
Who decides when you need a hint?
Trap Hint Control combines the freedom to make your own choices with the perspective you need to make them well.
A hint at the right moment can give you just the nudge you need. Too early, and it might spoil the best part of solving a puzzle. Too late, and excitement can quickly turn into frustration. So who decides when it is time for a hint?
Two tried-and-tested approaches – and their limits
Hints on request
Players ask for a hint whenever they want one. It is straightforward and gives them freedom – but without a sense of how far they have progressed through the mission, the decision often comes down to guesswork.
Hints at the right moment
The game master knows the room, the timing and the sequence of puzzles. This makes it possible to offer precisely the right support – but the decision is not in the team’s hands.
Both approaches have their strengths. Rather than simply replacing one with the other, we wanted to bring those strengths together.
The team makes the decision – with a clearer sense of where they stand
A third way: Trap Hint Control
Years of experience with escape rooms and new technical possibilities have helped us create our own hint system: Trap Hint Control, or THC for short. Yes – we noticed the initials too.
The idea is deliberately simple: when you get stuck on a puzzle, you enter its hint code on the display mounted in the room. The system then retrieves the hint prepared in advance for that specific puzzle.
Depending on the puzzle, that hint may be a short text, an image or a video. You do not choose the format: the appropriate hint has already been selected for that point in the game. If it is not enough, you can decide whether to request another, more specific hint.
Progress you can see
To make an informed decision, you need more than a clock. That is why your progress becomes visible in the room itself: solving puzzles reveals objects, symbols or – in the Pirate Bay adventure – red keys that take their places on the wall.
It is not an exact percentage bar. But it gives you a sense of what you have already achieved and how much of the mission still lies ahead. Has a lot of time passed, with only a few keys hanging on the wall? A hint might be just what you need. If things are going well, you can give yourselves more time for that next satisfying “aha!” moment.
Deciding becomes part of the game
Some teams want a few more minutes to work out a puzzle themselves. Others would rather ask for a hint in time to experience as much of the adventure as possible. With THC, you discuss and make that decision together – in whatever way suits your team.

A great performance may bring a surprise
The most important question at the end is, of course: did you have a great time? The system can also track whether you completed the mission, how much time you had left and how many hints helped you along the way. This shows how two successful teams may have taken very different paths – and a particularly strong performance may even earn a little surprise at the end.
Already in use for several months
We have been using Trap Hint Control in some of our rooms for several months now. Feedback so far has been very positive – from first-time teams as well as experienced puzzle enthusiasts.
We are continuing to develop the system and plan to introduce it to all our classic TRAP escape rooms soon. Our aim remains the same: an adventure that feels just right for your team.