All Murdoku Cases, by Setting
The casebook holds 142 hand-built Murdoku cases across 14 settings, from a four-by-four introduction to a twelve-by-twelve investigation. Every one has been checked to have a single solution reachable by forward deduction alone, so none of them needs a guess — the difference between the drawers is atmosphere and the kind of reasoning each floor plan rewards.
A tight domestic plan makes room clues decisive; an open campsite or a museum gallery takes that away and pushes the work onto distance and direction instead. That is why the setting is worth choosing deliberately rather than at random: House & Home is the largest drawer with 44 cases, but it is not the hardest.
Every Murdoku Setting
- House & Home Murdoku cases — 44 cases. Ordinary rooms, extraordinary circumstances — the domestic cases where everyone had a reason to be there.
- Manor & Museum Murdoku cases — 6 cases. Galleries, statues and a great staircase — the stately interiors, where the floor plan is as much a suspect as the guests.
- Hotel & Restaurant Murdoku cases — 9 cases. A lobby, a kitchen, and a great many rooms with doors that lock — hospitality cases where everyone is a stranger.
- Precinct & Office Murdoku cases — 6 cases. Desks, an interview room and a holding cell — the cases where the investigation is happening inside the building.
- Auto shop Murdoku cases — 4 cases. Ramps, a pit, a parts store and a forecourt — cases where half the floor plan is machinery.
- School Murdoku cases — 3 cases. Classrooms, a gym and a staffroom — cases set in a building designed to keep track of where everyone is.
- Hospital Murdoku cases — 5 cases. Wards, an operating theatre and a waiting room — cases where everybody has a professional reason to be anywhere.
- Farm Murdoku cases — 14 cases. A barn, a stable, a field and a farmhouse — the theme where a good part of the floor plan is outdoors.
- Supermarket Murdoku cases — 7 cases. Aisles, a cold store and a stockroom — cases set among shelves that block sight lines but not movement.
- Campground Murdoku cases — 18 cases. Tents, a washblock and a lake shore — the second-largest drawer, and the most open floor plan in the game.
- Castle Murdoku cases — 6 cases. A great hall, a dungeon and a tower — cases in a building designed to control where people can go.
- Pool & Spa Murdoku cases — 8 cases. Changing rooms, a poolside and a plant room — cases where most of the plan is a single wet space.
- Zoo Murdoku cases — 8 cases. Enclosures, a keeper’s hut and a ticket office — cases spread over open ground with hard boundaries.
- Ski Resort Murdoku cases — 4 cases. A lodge, a boot room and a slope — cases split between a warm interior and the cold outside.
Where to Start