Count Dracula Ambling Down the Information Superhighway

Bram Stoker’s classic novel Dracula is a story constructed through modern communication technologies—modern for 1897, that is. Jonathan Harker’s journal is kept in shorthand; Mina prides herself on her ability to use a typewriter; and telegraphs, Kodak cameras, and phonographs all factor into the eerie plot as well. Arguably, then, successfully adapting the book in the here and now must mean drawing significantly upon the twenty-first century’s developments in communication technologies. Any version of Dracula created in 2022 that aims to be a strict nineteenth-century period piece can claim to be true to the letter of the book, sure. Not, however, the spirit. For that, we need, at the very least, the inclusion of the internet as a constant background hum, the way it is for most of us in real life.

Filming in black-and-white, Supernatural falls prey to the compulsion to depict Dracula through old-fashioned technologies, rather than through the newfangled.

What about an adaptation that stays true to the spirit and the letter? Such a project does exist, and if you’re reading this post before May 3, 2022, you have time to get in on the ground floor. Dracula Daily is more than simply a period piece; in fact, it does not stray one inch from Stoker’s original text. What makes it a modern adaptation is the delivery system: email. Specifically, the project is hosted through Substack, a popular platform for emailed newsletters. Dracula is an epistolary novel; each letter, news article, or diary entry is clearly dated, a design that, with the aid of 2022 technology, lends itself well to a “real-time” storytelling approach. Beginning next Tuesday and ending in November, project mastermind Matt Kirkland will send out each segment of Dracula‘s text to all subscribers on its corresponding date. Whether you’ve read Dracula before or you only know the Count through cultural osmosis, you too can have fun digesting the novel in timely, bite-sized chunks.

What We Do in the Shadows demonstrates the value of connecting your vampires to the internet.

The appeal of joining others in experiencing a classic horror tale one day at a time is evocative of another labor of love that we’ve discussed on this blog before: Wordle. You may not usually think of Victorian literature when you think of binging media, but just like Wordle’s one-puzzle-per-day design, Dracula Daily’s slowed down approach to the reading experience resists the modern cultural impetus to consume our pleasures as quickly and greedily as possible. Simultaneously, as with solving the same Wordle as everyone else each day, reading these emails when they arrive presents the opportunity to know that you are sharing a little experience with others—whether simply strangers, or any friends you may convince to subscribe as well (maybe you’ll decide to form a book club). Thus, you can enjoy all of the zeitgeisty sense-of-belonging that binging new Netflix releases provides, with none of the sickening burnout.

This is not Kirkland’s first blood-sucking rodeo; the newsletter actually premiered May 3, 2021, and was not initially intended to run two years in a row. However, what began, in Kirkland’s words, as a “silly side project” blew up, with approximately 2,000 subscribers joining the digital “book club.” On April 18 of this year, Kirkland sent out a new email, asking if people wanted him to reprise the endeavor. As motivation, he cited that “Many people fell behind on the reading or joined partway though, which [is] fine! But not perhaps the ideal way to read a novel.” Hundreds of replies poured in, overwhelmingly of the “yes” variety, making up Kirkland’s mind. This Monday, he tweeted that the subscriber count had shot up to 13,000—the book club gained over 10,000 new members in only two days.

This train to Transylvania is gaining steam fast; still there’s always room for one more on board. You should never invite a vampire into your home, but inviting them into your email inbox should be perfectly safe.

At least, we don’t think that this Buffy the Vampire Slayer episode where a demon wreaks havoc on the internet will come true if you subscribe.

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Six Characters in Search of Free Will

Last week, we traveled back in time, before the dawn of escape rooms, to what was nonetheless a perfect example of escape room horror: the Twilight Zone episode “Five Characters in Search of An Exit.” Now, let us jump forward, past the present, into the near-future. A clear thematic descendant of “Five Characters in Search of An Exit,” Black Mirror‘s speculative “USS Callister” takes the “everyone is a toy” premise of “Five Characters” further than the Twilight Zone episode carried it (the Black Mirror showrunners have even described the episode as “Adult Toy Story).

