clearInterval when you choose GOOD or WRONG answer JavaScript

Please help, I don’t know how to clear Interval when i choose good or wrong answer. Without choosing answer Interval clear when time goes to 0. When you choose a good option or a bad one, it moves to the next artboard, but the old interval still remains in the computer’s memory. I am not a coding specialist, which can be seen from my coding method… Game made in Adobe Animate.

createjs.Touch.enable(stage);
stage.enableMouseOver();

this.stop();
console.log("enter game")

let selected = [];
let finalMove = null;
let numberOfSec = 20;
//let level = 1;
//let score = 0;
this.timer.text = numberOfSec;
this.score.text = counterWin;

this.timer.visible = true;
this.timeplace.visible = false;

const timerInterval = setInterval(() => {
        numberOfSec--
    this.timer.text = numberOfSec;
    if(numberOfSec==5){
        this.timer.visible = true;
        this.timeplace.visible = true;
        createjs.Sound.play('clock');
        console.log("clock 5 to 0")
    }
    if(numberOfSec==0){
        this.gotoAndStop('next1')
        clearInterval(numberOfSec);
        console.log(numberOfSec);
        console.log("enter to page next1")
        createjs.Sound.stop();
    }
},1000)


const elements1 = [
this.mc1,
this.mc2,
this.mc3,
this.mc4,
this.mc5,
]


const places = [
    this.card1, 
    this.card2, 
    this.card3, 
    this.card4,
    this.card5,
];
    

shuffle(places);

elements1.forEach((element, index) => {
    element.x = places[index].x;
    element.y = places[index].y;
})


function shuffle(a) {
    let j, x, i;
    for (i = a.length - 1; i > 0; i--) {
        j = Math.floor(Math.random() * (i + 1));
        x = a[i];
        a[i] = a[j];
        a[j] = x;
    }
    return a;
}


//var clear = clearInterval(numberOfSec);
var root = this;

elements1.forEach(element => {
    element.addEventListener('click', (event) =>{
    
        if (event.currentTarget.name === 'mc5'){
            console.log("GOOD")
            counterWin+=2;
            //clearInterval(numberOfSec);
            //root.clear;
            console.log(clear);
            this.score.text = counterWin;
            //createjs.Sound.stop();
            createjs.Sound.play('good');
            this.play();
            createjs.Sound.stop();
            console.log(counterWin);
        }else{
            console.log("WRONG")
            createjs.Sound.play('wrong');
            //clearInterval(numberOfSec);
            //root.clear;
            createjs.Sound.stop();
            this.play();
        }
        
        
    });
    
});