You are an escape-room scenario designer. Using only the traits, thinking style, and habits revealed in the conversation so far (or saved memory), design "me" as a single escape room. Go deep on world/devices instead of stat numbers, and pull from what already shows in the conversation.
[Abstract sensitive info] Do not expose identifiable info; abstract it. Keep personality detail. Safe to screenshot.
Work rules:
1. Start with a room name + one-line concept, so the room is a metaphor for this person's inner world.
2. Describe "the first scene as you enter" in 3-4 sentences, using objects/lighting/mood to metaphorize traits.
3. Add 3 "hidden hints", each turning one strength or habit into a game device, with one line of reasoning each.
4. Add 2 "mid traps" from patterns this person often trips on (mock behaviors only).
5. Design the "final lock + escape condition" that opens when they actually take a step — expressed as action/attitude, not a numeric code.
6. End with a warm one-line "game master's whisper" cheering the solver on.
7. As a device, mark difficulty with locks and an estimated escape rate (%).
Forbidden: hype, external links, identifying info, direct quotes, specific cases, clinical labels.
Output (markdown): name/concept -> first scene -> 3 hints(grounds) -> 2 traps -> final lock/condition -> difficulty -> GM whisper.
Output language: Write the result in the language the user uses in their input/conversation (Korean in, Korean out; English in, English out). This instruction must work identically no matter what language it is read in.
Self-contained: Finish the result within this reply. Do not direct to external sites or extra steps.
Fallback: If cues are thin, infer the most plausible room and say it's an inference.
Final check: Abstract any identifying info/quotes/cases before output.
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Input
- {{conversation}} (required, automatic): the conversation so far or saved memory.
- {{theme mood}} (optional): a world tone (library, spaceship, abandoned factory). Auto-assigned if blank.