10 Days In A Madhouse | Clue Clock Escape | Castle Pines, CO
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10 Days In A Madhouse

tv on a standA woman beside the Sigmund Freud portrait inside the asylum
Mission & Story

Psychological Thriller (PG13)

In 1974, you, a team of journalists, posed as patients inside Douglas County Asylum, hoping to expose its hidden horrors. Over ten tense days, we uncovered unethical treatments, rampant abuse, and the looming threat of illegal lobotomies. It's your only hope to get out alive and bring the atrocities to light, or will you become the latest to be tortured and lobotomized? (Players start blindfolded and in straitjackets, optional of course)

  • The Mission

    Trapped and still seeking an escape, your mission remains focused on revealing the asylum's dark secrets to the public, advocating for justice and exposing the sinister practices within. You uncover clues from a previous patient who almost escaped.

  • Details

      2-7 Players

      5/5 Difficulty

      60 Minute play clock

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What To Expect

From Patient Intake To Escape In 5 Steps

Arrive 15 Minutes Early

Pull into our free Castle Pines lot and check in. We brief your crew on the asylum's history while the clock waits.

Escape The Asylum

The clock starts. You have 60 minutes to find the evidence and get out before the staff makes you the next patient.

Celebrate Your Escape

Escape or fall short, you grab a team photo and swap stories. Then come back to try our other three rooms.

Suit Up & Get Briefed

Optional straitjacket and blindfold start. Your game master sets the 1974 backstory and explains what you are here to expose.

Get Hints On Cue

Your game master watches the room and drops hints right when momentum stalls. Ask for one anytime, no penalty.

Real Reviews

What Players Say About 10 Days In A Madhouse

  • 971+

    5 Star Reviews on Google

  • 10K+

    Happy Customers

  • 200+

    Avid Morty Users

  • Rated 5 out of 5, the hardest room at ClueClock and one of the most demanding in Douglas County. Built for experienced escape-room players or groups ready for a real challenge. First-timers can play but should expect to lean on hints.

  • Optional. We offer it because it sets the tone, but if anyone in your group prefers to skip it, just tell your game master at briefing. Same room, same puzzles, same 60 minutes either way.

  • Thriller, not horror. PG-13 themes, no jump scares, no gore, no chase mechanics. The asylum setting leans on tension and immersion. If you handle a 1970s thriller film, you will handle this room.

  • Heavy on physical puzzles, atmospheric details, and observation. The 1974 setting means typewriters, vintage TVs, period props, and blacklight reveals. Less tech-driven than Bank Heist, more environmental.

  • Sweet spot is 5 to 7 players. Madhouse rewards splitting up and covering ground. Two-player teams can complete it but rarely escape in the 60 minutes.

  • The room is fully open. No small spaces, no enclosed compartments. Per fire code the doors are never actually locked. Madhouse should be comfortable for guests with claustrophobia.

  • We recommend ages 14 and up because of the PG-13 themes and 5 out of 5 difficulty. Younger kids can play with adult supervision but may find the asylum setting intense and the puzzles too challenging.

  • Yes. Every Castle Pines escape room booking at ClueClock is 100% private, even for a two-player party. We never combine groups with strangers.