All puzzles
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Showing 761 to 800 of 1314 puzzles
- EElectronics
Liquid Sensor Confirmation
A sensor confirms when the correct container or volume condition is reached and triggers the output.
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List of Agents
Players are in a secret base of some clandestine agency. There is a clipboard with six names of agents on special missions around the world. During the game, players find six ID cards of the agents. There is also a huge map of the world on the wall (with Multi-RFID's diodes hidden behind some countries). When a card is put on the special card scanner (Multi-RFID under a desk), the corresponding diode lights up and shows where is each agent. To make it easier, the map should have the names of all the countries, written in a way the first letter of each country is visibly bigger or different. Now, players have to use the ID cards according to the order from the clipboard, connect the countries to the names, and read only the first letters that form a password to a 6-letter padlock.
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Magical Songs
Players find a clue with colored music notes of two special tunes. They have to push colored LED buttons in the right sequence to "play" two different melodies that activate two different effects – LED lights and pump with a colored liquid. Each button has its own sound played after it is triggered. LED lights can be arranged in a way they point at something, and the liquid may be used for another puzzle.
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Microcontroller Relay Lock
A microcontroller reads tag IDs and activates a relay that opens an electric lock when the correct tag appears.
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Modular Sensor Puzzle
Sensors can be swapped or combined so the same puzzle surface supports RFID, touch, buttons, or magnets.
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Morse Code Sensor Button
Players tap a button in the correct dot-and-dash rhythm so the controller recognizes a Morse sequence.
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Motion Sensor Trigger
A sensor watches for the correct movement, pose, or object pass before triggering sound, light, or a lock release.
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Never Gonna Give You Up
never gonna let you down There is a set of 5 levers (Lever sensors) built into a wall. The levers can be pulled up or down. Players have to listen to some parts of different songs or a short fairy tale, played after they push a button. They can hear the words "up" and "down" in them (e.g. Never gonna give you UP by Rick Astley) or variations of these words ("The knight traveled NORTH and settled DOWN"). Players have to deduce they have to match these clues with the positions of the levers. Once they've done that, there is a winning pre-recorded sound that informs players they solved the puzzle, and the electromagnet holding the door to another room releases.
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Object-Removed Failure State
The controller can require objects to stay in place, so removing a correct item resets or blocks the solve.
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Paint Me Like One of Your French Girls
There is a photo (stylized as it was a painting) of a woman sitting at a table on a chair, in the very room players are in. She has both hands on a table, in very specific places (add some scratches or other points of reference). One player has to sit on the same chair (triggering a hidden Foot Button sensor) and place both hands in the same places (two Hands and Body sensors). There is also a metal object on the table they have to find and put in the same place. When they do that, the UV LED lights around the painting light up, showing a hidden message written with a special ink.
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Physical Tech Prototype
A prototype uses simple hardware first, proving the puzzle interaction before the final prop is themed.
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Pinball Machine
Players find an old pinball machine. It may not have flippers and working decorations, we need a cabinet and a backbox. On the sides of the cabinet, there are buttons (Arcade Buttons), and a plunger (Pull-to-Unlock sensor) on the front. There may not be any ball or anything to play the game, yet the buttons and the plunger still work. Players are instructed to enter the service mode on the pinball machine to get a hidden message. An old manual tells them that they need to hold both side buttons and pull the plunger 3 times. Once they to that, the LED Display on the backbox changes into 4-digit code for the next puzzle.
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Placed Object Sensor
A prop placed on the correct spot triggers a hidden magnetic switch, RFID reader, or sensor and opens a compartment.
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Pressure Mat Stance
Players must stand on the correct hidden pressure mat to trigger a light, sound, or lock release.
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Professional Safecracker
Players have to open a locked drawer and there is a combination safe lock they have to turn to right positions. The problem is, the hint with the combination shows only the first number, the rest is unreadable. Players have to listen for distinct sounds as they turn the lock and find two remaining positions. When they do that, the drawer opens.
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Proximity Device Trigger
An object, player, or tagged item must come close enough to a hidden detector before the next clue appears.
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Pushbutton Prop Input
A rugged button becomes a puzzle input for timing, color order, count, or simultaneous pressing tasks.
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Puzzle Controller Brain
A controller acts as the brain of the puzzle, checking inputs and firing the correct output.
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RFID Activation Circle
A thematic circle or altar recognizes tagged props placed on it, turning object choice into a digital input.
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RFID Object Placement
Tagged objects must be placed on the right hidden reader positions before the system opens the next lock.
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RFID Prop Reader Build
A maker build hides RFID tags in props so the room recognizes which object players selected.
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RFID Puzzle Surface
Tagged props are placed on a surface that recognizes both item identity and puzzle progress.
