Monsters Incs Containment Rooms · Est. 2019

Trafalgar Square / Four rooms / 45–75 minutes

Something is in here with you.

Four rooms, each built around a thing that shouldn't exist. You have an hour to work out what it wants and get the door open. No actors chasing you, no strobes, no cheap shocks — just a room that is very good at not letting go.

Currently open

SPEC. 01

The Cellar Door

The house has been empty eleven years and the council wants it surveyed. The paperwork mentions a cellar. The floor plan does not. Our most-booked room and the one people are still arguing about on the walk to the tube.

Duration60 min
Players2–6
Difficulty
SPEC. 02

Bloodmoon

A shepherd's bothy, the wrong week of the month, and a locked box the previous occupant was extremely serious about. Our hardest room. Teams of three rarely finish it; teams of six often talk over each other and finish it slower.

Duration75 min
Players3–8
Difficulty
SPEC. 03

Deep Signal

A seabed research station stopped transmitting in 1978. You are the retrieval crew. The station is still powered, still pressurised, and something on board is still answering the radio.

Duration60 min
Players2–5
Difficulty

How it works

Before

Arrive fifteen minutes early. Someone will walk you through the rules, take your coats and bags, and answer anything you want to know about how intense the room actually gets. You can ask. We will tell you.

During

You are in radio contact with a games master the whole time. Clues are free and unlimited — we would rather you finished than sat stuck on one padlock for twenty minutes. You can leave at any point.

After

There is a room next door with chairs, water, and the leaderboard. Most groups sit in it for half an hour arguing about the thing they walked past four times.

We build with hinges, hydraulics and lighting rather than actors and strobes. Nothing in any of our rooms will touch you.