All reviews are from people who have redeemed deals with this merchant.
· Reviewed May 6, 2017
· Reviewed May 1, 2017
· Reviewed April 29, 2017
What You'll Get
Choose from Three Options
- $35 for a room-escape game for two ($70 value)
- $65 for a room-escape game for four ($140 value)
- $125 for a private room-escape game for up to eight ($280 value)
The Fine Print
Promotional value expires 90 days after purchase. Amount paid never expires. Limit 1 per person, may buy 1 additional as gift. Minimum 4 players required to play game. Groups of two are required to join existing reservations to book. Online reservations required. Subject to availability. Please arrive 15 minutes prior to scheduled appointment. Merchant is solely responsible to purchasers for the care and quality of the advertised goods and services.
About Jimmy's Escape Room
How do you react under pressure? It's a question that you'll find the answer to at Jimmy's Escape Room, the room-escape game facility that challenges the cool and cleverness of players in its immersive scenarios. Once you enter one of Jimmy's rooms, you'll have to use your intuition, smarts, and teamwork skills to solve riddles and deduce the meaning of cryptic clues. Oh, and you'll have to do it quickly: each room has a time limit, meaning that quick thinking might be all that stands between you and a losing record. Read on to learn about each room:
The Lighthouse: When you took this job as an island lighthouse keeper, you imagined a majestic retreat where the salt spray of the sea met the rugged individualism of the windswept coast. Instead, you've found yourself held captive by the sadistic Captain White, who may have been responsible for the tragic end of your predecessor, Reginald. Fortunately, Reggie left clues to aid your escape. There's only one catch: the last boat to the mainland leaves in 45 minutes. Can you crack the code in time?
Asylum (Now Open): The asylum at Letchworth earned a gruesome reputation as a purgatory for lost souls forgotten by the world at large. By the time it closed in 1955, it had become the final resting place for scores of patients—except for Charlie. The disturbed genius was the only patient to ever escape from Letchworth, and he was even kind enough to leave clues for the next resident. That resident, it turns out, is you. On an expedition to the abandoned asylum, you've found yourself locked in Charlie's old room. Can you get out before whoever (or whatever) trapped you returns to claim their prize?