🧪 Escape room: Professor Capy’s Lab

Google Classroom

A classroom escape room: finish a number pattern, crack a letter sequence and combine both into the exit code. Free to play online or print.

The story

Professor Capy left the lab locked. To get out, you have to start the clue machine and crack the final code.

Run it at home or in class

What to prepare

  • 5 paper cups with numbers
  • A board or big sheet with the letter pattern
  • An alphabet chart (A=1 … Z=26)
  • A lock or an envelope with the code

Tips for the facilitator

  • Number the cups and leave the fifth one blank with a question mark.
  • Put an alphabet chart on the wall; it helps in the last stage.
  • For big groups: each team solves a different stage and passes its answer on.

Difficulty level

The story clues stay the same on every level; harder levels add more locks in between. You can ask for a hint at every stage.

0 of 6 stages solved · Easy · 15–25 minutes

Stage 1: The cup sequence

1/6

Cups with numbers stand on the shelf: 2, 4, 8, 16, __.

2 → 4 → 8 → 16 → ?

Run it in real life too

Print a facilitator kit for the easy level: a sheet with the opening story, the setup and every answer, plus a big card for each of the 6 stages.

🧪 Professor Capy’s Lab: facilitator kit

Ages 10 and up · 15–25 minutes · Level: Easy · 6 stages

Opening story: Professor Capy left the lab locked. To get out, you have to start the clue machine and crack the final code.

Setup

  1. 5 paper cups with numbers
  2. A board or big sheet with the letter pattern
  3. An alphabet chart (A=1 … Z=26)
  4. A lock or an envelope with the code
  5. Print the 6 stage cards and put them in order, or hide each card around the room so every answer leads to the next one.
  6. Read the opening story to the group and start a timer.
  7. When the group gets stuck, give one hint from the table, one at a time.
  8. Number the cups and leave the fifth one blank with a question mark.
  9. Put an alphabet chart on the wall; it helps in the last stage.
  10. For big groups: each team solves a different stage and passes its answer on.

Answers and hints (facilitator only)

StageAnswer / codeHints
1. The cup sequence32Each number is double the one before it.
2. The missing letterIAfter G you skip H and land on…
3. Warm-up route · The symbols on the lock4Every symbol is a number. What is one symbol worth? · Add: 2 plus 2.
4. Warm-up route · The number board10Look at the last number in the sequence. · Add 2 to it.
5. Warm-up route · The key cabinet8Count the keys in all the drawers. · Count in twos: 2, 4, 6…
6. The exit code23I is the ninth letter of the alphabet. · 32 minus 9.

Read at the end: The lab is open! On the board it says: “Knowledge, teamwork and a little logic open every door.”

🧪 Professor Capy’s Lab · Stage 1 of 6

The cup sequence

Cups with numbers stand on the shelf: 2, 4, 8, 16, __.

2 → 4 → 8 → 16 → ?

Which number is missing?

✍️ Our answer:

🧪 Professor Capy’s Lab · Stage 2 of 6

The missing letter

On the board it says: A, C, E, G, __. The professor wrote: “Skip one letter each time.”

A C E G ?

Which letter comes next?

✍️ Our answer:

🧪 Professor Capy’s Lab · Stage 3 of 6

Warm-up route · The symbols on the lock

On the way to the last clue of “Professor Capy’s Lab” you find another corridor of locks. Every 🧪 is worth 2. Add two symbols.

🧪 + 🧪 = ?

Which number opens the lock?

✍️ Our answer:

🧪 Professor Capy’s Lab · Stage 4 of 6

Warm-up route · The number board

Each step to the right adds 2.

2 → 4 → 6 → 8 → ?

What is the next number in the sequence?

✍️ Our answer:

🧪 Professor Capy’s Lab · Stage 5 of 6

Warm-up route · The key cabinet

The cabinet has 4 drawers. Each drawer holds 2 keys.

🔑🔑 | 🔑🔑 | 🔑🔑 | 🔑🔑

How many keys are in the cabinet?

✍️ Our answer:

🧪 Professor Capy’s Lab · Stage 6 of 6

The exit code

The computer asks for a code: “Take the missing number from the cups and subtract the position of the missing letter in the alphabet (A=1, B=2…).”

What is the code?

✍️ Our answer:

Facilitator guide: 🧪 Professor Capy’s Lab

What the room practices

Number patterns, alphabet order and two-step arithmetic.

The 3 stations (without the answers)
  1. The cup sequence: Which number is missing?
  2. The missing letter: Which letter comes next?
  3. The exit code: What is the code?

Age and group size

Best with teams of 4–6 players. With more people, split into two teams racing the clock, each with its own kit.

Giving hints in this room

Online the hints open one at a time; in the printed kit they sit in the facilitator table next to each answer. Give the first hint after a couple of minutes of silence, not at the first wrong guess.

Questions and answers

What age is “Professor Capy’s Lab” for, and how long does it take?

It was written for ages 10 and up, at medium difficulty, and usually takes 15–20 minutes. It has 3 story stations, and online you can choose between three difficulty levels that add more locks.

What do I need to run “Professor Capy’s Lab”?

A printer and these props: 5 paper cups with numbers; A board or big sheet with the letter pattern; An alphabet chart (A=1 … Z=26); A lock or an envelope with the code. The printable kit includes a facilitator sheet with every answer and a card for each stage.

What if the players get stuck?

Every stage has graded hints. Online they open one at a time; in the printed kit they sit next to each answer on the facilitator sheet. The first hint never gives the answer away.