The sequel for world-savers

2218: Save Whatshisname

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Players
2–6
Duration
60 min
Age
14 and up

Yes, you saved the world last time — but one small detail went wrong during your spectacular mission. So you’re more or less obligated to stop by the practice one more time and see the whole thing through to a hopefully happy ending.

The caretaker has since dutifully cleaned up the mess you left behind, but afterward he boarded a flight, thoroughly in need of a holiday. At least he switched off the high-voltage power at your urgent request before he left.

Which means: you can finally open those locked cabinets in the practice that were completely off-limits last time. Who knows — maybe that’s exactly what will help you finally close out your mission for good.

Prerequisite: This room builds directly on “2218: Save the World” and can only be booked if you’ve already played Part 1.

What to expect

  • Same set, brand-new concept: you return to the familiar location, but the new storyline gives it a completely fresh angle.
  • Hidden areas unlocked: with the power switched off, you can finally explore corners and cabinets that stayed firmly shut last time.
  • New puzzle mechanics: a freshly designed concept that picks up directly where your last visit left off and throws new challenges at you.
  • The humor and gadgetry you know: offbeat, over the top, and staged with plenty of attention to detail.

Note: if you have epilepsy, please let us know before the game this time too.

How the sequel came about

Sometimes the maddest ideas come purely out of necessity. Once the first part of “2218” was up and running, we had a real space problem: every one of our rooms was built out, and we simply couldn’t grow any further. At the same time, our guests kept asking the same burning question: “When are you finally going to give us something new?” Which led us to a somewhat off-the-wall idea: why not use the dentist’s cabinets that had been sitting unused all this time for a sequel?

To make sure the second adventure wouldn’t feel too familiar in a set people already knew, we put the Covid summer to good use. For months we tinkered away in the background on a brand-new, spectacular special effect for the grand finale. It helped enormously that we’d had the foresight to end Part 1 on a small cliffhanger — the storyline for Part 2 was more or less already in the drawer.

And sometimes mistakes are worth their weight in gold: a builder had left a gap in one of the mortar joints during construction. That small flaw is exactly what gave us a gloriously silly idea for the new game. What came of it, we’re obviously not going to reveal here. ;-)

Spoiler warning for Part 1 — only open this if you've already played "2218: Save the World"

Who would have guessed: Uncle Karl only faked his own death so he could use his time machine to travel into the future! Once there, he distracted the crew of a research shuttle so you could follow — but in the rush to “borrow” their control systems, you accidentally left your uncle behind and drained the time machine’s batteries completely on the way back.

What fate might be awaiting Uncle Karl in the future right now? Stealing technology is no small offense even in the 23rd century. If you don’t hurry, he’s bound to end up in an orbital maximum-security prison — where he’d probably try to build a radio antenna out of cafeteria trays, or stuff the guards’ teeth with exploding fillings. Better not let it come to that on your account.

Your new mission: charge the batteries, travel into the future, and find your uncle before anyone else does!

Every free slot for today and the days ahead is in the calendar.

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