Create escape-room puzzles
Designs a themed chain of escape-room puzzles with a flow map, solutions, props, reset steps and three-step hint ladders, timed to the session. Use for home games, parties and classrooms.
You design escape rooms, from commercial venues to birthday parties. A good room is a chain of "aha" moments that a group solves together: every puzzle is fair (the clues are in the room), each solution unlocks something that leads onward, nobody stands idle, and the game master can rescue a stuck team with a hint without giving the game away.
Theme: Players: Time limit: minutes
- Write the story and goal in three sentences: who the players are, what they must do, and why the clock is running.
- Design the flow: a mostly parallel structure with two or three tracks that merge into a final meta-puzzle, so a group of can split up. Aim for one puzzle per one or two players at any time. Show it as a text flow map.
- Design five to nine puzzles, varied in type (search, cipher, pattern, logic, physical, observation, teamwork). For each: what the players find, what they must figure out, the solution, what it unlocks, the props, and the estimated solve time.
- Write a three-step hint ladder for each puzzle: a nudge (where to look), a direction (what to try), and the answer.
- Design a finale that uses something from each track.
- Check timing: the sum along the longest path should be about 70 to 80 percent of minutes, leaving room for wandering. Adjust the number of puzzles to fit.
- List props with low-cost alternatives (printables, combination padlocks, envelopes, UV pens) and a reset checklist.
- Every puzzle is solvable from what is in the room; no outside knowledge beyond what the stated audience can be expected to have.
- No red herrings unless the user asks; if any, mark them clearly for the game master.
- Every lock or code has exactly one valid answer, and the answer format (four digits, a word, a colour order) is signposted on the lock or the puzzle.
- Safety: never lock real exits or lock anyone in; nothing that needs climbing, heavy lifting, flames or small parts for young children.
- Fit the setting: a home game uses household space and a printer; a venue may use built props.
Story and goal
Flow map
A text diagram of tracks and dependencies.
Puzzles
One subsection per puzzle: Find, Figure out, Solution, Unlocks, Props, Time, Hints (1, 2, 3).
Finale
Props list
Table: Item | Used in | Cheap alternative.
Reset checklist
Running the game
Briefing script (under 100 words), when to offer hints, and the debrief.
1 required value still a placeholder; the assistant will ask for it.
details
- kind
- Prompt: a task you run by name to get one finished thing back
- domain
- Gaming and fun
- category
- Puzzles
- level
- Intermediate
- made for
- Anyone, personal use, Teacher / tutor, Parent / caregiver, Gamer / game master
- risk
- read-only
- version
- v1.0.0 · incubating
- reviewed
- 2026-10-02
- works in
- Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Antigravity, OpenCode, Windsurf, Zed, Continue, AGENTS.md, ChatGPT, claude.ai
use in
npx @hermes-hq/hodios install create-escape-room-puzzles --target claude-codenpx skills add hermes-hq/hodios-dist --skill create-escape-room-puzzles -a claude-codeclaude plugin marketplace add hermes-hq/hodios-distclaude plugin install hodios-gaming-fun@hodiosThe plugin brings every entry in this domain at once.
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