- You miss clues in escape rooms because you do not search deeply enough, not because the puzzles are too hard.
- The “Search High and Low” rule means checking above eye level, below knee level, and behind or inside anything that feels boring or ordinary.
- Most teams skip 5 to 10 obvious spots: under furniture, back of props, edges of carpets, and the last 10 percent of a drawer or shelf.
- If you build a simple search system and stick to it, you will cut your wasted time and solve more rooms, even without better puzzle skills.
If you walk out of an escape room saying “We had all the pieces, we just did not see it in time,” this rule is for you. The “Search High and Low” rule is simple: anything you can see, touch, move, or open might hide a clue, and you need to check it properly, from floor to ceiling, not just at your eye level. Most teams know this in theory, but they still rush, skim, and miss the same 20 types of hiding spots over and over. I want to walk through how to actually search like a pro, what everyone skips, and how you can change this in your very next game.
What the “Search High and Low” rule really means
This is not some fancy phrase. It is a boring habit that wins games.
When I talk about “Search High and Low”, I mean three things:
- Scan from floor to ceiling, not just around your natural eye line.
- Search inside, behind, and under objects, not just their surfaces.
- Repeat your search when you unlock something new or get stuck.
It sounds obvious. It is obvious. But the problem is that teams stop doing it the second the clock starts. Adrenaline hits, the game master finishes the intro, the door closes, and you forget every bit of discipline you had planned.
Strong escape room teams do not just “think” better, they search better, earlier, and more consistently.
I have watched groups with average puzzle skill beat hard rooms because they searched with care. And I have seen very smart players fail an easy room because they missed a clue that was under a cushion they sat on for 40 minutes.
Why most people are bad at searching
You might think you are a good searcher. You are probably not. And that is not an insult, it is just how our brains work in a new space with a countdown clock ticking in the corner.
Reason 1: You trust “obvious” too much
You look around, your brain labels objects as “normal furniture” or “just decor,” and you stop paying attention to them. That is often where the good stuff lives.
Teams assume:
- Chairs are for sitting.
- Walls are for posters.
- Books are for shelves.
- Lights are for lighting.
Game designers know this, so they hide things where your brain has already said “nothing here.” That small bias wastes minutes fast.
Reason 2: You rush and do shallow searches
In your head you think “we searched that corner.” In reality, someone glanced at it while talking to someone else. That is not a search. That is a glance.
If you did not move it, lift it, slide it, open it, or feel its edges, you did not really search it.
Most misses happen in the last 5 percent of an object. The very back of a shelf. The underside of a desk drawer. The far corner under the bed that you could reach, but did not.
Reason 3: No clear roles, everyone searches the same places
One more problem: the whole team drifts to the same obvious spots. The table in the middle. The locked box on display. The TV. No one wants the boring job of crawling on the floor or reaching up to a dusty top shelf. So those areas stay unchecked.
When everyone follows curiosity only, you cover less ground than a single careful person would.
The simple search system good teams use
You do not need a complex strategy. You just need a rough plan that you actually follow in the first 5 minutes.
Step 1: Split the room into zones
Do this out loud as soon as the door closes. It feels slow. It saves time.
- Divide the room into 3 or 4 rough zones: left, right, center, and any second room or clear sub-area.
- Assign 1 or 2 people to each zone.
- Tell each person: “You own this area. Search top to bottom. Say out loud what you find.”
It does not need to be perfect. You just want someone clearly responsible for every corner, so nothing feels like “someone else is probably checking that.”
Step 2: Run a fast sweep, top to bottom
Each person now scans their zone, literally from high to low:
- Check shelves and ledges above eye level.
- Check eye-level items: tables, wall art, obvious drawers.
- Check low areas: under furniture, on the floor edge, baseboards.
The key thing: speak as you go.
Say things like:
- “I am checking under all chairs.”
- “I am pulling all books on this shelf.”
- “I am flipping these cushions.”
It sounds silly, but it keeps the group from repeating the same lazy search, and it stops people from thinking something is already done when it is not.
Step 3: Do a second, slower pass once the first rush is over
After about 3 to 5 minutes, you will have a pile of obvious clues and locks. This is when weak teams drop the search completely and get lost in puzzle land.
Stronger teams do one more search pass while others start solving.
- One person becomes the “search anchor”.
- They walk the room again, but this time open, lift, and move anything that looks even a bit off.
- They focus on under, behind, inside, and above.
Many “we needed 30 more seconds” losses would have turned into wins if someone did one more careful search halfway through.
