Scooby-Doo Escape room
- Finnigan Leandros Geer
- Apr 22, 2018
- 3 min read
Created 2018
This project was created as part of a game design class at Marist College. It was, admittedly, a bit of a challenge because we were assigned a theme to make an escape room with, not able to pick one ourselves. We also had about three class sessions to make it and a small space to use.
The Scooby-Doo Escape Room is an escape room game where players have to solve Scooby-Doo-inspired puzzles to find keys and escape various rooms. Players start in the Playlab where they have to listen closely to music hints to find a specific board game where a hint is hidden. The hint gives a clue to the passcode to open a lock-box. The lockbox has a key hidden in it that allows players to escape the Playroom and move into the classroom. From there they have to look at the projector and search the rooms for hints to find the missing pieces of a URL. Once players complete the URL, it brings them to a picture on a website. This leads them to a hint to find a prop. Once the prop is found, players are told to find a code for the final puzzle. Once they find this code, they successfully escape the room.
Design Documentation
Game Interaction Map

Players begin the escape room in the Play Lab. In the Play lab, they have two puzzles to solve, and then they would be able to advance to the next room. The players must listen to the Scooby Doo theme song looping on the computer, they would then notice that “shake and shiver” is repeated. Opened on the computer was a picture of board games (1). The players would make the connection, go to the board games, and pick up Don’t Break the Ice (2). Inside the box was their next clue (3).

Once the players notice the copyright symbol on the paper they would go back to the computer, go to the other tab and they would see the copyright date. They would then go back to the computer, go to the Scooby Doo video on the other tab, play the video and get the copyright date 1970 (4). When this number is put into the safe it would unlock, give them the key, and allow them to advance to the next room (5). Upon entering the next room they would notice the projector had a website link that is incomplete (6).

After some investigation, they would raise the screen and on the whiteboard would be the rest of the link (7). When that link is put into the computer they would be presented with a picture of Shaggy and Scooby peeking out of a stove (8). This would be a clue for the players to open the wire access doors under the desks. When they open the right door they would find the skull, with a sticky note telling them to give the skull to the doorman for the next clue (9). The doorman would give them their final clue, “There are four in this room, but one in the other. What is the number?”.

The clue is referencing the CO2 detectors in the rooms (10). There are four in the main classroom and one in the play lab. When the players come back with the number on the CO2 detector in the PlayLab they have then completed the escape room.
Comments