Escape rooms aim to provide a challenging team-building experience that test problem-solving skills in unique settings
What You'll Get
- Escape room: You and your group may join other players to solve puzzles and escape the room.
- Available rooms:
- Mystery Tap Takeovers
- The Wizard’s Keep
- Room #9
- The Tomb
- Must be 13 or older
- Players aged 13 and younger must be accompanied by an adult over the age of 18
- Players must be 21 or older to enter the Mystery Tap Takeovers room
The Fine Print
In fully immersive 4D rooms, Trapped challenges participants' skill and prowess to escape from a locked room. By finding and deciphering clues in each room, players have exactly one hour to solve a series of puzzles to escape.
Room #9: Due to bad weather, participants are forced to find lodging at a mysterious hotel. They're placed in the last vacant room, and are warned that guests who've stayed in this room have never left alive. Participants have one hour to escape the haunted accommodations before being claimed by the hidden evil in room #9.
The Wizard’s Keep: Participants have enrolled at The School of Wizardry. But before formal admission, participants must pass several tests and exams to demonstrate that each prospect has what it takes to become a wizard or witch.
The Tomb: In 1921, participants are among a team of archaeologists in search of King Tutankhamun's tomb. They get some help from a rogue wanderer, who provides a map that guides them to the pharaoh's resting place. But once they reach the site, they encounter trouble. Participants have one hour to navigate their way out of the tomb before being locked away forever.
A Mystery Tap Takeover: It's the year 1922 and participants are at a speakeasy celebrating the birthday of Alistair Merrifield, a businessman who sells exotic items to the wealthy. Suddenly, guests flock to the back room and find Merrifield's lifeless body. Rumors swirl of a drug overdose, but police suspect foul play.