In contrast to “Five Characters,” the setup of “USS Callister” is not especially simple. We begin in a clear Star Trek homage as the starship USS Callister‘s crew, helmed by Captain Robert Daly (Jesse Plemons), celebrates a victory. Abruptly, the show cuts from this slick, primary-colored setting, to a world much drabber and closer to our own. Daly is revealed to be the unassuming founder of a virtual-gaming company called Callister, and a fan of the retro sci-fi television show Spacefleet. Each of his crew members from the opening scene reappears in the Callister office as a different coworker; all, at best, seem indifferent to Daly’s existence.

Enter newly hired programmer Nanette Cole (Cristin Milioti), who is as big a fan of Daly’s work as Daly is of Spacefleet. She and Daly awkwardly hit it off, until the company’s co-founder, James Walton (Jimmi Simpson), waltzes in and steals Cole’s attention. Next thing we know, Daly returns home to sign into his VR game and reappear on the USS Callister‘s bridge. There, we see a side of him that was not immediately obvious before: he is power-hungry, violent, reveling in belittling the crew.

The next time Daly is in the office, he steals Cole’s thrown-away coffee cup and takes it home, where he uses her DNA to create a sort of virtual clone of her. This clone, despite Daly’s desire to play god, is not a mere plaything; she is fully sentient, retaining all of the original Cole’s memories, feelings, and personality. When she awakes on the USS Callister, miniskirted and vintagely coiffed, she is terrified. Without Daly present, the other crew members explain the situation, that she is stuck forever in a modded version of the VR game the original Cole programs: Infinity. They are all digital clones, all stuck.

Walton describes the situation as “an eternal waking nightmare from which there is no escape,” but Cole tries to escape regardless, running through the ship’s halls until Daly transports her back onto the bridge. She refuses to play along with the Spacefleet roleplay premise, so he uses his God-like powers to torture her until she agrees to cooperate. Still, that first flight from the bridge is not Cole’s last attempt to wiggle free of Daly’s clutches. Her schemes just get more strategic. Even when she learns that the reason Walton plays along is that Daly has Walton’s son’s DNA on a lollipop in his minifridge, Cole sees this as further motivation to take Daly’s toys away from him.

After another fumbled escape attempt that provokes Daly’s sadistic ire, Cole finally hits upon a winning plan. She spots a wormhole out the ship’s window, representing an incoming update patch to the game. Cole suggests flying straight into the wormhole, thereby deleting all of their code, killing them. Freeing them. First, however, it’s necessary for someone out in the real world to destroy the DNA hoarded in Daly’s minifridge.

The plan is for Cole to go on a mission to a planet’s surface alone with Daly, where she distracts him. Meanwhile, the crew beams up the device that Daly uses to control the game and contact the outside world. The crew is able to contact the real-world Cole, and blackmail her with the cloned Cole’s knowledge. They compel her to order a pizza to Daly’s apartment so that he’s forced to temporarily exit the game, then, while he’s occupied, to: 1. steal all of the DNA in the minifridge, and 2. replace the nodule he uses to connect to the game with a decoy that does nothing.

Cole distracts Daly by luring him into a lake.

The end result is that the crew of the USS Callister is able to successfully fly into the update patch wormhole without Daly’s interference. Contrary to their prediction, this does not erase their code; they are not killed, but they are free. They are transported from Daly’s personal, modded version of Infinity to the greater Infinity, which lives in the Cloud. Meanwhile, Daly, in his attempt to chase after them, has gotten himself stuck in his own game.

This is a much more optimistic ending than that of “Five Characters.” The characters not only are able to transform themselves from playthings to game-players; in doing so, they escape the confines of their limited world—within reason. While they are no longer imprisoned within Daly’s computer, able instead to roam the Cloud-stored game universe, they are still technically bound, forever, to the starship.

If we classify this as escape room horror, with a requirement of the genre being that someone must escape the room alive, then we are working with a more ephemeral, existential understanding of what constitutes a “room.” The characters’ ultimate goal is not to escape their physical surroundings, but to escape the game rules that have been put in front of them. The horror herein is not about literal claustrophobia, but about the gnawing psychological claustrophobia that comes from an absence of free will. They are not escaping from the ship; they are escaping from hierarchy. It is the perfect distillation of escape rooms as a team-building exercise, driving home that there is no “dictator” in “team.”

