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Escape the Room
A ten-minute point-and-click escape room: six chained mechanisms, an inventory you can combine, three hints and a score that ticks down while you think.
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- Browser Tool — Runs in the browser you are reading this in.
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- Client-Side — Runs entirely on your device. No test data is uploaded.
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Open Escape the RoomWhat is this game?
Escape the Room is a single-room point-and-click puzzle. You inspect objects in the scene, collect items, read clues, and work through six mechanisms in order: the wall clock, the oil painting, the four-colour safe, the bookshelf, the desk drawer's numeric lock and the computer terminal. Solving the terminal reveals the code for the exit door.
The puzzles are chained rather than parallel. The clock reveals the three-digit drawer code, the painting reveals the safe's colour order, the safe and the drawer hand you the security chip and the blank access card, combining those two gives an activated keycard, and the keycard decrypts the four-digit door code on the terminal.
Every run is regenerated. The clock's target hour, the three-digit drawer code, the order of the four painting colours, which coloured book releases the bookshelf and the four-digit door code are all randomised at the start of a game, so a solution memorised from a previous escape will not open the same room twice.
How to play
- Start the room and read the deskThe timer starts at 10:00 and the score starts at 10,000. You begin with the notebook on the desk; the torn journal page next to it is the first clue and points at the clock.
- Set the wall clockRotate the clock hands to the time the journal names. The mechanism accepts 10:25 in every run, and it also accepts the randomised alternative hour the run generated, with the minute hand at 25. Solving it engraves a three-digit code behind the hands - that code is the desk drawer's combination.
- Tilt the painting, then punch the safeInspect and tilt the oil painting to expose the wall compartment behind it. Four coloured gems glow there in a specific order; enter that same order on the safe's coloured buttons. A wrong press clears the sequence and costs 50 points.
- Pull the right book, then open the drawerOne spine on the bookshelf is worn differently from the rest; pulling the correct coloured book trips the latch. Then enter the clock's three-digit code on the drawer keypad. Wrong guesses on either cost 50 points each.
- Combine the card and the chipOpen the inventory with the I key, choose Combine on the blank access card, then Combine on the security chip. They merge into an ACTIVATED KEYCARD whose indicator turns green.
- Decrypt the terminal, then unlock the doorInsert the activated keycard into the computer terminal on the desk. The screen prints the four-digit master code; enter it on the exit door keypad to escape. A wrong door code costs 100 points.
Controls
- Click / Tap
- Inspect an object in the room, press a keypad button or pull a book
- I
- Open and close the inventory drawer
- H
- Request the next hint - three are available and each costs 250 points
- R
- Restart the room, which generates a completely new set of codes
- Esc
- Close the open modal, or pause the game when nothing is open
Scoring and results
The score is a countdown, not a total
You are given 10,000 points the moment the room starts and you spend them by taking time and asking for help. One point is deducted every second. A hint costs 250. A wrong safe sequence, a wrong book or a wrong drawer code costs 50 each, and a wrong door code costs 100. The score is floored at zero, so a long run cannot go negative.
The escape bonus
When the door opens you are paid 10 points for every second still on the clock. Escaping with four minutes left is worth 2,400 points on top of whatever you had, which is why speed matters more than caution once you know the chain.
The 3-star rating
Three stars require at least 6,500 points and no more than one hint used. Two stars require at least 3,500 points with no hint limit. Anything else is one star. Because the score decays with time, a three-star run is effectively a fast run that barely asked for help.
Progress percentage
The progress readout is the number of solved mechanisms divided by the six core mechanisms, rounded and capped at 100%. The exit door is tracked as its own flag on top of those six, so progress reaches 100% as you finish the chain rather than only when the door opens.
Career statistics and achievements
Games played, games won, best score, fastest escape, total hints used and total puzzles solved accumulate across runs. Five achievements exist: FIRST ESCAPE, SPEED RUNNER for escaping under five minutes, PURIST DETECTIVE for escaping with no hints at all, MASTER DETECTIVE for discovering all eight environmental clues in one run, and PERFECT ESCAPE for a full three stars.
What this game tests
- Whether you can follow a chained deduction where each solution is the next puzzle's input
- How well you search a scene before reaching for a hint - each hint is 250 points
- Your working memory for a randomised code you saw two puzzles ago
- Whether you can finish inside the ten-minute lockdown timer
- How much of the room you actually explored, measured by the eight discoverable clues
Limits worth knowing
A browser can only report what the platform gives it. These are the honest boundaries of this page, so a result is never read as more than it is.
- The three hints escalate rather than repeat. The first nudges you towards the right object, the second explains the mechanism, and the third states the answer outright - including the actual generated code. Once all three are spent the Hint button reports that none remain.
- An unfinished room is not saved. Only your settings, career statistics and achievements persist, under the rtk_escape_room_ keys in localStorage. Reloading the page or pressing R abandons the current room and generates a fresh one; the page's own FAQ puts it as “in-progress rooms pause if you switch browser tabs”, which is pausing, not saving.
- Nothing leaves the browser. There is no account, no leaderboard and no server call - the page's FAQ answers “Is any data sent to a remote server?” with no, and the source agrees: no fetch, no upload, no telemetry.
- All sound is synthesised in the page with the Web Audio API and can be switched off in Settings. There are no audio files to download, and the puzzles are all solvable with sound muted.
- The item combinations are fixed, not open-ended. Two pairs merge - the access card with the security chip, and the brass key with the small mystery box for a 500-point bonus. Any other pairing is rejected with a message rather than producing something new.
Tips for a higher score
- Inspect everything once before you touch a keypad. Eight clues are discoverable in a run, the MASTER DETECTIVE achievement wants all eight, and reading them is free while a wrong code is not.
- Write the clock code down. It is the drawer combination, it is regenerated every run, and forgetting it is the most expensive way to need a hint.
- If you are chasing three stars, skip the brass key detour only if you are short on time - the amulet pays 500 points, but every second you spend hunting for it costs one point and the escape bonus is worth ten per second saved.
Troubleshooting
The safe rejects the colours even though I am sure of the order.
The safe checks your presses against the sequence as a prefix. The moment one press is out of order the whole entry is cleared and 50 points are deducted, so an extra press early on invalidates everything after it. Re-open the painting compartment, note the order again, and enter the four colours cleanly.
The drawer will not take the code from the last run.
Codes are regenerated on every new room. The three-digit drawer code is created fresh at the start of each game and is only revealed by solving the clock, so a remembered number from a previous escape will not work.
The terminal ignores my access card.
A blank access card does nothing on its own. Combine it with the security chip in the inventory first - open the inventory with I, choose Combine on one, then Combine on the other - and insert the resulting ACTIVATED KEYCARD.
I reloaded the page and lost the room I was halfway through.
That is expected. Only settings, statistics and achievements are stored; the room itself is not. A reload generates a new room with new codes.
Ready to run it?
A ten-minute point-and-click escape room: six chained mechanisms, an inventory you can combine, three hints and a score that ticks down while you think. Nothing to install, and it opens in this browser.