Story evidence tells players whose handprint or identity should be authorized at the scanner.
Storytelling
59 puzzles in this category.
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Aquarium Heist Scenario
A heist at an aquarium combines exhibit labels, creature clues, and security details into a mission path.
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Arsene Masterpiece Heist
Art clues, gallery labels, and thief notes combine to identify the stolen masterpiece.
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Authorized User Clue
Story evidence tells players whose handprint or identity should be authorized at the scanner.
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Believable In-World Clue
The clue exists for an in-world reason instead of feeling like a random puzzle pasted onto the set.
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Catalog Room Scenario
A complete room theme provides story objects that players connect into one final narrative answer.
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Classroom Theme Hook
A lesson topic becomes a mission theme so students understand why each puzzle matters.
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Cursed Pirate Tale
A pirate curse is revealed through map fragments, artifacts, and story callbacks.
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Debrief Evidence Board
After play, teams place solved clues on a board to explain how the story and answers connected.
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Detective Case File
Players receive a case file with evidence fragments and must decide which details are relevant to the investigation.
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Developer Diary Clue
A maker's notes or development diary hides the reason a prop behaves differently from expected.
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Diary With Layered Clues
A diary contains story hints, missing pages, tiny print, or coded notes. Players read it as evidence rather than an answer sheet.
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Emerald Flame Artifact Trail
A mysterious artifact trail links letters, maps, and symbols into a layered tabletop investigation.
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Envy Murder Mystery Evidence
Players compare jealousy-themed evidence cards to identify motive, opportunity, and the final suspect.
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Evidence Matching Research
Players compare photos, documents, or case files to identify a suspect, location, or name that becomes the next code.
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Evidence Studio Build
Players inspect generated evidence documents and decide which clue connects the case together.
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Family Photo Clue
A photo contains a date, place, or person that becomes part of the answer after players notice the context.
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Final Story Reveal Lock
The final lock answer is not just a code; it names the culprit, artifact, or event that resolves the story.
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Fingerprint Culprit Match
Players compare fingerprint cards against suspect profiles to identify the culprit or the correct lock code.
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Gamified Brand Brief
Players decode a brand or mission brief to discover what the experience is asking them to accomplish.
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Ghost Saloon Ledger
A saloon ledger lists ghostly customers, tabs, and dates that must be compared to find the answer.
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Handcrafted Themed Prop
A realistic themed object hides a clue in a way that matches the room story and material style.
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Home Printer Evidence Packet
A printable packet of notes, images, and records lets players solve a case without custom hardware.
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Immersion Element Match
Players match immersion elements such as story, props, and space to the puzzle they support.
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Intro Briefing Puzzle
The opening briefing contains names, dates, or rules that later become a puzzle key.
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Invisible Wall Rule
The story says a passage is blocked by a force field or barrier. Players disable it by solving the matching control puzzle.
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Lock Spies Gadget Kit
Spy gadgets and mission notes reveal which lock, code, or suspect should be handled next.
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Map Pin Sequence
A map with pins becomes meaningful when players follow a travel story and read locations in the order mentioned.
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Monthly Mystery Evidence Box
A box of documents and objects forms a case file that players inspect to solve a crime.
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Museum Interactive Exhibit
An exhibit-style prop delivers information only after players interact with artifacts in the correct way.
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Original Game Evidence Chain
A custom game uses original evidence and props that players connect to identify the final answer.
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Personal Note Clue
A designer's note or in-world letter carries emotional context while also hiding a mechanical clue.
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Pirate Plunder Object Route
The team follows a themed trail of maps, treasure props, and ship clues to reach a final chest.
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Puzzle Portfolio Clue
Players inspect a fictional designer portfolio and connect project descriptions to the correct room artifacts.
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Relatable Storyline Hook
A classroom-friendly story gives students a reason to care about each puzzle station.
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Roman Fortress Escape
Roman symbols, fort plans, and guard clues combine into a route out of a fortress.
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Room Visit Word Order
Players visit rooms in a given order and collect one word from each to form a sentence.
