Monsters Incs Containment Rooms · Est. 2019

The catalogue / Four entries / All currently open

The rooms.

Difficulty is our own rating, not an industry one. Treat three pips as "most groups get out with a couple of clues" and five as "bring someone who is annoying about crosswords."

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.

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.

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.

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.

Duration45 min
Players2–4
Difficulty
Light levelNormal
Min. age8

Booking two rooms

Groups of eight or more usually split across two rooms running at the same time and swap notes afterwards. The Cellar Door and Deep Signal run well as a pair; Bloodmoon is long enough that pairing it with the 45-minute Hollow leaves one group waiting.