About Escape ManorA door slams shut behind you, you’re locked in! Explore the room to discover clues. You have 45 minutes to work together to find the key to get out before ...
The RoomsFive different rooms. Five different themes. Choose your adventure, each with their own set of diabolical challenges, each more fiendishly clever than the last…
Mankind has driven Mother Nature beyond the brink of recovery. An outbreak of the plague is turning the infected into zombies, including you. Find the cure and secure a spot on the final transport shuttle out.
You and your crew of outlaws are celebrating a successful train robbery in a saloon over some whiskey. Your boss, the king of outlaws, Billy the Kid himself, has snuck away, taking the loot with him and locking you inside the saloon. The sheriff will be there at sunrise to arrest you. Do you have what it takes to outsmart Billy The Kid and escape before the law rolls in? 45 minutes - 6 people
You’re trapped in Ward 13, a condemned area of an abandoned asylum. Escape before the mad scientist, who haunts the asylum basement to this very day, returns and you end up the next eyeball in his formaldehyde jar.
Long ago you made a deal with a mysterious stranger, and for a time all of your dreams came true. Lately however you've been feeling drained, beset by a darkness. It must be true, you signed your soul away to the devil. Find the contract and escape with your soul before the Prince of Darkness returns.
Investigating a series of murders you stumble across a hidden wine cellar, and discover a dark secret — the key ingredient in the wine is human blood! The door slams shut. “I’ll be back in 45 minutes to make my next batch of red. Mouah ha ha,” the wine maker cackles. Will you escape before he returns, or will you be made into merlot?
You and your friends decide to visit a lesser-known gallery. “My most exceptional pieces are in the back room,” the curator says. You and your friends begin to examine his bizarre collection of art. When you try to leave, you find that the curator has vanished and the door is locked. Could any of these strange paintings and artifacts hold the key to your escape?
Desperate to find cover, your platoon enters an underground bunker. While fumbling for your flashlight the ground starts to rumble and when the dust settles you realize a wall has appeared splitting your team in half and blocking the entrance you came in. The pick-up helicopter will be there in 45 mins. Will you escape with enough time to hit the rendez-vous point?
You and a handful of medical students are chosen for the residency program at a small hospital outside the city. Dr. Dekill, conducts the tour of the dilapidated facility. As you descend into the basement, the doctor quickly leaves and shuts the door behind him. You find a note indicating that YOU are the next experiment. You better escape before the good doctor returns.
Cycling through Ontario on a shoestring budget, you seek shelter from a downpour in an old run-down hostel. A scream wakes you. You quickly realize that one of your friends is missing, and the door has been locked. A note under the door reads "one person dies every 45 minutes". Will you get out before the evil owner returns?
You are on the final guided tour of the day, when you and your friends duck into a room and hide so that you can spend a night at the museum. You soon discover that it is not a museum at all. It is actually a cover for an enemy spy organization. You overhear some people talking behind closed doors of an imminent attack scheduled for tonight! You must escape! But first, you must find the communications room, stop the launch sequence and phone-in the Red Alert transmission to the outside world before it is too late! 12 people, 60 minutes. Do you have what it takes to save the world?