New Seasonal Room

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New Seasonal Room 〰️

[Premium] FRIGHT Knight in the Museum

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Waiver

Something ancient has awakened.

Back for round two, you thieves of the WEST group have stumbled into a problem. No longer a mere exhibit, the Knight of the Crusades has been unsealed and is gaining strength, angered over the theft of his legacy and the betrayal that was his death. It's now up to you thieves to return the relics to the Knight and perform the ancient burial rite of Crusaders he was once denied.

6-15 players required.

  • Room will be dark and flashlights will be provided.

  • Jump scares and scare actors are used in the room; scare actors are optional.

Have you done Knight in the Museum before? Good News! While the room may have the same layout, the puzzles are different!


[Premium] Blood Thirsty

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Your friends went missing while visiting a local vineyard. Something sinister is afoot. (Split start).

6-12 players required.

Notes/Warnings:

  • Portions of this room are dark or dimly lit with flashing lights. This room will also require some crawling and traversing of narrow corridors.

  • One part of your group starts off blindfolded and handcuffed. “Split start” means your group will start in two separate areas and meet up during the game.

Ages 16+ recommended


[Premium] Meeting of the Minds

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Hidden from the world, the secret society of Brightbulb—founded by legends like Tesla, da Vinci, and Einstein—has summoned you to prove your worth through a series of brilliant, mind-bending trials. You have 60 minutes to show you’ve got the spark to join their ranks… or be left in the dark.

6-18 players required. One of our most challenging games yet.


[Deluxe] Reindeer Games

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Santa and his elves are busy preparing for Christmas when all mayhem breaks loose. Can you help Santa’s elves save Christmas before the big man gets back?

3-6 players required.

Without hints: 8%

With hints: 60%


[Deluxe] Space: The Final Frontier

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Waiver

RED SHIRT ALERT!
After a fierce battle with a Klingon war party, your crew is left stranded on a crippled enemy vessel. With just one hour before reinforcements arrive, your only hope of survival is to outwit the odds and repair the damaged Klingon ship—before it's too late.

2-6 players required.

(Note: This room is not accessible by wheelchair, and is generally more suited for non-disabled individuals)

Room Completion Rates:

  • Without Hints = 8%

  • With Hints = 61%


[Deluxe] Sherlock Solution

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Waiver

Moriarty has set up a clever little trap in a warehouse on the river Thames. He has "graciously" given you an hour before the ending that could be quite... Explosive.

6-15 players required.

Room Completion Rates:

  • Without Hints = 8%

  • With Hints = 71%


[Deluxe] The Bat Cave Conundrum

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Deep in the bowels of the Bat Cave lurks the Joker, and he knows something you don't. Are you up for the challenge to find out? 

2-6 players required.

Room Completion Rates:

  • Without Hints = 11.5%

  • With Hints = 65%


[Classic] 20,000 Leaks Under The Sea

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The Nautilus crew is in trouble and they're depending on you to save the ship. Use your MacGyver like skills to rescue yourselves from near certain death.

2-6 players required.

Room Completion Rates:

  • Without Hints = 20.5%

  • With Hints = 57%


[Classic] Saving Lincoln

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Waiver

Match your wits to the likes of John Wilkes Booth to play a part in the changing of history. Take advantage as an opportunity like this so rarely comes along!

2-6 players required.

Room Completion Rates:

  • Without Hints = 19.5%

  • With Hints = 60%


[Classic] Tomb Of Doom

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Waiver

King Tut's Tomb was nothing compared to this. Use your wits and deductive reasoning to solve the problems and lift the curse.

2-6 players required.

Room Completion Rates:

  • Without Hints = 12%

  • With Hints = 63%