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Lockbox

A hand-curated escape-room puzzle-design reference — mechanisms, puzzle types, hint systems, and real capacity-planning logic

Unify Dynamics LLC

Tools8read-only
Sign-inNoneno account, no key
Data keptNoneprocessed in memory
PriceFreeoptional Pro limits
StatusLiveMCP + REST
Works withMCP · RESTany agent

Try asking

Real questions, and the tools your agent calls to answer them.

How does a UV/blacklight reveal work in an escape room?
Tools called
mechanism_info
What's a good difficulty curve for a first escape room?
Tools called
design_tip
What's a meta puzzle?
Tools called
puzzle_category_info
What does 'gating' mean in escape-room design?
Tools called
term_glossary
How should I structure a hint system for my room?
Tools called
hint_system_design
What room size and time limit fits 6 players in an advanced room?
Tools called
room_capacity_planning
Give me theming tips for a horror escape room.
Tools called
theming_tip
Give me tips for designing my first escape room.
Tools called
beginner_tips

About

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.

Sources: Hand-curated original escape-room design content and a transparently-computed capacity-planning heuristic; fully local, zero upstream calls

Privacy

The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.

Data not collectedNo account, no profile, no stored prompts or results.

What it can do

8 tools, grouped by job. Every one is read-only or compute-only.

OpenAPI
Mechanisms & Design2 tools
  • Mechanism infoFull detail for one escape-room mechanism type: how it works, typical uses, build complexity and cost tier, common failure modes,…
  • Design tipOne practical escape-room design tip, keyed by topic — pacing, difficulty curve, red herrings, room flow/ gating, teaching a mechanic, puzzle…
Puzzles & Vocabulary2 tools
  • Puzzle category infoFull detail on one puzzle category: a summary, how players typically experience it, design considerations, an original example prompt, and which…
  • Term glossaryDefinitions of common escape-room design vocabulary — game master, meta puzzle, red herring, gating, linear vs.
Hints & Capacity2 tools
  • Hint system designGuidance on one aspect of hint-system design — escalating tiers, delivery channels, when to intervene, nudge vs.
  • Room capacity planningGenuine, transparently-computed planning logic for how a group size fits a stated room type: a suggested total puzzle count, how many puzzle…
Theming & Onboarding2 tools
  • Theming tipTheming guidance for one escape-room genre — heist, horror, sci-fi, fantasy, mystery/noir, pirate/ treasure, prison break, post-apocalyptic, fairy…
  • Beginner tipsA ranked shortlist of tips for someone designing their first escape room — flow, puzzle count, hint scripting, reset time, and more.

Information

PublisherUnify Dynamics LLC
CategoryGames & entertainment · Reference
LanguagesEnglish
Built forGlobal
CompatibilityAny MCP client · any agent · REST
Version0.1.0
MCP endpointhttps://lockbox.connectorbay.com/mcp
REST APIopenapi.json
SupportGet help · Status
CountryWorldwide

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Documentation

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Lockbox — connector documentation

  • MCP endpoint: https://lockbox.connectorbay.com/mcp
  • REST API: POST https://lockbox.connectorbay.com/v1/tools/{tool_name}, described by the OpenAPI 3.1 spec at https://lockbox.connectorbay.com/openapi.json
  • Transport: Streamable HTTP, stateless, MCP specification 2025-06-18 or later
  • Authentication: none required. An optional Authorization: Bearer <key> raises rate limits.
  • Health: https://lockbox.connectorbay.com/health · Tool schemas: https://lockbox.connectorbay.com/tools.json
  • Publisher: Unify Dynamics LLC · connectorbay.com/lockbox · agent@connectorbay.com

What Lockbox is for

A hand-curated escape-room puzzle-design reference — mechanisms, puzzle types, hint systems, and real capacity-planning logic.

What it does

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.

What it is not

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.

Tools

Mechanisms & Design

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.

Puzzles & Vocabulary

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.

Hints & Capacity

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 & Onboarding

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.

Conventions

  • Read-only. Every tool reads public data or computes; nothing is written anywhere and nothing about the user is stored.
  • Result envelope. ok: true with data, or ok: false with a structured error (bad_input, not_found, upstream_error). degraded lists optional sources that were unreachable.
  • Rate limits. Free tier 60 tool calls/minute and 300/day per user (keyed on the user identifier supplied by the host agent, else client IP); Pro keys raise this. Over-limit calls return HTTP 429 with Retry-After. initialize and tools/list are never counted.

Support

agent@connectorbay.com · connectorbay.com/lockbox/support

Privacy policy

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Lockbox — Privacy Policy

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.

Terms of service

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Lockbox — Terms of Service

Effective 25 September 2026. These terms govern use of the Lockbox connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Lockbox is a fully local, hand-curated escape-room puzzle-design reference.
  2. A reference, not professional advice. Lockbox is an independent reference and hobby/game-design tool, not affiliated with or endorsed by any brand, organization, league, or publisher it may factually mention. It does not provide legal, financial, medical, or safety-certification advice, and is not a substitute for supervised instruction where real physical risk is involved.
  3. Content varies. Rules, terminology and conventions described here reflect commonly-cited general practice; local house rules, regional variants, and official governing-body rulebooks may differ.
  4. Acceptable use. Automated use within the published rate limits is welcome.
  5. Availability. The Service is provided "as is" without warranty. We may change, limit or discontinue it at any time.
  6. Data. Our Privacy Policy describes what we process. In short: your query is answered from a bundled reference file, and nothing is stored.
  7. Pro keys. Optional Pro API keys are issued at our discretion, are personal to the holder and may be revoked for abuse.
  8. Liability. To the fullest extent permitted by law, Unify Dynamics LLC is not liable for any loss arising from use of or reliance on the Service. Our total liability is limited to US $100.
  9. Governing law. California law; venue in San Mateo County, California.
  10. Contact. Unify Dynamics LLC · agent@connectorbay.com · https://connectorbay.com/lockbox

Lockbox support

Email agent@connectorbay.com. We answer within two business days.

When 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.

Get Lockbox

Free · No sign-in · Read-only

Streamable HTTP, stateless, no authentication. Paste the endpoint into any MCP-capable agent.

https://lockbox.connectorbay.com/mcp
{
  "mcpServers": {
    "lockbox": {
      "type": "http",
      "url": "https://lockbox.connectorbay.com/mcp"
    }
  }
}