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Random freezes, missing sound and display glitches usually trace back to one bad driver. Find and replace yours safely.Free scan · under a minuteEscape from the TV Room is a PC puzzle game whose locks are solved with five codes. The complete sequence is the first TV lock, the time-math lock, the planets lock, the doors beneath the TV, and the color lock. The table below gives every required code; the sections that follow show exactly how each one is obtained and what to check when a lock does not open.
Every Escape from the TV Room code in order
Use the locks in the order presented by the walkthrough. The fourth lock depends on the first three answers, so do not skip ahead to the addition step.
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| Puzzle or lock | Code | How the guide derives it |
|---|---|---|
| First TV code | 4795 | April/diamond, July/ruby, September/sapphire and May/emerald are converted to their month numbers in that order. |
| Time-math problem | 1124 | The displayed time additions produce several results; the final result is 11:24, entered without the colon. |
| Planets problem | 2583 | Venus, Jupiter, Neptune and Earth are matched to their positions in the eight-planet order. |
| Doors beneath the TV | 8502 | Add the first TV, time-math and planets codes. |
| Color code | 1437 | Blue, yellow, green and red correspond to 1, 4, 3 and 7. |
How to solve the first TV code
The first clue combines gemstone names with months. The walkthrough gives four pairings: April with diamond, July with ruby, September with sapphire, and May with emerald. The important detail is that the answer follows the order in which those pairings are listed, not alphabetical order of the gems or chronological order of the months.
- Read the first pairing, April and diamond. April is month 4, so the first digit is 4.
- Read the second pairing, July and ruby. July is month 7, producing the second digit.
- Read the third pairing, September and sapphire. September is month 9, producing the third digit.
- Read the fourth pairing, May and emerald. May is month 5, producing the last digit.
- Enter the four-digit answer shown in the reference table into the first TV lock.
This is a position-and-order clue. The gemstone names identify the pairings, but they are not converted to numbers themselves. If you obtain a different result by sorting the months or rearranging the stones, restore the original on-screen order before trying again.
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Time-math puzzle: handling minutes and midnight
The second lock uses ordinary clock arithmetic. The walkthrough lists five additions, and each one is useful for confirming that the game expects minutes to roll into the next hour rather than being treated as a two-digit number. The calculations are:
- 15:00 plus 45 minutes gives 15:45.
- 11:58 plus 86 minutes gives 13:24. Eighty-six minutes is one hour and 26 minutes.
- 18:18 plus 120 minutes gives 20:18.
- 23:59 plus 4 minutes crosses midnight and gives 00:03.
- 10:10 plus 74 minutes gives 11:24.
The walkthrough instructs you to use the final result as the lock answer. Enter the hour and minute together as four digits, with no colon. In other words, preserve both minute digits even when the arithmetic crosses an hour or a day boundary.
Why the midnight example matters
The 23:59 calculation is a common source of mistakes. Four minutes after 23:59 is 00:03 on the next day, not 24:03 and not 00:63. Likewise, 11:58 plus 86 minutes must be normalized to 13:24. If the lock rejects your entry, recalculate in total minutes, convert back to a 24-hour clock, and then remove punctuation.
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Entering the time answer
- Complete all five additions, rather than using only the first line.
- Take the final displayed time, 11:24, as the answer specified by the walkthrough.
- Type the four digits from that time into the time-math lock. Do not enter a colon, space or plus sign.
Planets puzzle: use the standard eight-planet order
The planets clue relies on the eight planets arranged from the Sun outward: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus and Neptune. Pluto is not part of this sequence in the guide, so adding it or using an older nine-planet list changes every position after Neptune.
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The four planets used by the lock are Venus, Jupiter, Neptune and Earth. Locate each one in the eight-item order and write down its position:
- Venus is second.
- Jupiter is fifth.
- Neptune is eighth.
- Earth is third.
Keep the order in which the four planets are presented by the puzzle. Do not sort them by distance from the Sun, alphabetical order or the order in the complete planet list. Concatenate the four position numbers and enter the result from the reference table.
Planet-order checks
Mercury is first and Venus is second; Earth is third and Mars is fourth. Jupiter is fifth, followed by Saturn, Uranus and Neptune. Those neighboring positions are useful checks if you accidentally count from zero or omit a planet. The game’s clue is a simple one-based count, so the first planet has position 1, not 0.
