All puzzles
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Showing 721 to 760 of 1314 puzzles
- EElectronicsParts
Clever Fisherman
There is an aquarium in the room, with bars on the top so players cannot fit their hands inside. On the bottom, there is a small toy fish with a key on its side. Players have to get the fish out but all they can find is a broken fishing rod (a part of the handle). Instead of looking for other parts of the rod, players have to put the handle (with an RFID item hidden inside) in a specific place to trigger the RFID sensor and activate the pump. When the water level in the aquarium reaches the bars on the top, the pump stops and players can get the fish with a key.
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Coffee Order Placement
Mugs, beans, or office items are tagged, and only the correct coffee order on the reader completes the task.
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Confused Hacker
There is a fake computer screen that requires a password (you don't need an actual computer for that). In front of the screen, there is an outline of a keyboard. During the game, players find a password and a broken keyboard without any cable and with some keys missing. They have to place the keyboard within the outline in front of the screen. The RFID item, hidden under the keyboard, solved the first puzzle and open a secret drawer. Inside the drawer, there is a wireless keyboard (it's USB receiver has to be connected to the Keyboard sensor!). Players have to use the password on this keyboard to solve the puzzle and open a secret door held by an electromagnet.
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Controller Mode Selection
A controller can run different puzzle modes, letting the same hardware require sequence, timing, or input-count logic.
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Coroner's Mystery
Players are in a morgue. There are dead bodies around but only one with a death certificate next to it. There are also notes on what to do with a patient – check if his pupils react to light (Light sensor in the eye and a flashlight next to the body), scream into his ear (Noise sensor), and check his pulse on the neck (Hands and Body sensor). After players do that, the blood starts going through a tube into a closed measure cylinder, showing the right level of blood. This level (shown in milliliters) is a code to a 3-digit padlock used in another puzzle.
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Crystal Eyes
Players see a big skull with crystal eyes. Depending on the theme of the room, they can find a magic wand, a laser gun or any other prop with a laser pointer. When they direct the laser at one of the crystal eyes, the corresponding LED lights strip changes its color. Players have to change the colors of two LED lights strips until they get the right color combination. They can learn the correct color combination from a solution to another puzzle. Once they do that, players hear a pre-recorded sound effect and an electromagnet under the ceiling releases, dropping something (i.e. a key to the next room).
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Custom Prop State Change
A bespoke prop physically changes after the right input, making the solve feel like part of the set.
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DIY Game Module Chain
Small electronic modules are combined into a larger puzzle chain with separate inputs and outputs.
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DIY RFID Component Stack
Players or builders combine a reader, tags, microcontroller, relay, and lock into one object-detection puzzle.
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Da Vinci's Secret
Players are in a museum-themed room with multiple paintings on the walls. Two of the paintings are portraits (e.g. they can be Da Vinci's Mona Lisa and Lady with an Ermine) and have hidden Hands and Body sensors behind the characters' eyes. Players get a hint that they can reveal the secret only when no one is looking. When players cover the eyes of the portraits, the UV lights around another painting light up. The light reveals a long combination written on the painting. Players have to use the code with a keypad placed on the wall nearby to solve the puzzle and open a hidden compartment behind yet another painting.
10 - EElectronicsParts
Demon Summoning
In a Hell-themed room, there is a pentagram on the floor with a LED candle at each of its points. Each candle has a different satanic symbol painted on it. Players have to rekindle the candles in the right order with a fake lighter (a prop with a magnet) they can find elsewhere. If they mess up the order (which can be found elsewhere)led display, they can just blow all the candles and start anew. If they succeed, they'll hear a pre-recorded demonic incantation in Latin and red LED diodes light up around the pentagram. This is also a chest placed under the ceiling upside down. After the puzzle is solved, it opens and some rubber internal organs (hearts, kidneys, livers, etc.) fall down. One of them contains a key inside for future use.
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Drop-a-Prop Compartment
A successful answer releases a hidden object from above, behind a panel, or inside a cabinet.
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ESP32 Pirate Wheel
A themed wheel connected to a microcontroller must be rotated to the correct heading or symbol.
