ALICE
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 and only to vanish by morning. Where did Alice go? Could her tales have been more than just dreams?
AGE: 10+
DIFFICULTY: 4 / 5
PLAYERS: 2-6 PLAYERS
- Best for Date Night
THE FLYING DUTCHMAN
Shipwrecked by a raging storm, you awaken aboard the cursed Flying Dutchman, doomed to serve Davy Jones unless you escape before sunrise. Somewhere in the lower decks lies your only hope is the mythical diamond, the Heart of Calypso. You have one hour to find it… or be bound to the ship forever.
AGE: 10+
DIFFICULTY: 3 / 5
PLAYERS: 2-7 PLAYERS
- Best for Beginners
- Best for Families - Best for Beginners
221B BAKER ST
You have been enlisted by Sherlock Holmes’ arch-enemy, Professor Moriarty, to play a prank on the detective! Your task is to break into 221B Baker Street, crack Sherlock's codes and failsafes, and retrieve an item of great personal importance. Hurry though, Sherlock and Dr Watson are on your case!
AGE: 10+
DIFFICULTY: 3 / 5
PLAYERS: 2-6 PLAYERS
- Best for Friends and Family
- Best for Beginners
MAGIC EMPORIUM
You and your friends enter the Wizarding School and uncover a hidden magic shop filled with enchanted items. Suddenly, the door locks. A message reveals a lost artefact hidden beyond a sealed door and the only escape lies through the forbidden wing. Solve the puzzles, face the guardian, and escape before time runs out… or be trapped forever.
AGE: 10+
DIFFICULTY: 5 / 5
PLAYERS: 2-6 PLAYERS
- Best for Large Groups
- Best for Escape Rooms Enthusiasts
