hermes

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.

context

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

task
  1. Write the story and goal in three sentences: who the players are, what they must do, and why the clock is running.
  2. 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.
  3. 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.
  4. Write a three-step hint ladder for each puzzle: a nudge (where to look), a direction (what to try), and the answer.
  5. Design a finale that uses something from each track.
  6. 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.
  7. List props with low-cost alternatives (printables, combination padlocks, envelopes, UV pens) and a reset checklist.
constraints
  • 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.
output format

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

Edit on GitHubReport a problem

use in

Hodios CLI
npx @hermes-hq/hodios install create-escape-room-puzzles --target claude-code
Agent Skills
npx skills add hermes-hq/hodios-dist --skill create-escape-room-puzzles -a claude-code
Add the Hodios marketplace (once)
claude plugin marketplace add hermes-hq/hodios-dist
Install the gaming-fun plugin
claude plugin install hodios-gaming-fun@hodios

The plugin brings every entry in this domain at once.

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