Things are Strange
Hammersmith - West London
Will Myers is a boy haunted by vivid, terrifying dreams—twisted worlds, rotting landscapes, and monstrous shadows. He draws what he sees, but it’s more than imagination. His quiet town starts to decay: crops rot, kids vanish, storms rage with no warning.
Through his visions, Will discovers a shadow world—a rotten mirror of ours—where something evil waits. He sees glimpses of secret experiments on kids like him, with powers that tore a hole between worlds.
The gate they opened was never fully closed. Now it’s waking up—and the darkness is coming for him.
*Has elements of flashing lights
* For kids age 9 - 11 Games Master is required to play in the room (call us for more information)
Young Wednesday
Hammersmith - West London
Young Wednesday uncovered a dark secret at Nevermore Academy: the Raven Society, a forbidden cult, is trying to open the gates of Hell... again.
Wednesday has been caught, and so it's up to you—and your unsettling gifts of premonition and puzzle-solving.
Examine her room in the attic of the Academy, sneak into the Divination Classroom, speak with the ghost of Edgar Allan Poe himself, and find the secret shrine of the Raven Society.
Stop their ritual before all Hell breaks loose... literally.
*Has elements of flashing lights
* For kids age 9 - 11 Games Master is required to play in the room (call us for more information)
CASINO HEIST - Break The Rules
Whitechapel - East London
A new underground casino has recently been discovered. We have successfully disabled the security cameras for one hour. Your mission? Steal as much money as you can from the vaults using the hidden tools within to assist you. But you need to wager your time wisely and get out of there before security shows up. Will money be rolling your way? Or will greed consume you first? What’s a challenge without a little risk...?
OVERTHRONE
Shepherd's Bush - West London
The King is dead, long live the King! With no natural successor, the throne is up for grabs. He who finds the King's crown and sceptre will take the throne. Legend has it that the wily old King has hidden them somewhere within the castle. His loyal advisor has brought you here to find them and prove your worth. Take your rightful seat on the throne before the pretenders arrive!
Witchcraft and wizardry
Whitechapel - East London
You've graduated from the school of Witchcraft and Wizardry, but you've been brought back to solve one last mystery. Only this time, you sense something sinister at work. The professor has gone mad - mad with power! You realize he's tricked you by trapping you in the room, and within an hour he will extract all magic from you. Stripped of your wand and powers, you must use your wits to retrieve your wand and escape before you lose all magic forever!
the Master’s cabin
Shepherd's Bush - West London
The last thing you remember is the warmth of the campfire crackling in the quiet woods. Now, you wake to darkness, cold wooden walls pressing close around you. Chains rattle as you realize you’re not alone—your fellow campers lie unconscious nearby. Panic sets in as you recognize the place: the infamous "Master's Cabin," whispered about in chilling rumors of a serial killer’s lair.
But something is wrong—terribly wrong. From the cracks in the walls, you hear low voices chanting in an unknown language. As the words sink in, their meaning becomes clear: they're preparing for a ritual. This isn’t just the hideout of a killer; it’s the home of a deranged cult worshipping "The Master." And you are their sacrifices.
The scent of blood hangs in the air. The sound of footsteps grows closer. You have one chance to break free before the ritual begins, before the Master arrives. Will you escape, or will you become a part of their dark offering?
* For kids age 9 - 11 Games Master is required to play in the room (call us for more information)
the da vinci room
Shepherd's Bush - West London
Our Da Vinci Room will see you take on the role of thief, but for the greater good. Dr John Albright has studied the workings of Da Vinci in great detail. He has amassed a considerable collection over the years, including what many believe to be the Holy Grail. Having gained his trust by helping him "acquire" items over the years, you have access to areas of his home and knowledge of his security that no-one else does. You've been paid well for your services over the years, but you've always felt that an item of the importance of the Holy Grail should be on display for everyone. The professor is away and now is your chance. Get in the room, grab the Holy Grail and get out. It should be easy!
