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Escape Room Concept

Rules
* Magic doesn't work while within the program
* If an item that isn't meant to be broken is damaged, any clues hidden within vanish even if they have already been removed, the item is 'reset', and any clues respawn inside the item once again
* If the characters go too long without finding something new, a hint will appear in the form of a glowing aura around an area of interest (somewhere that contains a clue, or where a clue is used)


Scenario
As you step onto the holodeck, you find yourselves in a cramped hallway where it's difficult to move in anything other than single file. At the opposite end of the hall is a door, locked tight. From somewhere above, a cheerful yet obnoxious voice greets you. "Welcome, recruits! It is time to break the ice! We've prepared an escape room scenario for your entertainment and to assemble your team, we hope you enjoy! In this scenario you are a team of scientists that have been studying the frozen wastelands of California, Barbados. Your tour of duty is up, but one of your colleagues went mad and attempted to sabotage the base so you cannot escape! There are a series of clues and hidden artifacts in the following rooms that you must use to free yourselves before life support fails and you freeze to death! Please remember that any items that are meant to open will do so easily, provided they are unlocked. Any items that are broken will reset and take their respective clues with them, even if you have removed the clue. You will also find yourself unable to use any magic within the confines of the simulation. And remember, haaaaaaaaave fun! The scenario beings now!"

A buzzer rings, and the voice laughs as it fades away.




The Rooms
1. Hallway -- You start here. It's a hallway just long enough for everyone to cram inside. You can't go back out the way you came, you can only go forward, but the door is locked. The door is a bright red color, and on the wall halfway between the doors is a round, old-fashioned thermostat with the temperatures zoned into three colors. Blue from 40 to 60, Green for 60 to 80, and red for 80 to 100, and the arrow is currently set to 45. There are numbers scrawled around the thermostat: 86 64 93 79 64 41 58 90 49 100 57 67 81.

(Solution: turn the thermostat to 90, the blue door unlocks with an audible click.)

2. Main Room -- The hallway opens into this room. There are two additional doors:

Straight across from the hallway door is one that has the word TOXIC HAS MATERIALS printed on it in yellow block lettering, with a fluorescent teal symbol that looks like a cross between those used for radiation and biohazards. If you get close enough, you can see that the symbol is actually made of some sort of organic, slightly spongy material that gives off spores if you touch it, which glow for a few seconds as they float towards the ground. This door is locked.

On the wall to your left as you enter the room is the second door. It has a window taking up most of the top half, and windows set into the wall allow you to see into the room beyond. The window has a snowflake made of ice crystals on it, and if you touch the snowflake, it lets out a sound similar to a jingle bell ringing. This door is also locked, and the room beyond is an empty laboratory, with cupboards, a work surface, and a rolling chair that appears to have jingle bells for wheels.

The main room is twice as long as the hallway was, and twice as wide. Along the wall opposite the second door is a series of 12 half-height lockers, each one numbered 1-12, even on the bottom and odds on the top. Lockers 4 and 7 both have padlocks securing their doors. The padlock on locker 4 requires a 4 letter word to open, the one on locker 7 requires a key. Locker 1 is jammed and won't open when you try it, but the other 9 open easily. Lockers 2, 3, 6, 8, 9, and 12 are empty. Locker 5 has three shirts. In the breast pocket of one shirt there is a scrap of paper with lyrics for Jingle All The Way on it. The word jingle is misspelled as juggle in the first chorus. In locker 10 there's a lab coat, with the word "Penguin' inked onto the collar, as if it were the name of the owner. In locker 11 there is a book, within which there is a piece of a post card with a picture of a penguin on the front. On the back it has 2 letters in large black print: E G

On the opposite wall, there's a table below the window looking into the laboratory. On top of this desk is a nonfunctional computer and a lamp that won't turn on. It has two drawers, both of which open easily. In the very back of one is a second piece of a post card, this one with the letter O on the back, and it looks like it doesn't connect with the first, but they're clearly from the same post card. In the other drawer there's a drawing of the strange symbol on the first door, with an image of the snowflake on the other sketched over it.

In the laboratory, only one cabinet opens, and it contains the last piece of post card, with a G on the back.

(Solutions:
Collect spores from door 1 and toss them on the snowflake on door 2; Door 2 unlocks.
Remove the jingle bells from the chair in the lab, juggle them; locker 1 swings open.
Remove key from locker 1, it opens locker 7
Locker 7 contains 3rd post card piece, with the letter G on the back.
Enter E G G O in lock for locker 4; it unlocks and reveals a vial of black liquid.
Throw the black liquid on the handle of door 1; it melts off the handle. Also anything else it touches, including characters, with only the lab coat as an exception.
Use the lab coat to grab onto the hole melted in the door; escape the room.)
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Long Wufei

October 2022

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