The story of the film begins with the revelation that there is a company that kidnaps people and imprisons them in a horrifying room.
The chamber is known as the “Escape Room,” and there are a few puzzles in it that need to be answered or the occupants would die.
Rich people like to watch and gamble on this game, which makes it popular among them.
The only people who made it out of the last “Escape Room” were “Zoey” and her friend.
”Zoey” then made a self-promise to herself that she would catch those awful games and ban them.
Next, a man who works for that company is seen, and he created “Escape Room” for it.
He is married to Claire, and the daughter he has is called Claire.
His wife tells him that our daughter will suffer because of his job, which she finds unpleasant.
I want a divorce from you because of this, and I’m moving out with my daughter.
However, her spouse responds, “Remain calm. I’m busy right now. We can talk about this later.”
After taking a shower, his wife goes into a room and finds herself confined in the “Escape Room” by three iron rods.
She asks to open the door when the room temperature starts to rise quickly, but no one answers.
and due to steam, a riddle is shown on the door; “stone” was the response.
She discovers a magnet from the stones after seeing them there.
She realizes right away that she needs to use this magnet to remove the iron rods from the door.
One by one, she begins to remove the rods.
However, the temperature in the room was rising from 240 degrees.
Her flesh began to melt as a result, and before she could remove the last rod, she passed out from the extreme heat.
Years later, their daughter “Claire” is depicted as an adult, but because she is skilled at creating “escape rooms,” her father has imprisoned her.
Her father creates “Escape Rooms” for her; he was furious that “Zoey” made it out of his game.
In order to ensure that “Zoey” would not escape this time, he encourages his daughter to create a challenging “Escape Room.”
He has constructed a “Escape Room” for Zoey on the plane, knowing that she will be traveling there via air.
“Zoey” and her companion are pictured at the airport; they were on their way to New York to disclose that corporation.
Because “Zoey” senses something is off, she declines to travel by plane, and the two of them manage to flee.
They now drive to New York and stay the night in a hotel. The companion of “Zoey” felt as though he was in the “Escape Room.”
They go to a location where a robber fled while grabbing “Zoey’s” chain, however it was all a nightmare and nothing genuine.
While pursuing him, they get to a station, where the thief escapes, locking them inside a train.
There were just six persons seated on the train, which made “Zoey” suspicious. She went to look in the driver’s cabin, but there was no one there.
They all panic when the door was locked, their box travels away from the train and splits, and
The box ends in a deserted tunnel.
When “Zoey’s” pal tries to unlock the train door, they realize that it is locked and that the business has located them and imprisoned them.
Surprisingly, the other four passengers on the train have previously prevailed in this fatal game.
indicating that this is the champs’ game now. The current flowed through the train’s machinery, preventing them from coming into contact with any iron objects.
A child discovers a package beneath a seat that contains towels and the door handle; they use this handle to access the driver’s cabin.
Inside, they find a token machine that requires them to insert nine tokens. It reads, “The mistakes on the poster must be found.”
When they notice that the letter “E” is absent from a poster, they begin to look for spelling errors.
“Zoey” observes that the train has a total of 26 handles.
and the fact that there are 26 alphabets means they must pull the letter’s handle that is missing.
They split up a large rubber piece that a girl found in a bag so they could pull the iron handles to stop the current.
“Zoey” pulls a handle, releasing a token, which she places in the token box.
Following that, tokens were emerging from the missing letter handles as they were pulled.
Pulling handles was also increasing the current.
Now, a child discovers the final three missing letters, but he grips the iron pipe by accident before he can notify anyone.
Because of an electric current, he dies.
When ”Zoey” notices the word ”Welcome Back,” she informs others about the final three missing letters, and her companion quickly pulls the handles.
As soon as he inserts the token into the machine, a portal opens, allowing them to leave.
They enter a lift that transports them far below the surface, and when it stops, they introduce themselves to everyone.
The females were writers, the boys were priests, and the fourth girl was a nurse. As they get out of the elevator, they find themselves in a large “Escape Room.”
The writer girl treads on the ground without thinking, but they have to move into the front door while passing from here.
Fortunately, no one was harmed by the laser, and they quickly removed the writer girl from the area.
because the laser pauses because she walked on the wrong tile.
They now have ten minutes to traverse that road through the door; if they don’t, it will close.
