Lock mapping is a term that we have used for the better part of a decade. We’ve explained it in conference talks, and in the ERban Dictionary, but never in a dedicated post. Let’s fix that.

Text reads, "Lock Mapping" image depicts an assortment of letter and number padlocks all atop a faded map.

What is Lock Mapping?

Lock Mapping (noun, singular) – how puzzles (and/ or their solutions) are connected to locks. If lock mapping is poor, when players derive a code, they have to try it in multiple locks, deflating their momentum. This problem is compounded by many locks with the same digit structure.

To put this another way, at any given point in time within an escape room, players have access to a certain number of inputs for their derived solutions (locks and other mechanisms). If there are 5 locks available in a space, and each one is a 4-digit number lock like this:

A silver Abus combination padlock with 4 numeric dials across its face.

Then players need to try their solution in every single lock until they get one to open… assuming that they don’t screw up the input in the correct lock (which can happen, and will cause some chaos.)

We call this bad lock mapping, and it’s not great for players, gamemasters, and owners alike.

Why is Poor Lock Mapping a Problem?

Player Perspective:

It’s deflating to have a solution, feel confident in your success, put it in a lock, and have it fail. The hard part should be the puzzle, not inputting the solution.

To add to the problem, not everyone is great at inputting solutions into locks. For some it’s a dexterity issue, for others its seeing the small numbers. Either way, when there are multiple locks with the same digit structure, it means that you have to try and retry a solution in multiple places. It’s annoying.

Gamemaster Perspective:

Having multiple, identical locks adds an extra layer of precision to resets. If players move the locks from the hasps, it increases the odds of a mistake. And yes, you can create a variety of systems to reduce mistakes, but it is far easier to not need a system to solve an unnecessary problem.

Owner Perspective:

Player problems and gamemaster problems are owner problems. In addition to those issues, bad lock mapping results in players manipulating the locks more often. They spin the disks more, pull down on the shackles and hasps more, and try wrong codes more often. In short, this adds a lot of unnecessary wear to the locks and reduces their lifespan.

Poor lock mapping costs money.

What Does Good Lock Mapping Look Like?

Option Number 1

Good lock mapping looks like unique digit structures on all the locks that are accessible at a given time.

Let’s imagine a very simple, classic escape room with two spaces.

The Locks in Space 1 include:

  • 3-digit number lock
  • 4-digit number lock
  • 5-digit number lock
  • 4-letter word lock
  • 5-letter word lock
  • 1 keyed lock

After the players finish solving this set of puzzles, they unlock a door to a second space.

The Locks in Space 2 include:

  • 3-digit number lock
  • 4-digit number lock
  • 5-digit number lock
  • 4-letter word lock
  • 5-letter word lock
  • 6-letter cryptex

Structurally, this is a very straightforward escape room structure. It even includes reuse of most lock types. The critical bit of design is that each lock type is available in isolation. When most players derive a 3 digit number, they will intuitively understand that there is only one place to try that solution.

It’s not hard to design this way, you just have to make it a priority.

Option Number 2

If you need to have multiple locks of the same digital structure available at once, map the locks to the solutions. (This where the term “lock mapping” comes from, by the way.)

Let’s say your room has three 4-digit number locks available at once. Design such that the players will intuitively put the solution in the correct one, and it’s not a 33% change. Here are a few ways to accomplish this:

Proximity:

The correct lock is located right where the players derive the solution. This won’t stop another player across the room from also putting the code in the lock next to them, but it will improve the odds that the solution goes into the correct lock immediately.

Visual Matching:

Use colors, symbols (or both, for improved accessibility) or another visual indicator to show which solution goes into which lock. For example, the lock with the green circle on it get the answer from the puzzle in the green circle area. Make it really visually obvious which puzzle, and therefore which solution, is associated with which lock.

There are more elaborate ways to do this, but visual matching is the predominant way, and as long as it’s clear and obvious, it works.

Lock Mapping is Usually A Mechanical Lock Issue

Lock mapping is a term that primarily applies to use of mechanical padlocks in escape rooms… but it is possible to create bad lock mapping with technology-driven mechanisms if your inputs start to look too similar.

It’s not a common problem, but it isn’t impossible either.

Foundational Concepts

We’ve been talking about lock mapping for so long that I don’t remember when we first came up with the concept. I just remember that we did.

This is the kind of concept that we work through and refine with our Patreon community. As always, we are deeply thankful to the folks who keep the lights on for us. There are times where the work of constantly creating content can get lonely, and knowing that we have such a brilliant, kind, and caring community to converse with while working through ideas (and life) means more than we’ll ever be able to fully express.

Special shout out to those who joined this month: Sylvie Bryant, Jane C Chiang, Tom, Emma Rochon, Jessi Nelson, Roxane Filion, Miki, Rory Blevins, Howard Shih, Naarg, Manda Whitney, and Elcee Vargas

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One response to “Lock Mapping & Why It’s Essential in Escape Rooms”

  1. Absolutely love this article and believe in it whole-heartedly! It’s not hard to design for this and it would be great if this message were to make its way through the owner airwaves around the world 🙂

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