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Electric Chair Execution
Players are in a small execution room with an electric chair. The room is lit by LED lights Players are instructed to sentence to death the most sinful person among them (of course, it can be anyone but they will talk and laugh about it). The chosen player has to sit on the electric chair (activating a Foot Button sensor hidden in the seat) and grab two metal poles on the chair's arms (Human Chain puzzle). You can add some straps so the chosen player can be immobilized but there is no sensor for that. The last step of the puzzle is another player pulling the lever on the wall (Lever sensor) which turns off the LED lights and starts electrocution sound effects. After 10 seconds, the LED lights turn on again and players see that a secret passage opened (Electromagnet output set).
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Electrician's Conundrum
Players enter a dark room. They have a flashlight and there is a small electrical box. They have to use a flashlight to see the colors of wires connected to the box and connect them correctly to bring back the electricity in the room (via a Power output set). It can activate a lamp, TV screens, LED lights, etc.
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Electromagnet Release
A magnet holds a door, drawer, or object shut until the correct puzzle state cuts power.
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Electronic Prop Package
A set of themed electronic props shares one story logic, so sensors and outputs feel connected rather than random.
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Escape Room Controller Hub
Multiple inputs feed one controller, letting designers require a specific order or combination before an output fires.
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EscapeKeeper Controller Puzzle
A controller manages several inputs and outputs so a prop can require a sequence, timer, or condition to solve.
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Fake Pirate Treasure
During the game, players find a pirate chest with many gold coins made of plastic and one of them made of metal. It seems they can use it in a puzzle that requires one of the coins placed in the specific place (with a Metal sensor). Sadly, all but one coin doesn't work. Players can try every coin (and waste their time), they can try to feel which one is made of metal (it may be tricky), or they can use a gold-sniffing dog toy (with a strong magnet hidden in its nose) to attract the right coin. When the metal coin is placed on the Metal sensor, the UV LED lights chain placed around a map on a wall lights up, showing a hidden X on the map, leading to the next puzzle.
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Flip the Correct Fuses
A fuse panel accepts only the correct switch pattern, forcing players to derive which fuses should be on or off.
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Fountain of Youth
Players have to get the Elixir of Youth (you can use water or any other safe liquid) for another puzzle. When they put an ancient container in a specific place, it triggers a Metal sensor or an RFID sensor. Then, the elixir is poured into the container (via Pump output set).
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Four-Card RFID Escape
Players identify and place four RFID cards in the correct set or order to satisfy the reader.
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Fusebox Repair
Players find missing fuses and install them in the right sockets to power a device or unlock the next puzzle.
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Garden Party
In a garden-themed room, players see a patch with some vegetables. The vegetables are in the "ground" but their top parts (made of colored rope or some other sturdy material) are visible. There is also a calendar with pictures of vegetables assigned to different months. Players have to match the top parts of the vegetables to their counterparts in the calendar and follow the order of the months to pull them (the parts that are above the ground) in a sequence. They won't pull them out, just trigger the Pull-to-unlock sensors hidden underneath. When all the vegetables are pulled in the right order, players hear some angry crows and there is a toy in a shape of a crow that falls from the ceiling (it has a metal element inside and it's held by an electromagnet until the puzzle is solved). In the crow, players can find some information or a puzzle element for future use.
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Ghost in the Lake
In the forest-themed room, there is a small fake pond surrounded by some rocks. The "water" is, in fact, a one-way mirror. For now, players can look into the mirror and see only their own reflection (which is cool on its own!). Next to the pond, there is a vine hanging from the ceiling. When players pull it, it plays a pre-recorded message from the Ghost of the Lake. The ghost asks to knock three times on the (fake) tree trunk in the room. When they do that, they hear bears roaring and another pre-recorded message telling them to scream to chase the bears away. When they scream, the ghost thanks them, revealing the secret of the pond. The LED lights behind the mirror activate and they can see the hidden message behind it.
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Haunted House's Fusebox
In a haunted house-themed Escape Room, players find a page from a diary describing an encounter with a ghost. A young girl wrote there that the ghost messed with electronics in the house, burning the fuses – first in the kitchen, then the living room, and then in the bedroom. There is a fuse box with fuses clearly assigned to these rooms. There are three fuses missing. Players have to find them and place them in the fuse box in the right order to bring the ghost back. The ghost (which is a pre-recorded voice message and some light effects) gives a hint for another puzzle.
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Haunted Prop Trigger
A scare-style prop triggers after the right input, using motion, sound, or lighting as part of the puzzle reward.