A review of the episode in The Atlantic pointed out that whereas so much of Black Mirror‘s storytelling is about “the terror of being connected,” “USS Callister” goes in the opposite direction. What begins as a seeming cautionary tale against the horrors of video games becomes, instead, an ode to collaborative approaches to gaming. The fact that the crewmembers still have each other and an infinite universe to explore is presented, unequivocally, as a happy ending. It’s a happy ending that anyone who finds joy in shared game experiences like escape rooms, multiplayer video games, or tabletop role-playing will no doubt find resonant. Hell is not other people; it is other people having undue power, and stripping us of our personhood.


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Escape Rooms and Bottle Episodes: A Condensed, Horrific History

When they appear in sitcoms, escape rooms are played for laughs and sentimentality, true to their common real-life role as a fun diversion and a team-bonding activity. On the other hand, horror media has a lot to say about the sinister side of being trapped in a room and dependent on only your wits to free you; a whole bevy of twenty-first-century films depict escape rooms from Hell. Consider the horrific potential of pairing claustrophobia with psychologically intricate tasks, and it makes sense that the recent rise of escape rooms as a pastime would be accompanied by a rise in twisting that pastime for terrifying purposes.

Escape room horror is not, however, a new concept, despite the modern appellation. Before No Escape Room (2016), Riddle Room (2016), Escape Room (2018), Escape Room (2019), Escape Room 2: Tournament of Champions (2020), and even before Fermat’s Room—which came out in 2007, the same year as the first documented real-life escape room—there was the 1997 movie Cube. In Cube, six strangers are trapped within a harrowingly booby-trapped setup of cubic rooms, and must rely on math and logic to escape death.

“It’s like something out of that twilighty show about that zone,” Homer said before entering his three-dimensional predicament in this Halloween episode of The Simpsons.

I am not here to recommend that you watch Cube, not unless you’re a fan of creative, vivid gore. Still, it is remarkable as a precursor to escape room horror directly inspired by actual escape rooms. Back in 1994 when director and writer Vincenzo Natali first completed the script, the closest relative to Natali’s vision was the Twilight Zone episode “Five Characters in Search of an Exit.”

“Five Characters” originally aired in December 1961, sandwiched between episodes about time travel and World-War-II-era body-swapping. Compared to those premises, the episode’s set up is simple. Frustratingly so; the lack of bells and whistles is the source of the horror. The characters who wake up trapped together don’t even have names: they are simply, according to narrator Rod Serling, “Clown, hobo, ballet dancer, bagpiper, and an army major—a collection of question marks.”

These question marks play out the episode in essentially a featureless void. There are no brainteasers or riddles to unravel, no booby traps to dodge or calculations to perform. Rather, the puzzles are both larger and more bare-bones, existential: who are they, where are they, and is it possible to be somewhere else? Is it worth it to be somewhere else?

We might also call this story an example of bottle episode horror. In a 2014 interview, New Girl showrunner Elizabeth Meriweather said about the bottle episode, “Background Check,” “For a bottle episode, the stakes have to be very, very high, or else you’re feeling the claustrophobia of not leaving the loft.” This is a good rule of thumb for a sitcom, but what about a horror show, wherein you want to feel the claustrophobia? I’d argue that high stakes are just as necessary for bringing the claustrophobia home as for obscuring its presence; the line between effective comedy and effective horror, here, is thin.

The Community episode “Cooperative Calligraphy” makes no effort to obscure the claustrophobia of the situation; rules were made to be broken.

Does “Five Characters” offer the emotional depth and palpable claustrophobia necessary to bring out the horror of the situation? A review posted on The Twilight Zone Project seems divided on the issue, speaking to the episode’s building suspense but also calling the characters “cartoonish” and the twist “cheap.” “Five Characters,” you see, concludes with the reveal that the clown, hobo, ballet dancer, bagpiper and army major aren’t just playing a game of escape; they themselves are playthings, dolls in a charity toy drive bucket.

