Enjoy a thrilling escape from an asylum for the criminally insane, steal Da Vinci’s manuscript, or break out of a bank vault
What You'll Get
After purchasing this deal, you will need to visit the website listed on your voucher to complete redemption.
- Escape Room Game for Two People
- Escape Room Game for Four People
- Private Escape Room Game for Up to Ten People
The Fine Print
Promotional value expires 120 days after purchase. Amount paid never expires. Online reservation required. Limit 1 per person, may buy 2 additional as gift(s). Must use promotional value in 1 visit(s). Merchant is solely responsible to purchasers for the care and quality of the advertised goods and services.
About The Escape of a Lifetime
Three hints—that's all you get at The Escape of a Lifetime. Even though the puzzles are hard and the clues are hidden, the riddles are complex and the stakes are high, you can only ask the staff to assist you thrice. And if you use those chances all up at the beginning and then get stuck again, you'll just have to crank your thinking cap up to 11. Because The Escape of a Lifetime is meant to be challenging. The clock ticking down an hour and the intricacies of the themed rooms work together to get groups collaborating and communicating while exercising their mental muscles.
Da Vinci's Study: In this scenario, you've learned of a valuable manuscript by Leonard da Vinci that's never been published. So, like an upstanding citizen, you decide that you need to show it to the world—and if you happen to profit along the way, that's just fine. To get it to your black-market buyers, you decide to break into his private study, but you only a one-hour window between security-staff checks.
The Vault: One last job to set you right for life—that's what you and your team of thieves have in mind. But when one of your crew double-crosses you, the dollar signs in your eyes turn to prison bars. Now, you have to use your skills to shut down the alarm and get out before the 5-0 arrives.
The Asylum: Sure, it was an ambitious assignment. You and a team snuck into the Kirkbridge Asylum for the criminally insane to learn about the treatment of the population and disappearance of several patients. But when your cover is blown, the director decides to keep his secrets safe from the media by making sure you never leave. Now, with one hour before your first "treatment" and your first post-"treatment" lollipop, you and your crew have to spring yourselves.