ABOUT US

5 Wits is live-action, interactive adventure.

Since 2004, we’ve been creating high-tech, engaging interactive experiences in which our guests play a starring role. We call these experiences “adventures.” An adventure places guests in real life, physically immersive sets – no virtual reality here! Your group will encounter hands-on tasks, puzzles, and challenges, but be careful: your performance determines the outcome of the adventure. Failure IS an option!

Unless you’ve visited us before, you haven’t experienced anything like it!

Taking place in painstakingly detailed, theme park-style environments, 5 Wits adventures feature synchronized sound and lighting, elaborate special effects, and characters that respond to your presence and performance.

IS 5 WITS AN ESCAPE ROOM?

Nope!

We get this question a lot, and while escape rooms share a few similarities with 5 Wits, there are some pretty major differences. First opening in 2004 in Boston, 5 Wits is considered the first of these types of attractions (escape games did not appear until 2007, and not in the US until much later than that.) If you enjoy escape rooms, you’ll love 5 Wits! However, you should expect a very different experience. Use the interactive guide below to learn what separates us from an escape room.

THE DIFFERENCE

01

Typically escape-driven; your objective is to get out in a given amount of time and you may or may not get to the end.

01

Story-driven; escaping is not the objective. You always get to the end, but that doesn’t mean you won – there are different endings to each story.

02

Puzzles are typically nonlinear – you are given all the pieces and the challenge lies in figuring out what to do with them.

02

Mix of linear puzzles, games, and physical activities. The challenge is less about figuring out what to do and more about doing it.

03

Typically hour long experiences confined to one or two rooms.

03

Each experience takes between 30 – 40 minutes, with each single adventure spanning several rooms over thousands of square feet.

04

Staff will set up and reset puzzles, then monitor your progress and assist you with hints as needed.

04

Controlled entirely by computer, not staff. Adventures are flexible in difficulty and will become easier or harder to adapt to the group.

05

Built to be played until they are solved. Themes are usually changed out every three to six months.

05

Multiple solutions and endings, score system, variable difficulty, and hidden secrets. Adventures are meant to be played more than once and are not changed out as frequently.

06

General admission grouping – your group works with others, or you may purchase all the tickets in a time slot.

06

All admissions are private to just your group, included in the ticket price. Always.

07

Light to moderate emphasis on set design and themed elements.

07

Theme park level emphasis on set design, with special effects, synchronized soundtracks, and theatrical lighting.

01

Typically escape-driven; your objective is to get out in a given amount of time and you may or may not get to the end.

01

Story-driven; escaping is not the objective. You always get to the end, but that doesn’t mean you won – there are different endings to each story.

02

Puzzles are typically nonlinear – you are given all the pieces and the challenge lies in figuring out what to do with them.

02

Mix of linear puzzles, games, and physical activities. The challenge is less about figuring out what to do and more about doing it.

03

Typically hour long experiences confined to one or two rooms.

03

Each experience takes between 30 – 40 minutes, with each single adventure spanning several rooms over thousands of square feet.

04

Staff will set up and reset puzzles, then monitor your progress and assist you with hints as needed.

04

Controlled entirely by computer, not staff. Adventures are flexible in difficulty and will become easier or harder to adapt to the group.

05

Built to be played until they are solved. Themes are usually changed out every three to six months.

05

Multiple solutions and endings, score system, variable difficulty, and hidden secrets. Adventures are meant to be played more than once and are not changed out as frequently.

06

General admission grouping – your group works with others, or you may purchase all the tickets in a time slot.

06

All admissions are private to just your group, included in the ticket price. Always.

07

Light to moderate emphasis on set design and themed elements.

07

Theme park level emphasis on set design, with special effects, synchronized soundtracks, and theatrical lighting.