Escape Room MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| start_gameA | Start a fresh escape-room session and receive its session ID and introduction. |
| look_aroundB | Survey the room and its currently visible features. |
| inspectA | Examine one visible room object in greater detail. |
| pick_upA | Try to take or pull an item you have discovered in the room. |
| inventoryA | Review the items you are currently carrying. |
| useB | Use an item from your inventory on a room object. |
| enter_codeC | Enter a candidate four-digit code on the locked door's keypad. |
| hintA | Request a state-aware hint; at most three hints are available per game. |
| statusA | Check elapsed time, tool calls, hints used, and current score. |
| restartA | Discard progress and restart this session from the beginning. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 10 tools
Each tool has a unique and well-defined purpose, from starting the game to interacting with objects and requesting hints, with no overlap between them.
Most tools follow a verb_noun pattern (e.g., start_game, enter_code), but a few like inventory, status, and hint are nouns, creating slight inconsistency while remaining understandable.
With 10 tools, the set is well-scoped for an escape room game, covering essential actions without being too many or too few.
The tool surface covers all major escape room interactions: starting, exploring, collecting, using items, entering codes, getting hints, and checking status, with no obvious gaps.