🧪 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
- 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
- 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.
- Read the opening story to the group and start a timer.
- When the group gets stuck, give one hint from the table, one at a time.
- 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.
Answers and hints (facilitator only)
| Stage | Answer / code | Hints |
|---|---|---|
| 1. The cup sequence | 32 | Each number is double the one before it. |
| 2. The missing letter | I | After G you skip H and land on… |
| 3. Warm-up route · The symbols on the lock | 4 | Every symbol is a number. What is one symbol worth? · Add: 2 plus 2. |
| 4. Warm-up route · The number board | 10 | Look at the last number in the sequence. · Add 2 to it. |
| 5. Warm-up route · The key cabinet | 8 | Count the keys in all the drawers. · Count in twos: 2, 4, 6… |
| 6. The exit code | 23 | I 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.”