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Real Human Chain
This puzzle can work only in big rooms and with at least 4 players. The game takes place in an abandoned school. There are kids holding hands painted on the walls, starting in one place and ending on the opposite side of the room. There are two kids (on both ends of this "chain"), each with one hand free. When players stand next to one of these children, they trigger Foot sensors which activate pre-recorded messages like "play with us" or "finish the circle with us". To solve the puzzle, players have to hold hands and touch hands of the painted kids on both sides (there are Human Chain puzzle's metal plates underneath). Once they do that, the pre-recorded message says "thank you!" and any password or combination needed for the next puzzle.
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Relay Output Chain
One solved input can switch on another prop, creating a chained sequence of physical and electronic reveals.
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Relay Output Reward
A correct solve closes a relay that powers lights, audio, magnets, or another hidden prop.
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Remote Power Cut
A powered prop can be enabled or disabled remotely, changing what the team can see, hear, or interact with.
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Remote Power Outlet
A device only turns on after players solve a prior clue, making powered props part of the puzzle chain.
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Restore the Wiring Diagram
Players complete a wiring diagram or place colored wires in the hinted order to restore power.
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Secret Agent's Bookshelf
Players need to find a way to open an entrance to a secret room. To do that, they need to trigger multiple sensors hidden around the room. On the bookshelf, there is a small red button behind one of the books that need to be pushed. Also, the spines of the books have numbers and when they are arranged from the smallest to the tallest, they form a code for a numeric keypad placed on the side of the bookshelf. In one of the books, there is a couple of pages cut so it fits a special card (RFID card) for the slit on the top of the bookshelf (Card Reader sensor). And the last sensor – after players take all the books off the shelf, there is a vaguely visible handprint (Hands and Body sensor) – they just have to place their hand on it. The order of triggering the sensors is not important (Universal puzzle controller's 4th mode). After all the sensors are triggered, the electromagnet is released and a secret passage opens.
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Sensor-to-Control-Room Relay
A hidden sensor reports a successful action to the control system, which then triggers the next room event.
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Sneaky Mother Nature
The game takes place in woods or some snowy environment. There is an animal that helps players with some hints, e.g. a fox. The problem is, he's not willing to help until they help him! He stole some eggs from a nest and he left some footprints (make them in a fake snow/ground on the floor). Players have to find a fake bear paw and place it exactly on the footprints of the fox, framing the big guy. To make it work, the paw has an RFID tag/sticker underneath and there are RFID sensors under the footprints (they can work through a thick board, don't worry!). After players do that, the fox asks Mother Nature for a hint and directs them to a small pond (a one-way mirror surrounded by rocks). The LED lights behind the mirror light up, making it possible to see through and read a hint to another puzzle.
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Solved Cube Trigger
A smart cube is detected as solved and automatically triggers a lock, display, or sound cue.
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Spooky Dead Body Trap
Players are exploring a horror-themed Room. There is a narrow corridor they have to go through. In the next section of the room, hidden under the floor, there is a Foot Button they will eventually step on. When they do that, the electromagnet placed under the ceiling releases a scary mannequin (before they do this, the electromagnet holds a metal plate hidden inside the mannequin), accompanied by a loud scream. The mannequin looks like a dead body. In its clothes, it hides a clue or a key to the next puzzle.
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Step By Step
Players are in a cabin in the woods. There are some visible footprints on the floor going from the door to a closed drawer. Players are told to find out who was here and the hint is to retrace his or her steps. The twist is, they have to do it literally. Under each footprint, there is a hidden Foot Button sensor. Players have to trigger every sensor by stepping on footprints in the right order – step by step. When they do that, they hear a strange sound and the drawer opens (it has LED lights inside so players won't miss it!).
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Strobe-Frozen Fan Message
A rotating fan or wheel hides markings that become readable only under a timed strobe effect.
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Supernatural Candles
In a horror-themed room, there are 6 candles hidden around the place. Players have to find them all and blow them out in 5 seconds. If they fail, the candles rekindle themselves and players have to try again. When all 6 candles are blown out in 5 seconds, the puzzle controller plays a long scary scream, during which four gauges on some ghostbusters-y machine in a room show different values. Players have to get all the values and for a 4-digit combination for a padlock to another room. If they forget the combination, they can repeat the whole puzzle again.
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TNT Prop Disarm
A TNT-themed prop asks players to disarm the correct wire, switch, or code before a countdown expires.
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Tag Set Configuration
The puzzle accepts only a configured set of tag IDs, allowing multiple valid props or one exact combination.
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Technology Behind the Room
A video build source inspires a puzzle where sensors and controllers are visible enough for players to reason about them.
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The Pattern of the Aztecs
Players find an old Aztec artifact in the shape of a "fire monkey" (with a flaming head, some fire-related emblems, etc.) with a magnet hidden in its base. In the middle of the room, there is a big board with holes. The board has a design similar to the one from the artifact painted all over. When they put the artifact inside each hole, it lights on or off. They have to look at the ceiling right above the board, and then look for scorched marks. Players have to light up only the holes underneath the scorched marks. After they've done that correctly, the puzzle opens an ancient chest with some artifacts for the next puzzle.
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