You were supposed to be living the ‘American Dream’, ticking off an adventure of a lifetime from your bucket list by trekking across America. Yet here you find yourself, in the middle of a gloomy and chilling forest, lost, cold, scared.
The party the night before seemed like a good idea at the time, however awaking the next morning in a hungover state, you soon realise that you are massively behind schedule if you are to hike to your next destination before the end of the day. Having looked at your map, you anticipate being able to make up the lost hours by taking a short-cut through a large wooded area.
Once deep inside the woodland you soon realise that you’ve lost your GPS and Phone signal due to the dense canopy of leaves above, and so your only source of navigation becomes your map and gut instinct. You decide to keep going in the hope that it will bring you out the other side.
However, hours soon pass and yet all you can see ahead appears to be a never ending path of trees, and to make matters worse darkness begins to creep in as the sun sets. Panicking that you are now lost in the woods, you can make out what looks to be an abandoned cabin in the distance, and a decision is made to head to the cabin to take refuge for the night in order to shelter from the darkness, before attempting to find your way out of the woods again in the morning.
But is the darkness the only thing you should be scared of?
Duration: 60 Minutes
Difficulty: Level 1 - 4.5/5, Level 2 - 5/5
“I’m all in”. It is these three simple words which would change the life of Ralph Clark forever.
A loving family man who had also carved a successful career as a bank manager, Ralph seemingly had the perfect life to everyone around him. However, having been introduced to the game of Texas Hold’Em by someone he had recently met at a banking convention, it soon became apparent that a passion for gambling had been born. This passion somewhat turned into an addiction, as Ralph would find himself in high stake cash games in back street clubs, as he looked to continue feeding the adrenaline rush each winning hand would bring. Ralph felt invincible when at the poker table.
That was until the harsh reality would prove otherwise in the most extreme of ways – after suffering a bad beat, Ralph had made it his mission that night to get revenge over the player in question. However anger would cloud judgement, and instead of winning his money back Ralph found himself bleeding his family savings away, and then in a desperate plea to win it back, a rush of blood to the head led to him gambling away the family home.
Feeling uncontrollable anger and guilt, Ralph could only see one possible solution to rectify the mess he had caused. Through these games, Ralph had become associated with Vinny Gallows - a successful businessman by trade, however this wasn't how Vinny had accumulated the majority of his wealth, as he also operated a notorious undercover gang on the side.
Given that he knew the bank's security system inside out, Ralph had gone to Vinny with a proposal - break into the bank after hours, steal the contents of the vault, and split any earnings between them, before Ralph and his family would abscond into the wilderness before creating a new identity for themselves, in the hope that they would never be seen again.
You have been selected by Vinny to undertaken the task in hand. The main security override system has been remotely disabled however this can only be held for 60 minutes – with Vinny and Ralph assisting from an external location during the raid, you have the tools to succeed.
Duration: 60 Minutes
Difficulty: Level 1 - 3/5, Level 2 - 3.5/5
***WARNING*** - This room is a sequel to one of our other rooms 'The Cabin In The Woods'. Although it is playable as a standalone game, it is highly recommended that you only read the below if you have played 'The Cabin In The Woods' in order to prevent any spoilers.
After a group of backpackers inadvertently uncovered the actions of The Raven, a full blown operation is now underway to capture the suspected culprit. From the clues obtained from the cabin, intelligence have been able to locate his alleged hideaway in a discreet area of a nearby town.
Your team have been provided with the challenge of gaining access to the hideaway and arresting The Raven. After the actions in the Cabin, it is likely that he knows we are on his tail, and so be vigilant on your mission, as we do not know what obstacles and traps may lay ahead.
Intelligence will be working with you remotely to assist where needed.
Duration: 60 Minutes
Difficulty: Level 1 - 4/5, Level 2 - 4.5/5
“Whenever you reach a barrier you must choose one of two ways: let it be the end or explore what the darkness brings.”
Clarissa had recently become the luckily recipient of Derwent Manor, a period home situated in the middle of endless countryside. The home had belonged to her Great Aunt Martha, a quirky character who had lived a rather secluded life up until her recent passing.
To Clarissa’s surprise, it appears that in recent years the once beautiful property had become somewhat neglected, and work was started to restore the building to it’s former glory. However, it was during these works that it began…
Weird noises could be heard within the property, noises that couldn’t be explained. Upon becoming paranoid, Clarissa decided to try and trace these ‘sounds’, with these noises leading her to what appeared to be a solid wall. Intrigued, a small opening was made in the wall, just to confirm in Clarissa’s mind that there was nothing untoward on the other side.
However those niggling doubts were correct, as what was unearthed was found to be a hidden room in the attic – a hidden room containing nothing but a door that appeared to be welded shut.
It is this door which forms the first part of your investigation – the noises which could be heard are in fact coming from this room, these noises seemingly being of a ‘paranormal’ nature. And so this is why Clarissa has called upon your expertise – as experienced paranormal investigators you have been challenged with gaining access through the door, and once inside examining the hidden contents in order to determine the causes of these ‘disturbances’. What lies beyond the door?
It's now been a week since Joe ‘The Hoaxer’ Kerr escaped Cell A at the Lincoln Insanctuary. Having escaped his cell in what appears to have been a pre-planned attack, a mass evacuation occurred, with fellow inmates taking out the guards and allowing The Hoaxer to escape the facility.
Since then, innocent victims have become his prey. Every night since, a new mutated body has been found, each with The Hoaxer’s ‘stamp’ engraved into their flesh.
You’ve taken him down once before, you can do it again. Only now you need to be quick...a device has been found at our headquarters, and upon opening this it appears to be an explosive device – You only have 10 minutes to deactivate it before the station, and everything within a 5 mile radius, becomes rubble. Succeed and then your mission will turn to capturing your old nemesis.
Best of luck, you can save us!
Duration: 10 Minutes
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