The Best Puzzle Solvers in Horror Movies

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[Image courtesy of Hayden Scott.]

Seven Halloweens have come and gone since I started writing for PuzzleNation Blog, and with an eighth one only a few days away, I’m writing a post about horror movies for the very first time.

Why did I wait so long, given the appropriate seasonal subject and the fact that I’m a huge horror movie buff?

Honestly, it’s mostly a matter of tone.

Horror movies by their very nature confront some fairly dark subjects. Fears, uncomfortable situations, horrific monsters, terrible villains, and no small amount of violence are part and parcel of the genre. And although I have discussed movies or TV shows with death in the past, it’s usually in the context of solving a crime in a puzzly fashion, a la Bones, NCIS: New Orleans, or the Crossword Mysteries.

I always strive to make the general tone of the blog as positive as possible, and for the most part, I don’t feel like horror movies are a good fit, no matter how puzzly some of them are (like Cube, Escape Room, and others).

So, what’s changed?

Well, I think I found a fun way to discuss the subject without dwelling on some of the less pleasant aspects of the genre.

Today, we’re celebrating the best puzzle solvers in horror cinema. These are the characters you want on your side, because they’re clever, decisive, and immensely capable. After all, most horror movies are populated with idiots who are destined to perish before the film’s conclusion.

So instead, these are the characters who break the mold.


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Nancy Thompson, A Nightmare on Elm Street

[Image courtesy of Horror Film Wiki.]

When you’re confronted with a monster who hunts people through their dreams, you have to be pretty clever to survive. After all, you have to sleep at some point. When it comes to the Elm Street franchise, they don’t come more clever than young Nancy Thompson.

Nancy discovers she has the ability to pull things from the dreamworld into the real world, and plans to use this ability to stop Freddy Krueger once and for all. She not only sets an alarm to ensure she wakes up before falling victim to Freddy in the dreamworld, but sets numerous booby traps in her house to ensnare and hurt Freddy.

Nancy is a top-notch puzzler for not only figuring out how to use her incredible ability to her advantage, but devising a plan (and a backup plan!) to save herself.

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Kirsty Cotton, Hellraiser

[Image courtesy of Wicked Horror.]

The Lament Configuration is a Rubik’s Cube-like puzzle box that opens a portal to another dimension, where monstrous beings called Cenobites promise untold delights in exchange for your soul. Unfortunately, Kirsty is a clever enough puzzler to solve the Lament Configuration and open the portal.

Thankfully, Kirsty is also clever enough to outmaneuver the Cenobites, buying herself time by realizing someone has escaped their clutches and working to save herself by finding the fugitive.

So Kirsty not only figures out the rules of monsters from another dimension and how to use them, but solves a difficult puzzle box (first opening it, then solving it in reverse to close it) in order to save herself. A pretty sharp cookie, to be sure.

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Clarice Starling, The Silence of the Lambs

[Image courtesy of SBS.]

A young FBI trainee who finds herself tangling with two serial killers — one on the loose, another in custody — Clarice Starling has to not only save a young woman kidnapped by Buffalo Bill, but do so while unraveling the word games and riddles of the devious and brilliant Dr. Hannibal Lecter.

Clarice is perhaps the most overtly puzzly of our heroes, solving anagrams and figuring out the double meaning behind many of Dr. Lecter’s riddles and clues in order to get closer to stopping Buffalo Bill. Along the way, she uncovers information missed by more seasoned investigators, even managing to survive an attack by Buffalo Bill (in the dark!) and saving the kidnapped girl in the process.

If you’re ever in danger, hope that Clarice Starling is on the trail.

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Bret, Lights Out

[Image courtesy of Where’s the Jump?]

Imagine that you’re being hunted by a monster that lurks in the dark. It seems like an obvious solution to simply stay in the light, but when that monster is both intelligent and cunning, that’s a taller order than you think. Bret, along with his girlfriend Rebecca and Rebecca’s family, are being pursued by Diana, a creature who can only appear when it’s dark.

When Diana cuts power to the entire neighborhood, everyone must scramble for safety. Thankfully, the resourceful Bret is on their side, and he thwarts Diana’s attacks several times. When she knocks the flashlight from his hands and charges him, he banishes her momentarily with the brightness of his smartphone screen. As he runs for a car outside, she ambushes him from a shadow, but he escapes again by using the key fob in his pocket to activate the car’s headlights.

