Clue Chase Laboratories was founded by a covert branch of the US government in 1933. Our mission? To find, capture and study a piece of alien technology known only as “The Artifact”. The brightest minds from around the country were brought together in what would forever be known as “The Redacted Project”. The Manhattan Project followed a mere six years later, and garnered much more recognition, because giant explosions make for better headlines than surreptitiously popping about through time and space. Clue Chase laboratories has continued to operate with minimal oversight ever since. Some lab technicians at Clue Chase believe that our work is so covert that the rest of the federal government has forgotten we exist. This theory is plausible, as Clue Chase is entirely self funded due to the nature of time travel and the stock market. (We’re sorry about ‘08). At present Clue Chase is studying four key points in history where we know the Artifact has been. The tomb of Queen Nefertiti, the headquarters of the CIA in the year 1963, the home of a master thief, and an alien vessel out in deep space. We believe the artifact may still be in one of these locations, but as of now, we have not been able to locate it. That is where you come in. You and your team will be assisting us in our hunt by traveling through time to these four distinct locations, and using your time there to hunt for any traces of the artifact you can find- all the while attempting to plot your escape from the time bubble.
Backstory, second version:
Clue Chase was founded in 2015 by David Chase. His goal was to create a premium escape room experience for his customers. Having previously been a fan of escape rooms he saw the areas in which most companies were lacking – and he knew he could fill that niche. Many escape rooms feature puzzles that require leaps in logic to solve, the room is designed with the knowledge that players will require assistance from the Clue master to succeed, regardless of their individual skill level. Many escape rooms also feature cheaply built set pieces and unreliable puzzle elements. David knew that to build the premium, fully immersive experience that he had envisioned would take a large investment of both time and money.
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