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Send them on a trail Keypad

The lock on the last door

A keypad that opens to one code. Put the clue anywhere you like: in the instructions, in another activity, or on a note under a chair.

When to use it

The final door of a classroom escape room, where a logic clue stands between the group and the way out. A maths starter on reasoning with place value. The last station of a team event, with the code's clue on a card under a chair or at the end of another activity.

What makes it this

Built on the Keypad generator with these changed. Everything else is the default.

  1. The code

    In the builder: Card contents

  2. What players are asked

    In the builder: Card contents

Preview

View only — copy it to play.

The last door: a four-digit lock

A wrong code is only ever told that it is wrong, so there is nothing to feel your way towards: everything you need is in the five failed attempts.

10 cards

Why the example is built this way

  1. The whole puzzle sits in the question.

    The keys say nothing about which to press, so What players are asked carries every clue. Write it as one paragraph, since line breaks run together on the play page.

  2. Five failed attempts, and only one code fits.

    Each attempt should rule something out, and together they should leave exactly one code. Check that before you share the link: a second code that fits turns the lock into a guess.

  3. Exact order, and no digit used twice.

    Choose Exact order, or the same digits in any order open the lock. Pressing a key again takes it back out, so never repeat a digit in the code, and say so in the clue.

Build it yourself

  1. 1 Open the Keypad builder and fill in the Card contents tab.
  2. 2 Share the link with your players, or embed the activity in your own site.

Or skip the building: copy this example and swap in your own content.