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Most people who walk into our basement on New Street have never done an escape room before. You are not the exception — you are the normal case. This is what actually happens, start to finish, so nothing about the hour catches you out.
Before you arrive
You book a room, a group size and a time online. Games run from 10am to 10pm, seven days a week, and the room is yours alone — we never put you in with strangers to make up numbers. Come 5 minutes early. There are no toilets in the rooms themselves, so it is worth going before the clock starts; the gallery upstairs and several spots along New Street are all about a minute away.
Wear whatever you are comfortable in. There is a bit of moving about and one puzzle asks you to bend down low, but nothing strenuous. The rooms are in a basement reached by a flight of stairs — if that is a concern, ring us on 01736 691049 before you book and we will talk it through honestly.
The briefing
Your games master meets you, explains how the room works, what the hint system is and what you are trying to do. It takes a few minutes. There is no test, no acting, and nothing you are supposed to already know. Everything you need to solve the room is inside the room.
The hour itself
The door closes and the clock starts. You will spend the first few minutes simply looking — opening drawers, reading things, finding objects. That feels unproductive and it is not; it is how every successful group starts.
Then the pattern clicks. Someone notices that two things relate to each other, a lock opens, and the room starts giving up its secrets. From there it tends to accelerate.
Your games master is watching the whole time and will give you a nudge whenever you want one. Ask. There are no prizes for struggling in silence, and a hint at the right moment is the difference between finishing and running out of time.
What if we get stuck?
You will get stuck. Everyone does. That is the game working as intended. Say so, take the hint, and carry on — the satisfaction comes from the solving, not from refusing help.
Can we leave if we need to?
At any point. The door opens from the inside. You are never locked in against your will, and if someone needs to step out they simply can.
The last ten minutes
This is where it gets loud. Either you are close and everyone is shouting numbers at whoever is nearest the lock, or you are not and you are working through hints at speed. Both are good. Very few groups finish comfortably.
Afterwards
There is a photo, a bit of arguing about who actually spotted the crucial thing, and your escape time. Then you are back out on New Street, usually talking about it for longer than the game lasted.
Which room should a first-timer pick?
- The Lamorna Brown Affair — a Cornish art mystery with no scares whatsoever. The usual recommendation if anyone in the group is nervous.
- 28 Pasties Later — a full 90 minutes and a playful zombie streak. Nothing ever touches you.
- Death By Prescription — a poisoning case to unpick. Detective work rather than frights.
Two players is the hardest version of any room because everything rests on you. Three to five is the sweet spot. Six to eight is the loudest and the cheapest per head.
Ready when you are
Rooms take 2 to 8 players and we can run up to 23 across the rooms at once. Prices start at £60 for the room. We charge for the room rather than per head, so a bigger group costs each person less — a full room works out at about £20 each. Under-7s play free.
Check availability, have a look at prices, or read the full FAQ. If you would rather just ask someone, ring 01736 691049.