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Horrifying surprise
Players are in a scary forest. There is an old tree painted on the wall, with a real hole in the trunk (Mystery Hole sensor). It should not be well-lit so players don't see it right away. On the other side of the room, there is a creepy squirrel toy next to a spot with a symbol of a nut. Players need to find a nut (with a magnet inside) and place it on this spot (with a Magnetic sensor underneath) to trigger a prerecorded message "I hate my brother who lives in the hollow in the tree. Do me a favor and pull his tail". Then, players need to put their hand into this hole (that triggers a squirrel-like shriek) and pull something inside for a fake apple to drop from a ceiling (held by an electro-lock). The apple has a hint for the next puzzle.
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Houdini Controller Escape
A small controller manages a dramatic escape-style release after the team completes the required inputs.
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Human Conductor
There are an inactive machine and two big cables coming from its sides. Players have to connect them together but they cannot reach each other. There is a hint-joke about people being the best electricity conductor. One player has to grab both ends of the cables (becoming a human conductor) and hold it until the progress bar on the machine is full. Then, the puzzle is won and the machine starts to work, showing hidden information behind a Venetian mirror (you can see through it when the LED lights placed around it on the other side are activated).
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I Hate Jumpscares
There is a mirror on the wall in a horror-themed room. It blends in with other decorations in the room. During the game, players find a hint that tells one of them to really look into their eyes (or some other vague hint that makes them look into the mirror). There is a Distance sensor underneath the mirror that triggers when someone is standing in front of it for at least 3 seconds. As one of the players tries to see something in the reflection, the puzzle becomes solved, activating LED lights behind this one-way mirror (WHAT A TWIST!) showing a demonic face and that should make them scream (it's not required, just funny). You can even add some scary sound effects to the puzzle controller. But that's not all! After the initial shock, players should look into the face in the mirror as it hides some numbers needed for a padlock in another puzzle.
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I'm Bringing Order Back
them other players don't know how to act Players find a photo of a room they're in but some furniture or smaller items are not in the right places. To solve the puzzle, players have to put these items in their places just like in the photo. You can use Metal sensors for items made of metal (e.g. a kettle pot), hide RFID items under the legs of a table or a chair, place magnets in some smaller objects for Magnetic sensors, etc. Just remember to create multiple reference points for players so it's possible to match the arrangement of all these things in the room with a photo. After they do that, the puzzle controller plays a pre-recorded voice file (so players know they do this right) and UV lights turn on, showing a hidden message for another puzzle.
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Ice Cream, You Scream
Players are trying to enter the Realm of the Dead (another room) but they are instructed that the portal opens when dying men scream in agony. Players have to scream loudly so they trigger the Noise sensor through the LED Progress sensor extension. When the Noise sensor is triggered, the LED lights chain placed around the portal is being gradually lit, diode by diode. When all the LED lights are lit, the portal opens, with a scary demonic laugh heard from the inside.
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Input Count Unlock
The system unlocks only after the correct number of inputs are active at the same time.
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Invisible Harp
Players are in the mage's room. There are a couple of instruments fixed to a table, with their names written on labels. There are, for example, the Mystical Flute, the Magical Bell, and the Wizard's Cittern (they don't have to work properly). The Invisible Harp, however, seems to be missing. The catch? It's invisible (and there are Optical Tripwire sensors hidden in or underneath the table)! When players try to play on its invisible strings (so their hands will cross the sensors' lines of sight), the instrument plays a note. First, players have to find the Harp's label (with an RFID tag) and place it in the correct spot. Then, the short melody is played. Players have to recreate that melody to solve the puzzle, activating UV LED lights in the room.
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Just checking, mate
Players see a chess board with most of the pieces fixed to the board. There are 3 pieces with magnets hidden in their base that are not fixed to the board. Players find 4 images of chess board configurations. They need to arrange them in a way that they form 4 consecutive turns leading to a checkmate. Then, players need to recreate these turns with the pieces with magnets. Hall sensors under the squares on the board register these moves in a correct sequence and solve the puzzle, opening a drawer.
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LED Button Panel
A panel of lit buttons can ask for a color order, memory pattern, reaction challenge, or hidden sequence.
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LED Button Sequence
A panel flashes a sequence of colored buttons. Players repeat or transform the sequence to solve the puzzle.
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Light Morse Signal
A flashlight or phone blinks in short and long pulses. Players translate the flashes into a code.
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