Doors beneath the TV: add the first three answers
The lock on the doors beneath the TV is not a new visual cipher. The guide says to add the three preceding codes: the first TV answer, the time-math answer and the planets answer.
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- Take the first TV code from the quick-reference table.
- Add the time-math code to it.
- Add the planets code to that subtotal.
- Enter the resulting four-digit total, shown in the table, into the doors lock.
The arithmetic is 4,795 + 1,124 + 2,583 = 8,502. Keep the thousands place and enter all four digits. If you calculate the total mentally, write the intermediate subtotal down so that a dropped carry does not produce a plausible-looking but incorrect answer.
If the addition does not work
- Check that you used the three earlier answers, not the color answer.
- Check that you copied the planets answer in the order Venus, Jupiter, Neptune, Earth.
- Check each carry: 5 + 4 + 3 gives 12 in the units column, 9 + 2 + 8 plus the carried 1 gives 20, 7 + 1 + 5 plus the carried 2 gives 15, and 4 + 1 + 2 plus the carried 1 gives 8.
- Enter the total as digits only; do not include commas.
Color code: translate colors in the listed order
The final listed lock uses a direct color-to-number mapping. The walkthrough assigns blue to 1, yellow to 4, green to 3 and red to 7. Read the colors in that sequence and substitute the associated number for each one.
- Blue becomes the first digit.
- Yellow becomes the second digit.
- Green becomes the third digit.
- Red becomes the fourth digit.
- Enter the four-digit result from the table.
Do not reorder the colors into a rainbow, alphabetical list or the order in which you noticed them in the room. This clue is a lookup table, and the order supplied by the puzzle is part of the solution.
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For a clean run, record each answer as soon as its lock is solved. The first three codes are independent clues. The doors beneath the TV then use their sum, while the color lock has its own mapping.
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- Solve the gemstone-and-month clue and record the first TV answer.
- Work through all five time additions and record the final time as four digits.
- Count the positions of Venus, Jupiter, Neptune and Earth in the eight-planet list and record the concatenated answer.
- Add those three recorded answers and use the total on the doors beneath the TV.
- Apply the blue, yellow, green and red mapping to the final color lock.
Keeping the answers in a notebook or a text field helps because the fourth lock deliberately reuses earlier results. It also lets you distinguish an arithmetic error from an input-order error.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting rejected codes
Confirm the lock you are operating
Several clues are associated with the television area, and the walkthrough uses labels such as “First TV code” and “doors beneath the TV.” Make sure you are interacting with the intended keypad or panel. A correct answer entered on a different lock will naturally appear to fail.
Use digits only
These answers are presented as numeric strings. Avoid colons in the time answer, commas in the addition result, spaces between digits and explanatory symbols. If a keypad accepts only one digit at a time, enter the digits consecutively and wait for the confirmation behavior used by that panel.
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Preserve clue order
The first, third and fifth puzzles all depend on order. The gemstone pairings must remain in their listed order; the planet names must remain Venus, Jupiter, Neptune, Earth; and the colors must remain blue, yellow, green, red. Rearranging any of those lists can produce a neat-looking code that the lock will not recognize.
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Recheck number conventions
Use one-based planet positions and a 24-hour clock. Minutes are carried into hours normally, and the 23:59 example wraps to the next day. These conventions account for the most likely off-by-one and overflow errors.
What is known about the game and this guide
The walkthrough source labels Escape from the TV Room as a PC game. It does not identify a publisher, release date, game version or current official store listing. Consequently, the code solutions above describe the puzzles documented in that walkthrough, but they should not be treated as proof of current availability or compatibility with a particular Windows build.
If your screen shows different clues, a different lock layout or a different answer length, check that you are playing the same game and puzzle set before assuming the arithmetic is wrong. Without an identified version, it is not possible to say whether an update, regional edition or similarly named title uses the same sequence.
Quick Recap
Quick checklist before moving on
- The gemstone months were read in the order displayed.
- All five time calculations were completed, including the midnight rollover.
- Planet positions were counted from Mercury through Neptune, starting at 1.
- The doors total used only the first three codes.
- The color mapping was applied as blue, yellow, green, red.
- Every keypad entry used digits without punctuation or spaces.
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