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Escape quests

Three escape quests, one long hallway

A pirate ship, a jungle temple and a lab that runs backwards. Private bookings, 40 to 60 minutes, from ages 6 with an adult. $28 per person plus GST, $22 for kids 12 and under.

Which quest fits your group?

Type an age and a group size to see which rooms fit. The quick version: Lab from 6, Redbeard from 8, Temple from 10; 2 to 6 players in the Lab and on the ship, 3 to 8 in the Temple.

How a quest runs

  1. Arrive 15 minutes early. Check in at the front desk, stash coats and bags in a free locker, and use the washroom. Phones go in a pouch on the wall of the room so the puzzles stay puzzles.
  2. Briefing. Your game master walks you into the room, tells you the story, shows you the hint screen and the door release, and starts the clock.
  3. Play. Search, sort, unlock, argue, unlock again. Every room has an early win in the first five minutes so nobody stands around.
  4. Finish. Escape or run the clock down, then get the three-minute debrief on the puzzles you missed. A photo with the props is included.
Antique brass telescope and compass in a wooden box beside acorns and lens caps on weathered planks

Quest 1

Captain Redbeard's Lost Ledger

  • 45 min
  • Ages 8+
  • 2–6 players
  • Easy–medium

You are the crew. The captain has gone ashore in a hurry and the ship's ledger, the only record of who is owed what, is hidden somewhere aboard. The harbour master boards in 45 minutes and if the books are not on the table, the whole crew is off the ship.

The room is a two-level ship interior: a galley with a working (cold) stove, bunks, a chart table, and a crow's nest reached by a short ladder. Puzzles lean on physical searching, rope and knot mechanics, a compass-bearing chart and one very satisfying cannon. Difficulty 2 out of 5. Two adults with two kids aged 8 to 11 is the classic team, and about 70 per cent of them get out.

One low crawl space; a route around it exists for anyone who prefers to stay upright. Moderate lighting, no sudden sounds louder than the cannon (which is a drum, and you get warned).

Massive pale tree roots climbing over a mossy stone temple doorway with the sky showing through the canopy

Quest 2

Temple of the Jade Monkey

  • 60 min
  • Ages 10+
  • 3–8 players
  • Medium–hard

An expedition went into the temple three months ago and came out with nothing but a half-burned notebook. You have their notes, their gear and one hour before the roots close the entrance again. Somewhere in three chambers sits a carved jade monkey that nobody has managed to lift.

This is our largest room, three connected chambers with real stone texture, humid air and a soundtrack that gets louder as the timer drops. Expect logic grids, a weight-and-balance altar, symbol matching across rooms and a final sequence that needs at least three people working at once. Difficulty 4 out of 5. Escape rate sits around 40 per cent; teams of five or six do best.

Low light in the second chamber, some fog effect, and a few loud moments. Flat floor throughout; the altar puzzle can be done seated.

Close-up of glass flasks and measuring cylinders holding pink, orange, deep blue and green liquid on a lab bench

Quest 3

Professor Fizz's Backwards Lab

  • 40 min
  • Ages 6+
  • 2–6 players
  • Easy

Professor Fizz pressed the wrong button. Now the clocks run in reverse, the taps pour up, the lab parrot talks backwards, and the professor himself is stuck inside a very small jar. Follow his upside-down instructions, undo the mess one gadget at a time, and get him out before the 40 minutes are gone.

Built for the six-to-nine crowd with an adult in the room to read the trickier labels. Puzzles are colour, shape and sequence based, with big chunky mechanisms, mirrors, a bubble tube and a lot of things that light up when you get them right. Difficulty 1 out of 5. Almost everyone escapes, which is the point. Older siblings still enjoy it, mostly for the parrot.

Bright lighting, no darkness, no scares. One adult (18+) must be in the room for any group whose youngest player is under 10; the adult counts as a player.

Pricing and booking

Quest prices in Canadian dollars
PlayerPer personWith 5% GST
Ages 13 and up$28.00$29.40
Ages 12 and under$22.00$23.10
Second quest, same visit$4 off each player

Every booking is private: your group and nobody else, from a pair of players up to a full team of eight. Book by phone at (403) 555-0177 or through the contact form with your quest, preferred date and time, and group size. We confirm by email and hold the room with no deposit; payment is at the desk on the day.

Walk-ins are welcome whenever a start time is open, which on a weekday afternoon is most of the time and on a Saturday is almost never. Weekend start times go every 15 minutes across the three rooms from 10:15 to 21:30.

Spectators who are not playing wait in the lobby or the arcade; the quest rooms are for players only so the puzzles stay solvable for the group inside.

Questions people ask before they come

Are the rooms actually locked?

No. Every door has a push-bar that opens from the inside at any moment, and the game master can stop the clock the second anyone asks. Nobody has to finish a quest they are not enjoying.

How many hints do we get?

As many as you want. Hints come through a screen in the room, and the game master will nudge before you ask if a team has been stuck for more than a few minutes. Teams that want a purist run can ask for silence and we will honour it.

Can we book more than one quest in a row?

Yes. Redbeard and the Lab together fit in a two-hour visit with a break between; the Temple plus either of the others runs about two and a quarter hours. We space start times so a group never has to rush the hallway.

What if we arrive late?

Quests start on schedule because the next group is usually already waiting. Ten minutes late still gets the full briefing; later than that and the clock is shortened so the following booking starts on time.

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