The Hope Diamond is one of the rarest and most valuable gems in the world. Many have dreamed of claiming its beauty as theirs, for it is a possession of status and wealth. However, for you it is more than just that. An expert jewel thief takes pride in his art, and getting hold of this gem will be an accomplishment in itself.
You’ve made it to DC, and you’ve made it to the room in which the Hope Diamond is held. There was no way to avoid tripping the alarm and the door locks behind you. Now, all you have is your wits and brainpower to solve the puzzles used to secure access to the jewel. Solve them all within 45 minutes, and you get out with the jewel. Lose focus, and you’ll be caught red-handed.
Beginner Level Room - Max 4 Participants
Lighthouses are made to be visible from far and wide, but what is within those narrow walls is hidden from sight. The majestic ideal of this lighthouse fades as you enter, and the walls slowly begin to close in on you. You, the new lighthouse keeper, are entirely at the mercy of Captain White. As you discover the unfortunate fate of your predecessor, you realize that you must escape.
To your great advantage, Reginald, the lighthouse keeper before you, has left clues to help you escape the lighthouse. However, you must solve his riddles within 45 minutes if you are to board the last ship leaving the island. Make haste, or you will join Reginald in his fate.
Intermediate to Expert Level Room - Max 8 Participants
This room was hardly created, but rather cursed upon us. There is something eerie in the musty air, and many of us chose not to enter after dark. We are not entirely sure what tragedies have befallen the angry soul that haunts this room, but we pay homage to his victims in a name - Sully. Sully’s haunted cabin is a tribute to a man lost to us, and the puzzles are sort of an epitaph.
Our dear friend Sully was doing work in the room for us, alone, and suffered a strange number of injuries. What’s more, he left his work slightly disturbed. We are not quite sure what had overcome his mind, but he walked away silently. Now all that is left in the room are the strange symbols he has left behind to communicate to us how he managed to escape the grasp of the ghost, though not unharmed. The last thing he told us was that you must escape within 45 minutes or the ghost will torment your mind as he torments Sully. Don’t let us lose you, too.