The spots almost everyone misses
Let us talk about the places that get skipped over again and again. I will stay away from the common examples your competitors use and focus on ones I see in rooms that try a bit harder.
| Area | What teams do | What you should actually check |
|---|---|---|
| Top edges of doors and frames | Glance at the door handle and lock only | Run your fingers along the top frame, check for taped keys, codes, or symbols |
| Back sides of wall items | Look at the front of posters or clocks and walk away | Lift corners, rotate, look on the back for handwriting or stickers |
| Under chair seats | Sit on the chair, maybe peek under once | Flip the seat if allowed, feel for labels, magnets, or carvings |
| Bottom of drawers | Look inside the drawer only | Run your hand under the drawer, feel the underside and behind the front panel |
| Inside light fixtures (safe ones) | Look at the light once, move on | Check for hidden codes on the rim or around the base of a lamp, or under a lampshade |
| Edges of rugs and mats | Step over them all game | Lift each corner, check the floor or patterns underneath |
| Behind movable boxes or crates | Open the box and ignore the space behind it | Slide boxes away from walls, look for markings, holes, or loose tiles |
| Inside pockets / clothing props | Glance at costumes as “theming” | Check every pocket, hem, and label for codes or tokens |
| Under table lips / rims | Collect items from the table surface only | Feel around the rim from below, check for small switches or magnets |
| Lower corners of the room | Stand in the center and look “around” | Kneel and scan baseboards, floor corners, and low vents |
Missed high spots
Almost everyone underuses height. They check things at eye level and slightly above, but skip the actual topmost areas that need effort or a stretch.
Examples of high spots you should always check:
- Top of tall cabinets and wardrobes.
- Upper rim of door frames, including closet doors.
- High shelves with only one or two objects on them.
- Upper corners behind curtains or drapes.
In one game I watched, the final key sat in a small box on top of a curtain rail. The team spent 15 minutes tearing apart a puzzle they had already solved. One player even leaned against the very wall with the rail and never once looked up.
Missed low spots
These tend to be the spots people know they “should” check but quietly avoid because it feels awkward.
Look for:
- Under all chairs and stools, not just the one closest to you.
- The underside of coffee tables, side tables, and desks.
- The floor under movable crates, buckets, or baskets.
- Inside low cabinets and near their hinges or corners.
I remember a group that sat around a large wooden chest. The real clue was a tiny code burned into one leg, near the floor. They touched that leg at least ten times while talking, and no one crouched down to really see it.
Missed “boring” spots
Some things look so plain that players mentally delete them. That is almost too tempting for designers.
Watch out for:
- Plain wooden beams or support posts.
- Simple clipboards with a few sheets of paper.
- Basic kitchen or office items: trays, coasters, generic binders.
- Dusty-looking toolboxes or paint cans that “seem” like set dressing.
One room used the metal underside of an everyday serving tray as a magnet board for an important code. The tray looked so plain that every group I saw just pushed it aside.
How to “search high and low” without breaking rules
Every room has its own safety rules. You cannot climb furniture, force locks, or rip things off walls, and you should not. A smart searcher learns to read what is fair game.
Use the intro and rules as a guide
During the briefing, listen for phrases like:
- “You do not need to move anything heavier than a chair.”
- “No clues are higher than this marker on the wall.”
- “You will not need to unscrew anything or use force.”
- “If something is fixed in place, leave it alone.”
This tells you how high “high” really is and how low you actually need to go. Stay within that range, but search every bit of it with more care than you think you need.
Look for visual signals from the designer
Designers often give you hints about what is safe to handle.
- Items with slight wear or scratch marks often get handled a lot.
- Patches of different paint or odd texture can signal hidden panels.
- Objects with clear edges or gaps usually open in some way.
So when you search high and low, you are not just randomly grabbing at walls. You are paying attention to these small cues.
Building better search habits as a team
If you only remember one thing, make it this: treat searching as a skill, not as a warm-up before “real” puzzle solving.
Give people clear, repeatable roles
You can rotate roles from game to game, but during one game it helps to have people own specific tasks.
- Searcher A: High-level search, shelves, tops of furniture, door frames.
- Searcher B: Low-level search, under furniture, floor edges.
- Recorder: Keeps found items organized in one area and tracks what is used.
- Connector: Starts working on linking clues while searchers continue sweeping.
This stops everyone from crowding the same spot and keeps search going in the background even while puzzles are being solved.
Use a simple “already searched” signal
One problem in many games is repeated shallow searching. Three people open the same drawer, each doing a half-hearted look, then all assume it is handled.
You can calm this down with a basic pattern:
- When you finish a careful search of a shelf or drawer, say “Shelf by window cleared” or “Bottom drawer desk cleared”.
- Put items you have emptied and checked back in a neat way, not scattered. The tidy area tells the team “someone already gave this attention.”
- If you are not sure you finished a spot, say that too: “I half checked this cabinet, but did not look under the bottom shelf.”
Clear language inside the room saves you from arguing about whether something was checked, and buys you minutes when it matters.
Set a “search timer” in your head
I like to treat search as a loop.
- First 5 minutes: pure search, everyone involved.
- Next 10 to 15 minutes: mixed, 1 or 2 people keep searching while others solve.
- Every 10 minutes or any time you are stuck for 3 minutes: trigger a mini-search reset.
During that reset you ask “What have we not searched high or low? What have we only glanced at?” Then you assign one person to go check those spots again properly.
Practicing search outside escape rooms
This might sound a bit odd, but you can train your search skill at home, in a very low-pressure way.
