TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes...

12
SCENARIO: RUMPUS ROOM TIME: 60 MINUTES ROOM PREPARATION: This is a list of things to do before a run, to prepare the room for the next team. Boxes: Box A (Code: WEIRD) Holds the memory game Box B (Code: 6293) Holds the key to the padlock on the shoe cabinet Box C (Code: 4968) Holds five small flags Box D (Code: 3715) Holds the mouse and the “Plug me into the X Box” card Box E (Code 5273) Holds part of the street map and black light Box F (Code MOUSE) Holds the travel log and the other half of the street map Box G (Code 4628) Holds the song arrangement and the decoder ring Box H (Code PARTY) Holds several keys attached to the other set of the memory game. The BLUE card has the exit key attached to it. Foam Floor Tiles: Create a cube and put Box G inside it. Emergency Key and Emergency Procedures: Make sure it is next to the door Letter: Put the letter in the envelope (To whom it may concern) and place all but one corner of it under the bookcase. The Laundry Basket: Fold the bed sheet and put it in the laundry basket. Also in the laundry basket should be the other sheet and the onesies. Shoes: Stack the shoes nicely on the shelves in the shoe cabinet. Lock the shoe cabinet and put the key in Box B. Boomwhackers: Put the Boomwhackers in the toybox Books: Put the books back on the bookshelf in no specific order. 1

Transcript of TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes...

Page 1: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

SCENARIO: RUMPUS ROOM  TIME: 60 MINUTES 

  ROOM PREPARATION: This is a list of things to do before a run, to prepare the room for the next team.  Boxes: Box A ­ (Code: WEIRD) ­ Holds the memory game Box B ­ (Code: 6293) ­ Holds the key to the padlock on the shoe cabinet Box C­ (Code: 4968) ­ Holds five small flags Box D­ (Code: 3715) ­ Holds the mouse and the “Plug me into the X Box” card Box E­ (Code 5273) ­ Holds part of the street map and black light Box F­ (Code MOUSE) ­ Holds the travel log and the other half of the street map Box G­ (Code 4628) ­ Holds the song arrangement and the decoder ring Box H­ (Code PARTY) ­ Holds several keys attached to the other set of the memory game.  The BLUE card has the exit key attached to it.   Foam Floor Tiles: Create a cube and put Box G inside it.    Emergency Key and Emergency Procedures: Make sure it is next to the door  Letter: Put the letter in the envelope (To whom it may concern) and place all but one corner of it under the bookcase.   The Laundry Basket: Fold the bed sheet and put it in the laundry basket. Also in the laundry basket should be the other sheet and the onesies.  Shoes: Stack the shoes nicely on the shelves in the shoe cabinet.  Lock the shoe cabinet and put the key in Box B.  Boomwhackers: Put the Boomwhackers in the toybox  Books: Put the books back on the bookshelf ­ in no specific order.  

Page 2: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

                                           

Page 3: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

THE RUMPUS ROOM PUZZLE  PUZZLE 1 ­ BOX A Players are to find the letter from the previous escapees.  They can locate it by spotting the corner of the envelope sticking out from beneath the bookcase.  The letter reads:  

It’s almost over.  We are close to escaping.  The teacher trapped us, but we’ve found the key!  We left hidden clues to help any others that she may lock in here. Fortunately, we’ve disguised them well enough that she will not notice nor understand them.  There’s a box with a strange lock.  Spell the weird word to open it and you will be on your way! 

 Players should use the word WEIRD to open Box A.  In this box are cards. On one side is the game memory, on the other side is a puzzle.  Players should put it together and notice that there is a piece missing (the blue piece on the memory side, the pink animal piece on the puzzle side).  This piece is the card in the final box with the correct key attached. FINAL CODE: WEIRD 

      

  CLUES:   

1. “Open the weird word.”  Wow, that’s weird.  I wonder why it says “ weird word”.  How weird! 

           

Page 4: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

PUZZLE 2 ­ BOX B Players are to find the tally marks on the side of the book case.  There are 6 black, 2 red, 9 blue and 3 green.  Written in crayon on the back of the red box are the same colors.  Players should note that the code 6293 should be entered on this box.  FINAL CODE: 6293 

    

CLUES:  1. Plop yourself in a corner and look at the room through a child’s eyes.  2. The previous escapees kept track of their days in captivity in an inconspicuous location. 

Can you find it?                          

