The Escape Room

Four locks stand between you and the door. Every answer is in the room - you just have to put two clues together.

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About The Escape Room

The Escape Room has three original rooms: The Surveyor's Workshop, The Night Observatory and The Clockmaker's Study. Each has four locked devices in a chain, four clue cards, four objects that hold the missing facts, and a door that stays locked until the last device gives up its key.

No code is printed anywhere in the room. A clue card tells you how the code is made; the object beneath it gives you the facts - a survey sketch, an observing log, a tray of toothed wheels - and you put the two together. Everything you need is visible, and every clue can be read in full as text.

How to play

  1. Choose a room. Tap anything in it - or pick it from the list - to look closer.
  2. Read a clue card and the object below it, work out the code, and type it into the device.
  3. Opened devices give you items. Choose an item, press Use, then choose the device it belongs to.
  4. When the last device gives you the exit key, press Open the exit.
  5. Stuck? Each device has three hints: where to look, what to notice, and finally the answer.

Controls

  • Tap or click an object to look closer; drag to look around; pinch, the mouse wheel or the zoom buttons to zoom.
  • Keyboard: every object is in the list beside the room (a tab on phones). Tab to it and press Enter. Escape closes a card.
  • Codes are typed in a text box. Spaces around a code are ignored, and letter codes do not care about capitals; a leading zero matters.

The rules

  • A device only works once the devices before it are open and you hold anything it needs. It says why when it cannot be worked yet.
  • A wrong code or the wrong item changes nothing and uses nothing up. There is no penalty and no lock-out.
  • Looking at things never uses them up. Each item is only ever used on the device it fits.
  • The room is finished only when you open the exit yourself.

Scoring, saving and limits

There is no score and no ranking. Your result shows the room, the time you spent actively playing (it pauses when the page is in the background, and you can hide it), how many devices you opened and how many hint steps you used. The fastest time without hints is kept for each room.

There are three save slots on this device, each holding one room in progress plus your results. Progress is saved after every step, so a refresh carries on where you were. Download a backup to keep it; an imported backup is checked step by step against the room before it is accepted, and can be undone. A challenge link holds only the room.

Three rooms of four devices each. The rooms are original and fictional; the surveying, astronomy and clock-repair details are there for the puzzle, not as instruction.

Accessibility

Every clue, object and device is in a text list as well as in the picture, and every clue card's full text is shown in a readable card that scales with your text size. Codes are typed rather than dialled, and nothing depends on colour alone: each device says in words whether it is locked, not workable yet, or open.

Questions

I typed the right code but nothing happened.
The device may not be workable yet - its card says what has to be opened first. Otherwise check the order the clue asks for; a leading zero counts.
Do hints cost anything?
No points are taken. Hints are recorded in your result, and a run with hints does not set the fastest time for a room.
Can I have more than one room going at once?
Yes - use the three save slots. Each slot keeps its own room and progress.