The laser will terminate them if they tread on the incorrect tiles.
After the priest takes a key out of the lollipops, “Zoey” walks across the counter and toward the lockers.
After discovering a key, the writer and the nurse proceed to unlock the locks.
Each lock has a number, but “Zoey’s” companion finds one with a name inscribed on it, so they begin to unlock it.
”Zoey’s” finger gets hurt as she touches it as it opens, releasing a stream of sharp diamonds.
After a time, an ATM light turns on, and the girls notice that the lock has empty notes in it. They immediately want the code.
“Zoey’s” friend is aware that if he spills “Zoey’s” blood on the notes, he might be able to decipher the code.
However, when the nurse approaches the counter to deliver the notes, the laser activates, and the terrified nurse collapses.
As she collapses, the laser also goes off. The priest hands “Zoey” the notes, and when they splash blood on them, they receive the code.
Three clocks actually stop at different times as he enters the code into the ATM; this served as a hint for them to go to the appropriate tiles.
They might see which direction to walk in by looking at the hour needle.
and the number of steps they need to walk is indicated by the minute needle. The needles indicate that the priest takes twelve steps.
He was putting lollipops on the tiles behind so that people would know which way to go, but they would need needles to cross the halfway.
because a second locker appears in front of the first one as soon as the following tile is hit like a button,
On the tile he was standing on, there is a mystery. They begin to discover that the code used to unlock the locker is panicked.
They are running out of time, but the priest moves forward, trusting in God, despite others’ prohibitions, which he disobeys.
He steps on the wrong tile, triggering the laser, hitting a table with his head, and passing out.
When the girls take his foot off the incorrect tile, the laser ceases.
The writer continues to turn the handle of the locker because she understands the puzzle.
This time as it opens, a map emerges, and “Zoey” sets it on a drawing that has been drawn on the wall.
They now locate the alternate route. “Zoey” pauses here, directing others to the next route before they depart, carrying the unconscious priest with them.
Zoey rushes over to the door as well.
They’ve now traversed two escape rooms when she leaves just in time to avoid the door closing.
In the third “Escape Room,” the priest also realizes his mistake and they proceed.
The author notices a camera and picks it up to snap a photo because it seems like a seashore.
Suddenly they notice a boat in the photo, but they can’t spot the boat because nothing was in front of them.
From the trash, “Zoey’s” friend finds a tool that allows them to locate iron objects, and by using it, he discovers the boat everywhere.
“Zoey” discovers two statues in this location, one of which has shells placed over its strange-looking eyes.
There are tool noises on the sand, and they dig there and remove a large object that is rope-tied.
However, the rope snaps, and the sand instantly swallows it. They realize that the sand is becoming muck.
The priest jumps into the beach while tying a rope around his waist, causing the nurse to become entangled and subsequently be swallowed by the sand.
He rescues the nurse, but as a result of the rope breaking again, he is caught in the sand and dies.
They relocate into a cabin because the sand was becoming a marshy place, but as soon as they enter, they realize that the refrigerator is where the exit is.
The outer building’s light turned on when “Zoey” hit a button on the fridge, but they need to find a code to access it.
She goes through the steps on the other side since she knows they will find the next clue upstairs in the building.
and using binoculars, “Zoey” reads a message that says, “I can’t see you,” but the spelling of “See” is incorrect; it should say “Sea,” not “See.”
Shouting, she gives out this hint to everyone, but as she descends the stairs, she notices a round door; “Zoey’s” friend found the clue.
For this reason, he runs to the statue with the shells on its eyes and scarcely removes them.
They can actually depart from here when he opens the refrigerator because it was truly the fridge code.
“Zoey” takes out the circular door, revealing a hidden passageway. She realizes that if they go inside, they will lose the game.
She calls other people, and aside from the writer, her friend, and the nurse, who has faith in her, move closer to her.
They were now going upstairs via the stairs. The nurse went upstairs, but before “Zoey’s” buddy could go upstairs, the stairs shifted inside.
They now arrive at a location by a secret passage. “Zoey” feels horrible to see him buried in the sand after falling.
To go outside, they locate a ladder. When they emerge through the ladder, they realize they are on a road when they notice nearby cars.