Home practice ideas
- Pick one room in your house. Ask someone to hide a small object in a safe spot, with a rule: it must be reachable without tools or standing on anything.
- Give yourself 5 minutes to find it, using the same top-to-bottom method.
- After you find it, review where you wasted time. Did you ignore any shelves? Did you forget to check under things you “knew” were empty?
Or, when you misplace something in daily life, treat it like training instead of a random search:
- Verbally mark zones in your kitchen or living room.
- Search each zone intentionally, instead of pacing in circles.
- Pay attention to how often the lost item ends up in a place you “would never put it.”
After doing this a few times, your brain starts accepting that boring spots can hold important items, and you stop skipping them in games.
How search interacts with puzzle solving
A lot of players separate these two in their heads: first we search, then we think. That split is where trouble starts.
Clues that only “click” after other puzzles
Some things you find early will not make sense until later. That is normal. You cannot prevent it, but you can plan for it.
- When you find a strange object or code, say what it is and where it came from.
- Place it in a shared spot, like a central desk or table.
- Do not overthink it right away. Leave it visible and move on.
Then, when you get stuck, look at that central area and ask “What have we not used yet?” It is common for the missing link to be a card, token, or note that someone found in the first minute then mentally filed under “later.”
When to stop searching and start thinking harder
Sometimes the answer is not “we missed something,” it is “we are not using what we have in the right way.” The trick is to know which situation you are in.
Very rough rule of thumb:
- If you have at least 3 or 4 clues or items that feel unrelated and unused, focus more on connecting them.
- If you are staring at one lock with no clear path to a code and no extra clues lying around, go back to physical search.
This is not perfect. But it stops you from crawling around on the floor for 10 minutes when the real problem is that you never tried reading a note with the nearby red filter or UV light.
Mistakes strong teams still make with search
Even groups that play a lot of rooms fall into some patterns. I have done these myself more than once.
Overconfidence in memory
Someone says “I checked all the drawers, nothing there.” No one questions it, because they trust their teammate. Then, 30 minutes later, a clue is sitting in the back corner of the top drawer they opened for half a second.
It is fine to push back a little and ask: “Did you open every drawer and check under the bottom too?” Not to be annoying, but to keep standards high.
Ignoring “too thematic” items
If an object fits the story really well, people sometimes assume it is there just for mood. But strong designers love hiding clues in objects that are perfect for the theme.
In a detective room, for example, players often trust the desk and the case files as “real clues” and ignore a plain-looking coat rack or umbrella stand. But a coat pocket or umbrella handle can hide switches, codes, or rolled-up notes in a way that feels natural.
Stopping search once the room opens up
When a second area unlocks, everyone rushes into it and forgets the first room exists. Problem is, some puzzles span both spaces. A mark you ignored in room one might line up with something in room two.
To avoid this, give one person the task of “going back.” Every time a new room opens, they spend 1 or 2 minutes scanning the earlier space again with fresh eyes.
Using “high and low” thinking mentally, not just physically
This might sound a bit abstract, but there is also a mental version of the rule. It can help you when you feel stuck even after you have searched well.
“High” thinking: obvious, surface-level ideas
These are the first things you try with a clue or lock.
- Trying numbers that are clearly written somewhere.
- Reading words left-to-right, top-to-bottom.
- Pressing buttons in the same order they are labeled.
You need to try these quickly. Sometimes the direct thing is the right thing.
“Low” thinking: less obvious but still fair ideas
If that fails, go “low”: look for the second or third layer of intention.
- Reverse orders: bottom-to-top, right-to-left.
- Look at colors, shapes, or spacing, not just letters or numbers.
- Think about where you found the clue. Was it near a locked box, a map, a set of symbols?
This small shift mirrors how you move from eye-level search to under-the-table search. Many puzzles expect you to try one surface idea, fail, then notice a detail that prompts a deeper view.
Questions to ask each other during the game
Sometimes progress comes from asking one simple question at the right time. These prompts keep “Search High and Low” alive while the clock runs.
- “What part of this room have we not really touched?”
- “What have we only looked at from our height, without crouching or stretching?”
- “Which props feel too plain for this designer? Are we missing something around them?”
- “What have we found that we still have not used at all?”
- “If I were hiding one last key, where would I put it so a rushed team would miss it?”
If you get comfortable asking these out loud, it naturally shifts the team away from random rushing, and back into deliberate search.
Putting it all together in your next escape room
I think the real shift is not learning a clever trick, but changing how you see the first 10 minutes of a game.
Treat the opening minutes as the foundation of the whole solve, not as a throwaway scramble.
If you do that, the “Search High and Low” rule becomes less of a slogan and more of a habit:
- You enter the room already thinking about zones, not just “where do I run first.”
- You expect clues above and below your comfort level, not just dead center.
- You accept that boring objects might matter as much as flashy locks.
- You keep one person searching with care, even when everyone else is deep in puzzles.
The next time you feel that itch to rush to the coolest prop in the middle of the room, pause for a second. Ask yourself: “What will everyone else ignore without thinking?” Then go there instead, and actually search it, high and low.