Escape Room

An escape room from one manifest: first person in a room you turn around wall by wall, with close-ups, code locks and a clock running down. Each wall is a scene joined to the next by left and right; a thing with zoom opens a close-up that comes back by itself; locks take a code on a keypad, number or letter wheels, a padlock, a row of switches or a sequence of glyph buttons, and the right code runs what the lock guards. Clues are things to look at, items to read, pictures to push aside; the countdown ends the game on a losing ending, a hint costs time, and the result shows the time taken and up to three stars against par. Every thing is a glyph from a library of 412 on painted rooms. The solver proves there is a way out (a lock's after says when its code becomes knowable, so the proof follows the clues), and adventure.info gives the shortest one. Three layouts: room, relaxed (no clock) and kiosk. Ships empty on purpose.

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