Literal Code
One of the most fun ways to hide a secret message is to literally write out
the message, but place it in a context that suggests a different meaning to
the word. Take, for example, this note that players might find.
Brett, the access code to engineering is wrong. You need to change it.
At first glance, this appears to be a useless piece of information. It just
says that an access code is wrong, but it doesn’t say what the wrong or
right code is.
On second glance, well, it still doesn’t help.
The trick to this puzzle is to realize that the words can be interpreted in
another way. The message literally tells you that the access code is wrong.
The word “wrong” is used to open a combination lock or some other access
code. This leap in interpretation is difficult to make but seems so obvious
in retrospect.
This hidden in plain sight code can be formulated in many ways. The main
point is that the code word serves another function in the sentence it is
in. There should also be at least one other distracting sentence. Here is
another example.
Peter Piper picked a peck of pickled peppers. To pick the password remove
the P’s from that.
Watch the players flail as they try to make sense of the first sentence
without the letter P. Then hear them groan when they figure out the
password is simply “that”. (“that” with all P’s removed is “that”.)
Red Herring
Red herring is an English idiom that refers to a clue that is misleading
or distracting. The phrase is often used within the context of a mystery
story where the detective collects many clues, some of which turn out to be
irrelevant. Red herrings help prevent the solution of a mystery from being
obvious before the reveal.
Red herrings are much less important in an escape room than in a mystery
story. Most escape rooms do not have red herrings, and you should not feel
obligated to add them. However, I enjoy throwing in a red herring or two to
throw players off guard.
I typically make the red herrings simple clues and puzzles. As an example,
a clue might be a typed letter with the following return address at top.
CCD Laboratories
1600 Red Herring Ct.
Atlanta, GA 30329
My family has done enough escape rooms to pay attention to numbers placed
within written material. So, I expect them to try these numbers in locks
around the room. But they won’t work (snicker).
All that said, you don’t want players to get too wrapped around trying to
make red herrings work. To this end, it is best to provide a cue that
something is a red herring. I’ve established with my family that when I use
the phrase “red herring,” it signals that it will not help investigating
further. In the previous example, note that the street name is “Red
Herring.” In another example, in one room I had a decoy QR code
(distracting from the real QR code players needed to construct).
The page has a hidden message text at the bottom:
spiRits might dEceive and play harD tricks to entertain
tHemsElves, but for thReats, youR best frIeNd is a
Ghost.
The message uses both capital letters and highlight letters, making it
easy to see and decode. The message is “red herring,” which is a signal for
players to stop looking.
Of course, you could use a different signal for a red herring. You could
instead say “just kidding,” place a 😜, or Rickroll the players. Whatever
you choose, place it on red herring but never on legitimate clues.
Online forms are a convenient mechanism to incorporate into puzzles.
Enter the correct code to get the information needed for the next box or
room. As soon as players see a form, they will inevitably look for clues
for the right answers to get past the form.
But here is the trick of the puzzle. There is no answer to the form.
Instead, players must see a link in a subtle part of the page to take them
to the “right” page.
Here is a straightforward example of a (fake) online login form. The
username is filled out and the players “obviously” need to find the correct
password.
Players may try to guess the password or infer it from clues, but none will
work. The page will just say that the password is invalid.
In fact, the users are never expected to find a password. The trick is to
notice there is a link at the bottom of the form to reset the password. The
players just need to find and click this link to get to the solvable form.
This example was created with online Google tools. The form itself is a
simple Google form with a validation that fails for most anything.
Unfortunately, you cannot place the “reset password” link directly in a
Google form. Instead, I had to use a Google site in which I embedded the
form and added the link below.