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A hand-curated escape-room puzzle-design reference — mechanisms, puzzle types, hint systems, and real capacity-planning logic
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
mechanism_infodesign_tippuzzle_category_infoterm_glossaryhint_system_designroom_capacity_planningtheming_tipbeginner_tipsLockbox is a fully local, hand-curated escape-room puzzle-design reference. mechanism_info gives full detail on one of 20 mechanism types (combination locks, directional locks, word locks, keyed padlocks, physical key hunts, UV/blacklight reveals, magnetic triggers, RFID/NFC triggers, electronic keypads, laser/light-beam routing, pressure plates, hidden compartments, wiring puzzles, mirror/periscope viewers, jigsaw assembly triggers, symbol-matching locks, sequential button panels, sliding panels, sound triggers, motion triggers) including how it works, typical uses, build complexity, cost tier, failure modes, and accessibility notes. design_tip covers pacing, difficulty-curve shaping, red herrings, room flow/gating, teaching a mechanic, puzzle density, aha moments, playtesting, avoiding bottlenecks, accessibility, fail-safes, group-size scaling, narrative integration, and prop maintenance. puzzle_category_info explains 12 puzzle categories (cipher & code, logic & deduction, physical manipulation, search & observation, math & pattern, sequence & ordering, meta puzzles, teamwork/split-knowledge, tech-integrated, wordplay, spatial & assembly, sensory) with an original example prompt each. term_glossary defines 30 design terms (game master, meta puzzle, red herring, gating, hub-and-spoke flow, soft lock vs. hard lock, safe word, and more). hint_system_design covers 10 topics on structuring a hint system: escalating tiers, delivery channels, when to intervene, nudge vs. answer, avoiding dependency, remote/take-home hinting, silent in-world hints, GM training, optional hint costs, and a dedicated ask-for-help signal. room_capacity_planning is genuine, transparently-computed planning logic (not a lookup table): given a group size and room type (beginner, intermediate, advanced, expert, horror, family, corporate), it suggests a total puzzle count, simultaneous puzzle stations, whether a parallel/split-team path is advisable, a suggested time limit, and a fit assessment, with the exact formula shown in each result. theming_tip covers 13 genres (heist, horror, sci-fi, fantasy, mystery/noir, pirate/treasure, prison break, post-apocalyptic, fairy tale, wild west, ancient tomb/Egyptian, spy/espionage, circus/carnival) with sensory ideas, common mechanisms, and pitfalls. beginner_tips gives a ranked shortlist for first-time room designers. Original content for the escape-room hobby and small-operator business — not a walkthrough or spoiler database for any specific commercial room. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Hand-curated original escape-room design content and a transparently-computed capacity-planning heuristic; fully local, zero upstream calls
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
8 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable single-player card game — exact supermove capacity math
The classic digit-guessing game, with a real Knuth-style solver mode
A real arithmetic speed-game plus a genuine Countdown-style numbers round
https://lockbox.connectorbay.com/mcpPOST https://lockbox.connectorbay.com/v1/tools/{tool_name}, described by the OpenAPI 3.1 spec at https://lockbox.connectorbay.com/openapi.jsonAuthorization: Bearer <key> raises rate limits.https://lockbox.connectorbay.com/health · Tool schemas: https://lockbox.connectorbay.com/tools.jsonA hand-curated escape-room puzzle-design reference — mechanisms, puzzle types, hint systems, and real capacity-planning logic.
Lockbox is a fully local, hand-curated escape-room puzzle-design reference. mechanism_info gives full detail on one of 20 mechanism types (combination locks, directional locks, word locks, keyed padlocks, physical key hunts, UV/blacklight reveals, magnetic triggers, RFID/NFC triggers, electronic keypads, laser/light-beam routing, pressure plates, hidden compartments, wiring puzzles, mirror/periscope viewers, jigsaw assembly triggers, symbol-matching locks, sequential button panels, sliding panels, sound triggers, motion triggers) including how it works, typical uses, build complexity, cost tier, failure modes, and accessibility notes. design_tip covers pacing, difficulty-curve shaping, red herrings, room flow/gating, teaching a mechanic, puzzle density, aha moments, playtesting, avoiding bottlenecks, accessibility, fail-safes, group-size scaling, narrative integration, and prop maintenance. puzzle_category_info explains 12 puzzle categories (cipher & code, logic & deduction, physical manipulation, search & observation, math & pattern, sequence & ordering, meta puzzles, teamwork/split-knowledge, tech-integrated, wordplay, spatial & assembly, sensory) with an original example prompt each. term_glossary defines 30 design terms (game master, meta puzzle, red herring, gating, hub-and-spoke flow, soft lock vs. hard lock, safe word, and more). hint_system_design covers 10 topics on structuring a hint system: escalating tiers, delivery channels, when to intervene, nudge vs. answer, avoiding dependency, remote/take-home hinting, silent in-world hints, GM training, optional hint costs, and a dedicated ask-for-help signal. room_capacity_planning is genuine, transparently-computed planning logic (not a lookup table): given a group size and room type (beginner, intermediate, advanced, expert, horror, family, corporate), it suggests a total puzzle count, simultaneous puzzle stations, whether a parallel/split-team path is advisable, a suggested time limit, and a fit assessment, with the exact formula shown in each result. theming_tip covers 13 genres (heist, horror, sci-fi, fantasy, mystery/noir, pirate/treasure, prison break, post-apocalyptic, fairy tale, wild west, ancient tomb/Egyptian, spy/espionage, circus/carnival) with sensory ideas, common mechanisms, and pitfalls. beginner_tips gives a ranked shortlist for first-time room designers. Original content for the escape-room hobby and small-operator business — not a walkthrough or spoiler database for any specific commercial room. Keyless; fully local; zero upstream calls; nothing stored.
