Escape Rooms in St. Petersburg, FL
There are 7 escape rooms near St. Petersburg, FL.
Beach Escape Game
St. Petersburg, FL, USA
- players, minutes, Beach Escape Game
Mouse Trap Escape
2309 Central Avenue, St. Petersburg, FL, 33713
2-8 players, 60 minutes, Mouse Trap Escape
Step back in time to the 1920’s where flappers and mobsters were all the rage. Al Capone (The Big Fella) was just arrested and thrown in the pen, but his mobster buddies are meeting at the SPEAKEASY to plan a caper to break him out of the joint. You join the boys to help but realize that if you don’t break Big Al out, there is no way out for you. Unless you follow all the clues, the boys will take you for a one way ride or the coppers will throw you in the Big House for the rest of your life!!
2309 Central Avenue, St. Petersburg, FL, 33713
2-8 players, 60 minutes, Mouse Trap Escape
What begins as your annual end of the year bonfire on the beach with your friends turns into anything but a celebration. You and your friends wake to find yourselves chained together in an unfamiliar room. You slowly realize that you need to stick together in order to survive the night. Breaking through the silence you hear a man's voice-his words are falling from the speaker in the room, and you are struggling to make sense of what he is asking you to do...Your timer starts and you must complete his complicated requests and riddles in order to escape with your lives....Do you want to play a game? DISCLAIMER-You have the choice NOT to be handcuffed to a teammate upon arrival.
2309 Central Avenue, St. Petersburg, FL, 33713
2-7 players, 60 minutes, Mouse Trap Escape
In 1955, Henry Shelton was shot dead in front of his slaughterhouse in Pinellas Park. Sixty years later, the case is still unsolved. You will have 60 minutes to retrace the case with our Detective. You secure the cold case file, and uncover each item 60 years later. It is your responsibility to piece together this case-with old DNA and trace evidence in order to solve the murder of Mr. Shelton and put his families mind is at ease. Do you have what it takes to go back into the past?
Outerlife Studios
1942 2nd Ave S Saint Petersburg, FL 33712
2-8 players, 60 minutes, Outerlife Studios
HERO LEAGUE - Attack of the Cyber Titan The adventure begins when your team receives a distress call from Night Fox, the tech-savvy side kick of our hero Captain Dynamo. It seems Cyber Titan is threatening the city with the D.R.A.T. (Destructive Roaming Armored Transport). Team-Up with Captain Dynamo, stop Cyber Titan and save the city! HERO LEAGUE takes place in our semi-permanent mobile command center. This is the planet’s most technologically advanced, mobile multi-room escape experience with state-of-the-art equipment, world-class SFX, physical and video effects, plus unique puzzles custom designed to facilitate teamwork by requiring multiple participants to simultaneously cooperate. You and your team will have 60 minutes to solve puzzling tasks, hack doomsday devices and become the heroes this city needs!
1942 2nd Ave S Saint Petersburg, FL 33712
2-6 players, 60 minutes, Outerlife Studios
CAN YOUR TEAM DISARM THE EXPLOSIVES & ESCAPE THE ROOM IN TIME? 117 reads the apartment number on the door. You examine your surroundings further noting a mirror on the wall and three other apartment doors. The building is very old and has not been well maintained - paint is peeling from the walls, the carpet is dingy and stained and even the air seems old. For reasons unknown, you have been brought here - no, trapped here by someone who intends to watch you die. Your head is still a little cloudy from the sedatives but you remember clearly the threat of a bomb and that it will detonate in just one hour. The door is locked so your only hope for escape is to DISARM the bomb.
1942 2nd Ave S Saint Petersburg, FL 33712
2-6 players, 60 minutes, Outerlife Studios
Deep reds. Warm shades of yellow. No two ever the same yet each as familiar as a friend. The only entry in an old journal whose pages are as yellow as the fire those words describe. Words written by a then, young Jon Doren, a loner raised in a fatherless home by his mother though rarely did she act like one, always insisting that he 'grow up' or 'stop acting like a child'. At times, she would use restraints to exile him to a mere corner of his tiny bedroom when simply locking him in there was not, as she viewed it, enough. Fearing his mother's wrath and the ridicule of his peers he would generally bide his time in a small crawlspace his mother was unaware of. This sanctuary, like other nooks in the house had more than one door which allowed him to move around the house without detection, a luxury he has long enjoyed... At far too young an age he began smoking cigarettes, stealing them from him mother usually but occasionally lifting them from a nearby gas station whose busy owner rarely noticed him in the small store area as he was generally servicing a car in the garage portion of the building or out front pumping gas for a customer. Smoking ensured that he always had access to matches or a lighter and playing with them became something of a pacifier. When he was 17, his mother committed suicide. Her body was cremated, and no service was held. Her remains arrived at his doorstep, having been delivered by the post office like a common piece of mail. He kept her ashes, eventually transferring them from the cardboard box they came in to a wooden box he crafted himself. Into the lid he carved the word 'MOM' in all capital letters, and he put her in the same place where he kept various items that had meaning to him. He eventually moved a few miles away but he kept the house he grew up in as it had been willed to him. More would likely be made from an insurance claim than from the sale of the house since it was sorely in need of repair. Between the peeling wallpaper, leaky roof, water damage, sloping floors and electrical issues it is probably best left abandoned... Over the last twenty or so years, countless atrocities have unfolded but many go unsolved. Experts believe it is the work of a single, serial arsonist acting alone. They suspect he probably derives pleasure from these acts and is likely to keep trophies of his exploits. These trophies will probably be the only evidence that will connect him to these crimes. You will be inside the childhood home of Jon Doren, and he knows you're there… the door is locked, a match is struck. You have sixty-minutes to find and use these clues to make your escape before you too end up... SCORCHED.
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