CLOCKVAULTTHE COUNTING HOUSE
TRUE0/12
TURNED0
OWED0
The bolts are drawn.
THE VAULT'S OWN HAND
Choose a face, then turn it. The next face follows you forward, the last falls back.
A LOCK THAT COUNTS HOURS
CLOCKVAULT
Twelve brass faces ring one door. Each must be set to its mark. But the faces are coupled: turn one on a quarter and the next follows it forward a whole hour, while the one behind it falls back a whole hour. The last face you set is never the last one you need.
1–9 0 choose a face
←→ move along the ring
↑↓ turn the chosen face
CLICK a face to turn it
ESC pause M mute
No vault opened yet.
HANDS OFF THE DIALS
The vault is holding.
Nothing has moved. The hands are where you left them.
THE WARDEN'S NOTE
One face moves three.
- THE COUPLING
- Turn a face on one quarter hour and it goes on a quarter. The next face round the ring goes on a whole hour with it. The face behind it goes back a whole hour. Turn it back and all three reverse.
- THE MARKS
- Each face carries a mark and a band of acceptable time around it. Bring the hands inside the band. The lamp goes green, the plaque reads TRUE, and a bolt draws home.
- THE VAULTS
- The Counting House forgives three quarters. The Oxblood Cellar forgives half an hour. The Meridian Vault forgives nothing at all — and its own hand keeps moving the marks underneath you.
- THE CONTROLS
- Click a face to turn it on a quarter. Or choose it with 1–9, 0, and the arrow keys, then turn with the up and down arrows. H for a hint, R to start the vault over, M to mute, ESC to stop.
THE DOOR IS DRAWN
The bolts are home.
All twelve faces stand true and the door swings off its seat.