SPEC. 01
The Cellar Door
The house has been empty eleven years and the council wants it surveyed
before sale. You have the keys, a clipboard and until the light goes.
The paperwork mentions a cellar; the floor plan does not show one; the
draught coming under the pantry door is coming from somewhere.
Our most-booked room and the one people are still arguing about on the
walk back to Charing Cross. Mostly physical puzzles — drawers, keys,
wiring, a dumbwaiter that works. Nothing you need to be strong or fast
for.
Domestic
Puzzle-led
Good first room
Step-free
Duration60 min
Players2–6
Difficulty
Light levelDim
Min. age12
SPEC. 02
Bloodmoon
A shepherd's bothy in the hills, the wrong week of the month, and a
locked strongbox that the previous occupant was extremely serious
about. The windows are shuttered from the inside. There is a reason
for that and you have roughly an hour to work it out.
Our hardest room, and the only one on a hard timer that does something
when it runs down. Teams of three rarely finish. Teams of six often
talk over each other and finish slower than teams of four.
Folklore
High difficulty
Timed mechanics
Loud passages
Duration75 min
Players3–8
Difficulty
Light levelDim
Min. age16
SPEC. 03
Deep Signal
A seabed research station stopped transmitting in 1978. You are the
retrieval crew, forty years late, and the station is still powered and
still pressurised. Something aboard is still answering the radio, and
it has had a long time to think about what to say.
The most atmospheric of the four and the one we are proudest of. Built
around sound — a lot of the room is solved with your ears rather than
your eyes. Not recommended if you dislike enclosed spaces.
Abyssal
Sound-driven
Low light
Enclosed
Duration60 min
Players2–5
Difficulty
Light levelVery low
Min. age14
SPEC. 04
The Hollow
Someone has been leaving bowls of milk at the treeline for two hundred
years, and this spring nobody did. You are the ones sent to find out
why the arrangement lapsed and, if possible, to restart it before dark.
Our gentlest room. Brighter, shorter, no sudden noises, and built so
that a group who has never done an escape room before will get out
without needing rescuing. Families and first-timers usually start here.
Folklore
Beginner
Family-friendly
Step-free
Duration45 min
Players2–4
Difficulty
Light levelNormal
Min. age8