Not an official product of, or affiliated with, any brand, league, publisher, or organization it may factually mention. Lockbox is a hand-curated reference and design tool, not a substitute for an official rulebook, certified instruction, or professional advice. Fully local, zero upstream calls, nothing stored.
mechanism_info — Full detail for one escape-room mechanism type: how it works, typical uses, build complexity and cost tier, common failure modes, player-experience notes, and accessibility notes. Use for "how does a UV blacklight reveal work", "explain a magnetic trigger mechanism". Args: name.
design_tip — One practical escape-room design tip, keyed by topic — pacing, difficulty curve, red herrings, room flow/ gating, teaching a mechanic, puzzle density, aha moments, playtesting, avoiding bottlenecks, accessibility, fail-safes, group-size scaling, narrative integration, prop maintenance — or, with no topic, the full list of tip topics. Use for "how do I pace an escape room", "tips for avoiding a puzzle bottleneck". Args: topic.
puzzle_category_info — Full detail on one puzzle category: a summary, how players typically experience it, design considerations, an original example prompt, and which mechanisms pair well with it. Use for "what's a meta puzzle", "explain search and observation puzzles". Args: name.
term_glossary — Definitions of common escape-room design vocabulary — game master, meta puzzle, red herring, gating, linear vs. hub-and-spoke flow, soft lock vs. hard lock, safe word, and more. Use for "what does 'gating' mean", "define hub-and-spoke flow". Args: term.
hint_system_design — Guidance on one aspect of hint-system design — escalating tiers, delivery channels, when to intervene, nudge vs. answer, avoiding dependency, remote/take-home hinting, silent in-world hints, game-master training, optional hint costs, or a dedicated ask-for-help signal — or, with no topic, the full list of topics. Use for "how should I structure hints in my escape room", "how many hint tiers should I have". Args: topic.
room_capacity_planning — Genuine, transparently-computed planning logic for how a group size fits a stated room type: a suggested total puzzle count, how many puzzle stations should run simultaneously, whether a parallel/ split-team path is advisable, a suggested time limit, and how well the group size fits the room type's recommended player range. Room types: beginner, intermediate, advanced, expert, horror, family, corporate. Use for "what room size and time limit fits 6 players in an advanced room", "is 10 players too many for a horror room". This is a documented design heuristic, not a fixed industry standard. Args: group_size, room_type.
theming_tip — Theming guidance for one escape-room genre — heist, horror, sci-fi, fantasy, mystery/noir, pirate/ treasure, prison break, post-apocalyptic, fairy tale, wild west, ancient tomb/Egyptian, spy/espionage, or circus/carnival — including sensory ideas, common mechanisms, and pitfalls to avoid. With no genre, lists every genre. Use for "theming tips for a horror escape room", "what mechanisms suit a heist theme". Args: genre.
beginner_tips — A ranked shortlist of tips for someone designing their first escape room — flow, puzzle count, hint scripting, reset time, and more. Use for "tips for designing my first escape room". Args: count.
ok: true with data, or ok: false with a structured error (bad_input, not_found, upstream_error). degraded lists optional sources that were unreachable.Retry-After. initialize and tools/list are never counted.agent@connectorbay.com · connectorbay.com/lockbox/support
Effective 25 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Lockbox is. Lockbox is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf for a hand-curated escape-room puzzle-design reference — mechanisms, puzzle types, hint systems, and real capacity-planning logic. You interact with your assistant; the assistant sends us only the arguments needed for that one lookup.
What we receive. The arguments of each tool call, the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one), and standard server logs.
Everything is answered from a bundled, hand-curated reference file and nothing is stored. No request is forwarded to any third party — there is no upstream call at all, live or otherwise — and no query is logged in request bodies, recorded, or used to train anything.
What we do not receive or store. We do not receive your conversation with the assistant or your name, and we do not build a profile from your queries: each request is answered independently and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — the entire dataset is bundled with the server and answered locally. Hosting: Vercel (United States regions).
Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information and do not use your data to train models.
Children. Lockbox is a general-audience service operated by the adult using the assistant.
Changes. We will post changes here with a new effective date.
Effective 25 September 2026. These terms govern use of the Lockbox connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://lockbox.connectorbay.com/mcphttps://lockbox.connectorbay.com/openapi.jsonWhen you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Lockbox never asks for them.