- To work on a complex task with multiple variables
- To encourage collaboration
- To stimulate creativity and problem-solving
- To test team skills (under pressure)
- To give a fun and memorable experience
Ideally suited to:
Any teams to demonstrate some key teamwork lessons while having fun!
Teams are 'locked in' the training room (in theory) with a number of wall posters, locked boxes, Japanese Puzzle Boxes and other puzzles and clues. They have 75 minutes to escape the room. In order to exit the single door to the room, teams need three things:
- 800 points
- the solution the T-puzzle
- the 8-digit code
Points are obtained from solving 12 problems each worth 100 points. The T-puzzle has to be solved and then the 8-digit code. By solving the various puzzles around the room teams can - with a little ingenuity - find the eight numbers. But first they must unravel the secret of the Japanese Puzzle Box that contains a key to one of the locked boxes, which in turn contains further clues. Then of course, there's the coded hints sheet to break and the alarm to disable. No pressure then!
There is a secret knack to opening a Japanese Puzzle Box. Instructions of course are available - but not in a straightforward way. Where would be the fun in that?
It seldom occurs to teams that once the door is breached, they can all escape, so a team could decide to let other teams do all the work and then walk out after them. Or all teams could split the tasks and pool their points and resources to ensure they meet the deadline. Strangely, this never occurs to groups who are so intent on competition they don't see the wood for the trees.
Teams can buy a 'hints' sheet if they want to be sure of getting some of the more difficult problems correct. Unfortuantely, the hint sheet costs 200 points and is in code. Still, the decoder is on the walls of the room - if teams can recognise it!
And when all three objectives are met there is still the buzzwire to 'disable the alarm'!
- Before the session begins various items are distributed around the room.
- Introduce the activity either verbally or with the PowerPoint.
- Issue each team with a Team Brief, a Japanese Puzzle Box, a Clockface, an Answer Sheet and white card, scissors and ruler.
- Announce the start of the activity: from this point teams have 75 minutes to escape.
- Observe but don't get involved.
- If any team or teams come to you ready to escape, check the following:
- If all the above are correct, the team has the chance to disable the alarm and escape - but three buzzes and the attempt has failed.
- Conduct the Debrief and draw out key learning points.
Full guidance supplied in the Trainer’s Notes.
- Trainer's Notes
- Trainer's PowerPoint
- Trainer's Reference: Decoding the Hints Sheet
- Trainer's Reference: Booking Form for Buzz Wire Practice
- Team Briefs
- Hint Cards
- Clock Faces
- Set of three A3 posters
- Clues for Cashboxes
- Handout: Team Answer Sheet
This activity is for face-to-face training. It is supplied as a hard copy pack and the digital files are supplied via the Northgate Trainerhub.
This Northgate Training activity comes with a five-year licence for repeat use with up to 24 participants at a time, for use by Trainers based at one licence-holding site.
All Trainers physically based at the same office location can access the Northgate resources during the five-year term, including the digital resources supplied on the Trainerhub via your own site-specific Trainer Dashboard. If you have Trainers based at other locations, and/or remote workers, who would like to access and use the Northgate resources, we can advise further depending on your requirements.
For further information on our licence terms please view the Northgate Licence Agreement.
To use with more than 24 or for multiple site licences please contact us for a quote.