Skip to content
Escape from Playtime
Connecting Corridors inside the Playtime Co. factory

Zone 04

Connecting Corridors

The dark corridors that link the three room types. Not a destination — the place where a run is actually lost, because it is where the team strings out and where a chase has nowhere to break.

Hazards this room adds

  • H01 Single-file movement
  • H02 No side exits
  • H03 Chases with no break

How to move through it

Nobody walks a corridor alone. Set a rule before the run: the corridor is walked as a pair, front and back, and the back player is allowed to call a stop without arguing about it.