Four rooms, four cases
Pick a story and a difficulty. Every room is played by your group alone, with a game master watching and a hint whenever you ask.
Choose your case
Each room is a story with its own puzzles, locks and hidden doors. Never played before? Start with a good first case and save the expert files for your third or fourth escape.
Case no. 0213

The Clockmaker’s Attic
Good first case
Every clock in the attic stopped at 4:12 on the night the clockmaker vanished. He left one message for his apprentice, hidden somewhere in the gears.
Difficulty
2 of 5
Players
2 to 5
Time
60 minutes in the room
Price
From $70 per group
Case no. 0417

The Marlow Agency
Medium
Private detective Ruth Marlow left town in a hurry. Her last case is still in the filing cabinet, and someone wants it gone before midnight.
Difficulty
3 of 5
Players
2 to 6
Time
60 minutes in the room
Price
From $70 per group
Case no. 0588

Station 9
Hard
The last message from radio Station 9 ends mid-sentence: “Whatever you do, do not open the blue door.” Find out what the operators saw.
Difficulty
4 of 5
Players
3 to 6
Time
60 minutes in the room
Price
From $90 per group
Case no. 0731

Eleven Keys
Experts
Eleven keys hang on the wall and there is only one way out. Every key opens something, but only one opens the last lock.
Difficulty
5 of 5
Players
4 to 8
Time
60 minutes in the room
Price
From $110 per group
Sample rooms. Example prices for the whole group, for one game of 60 minutes.
Price per group
One price for the whole group and the whole room, whichever room you choose. The game master, hints and team photo are included.
2 players
$70
3 players
$90
4 players
$110
5 players
$125
6 players
$140
7 or 8 players (Eleven Keys only)
$160
Example prices, per group, for one game of 60 minutes.
Good to know
- Weekday games before 17:00 are $10 less per group (example).
- You pay when you book. Move or cancel free of charge up to 48 hours before the game (example policy).
- Running late? Call us. The next group starts on time, so a late start can mean a shorter game (example policy).
- Groups over eight can book two rooms side by side and race each other.
Bring the whole group
Colleagues who never talk to each other, a teenager who is too old for a party, a friend who has everything: an hour in a locked story fixes all three.
Team building
Split a team of up to 24 across our four rooms at the same time, then compare times over drinks in the lounge.
- Weekday mornings and afternoons
- One invoice for the whole company
- From $28 per person (example)
Birthday parties
A room for the party, then the lounge for cake and presents. Good for teens from 12, and for grown-ups who never stopped liking puzzles.
- Easier hints for younger players
- 45 minutes in the lounge after the game
- Party packages from $190 (example)
Gift vouchers
Give a game instead of a thing. The voucher works for any room, and the people you give it to choose the day.
- Any amount from $25
- Sent by email or printed
- Valid for 12 months (example)
Fastest escapes this month
Times count from the moment the door closes to the moment you open it, hints included. Your team name goes on the board if you get out.
1
The Night Owls
Station 9
41:12
2
Accounts Payable
The Marlow Agency
43:58
3
The Okafor family
The Clockmaker’s Attic
46:05
4
Lockpick Jill and friends
Eleven Keys
52:40
5
Room 214
The Marlow Agency
54:31
Sample leaderboard: team names and times are examples.
Questions before you book
Something else on your mind? Call us and a game master will answer.
How old do players need to be?
Players from 12 can play with an adult in the group, and teens from 16 can book on their own. Younger children are welcome in The Clockmaker’s Attic with two adults (example policy).
How many people can play in one room?
Between two and eight, depending on the room: each case file shows its own range. Four to five players is the sweet spot for most rooms. Bigger groups can book two or more rooms at the same time.
What if we arrive late?
Call us as soon as you know. The next group starts on time, so if you arrive more than 15 minutes late your game may be shorter than 60 minutes (example policy).
What happens if we get stuck?
Ask for a hint. Your game master follows the game on camera and answers on the screen in the room. You can ask as often as you like, and hints are free.
Is it scary?
No. The rooms are atmospheric, with low light and a few sound effects, but nobody jumps out at you. Tell us if anyone in the group is nervous and we will suggest a room.
Can we leave during the game?
Yes, at any time. The room door is never locked: it opens from the inside whenever you want a break or want to stop.
Your hour starts when you book it
Choose a room and a time, tell us how many are coming, and we will have the briefing ready. Gift vouchers and group bookings from the same place.