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GUIDE

How to choose the right escape room for your group

6 rooms, 6 very different hours. Here is how to match the room to the people you are bringing.

End of the Line

Danny Badd has hijacked the Picodedilly line as a distraction while he pulls off a heist across town. You are one of the commuters on a runaway train with sixty minutes of track ahead of you. Work out the manual override and get the brakes on.

2-7 players. Best for: teamwork, logic, communication.

The Betrayal of Cluetankhamun

The first expedition into Cluetankhamun’s tomb has gone silent. Now your team must venture underground to recover the mysterious Cluetan Crystal. Find out what happened to the explorers, and make sure you do not share their fate.

2-6 players. Best for: families, exploration.

A-I-9

A-I-9 was built to run the country’s hospitals, transport and power grids, and for a while it did. Twenty four hours ago an anomaly appeared in its code, and it has been corrupting the system from the inside ever since. Get past its self-protection systems and shut it down.

2-6 players.

The Dungeon of Doom

Your friend has been wrongly accused of murder and sentenced to death, chained up in a medieval dungeon. Break in, get them out and be gone before the guard comes back round. Sixty minutes, or you share the same fate.

2-8 players. Best for: teamwork, separation, dark.

Bunker 38

You have lived underground since the radiation leak, and the all clear has finally come through. The door is locked, the oxygen is running low, and there are sixty minutes of breathable air left. Find your way out before it runs out.

2-7 players. Best for: best for first-timers.

The Experiments

Dismissed by the board of medical science for her unorthodox practices, Dr Psik now runs her trials from a secluded allotment behind the guise of an escape room. Her test subjects have a habit of expiring, and she has found a use for every one of them. The dead are up and about again.

2-7 players. Best for: scariest.

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