The document describes an escape room game developed by a university library to teach first-year experience (FYE) students about library resources. The previous activity of an "Amazing Library Race" was outdated, so the library created escape room games that were more relevant, interactive, competitive, and fun for students. Over 750 FYE students participated in 36 class visits where they worked in teams to "escape" from the escape room and save the library from sabotage by a rival university. Initial feedback from students and faculty was positive, and early results from a post-survey indicate the escape room approach improved information retention compared to the previous activity.