The Midnight Museum Heist
The museum says its Midnight Star sapphire can never be stolen. Your crew has been hired to prove them wrong before the night guard returns.
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Printable escape rooms for teens need to be hard enough to respect them and quick enough to hold a group. These 75-minute missions for ages 12 and up mix maps, science, codes and number puzzles, and work for birthday parties, sleepovers, youth groups and classrooms. Adults can play them too.
The museum says its Midnight Star sapphire can never be stolen. Your crew has been hired to prove them wrong before the night guard returns.
One-time payment · instant download · not a subscription
An accident has turned the night crew into zombies and the lab is on lockdown. Brew the cure before the containment doors open.
One-time payment · instant download · not a subscription
The research submarine has lost power and is sliding toward crush depth. Restore the systems one by one and blow the ballast tanks in time.
One-time payment · instant download · not a subscription
Split a big group into teams of three or four and give each team its own printed copy, or let one group share a set and race the clock.
The puzzles use school-level maths and science, such as reading a graph, a pH scale or a pressure gauge, with everything needed printed on the page.
The host guide includes three levels of hints and the answer key, so a parent or teacher can run it without solving it first.
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