Escape Room Basics

What Not to Do in an Escape Room, Starting With That Padlock You're About to Yank

Here is the short answer, and it covers most of the others: nothing in a well-built escape room needs force, and nothing you brought in with you is part of the game. Don't yank padlocks, don't pry at panels, don't climb furniture, don't unscrew anything, and don't try to shortcut a puzzle with a phone that should be in the locker. Everything else on the "don't" list is quieter — tuning out the briefing, putting solved puzzles back exactly as you found them, and treating a hint as an admission of defeat.

None of this is a lecture about rules. Every item below either costs you minutes you can't get back, breaks something a venue then has to fix, or spoils the game for the people booked after you — and almost all of it is caught by one cheap check.

Does anything in an escape room need force?

No. That single fact is the most useful thing a first-timer can carry through the door.

Designers build rooms to be handled by strangers, dozens of times a week, under time pressure, by people who are excited and occasionally clumsy. Anything that opens is meant to open easily once you have the right answer. So if you are straining — pulling a padlock hard, levering a drawer, forcing a dial past its stop, tugging at a poster corner — you are not close. You are doing the wrong thing to the right object, or the right thing to scenery.

Why it's tempting: frustration reads as effort. When a lock won't open, pulling harder feels like trying harder — and the thing might simply be stuck, because objects in real life often are.

The cheap check: if you have to brace yourself, stop. Grip, body weight or a second pair of hands is the tell. A four-digit padlock either opens on the right code or it doesn't; there is no third state where it opens if you're strong enough.

The fix: treat a resisting object as evidence that your answer is wrong, and say so out loud so nobody else wastes a turn on it. "This won't open on four-seven-one-two" is information the whole team can use.

What are you not supposed to touch in an escape room?

Broadly: anything that belongs to the building rather than the game. Sockets and wiring, thermostats, ceiling tiles and vents, sprinkler heads, light fittings, cameras and speakers, fire exits and their signage, and any door back into the staff side of the venue.

Most venues mark that boundary for you, and once you know to look you'll spot it in the first minute: a sticker, a strip of coloured tape, a small printed sign, or a padlock that is obviously an office padlock rather than a game one. Some rooms simply say it in the briefing — "nothing above head height", or "anything with red tape on it isn't part of the game."

Why it's tempting: a good set makes everything look like it might matter. That is the point of a good set.

The cheap check: ask at the briefing what this venue's "not part of the game" marker is. Five seconds, and it removes a whole category of dead ends.

The fix: when in doubt, don't dismantle — ask. Game masters would far rather answer "is this one of yours?" over the speaker than repair a light fitting between bookings.

How much of the pre-game briefing actually matters?

All of it, and it is shorter than you think. The briefing is where the venue tells you the specific rules of this room, and rooms differ more than newcomers expect.

Half-listening is the most common mistake here, because it doesn't feel like one at the time. Nobody walks out saying "we lost because of the briefing." They walk out saying they never found the second half of the room, or wasted ten minutes on something they'd been told to ignore.

The cheap check — can your group answer these before the door closes?

  • How do hints reach you, and do you have to ask for them?
  • Is there a limit on how many you get?
  • What is off-limits in this particular room?
  • Is there anything you are told you will not need — a step ladder, brute strength, a phone light?
  • How do you signal that you want out early, and how do you get out in an emergency?

If nobody can answer those, you are about to play at a disadvantage that has nothing to do with the puzzles. Our first escape room guide walks through what a typical briefing covers, so you arrive already knowing the shape of it.

Should you put solved puzzles back the way you found them?

No — and doing it is the most self-inflicted mistake on this list.

It happens because tidying is a reflex. Someone opens a padlock, takes what was inside, and clicks it shut again out of habit. Someone spins a dial back to zero after reading it. Someone gathers loose props into a neat pile "so we can see what we've got", mixing three used items back in with twelve unused ones. Twenty minutes later the group re-solves something it already solved, or spends the rest of the hour convinced an opened box is still locked.

Why it's tempting: it looks like organisation, and in most of life it is.

