Bath LockDoor QTE Trainer
Practice the 10-second bath LockDoor task that splits the Escape and Caught endings. Every timing value on this page is reproduced verbatim from the in-game bath and heartbeat config assets - the 4.5-second knock delay, the 2-second task delay, the 10-second task window, and the heartbeat that accelerates from a 2-second interval down to 0.4 seconds as the scene tightens.
Verified timing breakdown
Bath Config.assetThe bath scene opens with a 5.5-second dialogue pause, then a knock lands after 4.5 seconds. Once the player commits to escaping, the LockDoor task begins after a 2-second delay and the player has exactly 10 seconds to finish it. Missing the window drops the route into the GotCaught ending; clearing it routes into RanAway. The exact values live in the bath config asset and are reproduced here line-for-line.
Heartbeat tempo
Heartbeat Config.assetThe heartbeat drives the tension. It starts at a 2-second interval, accelerates to 1.5 seconds over the first 6 seconds, then ramps toward 0.4 seconds across a 20-second fast phase. During the 10-second LockDoor window the heartbeat is still in the slow phase for the first 6 seconds, then enters the fast acceleration for the remaining 4 - so the pulse you feel at the end of the task is already noticeably quicker than where it started.
Interactive trainer
Decay mechanicThe LockDoor task is a mash-to-fill bar: each press pushes progress up, idle time lets it decay. The exact increase-per-press and decay-per-second sit inside compiled method bodies the dump cannot read, so this trainer exposes three difficulty presets you can switch between. The 10-second window, the heartbeat acceleration, and the success or failure branching are all A-level and match the shipped scene.
Tap Space or click the Press button to fill the bar. The bar decays every second - the higher the decay, the faster it bleeds. Hit 100% before the 10-second window closes to clear the task.
Branching flow
Scene mappingThe LockDoor task is the mechanical fork between the Escape and Caught endings. The adjacent choices - stay, confront, or resolve - feed the Labyrinth, Anger, and Willpower endings and are not gated by this task.
Common questions
Config-backedHow long is the bath LockDoor task?
Exactly 10 seconds. The LockDoorTaskDuration field in the bath config asset is set to 10, and a 2-second LockDoorTaskDelayOnStart delay fires before the window opens. The full sequence is: 5.5s dialogue delay, 4.5s knock delay, 2s task delay, then the 10s task.
What happens if I miss the 10-second window?
Missing the LockDoor task drops the route into the GotCaught ending - scene 91_Ending_Bathroom_GotCaught. Clearing it within 10 seconds routes into the RanAway (Escape) ending - scene 90_Ending_Bathroom_RanAway.
Why does the heartbeat speed up during the task?
The heartbeat config sets an initial interval of 2 seconds, a slow-phase final interval of 1.5 seconds reached over 6 seconds, and a fast-phase final interval of 0.4 seconds reached over 20 seconds. The 10-second LockDoor window sits across the boundary - the first 6 seconds are slow phase, the last 4 seconds enter the fast phase.
Why are the decay and press values adjustable?
The mechanism - mash to fill, idle to decay - is confirmed in the compiled bath scene, but the exact increase-per-press and decrease-per-second are not text-extractable from the available data. The three presets here let you rehearse at different tension levels. Mark them as B-level inferred mechanics, not A-level constants.
Does the trainer send my records anywhere?
No. Everything stays in your browser under the localStorage key "qte_lockdoor_best". No backend, no telemetry. The fastest clear and best progress persist across visits on the same device.