I have seen this episode several times, and still don’t know what exactly to make of this twist. What meaning can be gleaned from it, what metaphor? Uncertain what exactly the cast’s toy status tells us about humanity or anything else that lofty, I’d rather think of the episode as an historical artifact, and situate the concept of the players as the playthings in the context of the escape room and/or bottle episode horror television that has followed in its wake. Stay tuned for next week, when I examine a clear, modern descendant of “Five Characters in Search of An Exit.” (No, it’s not Cube.) Let the suspense build . . .


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Puzzling Virtually at Norwescon 43!

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Over the weekend, I participated in an online version of the celebrated sci-fi, fantasy, and horror convention Norwescon.

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 plenty for puzzle and game fans to enjoy at the event.

Naturally, since the convention was being held virtually rather than in person, some creativity was required to redesign events to be enjoyed from the comfort of attendees’ homes.

For instance, costumes were shown off through video or submitted photos — there was even a closet cosplay challenge held where participants had twenty minutes to create a costume based solely on what they could find in their closets!

As for my contributions, each year I host a themed scavenger hunt and an escape room for teen attendees to enjoy.

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The scavenger hunt adapted to the format easily. We cast volunteers to portray different characters from the film The Princess Bride, and players had scheduled times to actually interact with them through Zoom chats. Players downloaded a PDF of the rules and some puzzles to be solved, and they would receive a code phrase upon completing each of their assigned tasks.

(The code phrases, when properly combined, revealed a secret word which would “trigger” a surprise video.)

Their more puzzly tasks included using instructions to whittle down a list of 40 possible ingredients down to the three Miracle Max would need for his miracle pill for Westley, as well as solving a logic puzzle to find evidence that an ROUS was innocent of a royal guardsman’s disappearance.

And on the last day of the convention, they attended the wrap-up panel where we explained the hunt in full, thanked the cast, announced the winners, took suggestions for a theme for next year’s scavenger hunt, and even played a Cameo video from a member of the film’s cast as a surprise for all the attendees!

It was a rousing success.

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Adapting the Star Wars-themed escape room for a virtual format was far more daunting. After all, one of the most satisfying aspects of escape room solving is to actually physically solve puzzles, unlock containers, open doors, and defeat all sorts of key locks, combination locks, and more.

My solution to this problem was to still allow players to “unlock” and open something, just something virtual: password-protected PDF files.

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[This “panel” required a 5-digit code and a 3-digit combination to unlock.]

I created a webpage with images of all the “locked” panels for them to virtually open, each of which had symbols to indicate what sort of lock there was, as well as links to the password-entry screens. As they found keys and solved puzzles, they coordinated to try different panels and see which keys and codes unlocked the PDFs, which then opened to give them new tools and puzzles to solve.

It wasn’t the most elegant solution, but once players got the hang of it, they were soon racing through the room, using a built-in chat window to keep track of items they hadn’t used and working out passwords in real time.

One of the players even started livestreaming her efforts to solve a pipe puzzle on Twitch so everyone could solve along with her. It was a very cool and innovative way to virtually solve!

Hopefully, we’ll be back in person for next year’s convention and we can get back to opening locks and running around for a proper scavenger hunt. But either way, it’s nice to know we’re adaptable and creative enough to still pull them off in the virtual space when circumstances arise.

After all, as long as the players had fun, we can definitely call it a win.


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Ghoulish Games to Add Homebrewed Horror to Your Halloween!

[Image courtesy of Chris Loves Julia.]

Halloween is but a few days away, and many puzzlers and game enthusiasts are in the mood for a fun, spooky round of seasonal board game shenanigans. A fellow PuzzleNationer asked if we had any recommendations for scary or atmospheric games in the spirit of the season, and we are happy to provide some.

Buckle up, fright fans, we’ve got some choice options for you today.


[Image courtesy of Dicebreaker.]

Ultimate Werewolf / Mafia / Salem 1692

All of these games are variations on the same idea: you have a group of people, and one or two of them is secretly the enemy. You must figure out who the bad guys are before they strike. Social deduction games like this are perfect for parties or group gatherings, because they’re easy to learn and they’re heavy on the replay value. (The viral video game Among Us is just the latest iteration of the concept.)