Page 5: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

PUZZLE 3: BOX C & D Players are to use the key obtained from BOX B to open the lock on the cabinet doors.  In it, they will find several shoes with numbers on them.  All of the shoes have orange paint on the bottom of them.  They should also locate the crib sheet from the laundry basket.  The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths.  One path is going forward and one path is going backward.  Players are to match the bottom of the shoes to the marking on the crib sheet.  NOTE: There is one pair of shoes that will not be used (the purple ones in the upper top left of this picture) The sheet also contains a red half square on one end and a red half circle on the other.  Box C has the other half of the red square, while Box D has the other half of the red circle.  Players should put the boxes in the proper location.  This way they will know which box is opened by the forward path and which is opened by the backward path.   Players should enter 4968 on Box C (forward path) and 3715 on Box D (backward path). FINAL CODES: 4968 & 3715 

 

  

CLUES: 1.  Pattern for pattern.  Sole to Sole.  One path forward, one path back. 2. Maybe it would help to walk the forward path? 3. You will not use the same number twice. 

 

Page 6: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

PUZZLE 4:  BOX F In puzzle 3, players opened BOX D which contained a computer mouse and a note that reads: “Plug me into the X Box”.  Players will need to use the word “MOUSE” on the lock for the box with the Purple X on it. (Lightning McQueen lunch box)  Players will receive a travel log and part of a street map.  The street map should be set aside for now.  The travel log will be used in Puzzle 5. FINAL CODE: MOUSE 

  

 CLUES: 

1.  Think outside the box.   2. How else can you ‘plug’ mouse in? 

                  

Page 7: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

 PUZZLE 5 ­ BOX E Players should use the travel log (from Box F) and the 5 small flags they obtained from Box C. The travel log reads: 

Our first stop in our holiday trip was the beautiful Caribbean.  Here we experienced powder sand beaches, dazzling blue waters, and palm trees that seemed to sway to a calypso beat. Eventually, we had to move to our next destination in southern Africa.  As part of our journey, we went on a safari!  It was amazing ­ so many animals! We were sorry to leave, but the next destination was still better:  we never had been so far to the East!  For one week, we have been surrounded by nothing but clear water! Before we knew it, our next stop was upon us ­ the middle of the Asian Steppe.  Here, we had the pleasure of a long horseback ride.  On to our last stop ­ across the Red Sea, in the inner Horn of Africa where we say the spring of the river Nile.  Beautiful ­ just beautiful.  

There is a flag book on the bookshelf that players can use to look up the flags.  The flags can assist them in finding the correct path on the map.  The first place visited is Honduras.  Then to Namibia, The Marshall Islands, Kazakhstan, and Ethiopia.   The correct number is 5273. FINAL CODE: 5273 

  

CLUES: 1.  Perhaps the flags can help you along your journey? 

     

Page 8: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

                

Page 9: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

PUZZLE 6 ­ BOX G The players should now have both parts to the street puzzle (they obtained the first half from Box D).  In this box they will also receive a blacklight. Players will need to shine their blacklight on the street signs found in the corner of the room. When they shine it on the green signs, they will find Seminary and Ewing written on it. The other signs have different street names that will not provide them with any numbers. When they find Seminary and Ewing, they will have to look on the map and find the intersection of Seminary and Ewing they will find 4628 written on the map and this will be the code that they need.  FINAL CODE: 4628 

  

              

                  

Page 10: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

 PUZZLE 7 ­ BOX H Players received a song arrangement and a Ceaser Cipher decoder ring from Box G.  They will need to use the Boomwhackers from the toy box to play the tune.  The boomwhackers are meant to be hit in the palm of your hand (or gently on the side of a table) to produce a different note.  If they follow the color coded musical arrangement, they will notice that the song being played is “Old MacDonald Had a Farm”.  They will need to then go to the Book of Songs from the bookcase and look for Old MacDonald Had a Farm.  Once found, they will notice the page number looks like the decoder ring and it gives them the number they need ­ 10.  By setting the decoder ring to 10 and using the letters on the back of the door, they will get the word PARTY. This word should be entered on Box H. FINAL CODE: PARTY 

 CLUES: 

1. There may be some musical instruments in the room. 2. Play that tune! 3. There may be a book of songs to help you along the way. 4. Use your cipher as you are walk out the door. 

  

10 

Page 11: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

  

11 

Page 12: TIME: 60 MINUTES - Escape Room Props...The crib sheet has the patterns of the bottoms of the shoes painted on them in two paths. One path is going forward and one path is going backward.

 

12