ESCAPE GAMES + 45 ROOM
- 5 Escape Games Five stories and custom maps for 1–6 players each
- 42 Puzzle Stages Physical puzzles, panels, and co-op set pieces
- Maps Included Five custom MLOs with 41 playable rooms
- Hints & Team Notebook Shared clue pages and three free hints per team
- Hall of Fame & Rewards Top 10 teams per game and cash for every escape
- Escape Hub Pick any game and teleport in with /escapes
This product comes with an escrowed library dependency.
Blackout: The Varga Protocol
Station NOVA’s AI has sealed your crew in the holding cells beneath Mount Chiliad and started a 45-minute atmosphere purge — break out and escape with the Chronos Core key.
- Dead Air — Decode the Morse signal on your cell intercom and answer WARDEN to open the cells.
- Short Circuit — Search drawers, cabinets, and lockers for three fuses, then route power through the wire tiles.
- Orion’s Hour & Ultraviolet — Crack the study safe with a planisphere, then sweep the walls with a hand-held UV torch.
- Stabilise the Core — Pour reagents into the cup in the right order and turn the unstable Chronos Core blue.
- Night Bloom — Mix the RGB grow lamps until every plant blooms and shows a digit of the random door code.
- Red Line — Cross a moving laser grid, shut it down, and pull three levers together to swing open the round vault door.
- Blackout Run — Take the Core key and beat the 100-second countdown through the exit tunnels to the lobby.
- WARDEN HUD — A purge clock, atmosphere bar, and Chronos Core gauge track every stage the crew clears.
The Vanishing Hour
At midnight everyone inside the Halloway Theatre vanishes — work through the illusionist’s 1929 speakeasy, séance parlour, and clockwork engine before the Great Clock strikes twelve.
- The Gilded Cage Rag — Read the music stands on the bandstand and balcony, then play the notes on the piano.
- Three Wings at Once — After the speakeasy, three wings open together so the team can split up and hunt the Silver Key pieces.
- Iris’s Charleston & Scales of the Order — Follow footprints across a checkered floor and balance a brass scale with emblem figurines.
- The Séance — Spell on the spirit board while teammates relight the candles the drafts blow out, as the table rises.
- The Clockwork Heart — Build a working gear train in a live gear simulation and set the engine’s gears and pendulum turning.
- The Last Illusion — Step into the Vanishing Cabinet, wind the Great Clock, and lift the Nightingale diamond from its glass chest.
- Escape Before Midnight — Run the rum-runners’ tunnel back to the lobby before the 12th bell.
- Midnight Clock — An Art-Deco marquee counts down until midnight, with quarter chimes and a ticking last five minutes.
High Water
Keeper Silas Hale hid the lighthouse lens’s Heart aboard a wrecked galleon in the sea cave under El Gordo, then rigged the house to drown anyone who came for it. You have one tide.
- Colours of Distress — Read the keeper’s log and hoist the right signal flags on the parlour halyard.
- Heave Away — Find the hidden capstan bars and heave together to raise the portcullis to the smugglers’ dock.
- Rosa’s Cipher — Decode the rum-runner’s ledger with a rotating cipher disk and search the right barrel.
- Open Her Tomb — Load, aim, and fire the old cannon to blast the rockfall open.
- The Black Gull — Read the galleon’s draught marks through a telescope and board the wreck in the grotto.
- The Surge — Carry the Heart upstairs while real, swimmable flood water rises through the house.
- The True Light — Seat the Heart, set the lens, and watch the beam sweep the coast from the real lighthouse.
- Tide Gauge — A brass gauge counts down to high water while the Keeper calls the tide.
The Box House: Karakuri
A Vinewood Hills house built like a Hakone puzzle box opens for the length of one incense — every puzzle you solve physically moves the house, with the old doll Tomo leading the way.
- The Little Box — Slide the bars on Tomo’s tray to free the brass key and open the first door.
- The Visitor’s Lanterns — Read the letter and the flower calendar, light the right lanterns, and ring the bell.
- Prepare the Feast Room — Lay the tatami mats to match the invitation before the room will open.
- The Workshop Door — Pick the right board from the rack, cut it at the plane, and fit the piece into the door.
- The Moon Path — Place stones in the moonlit garden so the walking Tomo follows the gold path.
- Incense & Moon Poems — Match the incense scents in the tea house and snatch the poem cards while Tomo reads.
- The Last Move — Shove and seat the Inner Box’s wall panels in order for the final ritual.
- Incense Timer — An ember burns through four incense sections, and a draught fans it on every mistake.
Nimbus
The track has washed out below Ottilie Fenwick’s mountain Weather Works, and the lightning battery can only be emptied through a storm — so the crew builds one, room by room.
- Set the Pressure — Restore the Instrument Hall’s wall barometers from the intact one and the note.
- Grow the Cloud — Work the steam cock, soot pot, and piston to grow tonight’s cloud, then seed it.
- Route the Rain — Tilt the rain floor with two wheels so the water visits the cisterns in order.
- Raise the Wind — Open the right mix of shutters for the exact wind speed, then pull the wind cord.
- Lift the Fog — Read the wall charts, weigh the coal, and stoke the stove to lift the fog.
- Shepherd the Storm — Set five valve wheels from the pipe plan and send the cloud to the Storm Tower.
- Light the Storm — Choose the kite, line, and height, fly it into the storm, and decide where the lightning goes.
- Your Own Cloud — The cloud born in the Cloud Chamber follows the crew and grows with every phase.
The Escape Hub
One command opens a full-screen picker of all five games — key art, story, players, time, stages, and rooms, with a teleport to each game’s front door.
- /escapes Picker — Browse the five games with the arrow keys, 1–5, or the mouse wheel.
- Search by Name — Type nimbus, lighthouse, karakuri, varga, or a number to find a game.
- Straight There — /escapes nimbus or /escapes 3 teleports you without opening the menu.
- Live Player Count — Every card shows how many players are inside that game right now.
- Admin Room Jumps — Admins get a button for every room spawn in each game.
- Five Maps Included — Every escape game ships with its own custom map in nn_escapegamemaps.
- Restart-Safe — Restarting the games leaves the maps loaded, even with players inside.
- Your Rules — Open the hub to every player or restrict it to admins, and bind it to a key.
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