The Cryptex

Medium Round 1 of 3
Level
1
Streak
0
Score
0
Spins
Track Record
Best Score0
Best Streak0
Games Played0

Cryptex

Spin the wheels to find the hidden word.

3 rounds make a Game. Reach the end of Level 3 to complete a Run.

Use your lifelines wisely — only one per round.

Pick Easy, Medium, or Hard anytime from the Menu (☰).

Open the Menu for the full Guide.

Congratulations!

You've completed all 3 Levels.

How to Play

The Puzzle

Every puzzle hides a word. The first letter is already set. Spin the rest of the cylinders up and down with the arrows to find the letters that complete it.

There's no correctness feedback while you spin — no per-letter colors or ticks along the way. But the moment you land on the exact word, it lights up clearly so you know you've solved it. Land on a different real word by chance, and the game will let you know it's not the one you're after.

Rounds, Games & Levels

A game is 3 rounds. Solve a round to move on to the next; finish all 3 to complete the game and see your final score.

Enough completed games carry you from Level 1 through Level 3. Clear Level 3 and you've finished a Run — from there, start a new Run, or continue in Practice Mode to keep playing without it counting toward your official best.

Difficulty

Choose Easy, Medium, or Hard from the Menu (☰) at any time. Your Level, Streak, and Score all carry over no matter which you pick.

Lifelines

Hint — instantly solves your leftmost incorrect cylinder.

Check — tells you how many letters are currently correct (not which ones).

Skip — reveals the answer and moves you on, no points earned. Available in Rounds 1 and 2 only.

Wildcard — makes the last cylinder optional. Land any real 4- or 5-letter word to win.

ReDeal — abandons this puzzle for a fresh one.

Each lifeline can be used once per game, and only one lifeline total may be used per round — spend it wisely.

Score & Streak

Some rounds show a Spins countdown — a cap on how many spins you can take before the game ends. Solving efficiently, relative to that round's theoretical minimum, earns a higher score.

Your Streak counts consecutive completed games; your Score is a running total that grows with it. Keep completing games to rise through the Levels — if a streak ends, you may lose some ground, but you won't be sent all the way back to the start.

Dev Panel — Phases

Editing:
PhaseGames to
Advance
Streak
Reset
Rnd Letter
Length
2RH%Cap
Mult.
Lifeline
Penalty
Score
Mult.
Library
Low
Library
High
Total
Min
Plaus.
%
Current Phase: 1

Game Log

Every solved puzzle, ReDeal, and manual "New Game" marker is logged automatically. Always on.
Ctrl+Alt+X to toggle. Every table edit is applied via "Apply & New Game" and persists automatically across relaunches, same as ordinary browser-remembered settings. Save Config additionally downloads a named snapshot (cryptex-config.json) you can return to later; Load Config reads one back in and makes it the new ongoing state. When hosted (not run as a local file), a matching config file next to the game overrides everything and loads automatically on launch — that's the deliberate "shipped/baked-in" build config. Phase settings hold for "Games to Advance" completed games, then move to the next phase; the last phase runs indefinitely. Streak Reset is the phase to fall back to when a streak ends. 2RH% >100 disables red herrings for that round. Letter Length is candidates per cylinder (4–20). Cap Multiplier of 0 disables the spin cap for that round (its window is hidden); otherwise the cap is Cap Multiplier × the round's theoretical minimum, counting down by 1 per spin and by Lifeline Penalty per lifeline used — hitting 0 ends the game. Score is 1000 × (Score Multiplier − r) ÷ (Score Multiplier − 1) × (1 + Streak × 0.05) × (1 + Letter Length × 0.01), where r is actual spins ÷ this round's spin minimum. Perfect play (r=1) at streak=0 scores 1040–1200 depending on that round's Letter Length (4–20), not a flat 1000 — the difficulty multiplier is bounded (1.04–1.20) since Letter Length is bounded, while the streak multiplier is unbounded; both apply multiplicatively, so a large streak amplifies the difficulty bonus too rather than the two staying independent. Score Multiplier is the r value where the base performance term hits zero (the "pick-up point," like 2x-par in golf), so it must stay above 1 — the field enforces that. Result is floored at a minimum of 50 points per round as the very last step, then added to the running game total. Library Low/High set the 1-indexed range within the frequency-ordered word list that round's target may be drawn from; higher numbers mean rarer, harder words. Total Min (0 = off): otherwise, a round total (clamped to 8–40) split across the 4 wheels randomly — each wheel gets between 2 and 15, handed out unevenly on purpose, so the same total can produce very different-feeling rounds (e.g. 17 could land as 4/4/5/4 or 3/4/3/7), never a fixed shape. Note: a Total Min of exactly 8 forces every wheel to precisely 2 (no spread possible — it's the floor times 4). The total itself is always exact; only how it's divided up varies, freshly, every round. Costs one decoy slot per wheel. Individual wheels clamp down automatically if Letter Length is too small to fit their assigned share twice over (shouldn't occur in the intended 10–16 Letter Length range, but stays safe regardless). Plausibility % (100 = default): how strongly decoys lean toward plausible-sounding letters (real word-initial/bigram frequency data) versus flat/uniform selection within the already-safe pool — 0 makes every safe decoy equally likely regardless of how plausible it sounds; 100 is full strength. This only ever changes how often an eligible decoy gets picked, never which letters are eligible — the collision guard and the safe/checked boundary are completely unaffected at any setting. The no-repeat cache (last 75 targets, independent of the current window) persists for the whole session, not per phase or per game — so a narrow window can take a while to fully cycle, and a window smaller than ~75 words will force early repeats. Given-letter "jail": no given letter can appear more than 2 times within the last 20 rounds (reuses the same recent-targets history, falls back to ignoring the rule if it would leave zero eligible words for a narrow Library window).