It indicates that they have actually exited the game, but nothing comparable occurred.
and the author dashes over to inform them that this is the fourth “Escape room” and that acid rain will fall every minute.
The writer moves upside down and discovers a key inside the closed store, where we must move in order to escape.
She finds another door in front of the store after moving the shutter and unlocking the lock.
As the allotted time runs out, acid rain begins, but a cover appears, saving them. The rain then stops, and the one-minute timer begins again.
“Zoey” claims that if we gather the acid, we can melt the lock and open the door as the phone rings inside a locked box.
As the allotted time runs out, the nurse finds a bottle and something that won’t burn when exposed to acid.
They place the bottle there and stand beneath the cover. When the rain stops, they use the accumulated acid to melt the lock, allowing the door to open.
When “Zoey” answers the phone and no one answers, she finds out about a car through a poster.
She begins looking inside the automobile after realizing that the vehicle that is standing there is their next clue.
As the time runs out, she realizes that the car door is locked. The girls give “Zoey” their umbrella as the rain begins.
After “Zoey” manages to avoid burns from the acid, “Zoe” begs the nurse to allow the phone to ring three times after he notices three rings on a billboard.
and takes up the phone after that. Because of this, the nurse follows suit. The automobile door opens, and “Zoey” gets in it right away.
The girls attempted to enter the car after it had stopped raining, but the door was locked, and the phone box’s door automatically closed.
Additionally, the cover was pulled inside, leaving them with no other option except to perish from acid rain burns.
When “Zoey” sees this horrific scenario, she yells since there is nothing she can do to save them.
The seat opens in the meantime, and “Zoey” leaves. “Claire’s” father, who created the “Escape room,” senses that something is off.
because “Zoey” went somewhere else instead of arriving at the last “Escape Room,” where she was supposed to.
He knows that his daughter “Claire” must take action to save “Zoey,” but on the other hand, “Claire’s” friend brings “Zoey.”
And when “Zoey” notices that “Claire” used to create “Escape Room,” “Claire” explains to “Zoey” that she is carrying out her father’s instructions.
Since my mother passed away, my father has kept me in this chamber. I summoned you to come help me and get me out of this place.
“Zoey” asks, “Why should I help you when I don’t trust you?”
She says I messed up in the beach escape room when your pal got covered in sand and made it out alive.
He is secure in a chamber, but they witness “Claire’s” father’s companion placing him in the last “Escape Room.”
That room had a temperature. The companion of “Zoey” begins to solve the puzzle in this chamber, but if he doesn’t finish it quickly, he’ll end up like “Claire’s” mother.
Claire says to Zoey, “I have to leave this room in order to use my father’s computer to save your friend.”
“Zoey” begins working through the puzzle on the wall, but it was impossible to complete because it was changing every few seconds.
“Claire” informs my father, “I will never be able to solve this riddle myself,” and “Zoey” is standing where “Claire” is unable to see.
and she discovers a code that allows them to open the door and let “Claire” go. Meanwhile, “Claire’s” father shows there with a gun.
He begins to apply pressure to his daughter’s neck, but she resists and shoves him back into the room.
”Claire” bolts to her dad’s room to switch off the final escape room from his computer, where ”Zoey’s’ buddy became trapped.
Similarly, he was spared; “Zoey” queries, “Claire,” “Where is my friend?” and she says he’s in the building where you initially went.
… all of your “Escape Rooms” are played in that building; all of the people who created this game are locked there.
Thus, you will provide them to the police along with proof, and I will give the police my father. Later, “Zoey” arrives at the building in the car.
and the ambulance was there, as well as the police. Additionally removed were the deceased bodies of the game’s participants.
additionally, the individuals in charge of the game have been detained by the police. After that, “Zoey” makes friends as well, and “Claire” visits her father.
Here, “Claire’s” true face reveals how deadly she really is—as she has been insane since she was a young child.
Her early years saw the development of her terrible behaviors, which included injuring other people and acting rudely toward everyone.
To help her get well, her mother was going to check her into a mental health facility.
that’s the reason she abandoned her mother in the warm “Escape room.”
Sure, “Claire” has brought her to an end, and she continues here by bringing her father to an end as well, leaving her admirable for her creation of even more deadly “Escape Rooms.”
She made an early attempt to pretend to be innocent, but she was crazy enough to kill her parents.
This concludes the film.