Effective puzzlers always make the most of the tools at their disposal, and Bret is a most effective puzzler.

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Joan Leaven, Cube

[Image courtesy of Movie Morgue Wiki.]

Sometimes, a good puzzler is plunked down in an unfamiliar situation and has to make sense of it all. (This is the premise of many an escape room or a video game, as well as the truth regarding many coded puzzles or puzzles with symbols.) The situation in Cube is like that times a thousand.

Leaven is one of six people trapped in a maze of interconnected cubical rooms, many of them booby-trapped in various ways. As a young mathematics student, Leaven is immediately intrigued by the numbers inscribed in the small passages that connect the various rooms. The group soon realizes that the rooms are shifting periodically, making the maze harder to solve.

After several theories don’t pan out, Leaven manages to unravel the pattern of the trapped rooms — realizing those rooms are related to prime numbers (specifically powers of prime numbers) — and navigates the group through the ever-shifting maze toward an exit.

The stakes may not always be as high as they were for Leaven, but she never gave up and always approached the puzzle from a fresh angle when thwarted. That’s a sign of a true puzzler.

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Michelle, 10 Cloverfield Lane

[Image courtesy of Yahoo.]

After being run off the road in an accident, Michelle wakes up in a well-stocked underground bunker. She’s been taken there by Howard, the bunker’s owner, who tells her the surface is uninhabitable and the air outside is poisoned. Michelle quickly realizes that Howard is unstable, but must bide her time before attempting to escape.

Michelle is another remarkably resourceful individual, mapping out the ventilation system in the bunker (while doing repairs), fashioning a hazmat suit out of found items, and outwitting Howard long enough to escape. (Once free, she even manages to whip up a Molotov cocktail and dispatch an unexpected threat.)

Some of the most devious puzzles are the ones where you have to figure out how to use what’s in front of you in creative ways to complete a task. Michelle has this skill in spades.

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Erin, You’re Next

[Image courtesy of The Dissolve.]

Erin joins her boyfriend at a family gathering, only for things to turn sour as masked invaders target the party’s guests. But they get more than they bargained for, as Erin quickly reveals herself as one of the most capable horror movie protagonists in the history of the genre.

Erin gathers information, sets traps, outwits the bad guys at seemingly every turn, and generally dazzles with her intelligence, tactical skill, and resourcefulness.

You know that puzzle where you have to connect all the dots in the square with only three lines, but to do so, you have to draw outside the square? That puzzle wouldn’t fool Erin for an instant. She is constantly thinking outside the box — and the house — in order to accomplish the most with the fewest moves.

Horror movies haven’t seen a puzzler like Erin before, and I almost feel bad for any bad guys who get in her way.


Did I miss any world-class puzzlers from horror movies? Let me know in the comments section below! I’d love to hear from you!

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A World of Puzzles and Games at Norwescon 42!

Your friendly neighborhood puzzle blogger took a trip across the country to attend Norwescon, the premiere fantasy and science fiction convention in the Pacific Northwest.

This was the 42nd edition of the convention, and if you know your sci-fi novels, then you’re not surprised that there were all sorts of references to The Hitchhiker’s Guide to the Galaxy. (The number 42 is a big part of the first novel.)

The convention’s subtitle was “Don’t Panic” (another HHGTTG reference), and lots of convention attendees were in their bathrobes or carrying towels, representing the two main characters of the series, the bathrobe-wearing Arthur Dent and the towel-toting alien tourist Ford Prefect.

As with any convention, the costuming was amazing. There were fairy godmothers, vikings, mermaids, Daleks, folks in Seahawks-colored finery (it was Seattle, after all), a Predator offering free hugs, an inflatable T-rex costume with those robotic grabber arms, and even photo ops with Krampus and Santa! (And Easter Krampus on Sunday.)

One of the oddest moments for me was seeing a group of people in uniforms I didn’t recognize, and realizing they weren’t con attendees, they were the flight crew for an international airline. (The hotel was across the street from the airport.)

Although many of the convention’s panels and events have a writerly focus, plenty of attention is also given to art, films, games, and pop culture, so there was loads for puzzle and game fans to enjoy at the event.

The dealers room — the main area to shop for costumes, books, fabric, t-shirts, memorabilia, collectibles, and more — had several game shops represented, toting loads of games at good prices. (Several of which we’ve reviewed on the Blog in the past, and some that will be reviewed in the future.)

