ESCAPE ROOM PUZZLE LABORATORY

Welcome in the Puzzle Laboratory. Here we design and experiment with new escape room ideas and new escape room puzzles.

This is, well, a lab, and therefore we would be delighted to discuss with you the escape room puzzles we publish, refine them according to your comments, receive feedback about your implementations in real escape room games.

PUZZLE DESIGNS

We just finished experimenting with the following puzzles. Enjoy reading the designs, and please let us know what you think about them. We look forward to your comments.

Test Audience

The players need to restore an old cult classic movie. They have all the scenes, but the order in which they must go is not obvious. Luckily, they have director’s notes for each scene and a video of the first screening of the movie. Unfortunately, they can’t see the movie itself on the video. But they can figure out the order of the scenes by the audience reaction.

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Award Winning Films

The ghost of the worst movie director in history has trapped some of the players in the projection room and movie hall. He won’t let them go until he gets his well-deserved (as he thinks) Oscars for the three movies of which he’s most proud. The ghost is projecting scenes of these movies on the screen for the players in the movie hall to see. Meanwhile, the players in the projection room can’t see the clips projected, but they have three Oscar statuettes; and to praise the ghost, they must put the right film names on the awards. The problem is the players do not know the names of those horrible movies? Surely, the players can figure it out, even if they’re in different rooms.

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Ancient Cubes

Players have several tiles in front on the floor of them: some of the tiles are blue, and four are yellow. Two yellow tiles have a golden symbol embedded in them, and three have grooves in which golden elements can be inserted. Players have these elements, but they don’t know what symbol needs to be on the tiles. To figure it out, the players must use giant cubes that fit on the tiles perfectly. On the sides of the cubes are grooves for the symbols, including the ones from the two yellow tiles. Players must connect the groover side of the cube with the protruding symbol on one of the yellow tiles and then roll the cube, following the blue tiles, to the yellow tiles that have no golden symbols. The side that will be on the bottom of the cube when it reaches the empty tile will tell the player what symbol must be embedded in.

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Warm Hands

The players have a mural that depicts the hierarchy of goddesses that the shamans worship. Every tier of this hierarchy consists of a couple female goddesses. The puzzle itself is a wall with 10 protruding stones. The stones are black, and their size is about 50×50 cm. The stones are covered with thermochromic paint, so when players touch the stones, the dark paint becomes translucent, revealing a picture underneath. The pictures are 10 portraits of goddesses. Judging by pieces of godly attributes that are present in the portraits and are fully visible in the mural, the players can figure out which goddesse is which. Then, they must push the stones in the hierarchical order, from the most powerful couple of goddesses to the least powerful ones. When they do, a projection appears on the wall, showing a hint for the next puzzle.

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Fuel Mix

There are 15 barrels in front of the players, some of which are empty, half full, and filled to the brim. They need to find the three correct barrels and connect them to the time machine using thick tubes. To do that, the players use the notes left by the scientists. The players will have to find all half-filled and full barrels by knocking on them; and among the barrels they’ve found, they must find the ones that smell a certain way.

The players connect the right barrels to the time machine, and it starts to work.

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Lying Machine

There is a machine with 25 lights in it. The machine can be made to diagnose its own state. It makes 9 statements about the temperature of its parts, the state of the CPUs, etc. Players can examine the machine and fact check all the statements. Three of them are false. When the machine makes a statement, a number of lights turn red – this shows which personality clusters are used when making this statement. Players need to find 3 clusters (3 lights) that are only used while lying. When they find it, they can turn them off. After that, the machine can be made to give up its source code.

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Ghost Whisperers

The ghost is giving several hints to the players. He tells them to stand on the tiles and uses objects in the room to indicate how exactly he wants them to do it. Players must understand that the light signals he’s giving in each case indicate a specific place on the 5×5 grid of the floor. When players stand on the right tiles, the ghost starts to talk, giving the first hint in the mysterious case of the disappearing king.

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Holes in the Wall

There is a wall with 16 holes in it. 8 triangle ones and 8 rectangular ones. The goal is to find a pair for every triangle hole among the square ones.

Players must put special rods in these holes to see how deep they are and what sound they make when the rod goes in. For every rectangular hole, there is only one triangle hole that is the same depth and has the same sound.
There are 16 stones of the wall that can be pushed like buttons and each one corresponds to one of the holes. Following a written hint, players must push the paired buttons in the right order to open a secret compartment in the wall.

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Keep up the Rhythm

A player on Side 1 of the wall has a monitor that shows a man stomping his feet and clapping and snapping to create some sort of rhythm. There’s no audio, so to really hear the rhythm, players need to repeat the movements of the man in the video. On the other side of the wall, there is a drum and a bell. Claps on the video represent hitting the bell, and stomping represents hitting the drum. So a player from side 1 must communicate the rhythm to the player on side 2. If the player on side 2 creates the right beat with the bell and the drum, the radio starts to work.

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Extrasensory Test

Two players are standing on opposite sides of a wall. They can’t see each other. On one side of the wall, there are big buttons with portraits on them. On the other side of the wall, there are smaller copies of these portraits, placed in a different order. The portraits on side two light up one by one and the player on side one must push the corresponding button. They evidently need a way to communicate which button to press. When 8 buttons in a row are correctly pushed, the test stops and a voice of the Chief-Psychic reads out the hint for the next puzzle.

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PUZZLE ARCHIVES

Access the complete archives of escape room puzzle designs that each of us has developed inside the laboratory.

STEPH

Profiles - Steph

Go to the archive of all the Escape Room Puzzle Designs created by Steph.

GABRY

Profiles - Gabry

Go to the archive of all the Escape Room Puzzle Designs created by Gabry.

TONY

Profiles - Tony

Actually, Tony is busy working on complete escape room designs, but he will soon publish a few single puzzles, as well.

LYNDA

Profiles - Lusy

Actually Lynda is busy designing full escape room designs exclusively, not single puzzles. Wait to hear great news from her!