This article is about the Proxi admin app at app.proxi.co, and the experience editor released September 15, 2026. Not sure which you have? Open your experience's participation link, the one participants use. If it starts with app.proxi.co, this is the right article. If it starts with map.proxi.co, yours is a legacy experience; look for the legacy article instead.
In a scavenger hunt, each place is a mystery. People read a clue, work out where it points, get there, and check in to unlock the next one. Any experience with places can play this way; it's a switch, not a different kind of thing.
Switching It On
On your places tab, open Gameplay. Under How It Plays, choose Scavenger Hunt instead of Passport. (Templates from the Scavenger Hunts page already have this set.) Then pick How the places come out:
One at a time, in the order below — the next clue only appears once the one before it is found. Drag the places on your list into the order you want.
All the clues at once — everyone sees every clue from the start and can solve them in any order. Good for a hidden-object hunt across a whole downtown.
Writing the Clues
Back in the places list, each row now has + Add a Clue. Fill in the Clue (the riddle that leads people here), an optional Hint (an extra nudge people can ask for), and a Clue Photo if a picture helps. With a clue, the place stays a mystery until someone finds it and checks in.
A quick tip from organizers who've run these: clue difficulty is impossible to judge from your desk. Make yourself a tester and solve the first three for real. (See Testing Your Experience Before You Launch.)
Hunt Settings: Hints, Giving Up, and Directions
Once you've written a clue or chosen one-at-a-time, a Hunt Settings card appears:
Allow Giving Up — on by default. Off means every clue has to be found; there's no way to skip one. Turn it off for a short hunt where the finish line is the point.
Directions on Clues — puts a Directions button on each unsolved clue that opens turn-by-turn directions to the stop, while the name stays hidden. Good for a family hunt that's really a guided walk; leave it off when working out the place is the game. It works for places you placed on the map yourself; places connected to your listings don't show it until they're found.
Hint Cost — points it costs to peek at a hint. 0 makes hints free, which is the right call for a family hunt.
Giving Up — what happens when someone gives up on a clue: Skip to the next clue, or They still visit to move on. Either way the place is revealed and its points are off the table.
How Much to Reveal Before They Find It
Under Settings → Place Content, Before Someone Finds a Clue Stop controls what the card shows for an unsolved place: Just the clue — keep it a mystery, The clue and the place's name, or Everything — no mystery. Once they check in, they see the full place card with whatever you've set up below it: the story, photos, hours, a deal.
What Players See
Each unsolved place shows its clue with a magnifying glass. Players can tap Need a hint? (with the point cost next to it), Give up on this clue (if you allow it), or Directions (if you turned that on); the first two ask them to confirm. When they check in at the right spot, the place unlocks and, in one-at-a-time mode, the next clue appears.
Good to Know
Switch back to Passport and your clues are kept; they come back if you switch to Scavenger Hunt again.
Check-in rules work the same in a hunt. A code printed on the hidden object is a nice touch: finding it is the proof. (See How People Check In.)
The Holiday Window Hunt, History Mystery, and Mural Hunt templates each start with the right mix of these settings.