It’s Finally here. come play.

(But read the FAQ below before you do.)

Listen to ‘em out there, singing together like butter wouldn’t melt. Every damn one of them would murder his own mother to climb a couple rungs up the ladder. But not you though, right? You are as pure as the cold driven snow. Me too, buddy. Me too.


THE LADDER is like no other escape room in the world—a fully replayable immersive experience in which your choices and performance determine the outcome.

Get ready to embark on a 50-year career at Nutricorp, an Omaha-based vitamin company with more than a few dark secrets to hide. Each room of The Ladder represents a decade—from the rockin’ 1950s to the less rockin’ 1990s—and features both scored games and puzzles. Your score will allow you to make certain choices (Wanna raise a family? Wanna hire a secretary?) while solving the super-tough and fully optional puzzles will grant you access to new parts of the story—and an entire bonus room.

Featuring a 90-minute runtime, 5 playable avatars, 8 different sets, and nearly a dozen different endings, The Ladder has been designed to blow your mind not once, not twice, but as many times as you care to visit.

Will you play as a hero or a villain? Will you make your first billion or wind up penniless? And did you ever figure out what was in that mysterious pneumatic capsule? Well, you know what they say: if at first you don’t succeed…you’re probably a talentless hack.

Or maybe you should try again…

 

FAQ

These FAQs apply to The Ladder. Please find company-wide FAQs here.

  • The Ladder is not a traditional escape room. It was specifically designed to reward multiple playthroughs AND to be equally fun for experienced puzzle solvers and more casual gamers.

    Each decade (room) features a set of scored games that represent your job at Nutricorp. Most of these games are infinite, so your job isn’t to finish them, but to use them to make as much money as you can in the time allotted. Money will allow you to make certain gameplay-related decisions, like raising a family or hiring a secretary, and it will affect which ending you see.

    Each decade also features a set of traditional escape room puzzles that represent your investigation into the seedy underbelly of Nutricorp (and a certain shady fellow named Stab Backner). These puzzles are very tough, completely optional, and totally unhinted, but solving them will allow you to make decisions that change the narrative of the game. Complete all the puzzles in the 50s, 60s, 70s, and 80s, and you’ll gain access to a whole new room (projected to open this summer)!

    Unlike most escape rooms, The Ladder was designed to be played multiple times, so you shouldn’t expect to solve most of the puzzles on your first playthrough. Don’t worry—even if you never so much as started a single optional puzzle, The Ladder still features a full narrative with decision points, multiple endings, and more than enough content to keep you busy for its roughly 90 minute runtime. And we promise we’ll have some treats to smooth your way the second time around!

    NOTE: We recommend folks leave at least four weeks between playthroughs. Also, we think you should wait until we’ve got our bonus room fully operational before returning for a second shot. We’ll let you know when it’s open if your’e on our mailing list!

  • The Ladder MUST be experienced with AT LEAST 4 players. If you arrive with fewer than 4 participants, you will not be able to enter the experience.

    If you’re hoping to make lots of money on the scored games and try and tackle the tough secret puzzles, we recommend 6 to 8 players. Smaller groups will still have a great time, they just won’t necessarily get to see everything the game has to offer!

  • We recommend groups wait at least four weeks between playthroughs. Definitely do not plan to play the game twice in the same day—it’s already 90 minutes long and you need to give your brain a break. Even if you’re the type of group that loves to play multiple escape rooms in a row, The Ladder is not a typical escape room, and we promise you will be happier returning at a later date.

    Our current recommendation is that groups wait to play again until we’ve finished the bonus room. While players normally need to solve all the secret puzzles in order to access this room, returning players will be able to choose an avatar with the power to “force” their way in (so you’ll definitely get to see it your second time through!). Join our mailing list and we’ll make a big announcement when it’s ready to go!

  • The Ladder lasts a little over 90 minutes. Your arrival time is 15 minutes before the start of your experience.

  • The minimum age to play The Ladder is 13 years old. Anyone under 18 needs to be accompanied by at least 1 person over the age of 18. (Babies may join their parents so long as they remain in a hands-free carrier for the whole experience.)

  • The Ladder requires participants to stand for extended periods of time. There is seating available in two of the five decades (the 1970s and the 1990s; so about 40% of the experience).

    All games and puzzles are optional. Certain activities require physical mobility, but each area in The Ladder has multiple activities to choose from.

  • The Ladder is accessible for most chair users. The narrowest passage is 29” wide, which may be too narrow for Full-Size Power chairs. Please note that chair users will need a teammate’s help to reach elements of games and puzzles.

    The Ladder includes flashing lights as well as moments of complete darkness.

    Guests with sensory limitations may encounter moments of overstimulation.

 
 
 

THE Creative Team: 

  • Written, Designed, and Directed by Terry Pettigrew-Rolapp and Tommy Wallach

  • Produced by: Arvind Ethan David (Prodigal Inc.)

  • Music: Giulio Carmassi

  • Human Resources: Michael Lorz

  • Bookkeeping: Ricky Hvisch

  • Marketing: Liv Robertson

Build

  • Lead Carpenter: Jarod Hamilton

  • Lead Editor & UI Design: Will Kommor

  • Lead Prop Maker: Caitlin Peterson

  • Creative Technologist: Matthew McClain

  • Additional Tech: Robert Twombly, Joe Pisanzio, Peter Helstrom, Michael Pammit

  • Additional Props: Kelly Glaubig, Austen Edwards

  • Additional Carpenters: Christian Cheker, Agust Velazquez

Cast

  • Stab Backner: Jordan Belfi

  • Agent Veritas: Tony Revolori

  • “The Informant”: Zelda Williams

  • Allen Ronson: Michael Lorz

  • Mae Hartnett: Brittnee Hollenbach

  • Pat Shelby: Julissa Vega Rodriguez

  • Mark LeMark III: Rielly Alexander

  • Nance Walkins: Chantel Turner

  • Bob Heyman: Damith Warnasuriya

  • Spouses: Adrian Adler, Eljo Rio Dela Rosa

  • Secretaries: Luis Antonio Canete, Brian Callegari, Anastasia Kopylova, Alexis Wright

  • Kids: Frankie Hurley, Dominic Patel, Julia Weinstock, Sasha Weinstock

  • Telephone Calls: Jordan Belfi, Daniel Clanton, Paige Crawford, Jerald Scoop Dawson, Courtney Escher, Will Kommor, Asante Mango, John Mihalik, Shannon Peterson, Terry Pettigrew-Rolapp, Chip Powell, Sharon Powell, Ranjana Ramchandran, Serina Stone, Daniel P.  Traynor, Cameron Lee Underwood, Tanya Wagner, Tommy Wallach, Zelda Williams

Film Shoot

  • Director of Photography: Michael Nie

  • First Assistant Camera: Andrew Chen

  • Audio: Kevin Cheng

  • Costume Designer: Megan Spatz

  • Costume Assistant: Zachary Carver

  • Hair and Makeup Department Head: Michelle Sfarzo 

  • Key Makeup: Sonia Cabrera 

  • Makeup Artist: Veronica Rodarte 

  • Hairstylist: Brenda Lopez

  • Electricians: Holden Ketterhagen, Bill Boehme