Whether you’re hunting for villainous mobsters (Mafia), hungry werewolves (Ultimate Werewolf), or crafty witches (Salem 1692), you’re bound to find a fun time. (With regards to Salem, our group often plays it a little differently, protecting the coven from secret overzealous witch hunters.)

[Image courtesy of Ravensburger.]

Horrified

If you’re looking for a fun, family-friendly game with a spooky theme, Horrified is a great place to start. In this cooperative game, your group of heroes is pitted against some of the classic Universal movie monsters like The Bride of Frankenstein, The Wolfman, and The Creature from the Black Lagoon. You must work together to complete specific tasks in order to defeat the monsters.

Horrified is more welcoming and less daunting than many co-op games, and that makes it a terrific starter game to introduce young and experienced board gamers alike to both spooky games and cooperative gameplay.

[Image courtesy of Geeky Hobbies.]

Mysterium

Nothing makes a game atmospheric like a murder to solve, and Mysterium goes way beyond Clue by having players work together to find the murderer. But there’s a twist, as one of the players is a ghost, and cannot speak. Instead, they offer visual clues to all of the other players, who are psychic mediums.

The mix of clever communication and immersive storytelling makes this an excellent choice for a macabre night of gameplay and murder-solving. And with a mix of suspects, weapons, and locations to choose from, there’s plenty of replay value here.

[Image courtesy of Amazon.]

Nyctophobia

There’s perhaps no fear more primal than the fear of the dark, and Nyctophobia uses that to its advantage, plunging all but one player into darkness. (Blackout glasses are provided for the players.) The now-blind players must try to escape a dark forest, while the one player who can see stalks them, removing them from the game one by one.

When properly executed, there’s no board game more immersive and scary than this one, as players have to navigate the game board by touch and be very careful with their spoken communication, since the villain is close by. It takes a little getting used to, but this unique horror-inspired game is unlike anything you’ve played before.

[Image courtesy of Tabletop Bellhop. ]

Dead Man’s Cabal

Sometimes it’s hard to gather friends and loved ones for a party. Well, in Dead Man’s Cabal, that’s not a problem, since you can simply raise the dead and make them attend your party!

As players compete to gather the most undead partygoers for their event, they can affect not only which guests arrive for their party, but the queue for other players’ resurrected guests as well. The dark tongue-in-cheek humor of the game only enhances the experience, making for a raucous and ridiculous time for all involved.

[Image courtesy of Research Gate.]

Gloom

If you’re looking for a darkly fun game with shades of The Addams Family or Edward Gorey, then Gloom is the game for you. In Gloom, each player is the head of a spooky family, and it’s your job to make them miserable in hilariously ghastly ways before they croak. And as you do so, you regale your fellow players with the ongoing tragic tale of their fates.

Not only that, but to ensure that your family has the most gloriously horrendous story, you can play cards on your opponents’ families that cause GOOD things to happen. Turn their misfortune into good fortune for your own gain!

The gameplay is accentuated by the beautiful clear playing cards, which allow you to stack different events and effects on your family characters and still be able to see what’s going on! For a silly and sinister time, Gloom is an absolute treat.


Those are some of our favorites, but here are a few honorable mentions to check out, organized by theme. (And we’re marked our personal favorites in bold!)

  • Kid-friendly games: Disney Villainous, Ghost Fightin’ Treasure Hunters
  • Zombie survival: Dead of Winter, Zombies!!, Zombie Dice, Last Night on Earth
  • Spooky survival: Endangered Orphans of Condyle Cove, 10 Candles
  • H.P. Lovecraft-inspired horror: Eldritch Horror, Arkham Horror, Mansions of Madness, The Doom That Came to Atlantic City
  • B-Movie-inspired survival: Monster Slaughter, Mixtape Massacre, Betrayal at the House on the Hill (which now has a Scooby-Doo version!)
  • Escape room style: Unlock!: Squeek and Sausage, Exit: The Game: The Abandoned Cabin, Exit: The Game: Dead Man on the Orient Express, Escape the Room: The Cursed Dollhouse

Do you have any spooky recommendations for Halloween board games, fellow puzzlers and PuzzleNationers? Let us know in the comments section below. We’d love to hear from you!


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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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