[All hotel nooks and crannies were stuffed with thematic exhibits, including this delightful leave-a-book, take-a-book mini-library a la The Restaurant at the End of the Universe.]

Board game demos were available all day, complete with skillful players to introduce newbies to various games, as well as tabletop roleplaying adventures in all sorts of settings and systems, from Dungeons & Dragons and Vampire: The Masquerade to Pathfinder and more. In fact, one of the gaming spaces was right down the hall from my hotel room, and it was PACKED morning ’til night with enthusiastic roleplayers telling stories, rolling dice, and battling monsters.

There were open games as well as sign-ups for specific games and adventures, including a multi-table multi-hour battle for gang supremacy in the fictional city of Waterdeep.

One of the most intriguing puzzle/game experiences available to try at the convention was Artemis.

Artemis is a spaceship bridge simulator that allows a group of players to essentially play out a Star Trek-esque adventure. Each player has instructions, controls, and a laptop in front of them, as well as a big screen for everyone to view (much like the main viewer on the bridge of the Enterprise).

Two teams, each piloting their own ship (the Artemis or the Intrepid) must battle foes, trade goods, dock with space stations, and explore the galaxy, all while maintaining their weapons, shields, energy usage in the ship, and piloting control, as well as communicating with their sister ship through headset.

I moved back and forth between the two “ships,” watching as the players navigated different challenges, cooperated (and disagreed) on command decisions, managed their resources, and ventured between the stars, all while some pretty impressive graphics tied the whole play experience together.

What really struck me about the Artemis style of play was how much communication was required for success. It is a co-op game in the same vein as Castle Panic!, Forbidden Island, or Spaceteam, but with a lot more personal responsibility. Plus the laptop interfaces for each station were slick and well-designed, bringing that polished Star Trek: The Next Generation feel home.

I was also responsible for some of the puzzliest events at the convention. Although I did participate in some panels on writing, literature, roleplaying games, and movies (both good ones and the worst of b-movies), the two events that were the main focus of my time were a LARP/scavenger hunt based on The Hitchhiker’s Guide to the Galaxy and an escape room based on Star Wars.

The HHGTTG event was built as an in-universe scavenger hunt where players (who were all expected to bring their towels, of course), had to complete five tasks. The completion of each task led to a rune for the players to record on their gamesheet. and earn five runes, then spell them out in a secret location using their towels, in order to ask an important question.

Some of the tasks included:

  • finding HHGTTG character names in a word search grid, then reading the remaining uncircled letters as a secret message
  • singing karaoke to the mermaids at the hotel pool
  • assisting a Vogon poet with her terrible poetry

They had to earn all five runes, then find me in a secret location and spell out the runes with their towels. If they did so correctly, they would bring one of the missing dolphins back to Earth (and received a small stuffed one for their efforts).

[A bag full of dolphins, awaiting a possible return to Earth.]

The Star Wars event was a traditional escape room with puzzles to solve, boxes to unlock, combinations to find, keys to uncover, and a room to escape under a time limit. Designed for the teenaged attendees, the escape room was set on a bounty hunter’s ship, and all of the players were recently captured by the bounty hunter, awaiting transport to an Imperial prison.

But the bounty hunter has fallen victim to one of his own security protocols, so all of the “prisoners” have a chance to escape, if they disable the (Nerf gun-)armed droid blocking the escape pod, as well as either shut off the radiation leak near the pod OR gather enough bacta to heal themselves from radiation damage in order to actually survive the escape.

[Nerf guns and five shipped boxes. An embryonic escape room.]

[The contents of said shipped boxes. An escape room mid-construction.]

Although some of the boxes were opened out of order (by brute force, rather than proper solving) and one of the puzzles had an unfortunate printing error, the players unraveled the mysteries of the bounty hunter’s ship and escaped with only seconds to spare before the Imperials arrived. SUCCESS!

(Plus friend of the blog Jen Cunningham cooked up some lovely victory certificates for the players, which was a cool bonus. Thank you Jen!)

More importantly, despite the hiccups encountered during both events, everyone had fun while playing (either walking away with a small dolphin or a certificate).

The entire convention was a blast (an exhausting one, but a blast nonetheless), and I highly recommend attending Norwescon next year to any fans of horror, sci-fi, fantasy, writing workshops, games, roleplaying, and of course, puzzles.


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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!