Technical task
Development of unique puzzles for the escape room "Poltergeist"
General information:
• Theme: Based on the film "Poltergeist". Atmosphere of mysticism, anxiety, paranormal phenomena, disappearances, voices, electrical failures, poltergeist activity.
• Number of rooms: approximately 3:
1. Corridor — the first and possibly final room. Contains introductory puzzles.
2. Living room — main storyline area.
3. (Room under discussion) — possibly: bedroom, children's room, basement, attic.
• Duration of the quest: up to 60 minutes
• Number of players: 2–4
• Age: from 16 years old (main audience — 20–25 years)
• Genre: horror with elements of psychological tension and frightening effects
• Actors: not used
Freelancer's goal:
Create 15 unique and well-thought-out puzzles (the exact number may be revised depending on the complexity and duration of individual puzzles), fully integrated into the plot and atmosphere of the quest.
Development is conducted in dialogue and discussion with the client.
Payment is made only after approval of the complete scenario.
Format for describing each puzzle:
1. Puzzle name
2. Room (location)
3. Player's goal (what needs to be obtained or achieved)
4. Used props
5. Sequence of actions (step-by-step)
6. How successful completion is fixed (mechanism, trigger)
7. What happens after completion (what is revealed, a new item appears, sound is activated, etc.)
Mandatory requirements:
1. Uniqueness:
All puzzles must be original.
Generation using neural networks, copying from other projects is prohibited.
Ideas will be checked for originality and logic.
2. Logical structure:
Preference is given to multi-step puzzles.
Simple tasks like "look and understand" are not accepted.
Each found item should lead to the next action or solution.
3. Atmosphere and implementation:
All puzzles must organically fit into the atmosphere of mysticism, anxiety, and the unknown:
Paranormal manifestations
Unexpected sounds, voices, lighting failures
Sudden effects, tense sound accompaniment
Permitted mechanisms:
Magnets (main principle of most discoveries)
Electricity and mechanics
Lighting effects (flickering, flashes, light disappearance)
Sound effects (radio interference, whispers, sharp sounds)
Actors and staff participation in the quest are not provided
4. Building the logic of the quest:
First room (corridor): introductory, with simple puzzles, focus on immersion.
Main development — in the second and third rooms.
Final — logical conclusion, possibly with return to the first room.
Atmosphere and tension should escalate.
EXAMPLE OF A PUZZLE
Name: Voices from the closet
Room: Living room
Goal: Obtain a key hidden inside the wall
Props: Closet, headphones, player, disguised panel
Sequence of actions:
1. Players find headphones in the drawer under the TV
2. Connect them to the player, sound turns on (voice whispers sequence: "left-left-right")
3. Players notice a sliding panel with 3 buttons on the closet
4. Press the buttons in the correct sequence
5. A compartment in the wall opens — a key appears
Fixation of completion: The mechanism triggers on the correct sequence
Result: They receive a key for the next door
Payment:
Payment is made only after approval of the full scenario and all puzzles.
Approval means that the puzzles:
• meet the requirements for originality, logic, atmosphere;
• are adapted to technical capabilities (by agreement);
• are ready for implementation into the project.