Room Line-Up & Player Guide
Everything you need before you book: what each room is, who it suits, what it costs, and how a game night at our venue runs. This is a reference guide — there is nothing to fill in or return. Room availability and pricing are confirmed at the time of booking.
Ward 13 features a live actor and sustained horror atmosphere. The Last Door is our hardest room and assumes at least three prior escape rooms of experience.
Section 2 — Age & Minimum-Player Rules
- Players aged 16 and over may play unaccompanied in any room except Ward 13.
- Players aged 10–15 are welcome in Beginner and Intermediate rooms with at least one participating adult in the group.
- Ward 13 is restricted to players aged 18 and over — no exceptions, and no under-18s may wait inside the room area.
- Every player under 18 needs a waiver signed by a parent or legal guardian before entering.
- Minimum player counts in the table above are firm — a two-person booking cannot be run in a four-minimum room, because some puzzles need simultaneous hands in two places.
- Groups larger than the maximum are split across two rooms running side by side; ask us and we will pair themes of similar length.
Section 3 — What to Bring and Wear
- Closed-toe shoes you can move in. Rooms have low light, cables and floor props.
- Comfortable clothing you do not mind kneeling or reaching in. Nothing needs to be crawled through, but you will bend and stretch.
- Glasses if you need them for reading — several puzzles use fine print.
- Leave bags, coats, watches with torches, and anything valuable in the lockers.
- No outside food or drink in the rooms. Water is available in the lounge before and after your game.
Section 4 — Arrival & Late Policy
- Arrive 15 minutes before your booked slot. Slots run back to back and the clock is set by the schedule, not by your arrival.
- Check in at the desk and complete any outstanding waivers. Bring a photo ID if you booked an 18+ room.
- Stow belongings in a locker, then take a seat for the safety and story briefing — about five minutes.
- Your game master walks you to the room and starts the clock.
- After the game there is a short debrief and a team photo in the lounge.
Arriving late shortens your game — the room must be reset for the next group on time. More than 20 minutes late is treated as a no-show and the booking is forfeited.
Section 5 — Lockers & Phones
- Free lockers are provided at check-in. Keep the key with your group leader.
- Phones, smart watches and cameras stay in the locker. Every room is designed to be solved without them, and a torch or a search engine spoils the puzzles.
- If you are on call or responsible for a child elsewhere, tell your game master — we will hold your phone at the desk and fetch you immediately if it rings.
- Photos are taken by us in the lounge afterwards, never inside the room. We share them by email or on request.
Section 6 — How Hints Work
- A game master watches your room the whole time and speaks to you through a screen or radio.
- Beginner and Intermediate rooms include unlimited hints. Advanced rooms include three. Expert rooms give hints only when you ask.
- Ask for a hint out loud at any time — nobody has ever been judged for it, and hints do not reduce a successful escape to an asterisk.
- If a prop or lock genuinely fails, the game master will intervene at once and add the lost time back to your clock.
Section 7 — Rescheduling & Cancellation
Reducing your player count after booking does not reduce the room minimum already reserved. If illness affects your whole group, contact us — we would rather move you than lose you.
Section 8 — Group & Corporate Rates
- Groups of 12 or more across two rooms: 10% off the per-player rate.
- Full-venue buyout (all rooms, three hours, private lounge): quoted per date, typically for 24–40 players.
- Corporate team events include a facilitated debrief on communication and decision-making, plus a written summary for the organiser.
- Schools and registered non-profits: weekday daytime rate, and a relaxed briefing on request.
- Invoiced accounts and purchase orders are available for organisations booking three or more times a year.
Section 9 — Accessibility
- The Cartographer and Signal Lost are step-free from the street and can be played seated throughout.
- Strobe and flashing effects can be disabled in every room on request, with no impact on solvability.
- Room lighting can be raised, jump-scare audio lowered, and live actors withdrawn — just tell us when you book.
- No room requires crawling, and no door ever locks behind you — every room can be left instantly by pushing the marked exit.
- Written versions of the briefing and of every audio clue are available for deaf and hard-of-hearing players.
- Support workers and companions accompanying a disabled player are admitted free of charge.
Section 10 — Frequently Asked Questions
Are we actually locked in?
No. The exit door is never locked and opens from the inside at any moment. The lock you are beating is the story, not the fire door.
What happens if we do not escape in time?
Your game master walks you through the puzzles you did not reach, so you always find out how the story ends. Roughly four groups in ten escape an Advanced room first time.
Will we be put with strangers?
Never. Every booking is private to your group, even if you are only two people in an eight-player room.
Do we need to be good at riddles?
No. Our puzzles reward searching, talking to each other and noticing things — not trivia or maths. Groups who say everything out loud finish faster than groups who are clever in silence.
Can we come back to a room we already played?
You can, but we will always steer you to something new — we keep a record of which rooms your group has completed so you are never sold a repeat by accident.
How long should we allow in total?
Add about 40 minutes to the room duration for check-in, briefing, debrief and photos.
Anything not answered here — ask the front desk before you book. We would rather talk it through than have you spend an hour in the wrong room.