The cheap check: can you point, right now, at the pile of things you are finished with? If not, you don't have one.

The fix: pick a corner or a table edge and make it the done pile the moment the game starts. Opened locks hang open. Used items go to the pile and stay there. Nothing goes backwards. It is a two-second decision that pays for itself repeatedly, and it is the habit that most separates groups on their fifth room from groups on their first. The broader version of this problem — how information moves around a team under pressure — is the subject of why groups fail escape rooms.

Is it a mistake to refuse hints, or to ask for one badly?

Both, in different ways.

Refusing hints on principle is the more romantic error. A group decides it wants a clean escape, waves the game master off, and spends fifteen of its sixty minutes on one step. There is no trophy for an unassisted win, rooms are tuned on the assumption that hints exist, and a hint costs far less clock than pride does.

Asking badly is the more common one. "We're stuck" gives the game master nothing to aim at, so the first hint is a general nudge you had already thought of, and you burn a second getting to the useful answer.

The fix: say what you are stuck on and what you have already tried. "We've got a four-digit lock on the desk and we've tried the numbers on the calendar" lets a game master be precise. You get a smaller, faster hint and keep more of the puzzle for yourself. What that looks like from the other side of the glass is covered in how escape room hints work.

The mistakes that happen before you walk through the door

Several ways to hurt your game are locked in before the briefing even starts.

Turning up late. Slots run back to back, so a venue with a group waiting behind you often can't extend your hour — lateness comes straight out of your own clock.

Arriving after a long lunch. Most venues have a policy on visible intoxication and will refuse entry, usually without a refund. Beyond the policy, an escape room is an hour of reading small print, holding numbers in your head and listening to five people talk at once — a poor fit for a fuzzy head, which is why the drinks work better afterwards.

Bringing extra people on the day. Rooms are capacity-rated for a reason: floor space, and how many hands can usefully touch a puzzle at once. Someone who isn't on the booking may not be able to play at all.

Booking above your level for a first game. Difficulty ratings are set by each venue against its own catalogue, so they're comparative rather than absolute — but still the best signal you have. A hard room as your first isn't a braver choice, just a shorter one.

Keeping your phone in your pocket. Even with no intention of using it, a phone that buzzes in a dark room is a distraction, and a photo taken inside spoils the room for everyone booked after you.

The thirty-second check before the door closes

Run this while the game master is finishing up:

  • Everyone knows how hints arrive, and whether there is a limit.
  • Everyone knows what is marked off-limits in this room.
  • Phones, bags and coats are in the locker.
  • You have agreed where the done pile goes.
  • You have agreed that anything needing force is a wrong answer, not a stuck object.
  • Someone has said out loud that shouting "found something!" is expected, not showing off.

None of it is clever, and together it removes most of the ways a group loses an hour to something other than the puzzles.

FAQ

Can you actually get kicked out of an escape room? It's rare, but yes — usually for damaging the set, ignoring safety instructions after a warning, or arriving visibly intoxicated. Venues far prefer pausing the game and having a quiet word over the speaker, so the realistic risk for an ordinary group is close to zero.

What happens if you break something by accident? Tell the game master straight away instead of hiding it. Props break through ordinary use and venues expect it. The real problem is a broken component discovered by the next group, who then can't solve a puzzle that no longer works.

Can you take photos inside the room? No, and this is the rule venues enforce most strictly, because photos of the set leak puzzles to future players. Most will happily take a group photo in the lobby afterwards with the room's sign or a prop board.

Are you actually locked in? No. Legitimate venues do not lock you in — there is always a way out and the game master shows it to you in the briefing. If you need to leave mid-game, you say so and you leave.

Is it rude to talk to the game master during the game? Not at all; they're watching and listening the whole time and it's part of the job. Keep it to things that help — what you're stuck on, whether an object belongs to the game, or that you'd like a hint.


Knowing what not to do is half of playing well. The other half is booking a room that suits the group you're actually bringing — so check the difficulty rating, the player count and the room's own notes, then find escape rooms near you on No Deliverances and pick one that fits.

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