Destination Hunts
Challenge Types

Finale

The closing challenge of a hunt. Mechanically a text-style type — the Finale label and icon signal "this is the big finish."

Finale is the hunt's grand finish — typically the last challenge, unlocked after everything else, sending teams to a closing location or asking the question the whole hunt has been building toward. Mechanically it is a text-style type: it shares the exact answer flow described on the Riddle page, and differs only in its "Finale Challenge" label and map icon. What makes a finale a finale is how you stage it — unlock conditions, points, and speed bonuses.

What players experience

The shared challenge screen: dark header with the name and "Finale Challenge", the Clue as rich text, difficulty badge, {points} pts chip, optional audio, and the speed-bonus line when configured. Input follows the Answer Type: multiline "Your Answer" box (Text), single-line "Fill in the blank", True / False buttons, or a "Select your answer" choice list.

Because finales usually sit in a locked group, most teams first see it as a locked card — dimmed and non-tappable with unlock copy such as Complete "{name}" group to unlock. When the group unlocks it auto-expands, the challenge becomes available, and the normal flow takes over: hints, gates, confetti "Challenge Complete!" on success, "Not Quite!" with unlimited retries otherwise.

Scoring & answers

  • Valid answer types: Text (default), True / False, Multiple Choice, Fill in the Blank.
  • Text answers compare case-insensitively against Answer plus comma-separated Alternate Answers — exact text match, so include variants.
  • Hint Cost deducts from the award at solve time (never below 0).
  • Speed Bonus tiers are the finale's best friend: the first non-staff teams to finish earn descending bonuses, turning the last leg into a sprint.
  • Max Completing Teams can make the finish exclusive — for example, only the first 3 teams complete it.
  • Retries: unlimited until correct.

Configuring in the admin

Create the challenge with Type = Finale in Challenge Details; set Difficulty and Points (default 100 — finales usually warrant more). Choose an Answer Type.

In Content, write the closing Clue, the Answer and Alternate Answers (comma-separated, case-insensitive), and optionally a Hint with a Hint Cost.

Put the finale in its own group and gate it: in the event's Challenges tab, give the group an unlock condition — Condition Type "After Group" (or "After Challenge") so it opens only when the rest of the hunt is done. See Challenges & Groups.

In Gameplay, add Speed Bonus tiers (descending — for example 100 / 50 / 25) and consider a GPS proximity or QR Activation at the finish venue. Set Location, Media, and an Access Code as needed (Activation & Beacons).

The full field set (Location, Media, Access Code, Rewards) is identical to every text-style type — see the table on the Riddle page.

Tips

  • Gate it with a group unlock, not hope. An "After Group" unlock condition guarantees no team stumbles into the finale early; the readiness check will still insist something is available at start, so keep starter content elsewhere.
  • Weight the points. With a default of 100 everywhere, a 250–500 point finale plus speed bonuses keeps trailing teams mathematically alive until the end — which keeps them playing.
  • Stage the reveal physically: a GPS proximity or QR-scan activation at the finish line means the final question literally can't be answered from a café.

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