Extra! Extra! Read All About It!
BACK IN BLACK... Black Cat that is! We are proud to announce our reopening on July 3rd! Be sure to read through our new policies below before booking with us. To see all the ways we're keeping you safe to adventure with us, check our FAQs page. We can't wait to see our adventurers back to Escape Reality with Black Cat!
* All players must wear masks covering the nose and mouth in public areas. Once you are in your private escape room you may remove the covering.
* No one with a fever or symptoms of COVID-19 (see below) will be permitted inside. You may call to reschedule your escape!
* No one who has been exposed to COVID-19 in the past 14 days will be permitted inside. You may call to reschedule your escape!
* All players must maintain six feet of distance between anyone not in your party including the Game Masters.
* All players must book online prior to arrival. To sanitize between rooms and to limit guests in public areas, we will not accept walk-ins at this time.
Symptoms of COVID-19
- Fever or chills
- Shortness of breath or difficulty breathing
- Muscle or body aches
- New loss of taste or smell
- Sore throat
- Congestion or runny nose
- Nausea or vomiting
Choose your DIFFICULTY LEVEL
At Black Cat you can select the level of difficulty that you prefer - Standard, Intermediate, or Advanced. Pick the level at which you feel most comfortable and we will suit the room to your group! The clues and puzzles will be challenging for you based on your experience with escape rooms, the number of people in your group, and your desire for difficulty. Just let us know your preference when you arrive 15 minutes prior to your reservation time!
Planning a special event or occasion? At Black Cat we can customize your BIRTHDAY, PROPOSAL, GENDER REVEAL, BACHELOR/BACHELORETTE PARTY, ANNIVERSARY or any special occasion. Send us an email at and we can add a little surprise in any of our escape rooms to help celebrate your special day!
You're Never Too Old to Play With Dolls
left to live out her days alone in that huge Victorian mansion on Main. While she slowly wasted away in the house, speaking to no one, hiding away, the house itself crumbled as if trying to end the malevolence inside. As the years went by Agatha began to look like an old hag, her hair hanging in wild tangles around her face. Eventually, Ravensgate became the haunted house on Main where all the young boys would dare each other to knock on the door and run or to throw rocks at the windows. When they did catch a glimpse of Agatha through the grungy windows, they said she would be playing with her dolls as if she hadn't aged a day. But she would hiss like a rabid animal at anyone she saw to scare them away.
After her death in that house that became her coffin, Agatha became a legend along with her haunted old home. The house was sold several times to hopeful young families wishing to restore it to its former beauty but, strangely, they never stayed more than a month. The house sat empty for years, falling into disrepair until the city decided to demolish the old ramshackle ruin. You and your friends have heard the legend of Ravensgate and tonight, before the secrets of Ravensgate are lost forever, you sneak in to find out what stories the house on Main still had to tell after all these years. But beware, brave adventurers, you only have an hour before the bulldozer arrives. And some secrets die hard.
Minimum Players: 1 Maximum Players: 8
Recommended Players: 3-6
Aaay! Welcome to The Stray Cat Speakeasy! Prohibition is going strong in Philadelphia, or at least it was the night the fed's raided Murphy "The Icebox" O'Brien's home and he, his entire crew, and son got iced. But the feds never found the hidden Speakeasy in the basement and Murphy never knew what stoolie among his gang it was who put 'dem wise to his operation.
Well chicks and roosters, eggs and dolls, its 90 years later and Murphy’s mansion is set for the wrecking ball tomorrow. And Murphy’s Underground Speakeasy sits pretty as a dish just like all those years ago, ya follow? That means the sugar from his last score is still down there too, sister. He left clues all round the club so his son could find the lettuce if anything ever happened to him but you know his boy got the wooden kimono too sos all you gotta do is find those clues and bam, you have the bees! You may just find who dropped the dime on old Murphy-Boy while you're at it.
But I ain't bumpin gums here, you and your squad got one last chance to chisel out a dib fo' yourself but first you gotta find the drum and ain't nobody heard wise o' it in years. Should be duck soup for yous guys but you better dust out before an hour is up and the wrecking ball destroys Murphy’s Underground Speakeasy and his fortune kicks off forever. Get out with the dough though and heck, you'll be the Cat's Pajamas! If not, Murphy's mansion'll be a pile o' rubble and it's a pine overcoat for yous.
