My team quickly decided on a few things:
1) The guests should feel clever
2) The guests should feel a sense of urgency
3) There shouldn’t be a disembodied voice speaking to the guests
4) The guests shouldn’t be able to fail the escape room
This last point might be slightly contentious, so I’ll explain our reasoning. We knew that at our showcase, there would be an adequate amount of time to allow all interested guests to play. We wanted the guests to be able to enjoy the full experience and not be cut short by a timer or fail state. As a result, we chose to create urgency in another way, and did not include a time limit.
In the lore of our story, ever since this tomb was brought to the ETC (the Entertainment Technology Center, where my program is based), technology around the building started to glitch. ETC students need the tech to be functioning properly to do our work, so we enlisted a pair of curse-breaking specialists (the guests) to help. Their curse-breaking kiosk has been set up, and they’re about to get started, when suddenly the curse activates and spreads, corrupting the files on the kiosk and obscuring some of the clues (resulting in the [ERROR ERROR] text seen throughout the clues). Throughout the course of the escape room, the guests discover that the spirit of a Pharaoh lives within the tomb. It’s an ancient spirit that doesn’t understand modern technology, which is why it’s making everything glitch. The guests must calibrate the kiosk to the tomb set, identify the curse (and the spirit), purify the spirit to release it from its rage, and then set the spirit free. Each of these steps corresponds to one puzzle.
At the start of the experience—and also if the guests make three mistakes—there’s a “curse spreading” sequence. Here, the lights turn red, the eyes in the background of the tomb begin to glow, the kiosk glitches even more, and an ominous whispering sound plays. The guests must each quickly put their hands over the mouths of the sarcophagi to pacify the curse temporarily.
To complement our story and help onboard the guests, we decided to have a live facilitator (played by me) start the experience, explain a bit of the story, and subtly start the first curse spreading sequence.
Here is a walkthrough of the experience and puzzles (note: the images can only partially capture what the actual experience feels like. In particular, the lighting looks different in the actual space):
The guests enter the tomb set, where they are greeted by the facilitator.