PIRATES’ FORTUNE
Whitechapel - East London
Legend speaks of a treasure, the envy of all those who inquire, a treasure that’s said to grant a sailor any wish he may desire. Across the rough waters of the Seven Seas, you and your crew will sail. Through the obstacles and hurdles, follow the path and you will not fail. You could be lost at sea, and missed forever. Will you wager your luck? Or escape never?
TAKEN II - The
Last chance
Whitechapel - East London
Do you believe in second chances? That people should forgive and forget...? Well in some cases it's just not possible. The lies he fed to us, the screams and horror we survived through... Now it's over but the nightmares still play over and over in our minds, like a broken record. We truly believed we escaped him once.. we thought we were one step ahead... when in fact he's always been two steps in front of us. We've escaped his room of madness... only to walk right into another. Now he's back... and he will finish the job..
Project A
Whitechapel - East London
At a secret base, experiments were conducted on a girl with the code name Alma, who had shown the strongest psychic abilities out of the other test subjects. The experiments got out of control and Alma was put in an artificial coma. However this didn't stop her powers from getting more and more powerful and destructive. Your task is to get to Alma, sedate her, and disconnect her from her life support system within 60 minutes. Her telekinesis abilities are growing by the second and if she gets a chance to test her destructive powers outside the base, we will all be doomed. Our fate is in your hands! Can you handle the pressure?
AREA 51
Shepherd’s Bush - West London
During your guided tour of Area 51, you notice a strange light and sneak away from the group.
You stumble into a secret lab where an alien named Pablo is being held captive after crash-landing in Nevada.
He’s desperate to contact his family and refuses to unseal the door until you help him send a message home.
Can you complete the transmission and escape before the scientists discover you’ve uncovered their greatest secret?
MAYAN TEMPLE
Whitechapel - East London
Legend speaks of the great ancient Mayan temples, hidden somewhere deep in the rainforests of Mesoamerica. You've long heard of their stories and rumours of their rich history but you've always considered them to be mere myths ... Until one day...you come across a particular entrance resembling a giant head... Curiosity prevails, and you decide to take a look inside. What secrets will you discover here?
THE MAGIC EMPORIUM
Islington - North London
You and your friends enter the Wizarding School and discover a hidden magic emporium filled with glowing potions , enchanted books , and wands .
Suddenly, the door locks behind you and a message appears: a legendary artefact, lost for decades, is hidden beyond a sealed door at the back of the shop and the only way out leads through the forbidden wing of the castle .
But beware … a monstrous guardian protects the hidden chamber. Defeat the guardian, solve the magic puzzles, and escape before time runs out or be sealed inside forever .
221B BAKER
STREET
Islington - North London
Our Sherlock themed escape room will offer an interesting challenge for new and returning players alike. Having been enlisted by Moriarty, your task is to break into 221B Baker Street, defeat the failsafes and retrieve an item of importance to Sherlock. Hurry though, Sherlock and Dr Watson are hot on your tail…
THE FLYING DUTCHMAN
Islington - North London
Avast ye, shark bait! Have you heard the legend of the Flying Dutchman, captained by the sea devil Davy Jones and his undead crew? Best start believin’ in ghost stories, because you’re in one.
Your ship was lost to a raging storm, and you’ve awakened aboard the Dutchman. If you don’t escape before sunrise, you’ll be bound to her forever. The only hope is the mythical diamond, the Heart of Calypso, hidden somewhere on the lower decks.
ALICE
Islington - North London
Alice loved dreaming up strange worlds and magical creatures in LondonLand, but no one believed her.
One night, determined to prove her stories were real, she went to bed as usual—only to vanish by morning.
Where did Alice go? Could her tales have been more than just dreams?
This game contains mild climbing elements, please contact the venue before booking if you are unsure of being capable.
CORPORATE TEAM BUILDING
Escape Business Class
Need the fun and drive pumped back into your team? Escape rooms deliver a creative solution for your team to work together in a fresh environment.
