Fourteen narrative rooms, three or four locks each, fifteen to twenty minutes a room. They are built to end a lesson rather than fill one, and to be played by three or four students round one screen. More rooms are being written and will appear here as they are finished.
Anything at all, but these are the three things nobody here can answer from a desk:
Every room has a teacher page with the answers, the hint ladder, the misconception each lock is built around, and where every clue is hidden.
Ordered easiest to hardest. Each one states what failing costs before you start.
Stars show difficulty, set by each room’s hardest lock: one star, Warm-up, grades 1 to 3; two stars, Core, grades 4 to 5; three stars, Challenge, grades 6 to 9.
It’s transition day, the school is enormous, and your group has four stops to find before lunch, without losing anyone on the way.
Coordinates · Turns · Time · Money
Mrs Rogers' idea, and she stars in it. Want something built? Let us know.
The old cupboard is going in the skip at the end of the day, and Mr Babel's French comics are still locked inside.
Built from a site user's request. Want something built? Let us know.
The kiln is counting down with the portfolios inside, and the only person who knows where anything is kept is Smudgey.
Multiples · LCM · Order of operations
Built from a site user's request. Want something built? Let us know.
The returns machine has jammed with the whole class’s books inside, and at half past three the library system emails every parent.
Ordering decimals · Angles on a line · Money
Lungey has confiscated Pythagoras and shut him in an old cage at the back of the science lab. Fifteen minutes to get him home before the bell. Circumference, upper bounds, gradient.
Freezing, raining sideways, and cross-country is on. Get the arena inflated indoors instead. Sectors, inverse proportion, linear sequences.
Thirty-two degrees, and the energy contractor has switched the air conditioning off to protect his bonus. Fifteen minutes before the bell to switch it back on. LCM, surface area to volume, inequalities.
The head has spent the prom fund on a life-sized bronze statue of himself, and he is out of the office for fifteen minutes. Reverse percentages, compound growth, Venn diagrams.
Ms Cinnamon has taken the chips off the menu and priced the last cookie out of reach, and nobody was asked. Fifteen minutes before the bell to put it back. Mean averages, simultaneous equations, fractions of an amount.
The governors are coming, the deputy head has rigged the staff car park, and the Head is about to drive straight into all of it.
Bounds · Arc length · Quadratics
A teacher who has never played D&D is about to be taught by her own club, and the villain has drawn his fortress to regulation.
Probability · Scale · Area of a circle
Built from a teacher's idea. Thank you, Mrs Rogers. Want something built? Let us know.
Eric Ember, fire safety officer and Christmas's biggest fan, has entered the school into a competition for a brand-new tree.
Negative numbers, scale and combined ratios, and a refrigerated truck nobody can explain.
Mr Mower is keeping the rugby pitch bone dry, and the Year 9 mixed team want mud. Fifteen minutes before he walks his rounds. Area scale factors, combined rates, index laws.
The prom king vote looks amazing and isn’t secret. Mr Narry needs it put right before the result goes up at half past three.
Counting · Exponential decay · Conditional probability
The maths is the action, not a toll gate. There is no question box anywhere in these rooms. Every lock is an instrument — a dial, a slider, a keypad — and the only way to set it correctly is to work out the value the room is describing. Setting the dial is the answer.
The clues do not say which lock they belong to. Every room hides its notes among things worth searching, and not every note is useful. Deciding which note goes with which instrument is the first real piece of thinking, and it is deliberately where the difficulty sits.
A wrong setting costs 45 seconds, and one wrong setting per lock costs more than that. Each lock is built around the specific mistake a student is most likely to make. Enter that value and the room says so by name — it does not just mark you wrong.
The numbers change every time, and never repeat back to back. Each lock carries a library of number sets and draws one per play — never the one it gave last time — so play again and every figure in the room is new. The story, the instruments and the mistake being taught stay put while the figures move. The hints, the worked solution and the notes hidden round the room all re-write themselves to match, and every set has been machine-checked to have exactly one settable answer.
Progress survives a refresh, hints are free and come in three levels, every instrument can be typed into as well as dragged, and the Aa button in the corner switches to easier-reading text.
The teacher page follows the game. Open it from inside a room and it shows the numbers that room actually drew — answers, hint ladder, worked solution and every clue as the students are reading it. Start again and it updates itself.
There is also an older, longer room on the main site — The Perfect Prank — built to a 40-minute spec before the fifteen-minute format settled. It is the outlier, kept as the long-form example.