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Santa Rescue Route
Holiday clues guide players through a rescue mission where gifts, lists, and workshop objects become codes.
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Scenario Library Pick
Players choose or receive a scenario whose theme determines which evidence, ciphers, and props are relevant.
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Scenario Prop Bundle
Multiple props from the same scenario carry matching symbols, evidence, and story logic.
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Scenario Prop Bundle
Several props support the same scene, letting players connect story evidence across objects instead of solving them separately.
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Setting the Scene Brief
A short classroom story brief tells players what they are trying to solve and why the clues matter.
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Spy Mission Dossier
Players receive a printable spy dossier and must connect aliases, locations, and codes to complete the mission.
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Theme-Consistent Challenge
The puzzle challenge feels like something that belongs in the room's scenario and setting.
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Theme-Locked Object Chain
Every puzzle object supports the same theme, so each solve feels like part of one story instead of a random task.
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Themed Electronic Puzzle
An electronic interaction is wrapped in a strong theme so the input feels like an in-world action.
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Wicker Ridge Haunting Case
Paranormal case evidence must be sorted into real clues, folklore, and misdirection before the truth appears.
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Wild West Saloon Lock
Players use saloon props such as cards, wanted posters, and bottles to uncover a western-themed code.
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Write the Room to Life
A room starts from a story premise, and each puzzle object has a reason to exist in that world.
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Written Locked-Door Rule
A door or box is labeled as locked even without hardware. The game treats it as unavailable until players present the right answer.
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Zombie Outbreak Response Kit
Players sort medical, emergency, or containment props to identify the right response code.
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Storytellingfollow a tale of a king, queen, knights on horses, high towers an...
Players have to follow a tale of a king, queen, knights on horses, high towers and soldiers. The story has clues on how to place chess pieces on the board in order to solve the puzzle.
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Storytellingfind pages from an adventurer's diary that describes a daring esc...
Players have to find pages from an adventurer's diary that describes a daring escapade. They have to follow the events from the diary, where each step has a corresponding puzzle in the room.
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Storytellinga story with numbers
There is a story with numbers, e.g.: " I visited France four times and then haven't been there for eight years. It was fun, but I have three kids now so my traveling days are over". The combination is 483.
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StorytellingPlayers hear a Sphinx-like riddle and try to solve it
Players hear a Sphinx-like riddle and try to solve it, e.g.: " Some try to hide, some try to cheat; but time will show, we always will meet". The answer is "death".
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StorytellingPlayers find a notebook with a strange meeting described
Players find a notebook with a strange meeting described. There is information on who was sitting where and what kind of glass they used to drink, e.g. "John had a tea in a red mug, and Jenny, who was sitting on his right, decided on a milkshake in a tall pink glass". If every cup and glass are placed in the right spots on the table, the puzzle is solved.
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Storytellinga story about a voyager who had traveled all around the world
There is a story about a voyager who had traveled all around the world. On a wall, there is a big map with pins on many cities around the world. Players have to take a string and follow the voyager's story by tying it around every mentioned city. After the story ends, the string that connects cities form a number or a letter needed for solving another puzzle.
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StorytellingIn a pyramid-themed room, there is an old papyrus with a tale of...
In a pyramid-themed room, there is an old papyrus with a tale of a couple of different pharaohs (e.g. "Pharaoh Sahure who loved jewels…"). Players need to read it and put the mummified parts on the right spots on a sarcophagus (e.g. a bandaged hand with a ring with a jewel on a finger).
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StorytellingThere are some symbols to choose from but only one can be used
There are some symbols to choose from but only one can be used. The answer is hidden as a missing word at the end of a short rhymed poem, e.g.: " Far, far away, in a forest dense and thick, lived a big bird with red feathers and a sharp …". Among the symbols, there are shapes of claws, feathers, fangs and a beak. The password is "beak".
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StorytellingHardcorefind a letter from a mathematician who hid a message in it
Players have to find a letter from a mathematician who hid a message in it. They have to take every first letter of each line and change it to the order number from the alphabet. Then, every number should be added up and the total number makes a combination.
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