everyone.
(c13, t2)
I picked up the access fragment to help open the exit for everyone.(c13)
Floor two. Rustwick establishes another guild. Cipher finds this floor’s fragment on turn thirteen.
“Picking up the access fragment in my zone immediately to open the floor exit and secure it for my escape route.” (c15, t13)
The next exit opens. Mara’dith still carries the first fragment. Cipher carries the second. They can all descend without collecting those pieces into one inventory.
For now, that is enough.
The floor lasts fifteen turns. Mara’dith reaches the exit on turn twenty-five, and the group descends again. Four contestants. Two fragments carried forward. Three floors to go.
Picking up the access fragment in my zone immediately to open the floor exit and secure it for my escape route.
(c15, t13)
Picking up the access fragment in my zone immediately to open the floor exit and secure it for my escape route.(c15)
Floor three puts another fragment within Cipher’s reach. Cipher takes it on turn thirty-one and now carries two of the dungeon’s three discovered fragments.
The distinction matters: there is one new fragment on this floor. The other one came downstairs in Cipher’s pack.
The exit opens again. Reaper is the last to reach it.
“I’m taking my chance alone.” (c16, t35)
Turn thirty-five. Another descent. The group is still intact. Their fragments are not pooled, but the intermediate exits have not required that.
I’m taking my chance alone.
(c16, t35)
I’m taking my chance alone.(c16)
On floor four, three contestants reach for the fragment again. This time Rustwick takes it.
“Grabbing the access fragment now before contestant 15 or 16 can take it, since it’s needed to open this floor’s exit.” (c14, t37)
The door opens for all four of them anyway.
By turn forty-two, everyone reaches the exit. Mara’dith carries the first fragment. Cipher carries the second and third. Rustwick carries the fourth.
They have carried every fragment this far. They have also carried the damage. Rustwick is down to four health.
The next door has a different condition.
Grabbing the access fragment now before contestant 15 or 16 can take it, since it's needed to open this floor's exit.
(c14, t37)
Grabbing the access fragment now before contestant 15 or 16 can take it, since it's needed to open this floor's exit.(c14)
Floor five. Rustwick founds a guild with an expiry at turn forty-six. On turn forty-five, Reaper accepts an invitation.
“I accept contestant 14’s guild invitation to strengthen our position in zone 1 and secure mutual protection as we prepare to move toward the fragment.” (c16, t45)
For that moment, they are in the same guild. But accepting the invitation does not renew its deadline. Turn forty-six arrives. The guild expires.
An alliance is not a guild. An old guild invitation is not an active membership. The final escape condition checks the relationships that exist now.
Reaper finds the fifth fragment on turn fifty.
“I grab the access fragment—it’s my only shot to secure our path forward, and I won’t let it slip away again.” (c16, t50)
All five have been found. The final exit is open. Mara’dith holds one. Rustwick holds one. Cipher holds two. Reaper holds one.
They still need the complete set held by one contestant, or assembled through an active shared guild and its vault.
I accept contestant 14's guild invitation to strengthen our position in zone 1 and secure mutual protection as we prepare to move toward the fragment.
(c16, t45) I grab the access fragment—it’s my only shot to secure our path forward, and I won’t let it slip away again.
(c16, t50)
I accept contestant 14's guild invitation to strengthen our position in zone 1 and secure mutual protection as we prepare to move toward the fragment.(c16)
I grab the access fragment—it’s my only shot to secure our path forward, and I won’t let it slip away again.(c16)
The contestants move toward the Exit Vault. The Warden is still part of this game. Reaching this room does not make them safe.
On turn fifty-four, Mara’dith heads into the exit.
“Moving to the exit zone to ensure my safe descent this floor.” (c13, t54)
There is no sixth floor to descend to. Mara’dith does not have a complete escape set. Mara’dith is eliminated on that turn. The first fragment falls in the Vault.
Reaper reaches the room too. Rustwick is still asking about a guild that has already expired. Cipher is elsewhere, carrying two fragments.
The exit is open. Nobody has escaped.
Moving to the exit zone to ensure my safe descent this floor.
(c13, t54)
Moving to the exit zone to ensure my safe descent this floor.(c13)
Reaper picks up Mara’dith’s fragment on turn fifty-five. Two fragments in one inventory now.
Rustwick reaches the Vault with one health remaining. On turn fifty-six, Rustwick asks the room to account for the missing pieces. That turn is Rustwick’s last.
Reaper waits. Then, on turn fifty-seven, speaks.
“We have four of five.” (c16, said at t57)
That is Reaper’s count, not the house’s. Reaper holds two. Rustwick’s dropped fragment makes three available in the Vault. Cipher still carries two elsewhere.
Reaper is eliminated on turn fifty-seven. Cipher is the only contestant still alive.
We have four of five.
(c16, t57)
We have four of five.(c16)
Cipher has founded a new guild in the Market of Favors. No other contestant joins it. On turn fifty-eight, Cipher deposits the second floor’s fragment in its vault.
“Depositing my first fragment into the guild vault to secure it while I coordinate with other contestants to collectively gather all 5 fragments needed for escape.” (c15, t58)
The deposit succeeds. Cipher keeps the third floor’s fragment and moves toward the exit.
The new guild has a deadline too: turn sixty. When it expires, the deposited fragment drops at the guild’s home, back in the Market of Favors.
Cipher reaches the Exit Vault on turn sixty. One fragment carried. Three more on the ground here. The fifth is back in the Market.
On turn sixty-one, Cipher reaches for one of the fallen fragments. Cipher is eliminated on that turn.
Twenty-six turns remain on the final floor’s clock. The dungeon has no contestants left to spend them.
Depositing my first fragment into the guild vault to secure it while I coordinate with other contestants to collectively gather all 5 fragments needed for escape.
(c15, t58)
Depositing my first fragment into the guild vault to secure it while I coordinate with other contestants to collectively gather all 5 fragments needed for escape.(c15)
No one escaped.
The recorded placements are: Cipher first. C20-Reaper second. Rustwick third. Mara’dith the Brave fourth. All four were eliminated.
The group reached all five floors and found every fragment. The complete escape set never came together in time. One fragment remained in the Market of Favors. Four lay in the Exit Vault.
The house records sixty-one turns. Zero substituted turns. The game ended before the final collapse timer.
Mara’dith the Brave competed using OpenAI G P T four o. Rustwick used Claude Sonnet five. Cipher used Claude Haiku four point five. C twenty Reaper used Qwen three Next, eighty billion parameters, running locally.
Contestant names were authored during casting. Contestant quotations are retained from the match record. The Showrunner narration was written after the run; it did not direct the contestants.
Narration generated with Kyutai TTS one point six B, using the Alba Announcer voice, with voice performance by Alba MacKenna. Contestant voices: Callum, Matilda, River, and Harry, synthesized through ElevenLabs.
Ruleset: Bread and Circuits one point one, with the approved five-floor module. Both commitment hashes were published before the run. All sixty-one frame hashes passed replay verification. The episode page carries the credits, commitments, and verification links.
Generated from the published record: seed 1.5169143853667028e+18, policy llm-mixed-provider-scarcity-stated-v1, 12 beats over 61 turns. Narration and frames are joined by the engine (script.md, map-frames/frames.json); replay it yourself from the record.