Amelia Island Escape Rooms
Amelia Island Escape Rooms is an exciting new attraction in Amelia Island, Florida. This location brings two unique rooms that fit right in to the history of Amelia Island; The Creighton House Attic and Greybeard’s Treasure. Amelia Island Escape Rooms provides fun for all members of the family. Amelia Island Escape Rooms is family owned and operated which provides a welcoming environment to all its guests.
When you walk into Amelia Island Escape Rooms you are greeted by smiling faces and you can feel the importance of community within the location. Much of the construction, fabrication, and theatrics is contributed to the local theater companies, friends, and family of the owners, Cari and Dan. One of the great aspects of Amelia Island Escape Rooms is the handmade details and personal family additions for each room, especially in the Creighton House Attic! They even brought in a local award-winning Videographer to do the Introduction video along with community actors to help set the scene for escape! Amelia Island Escape Rooms is a fun local escape experience!
The Creighton House Attic Escape Room ReviewPrice: $28 per Person
Discount Code: ECAIRE
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The Creighton House Attic is a spooky experience in a small “attic” best suited for groups of four or less. The team at Amelia Island Escape Rooms used the small space well and the personal family history was a nice addition. Many of the puzzles are well put together, but there were times when the atmosphere hindered the escape. Overall, the room was fun!
Story: Built in 1847, The Creighton House has always been home to the Creighton family. Alexander Creighton built the house for his new bride, Amelia.
Now, many generations later, the house is a Bed & Breakfast owned and operated by their distant granddaughter, Verdie.
Lately, things have been a bit slow. Some blame the economy but locals know the real reason is due to rumors that the house is haunted.
Guests often vanish in the dead of the night; in such a hurry to get out, they leave their luggage behind. If someone does manage to make it through the night, they certainly don’t stay for a second night. When asked why, all they’ll say is the place is haunted.
Neighbors report seeing strange lights in the attic and hearing bizarre noises at all hours of the day and night.
And then there’s Great-Aunt Verdie. Seems like you can recall someone mentioning her a very long time ago but you’re not quite sure how you’re related and honestly didn’t even know she was still alive.
Since she’s getting up in years, she can’t possibly manage the B&B for much longer. Per the legal trust, the estate must be passed on to someone in the direct blood line. Since she’s never married or had children, Verdie has named you heir. She’s invited you and your friends to come stay for a weekend so she can introduce you to her home.
The day you arrive, you find the house deserted. There is a note on the table letting you know that Aunt Verdie had to run a few errands but she’ll be back shortly. You and your group should make yourselves comfortable.
After you put your suitcase in your room, you hear a loud thud from somewhere above you.
Peering out of your bedroom, you notice your friends are standing in the hallway. Clearly, they heard the crash too.
There’s a door at the end of the hallway. That must be the way to the attic.
Your crew climbs upstairs, boards creaking the entire way to the top. As you open the door, you see nothing; it’s nearly pitch black inside. Still, you feel compelled to go in.
Tentatively, you step into the room and the door suddenly slams shut! Voices echo around you, “One hour! Just one hour to escape… or stay forever.”
Immersion: You feel like you are walking in to a tiny attic. It is dark and filled with lots of interesting family relics and old fashion décor! Thank goodness, Aunt Verdie keeps a clean attic!
Game Style: Adventure
Game Flow: The flow of the game was smooth, though gentle nudges were helpful in this room.
Puzzles: The puzzles make sense. Nothing is out of place and the room uses what would be in an attic to create the puzzles.
Game Master: The Game Master was funny but the clues were a bit too direct. The story has some unexplained twists that the Game Master should address by the story. As the Escape Crusaders were trying to “escape”, they felt the story left them unsure of the task at hand… They thought they were just trying to escape the attic and were confused as the final puzzle didn’t seem to make sense.
Group Size Suggestion: 2-4
Final Thought: Be sure to review how to open old fashioned luggage and containers!!
Greybeard's Treasure Escape Room ReviewPrice: $28 per Person
Discount Code: ECAIRE
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Greybeard’s Treasure was the favorite of the two rooms at Amelia Island Escape Rooms. This room can handle larger groups of scoundrels and scalawags. The room was creatively detailed and the lighting added extra ambiance to the adventure. This game allowed everyone to be working on something individually, but at times puzzles relied on only one or two people to solve leaving the rest of your group as your cheering section. Greybeard’s Treasure is a good first game for anyone looking to fall in love with escape rooms! The puzzles can be frustrating at times, but with team work and critical thinking you will escape before Captain Slightly Greybeard returns!
Story: Take a step back in time…The year is 1819 and Florida has just been acquired by the United States from Spain. Few pirates still sail the waters off Florida, but those who do are a formidable lot. One of these such pirates is known as Captain Slightly Greybeard. A peculiar sort of fellow, he is immediately suspicious of everyone who isn’t a pirate. Most avoid him if possible because he can be tricky to deal with and downright dangerous if he thinks someone is after his treasure.
Being the untrusting, superstitious sort, legend has it Captain Slightly Greybeard received his unusual moniker because his worry over someone stealing his treasure was so great, it caused his hair to begin turning slightly grey before he reached the age of twenty.
Common-sense folk say his family name is Greybeard and his mother gave him the unfortunate name of “Slightly” as a jest. Many agree this is the most likely reason for his nickname since none know his true birth name.
Captain Greybeard trolls the coast at the helm of his ship, The Ariadne. Named for the Greek “Mistress of the Labyrinth”, she is well-known to be laden with traps, puzzles, secret doors, and hidden passages built by Greybeard himself to keep his treasure safe. Many a deckhand has found himself floating in the Atlantic because he accidentally opened a trap door beneath his feet.
As for the treasure, sailors say they’ve only heard of it but no one has ever laid eyes upon it. At least, no one who has lived to tell the tale.
Even though you and your group knew The Ariadne could be nearby and were warned to stay away, you still booked passage aboard a small merchant vessel to the Port of Fernandina on Amelia Island.
Just as you saw the island coming into view, the lookout sounded a warning bell. A great ship loomed off the port bow. Even from a distance, you could see the flag she was flying. A grey flag with a black and red spider in the center could only be one pirate; Captain Slightly Greybeard.
The merchant vessel was boarded by pirates who shackled and imprisoned everyone aboard. The crew was taken to the brig while you and your friends were taken directly to the captain’s quarters.
Now you find yourself here, shackled together and awaiting your audience with Captain Slightly Greybeard.
He isn’t known for his patience or generosity. It is highly doubtful he’ll be in a forgiving mood; it’s quite likely you’ll walk the plank, especially since you’re not a pirate.
Do you take your chances with the captain? Or can you find a way to escape before the captain returns?
Before you decide, remember the tales about The Ariadne being full of puzzles, traps, and hidden doors. She’s also rumored to be full of treasure…
Immersion: The immersion was fun and contained many awesome details! The Escape Crusaders were hoping to hear the splashes of the previous captives unable to escape as they walked the plank!
Game Style: Find the treasure
Game Flow: This game flowed easily from puzzle to puzzle but certain things can be overlooked.
Puzzles: The puzzles were all what you would expect to find in a pirate ship. One puzzle was very challenging and ate up much of the time on the clock.
Game Master: The Game Master was attentive but the clues were a bit too direct.
Group Size Suggestion: 4-8
Final Thought: A steady hand will be beneficial to solving the final puzzle!
Amelia Island Escape Room
1008 S 14th St
Fernandina Beach, FL 32034