80 years ago, the old Victorian on Main, known to all as Ravensgate, was the beautiful home of Mr. and Mrs. Abbott, their daughter Agatha, and son Bartholomew. Ravensgate was a home full of love and joy until tragedies struck one after another. At a sorrowfully young age, little Bartholomew was diagnosed with an illness of the mind and soon after died. Only a few years later, an unexplained fire took the lives of Mr. and Mrs. Abbott, leaving Agatha the last of her family.
The town just knew Agatha had started that fire and killed her parents yet, though she was brought to trial, they could never prove her guilt. So she was
The Peculiar Case of the Fortune-Teller's Caravan
It’s the year 1921 in Honey Grove, Mississippi and the Golino Flying circus is in town! All the townsfolk of Honey Grove were so excited for the carnival until rumors began to spread of mysterious goings on surrounding one of Golino's main attractions: Madam Zara, the mystical gypsy fortune teller. It seems that after her fellow circus performers visit Madame Zara's caravan, they are never seen leaving and have been missing ever since. As the story spread like wildfire that the fortune teller is really a witch, stealing away these unfortunate players for her own malevolent intent, she conveniently disappeared herself along with her last victim.
While rumors fly of Madam Zara’s wicked powers, another unusual troupe is headed to Honey Grove, and straight to the missing fortune teller's caravan. Sir Arthur Conan Doyle and Harry Houdini have gathered a team of investigators to travel America to find true spiritualists or to debunk fraud. Doyle hopes that Madame Zara is the real thing while Houdini is convinced she is a charlatan. As members of the investigative team, you must get to the truth behind these strange disappearances. But hot on your heels is a hoard of townsfolk coming to torch the caravan to the ground, convinced this will end the evil contained therein. You have 60 minutes to figure out The Peculiar Case of the Mysterious Gypsy Caravan before all the evidence burns up with Madam Zara's caravan. But beware the supernatural powers contained inside or you might just join the doomed missing circus performers.
Egypt, 1912, city of Philae – you and your group of dedicated archeologists are once again in search of priceless, ancient Egyptian artifacts. On this dig you are seeking the Temple of Isis who was perhaps the greatest goddess of ancient Egypt, mother of Horus, wife of Osiris, and Goddess of the Underworld. Inside Isis' Temple is rumored to be the sacred Eye of Horus, made from pure gold. But even more priceless- its ability to protect against the greatest of all evils. Isis was entrusted as Guardian of the Eye and so your research has led you and your team to believe that it must be hidden within her sacred Temple.
After sailing up the Nile and following a long-forgotten trail, you have found the Temple of Isis! Your team is the first to step inside these hallowed walls in thousands of years. As you enter, you walk under the inscription written in Ancient Egyptian, “Only those of true mind, body, and heart shall walk free.” When the last of your party steps inside, the heavy stone door slides closed behind you. As your team tries futilely to open the door, you realize this is only the beginning. Your eyes slowly adjust to the dim cavern illuminated by your lanterns and you can just make out a glyph of the goddess, Isis, on the far wall. The sound of gears turning startles your group and you hear water dripping, the sound growing louder. Looking up, you see water pouring slowly but steadily into the temple. You realize that the inscription above the door was more than just a warning. Now you must prove yourself and pass Isis' tests or perish in a watery grave and become just one more chapter in the legend of The Trials of Isis.
So what IS an Escape Room?
Some people say that an Escape Room is like living a movie for 60 minutes. Much like a movie, Escape Rooms are themed rooms that have a story and you are the players or characters. There can be puzzles, clues, diary entries, newspaper clippings and more guiding you through the storyline and helping you solve a mystery, find hidden treasure, and ultimately, Escape The Room.
Who can play an Escape Room?
Anyone! Escape Rooms are great for...
* School field-trips
* Holiday Parties
* Family Reunions
* Sports team events
* Date Nights
* Birthday Parties
* And groups just looking for something fun to do on the weekend!
Do you have to be "smart" to play an Escape Room?
Absolutely not! No prior knowledge is needed to play the room, everything you need to solve each clue is provided to you in the room.
Contrary to popular thought, an Escape Room is not just about solving puzzles. While there are some rooms that might have more puzzles for the nerds at heart, there is also a large variety of different types of tasks or steps. There is something to appeal to everyone whether you are more cerebral, street smart, or physically coordinated.
Want a special challenge? Let us know beforehand that you don't want any clues and you can earn the satisfaction of completing the room without any hints!