Mystery Escape Rooms


Find the clues...

 

info@mysteryescaperooms.com

 


551 Waterloo Street
London, Ontario
(519) 601-8989


Mystery Escape Rooms

The Rooms

The Mystic's Parlour

4-8 Players

Note:  This room is one hour long

Over the last year, you have discovered that you have some innate psychic abilities.   You've been able to predict the future on more than one occasion, but haven't been able to choose when or how it works.

In order to hone your skills, you've written to several psychics and fortune tellers to see if they would become your mentor.   One famous fortune teller, Madam Malina, has summoned you to her parlour to see if your sixth sense can be trained.   Will you be able to demonstrate your talents to become Madam Malina's apprentice?


MER LOCATE Difficulty Level: 3.5 / 5
Reasoning Skills:    Logic 3/5,  Observation 4/5,  Correlation 4/5,  Abstraction 4/5,  Teamwork 3/5.

This room plays 4-8 players.   Find out whether your intuition and extra sensory perception are strong enough for Madam Malina to become your mentor.

The Blue Room

2-6 Players

You wake up inside a dimly lit room, blindfolded and shackled to the wall.   The last thing you remember is escaping the clutches of some gang.   You look at your surroundings and come to the realization that it isn't some gang that's abducting you  –  someone seems to be playing mind games with you.   You see a clock counting down and a sign on the wall that reads:

<<||   Welcome to the Blue Room   ||>>


MER LOCATE Difficulty Level: 3.5 / 5
Reasoning Skills:    Logic 3.5/5,  Observation 3.5/5,  Correlation 3/5,  Abstraction 3/5,  Teamwork 4.5/5.

This room plays 2 - 6 players.   You may be in near darkness for a portion of it.   All handcuffs come with a safety release latch that can be used at any time.   Our second game in the trilogy.

The Faery's Hemlock

4-8 Players

Note:  This room is one hour long

Trapped inside the realm of a dark faery, you must find the talisman to return to the human world.


MER LOCATE Difficulty Level: 3 / 5
Reasoning Skills:    Logic 3/5,  Observation 4/5,  Correlation 3/5,  Abstraction 4/5,  Teamwork 3/5.

This room plays 4 - 8 players.

Escape the Haunted Mansion

6-16 Players

Note:  This room is one hour long

You and your friends decide to do a little urban exploration – heading to an old, abandoned estate that has been largely empty since the 1980s. Knowing that it’s going to be torn down in a few weeks, you join your friends to check it out, despite the tales surrounding the estate and the mysterious disappearance of its owner. You search for a room where seances supposedly took place sometime around the 1930s – done by a few fraudulent grifters who were exposed in a big scandal of the time.   In a true Scooby-Doo-like fashion, you decide to ‘split up’...  because you can cover more ground that way, right?   Half of your group goes down one dark, eerie passage, while the other half goes down...   the other dark, eerie passage.   All of a sudden - you hear the doors slam behind you.   Both groups seem to be locked in separate rooms.   You must have knocked a furnace pipe on your way in, because a mysterious (poisonous?) gas is coming from a vent.   You start to get the sense that it isn't the first time someone's been trapped in here, as someone (or something?) seems to have left some clues.   Can you work with the other group to find a way out?   You figure you've got less than an hour to escape before air runs out and you become another mystery of the Haunted Mansion.


MER LOCATE Difficulty Level: 4.5 / 5
Reasoning Skills:    Logic 4/5,  Observation 4/5,  Correlation 3/5,  Abstraction 3.5/5,  Teamwork 5/5.

Recommended for 8-14 players, this room plays a minimum of 6.   Your group is split into two teams and you have to really work together to find a way to escape.

Escape the Toy Room

2-5 Players

Note:  This room has been retired until Fall 2017!

You work in child care, and you're watching over three of your regulars - twin brother and sister, Daniel and Denise, and their younger sister Olivia.   Both of the twins are borderline geniuses, but Daniel tends to use his intelligence to play elaborate pranks on you.   Your secret nickname for him amongst your friends is ‘Diabolical Daniel’.   He's a brat and doesn't seem to like you very much.   Denise, on the hand, is quite fond of you and the two of you have managed to bond.   However, she's the shy one, while Daniel seems to run the show and drags her along.   Your friends stop by to drop off a book for you, and they ask to come in for a minute because they secretly want to meet the genius twins you always talk about.   Daniel, however, uses this opportunity to trap you and your friends in their younger sister's toy room. Their parents are coming home in forty-five minutes, and if you're caught trapped with your friends, you're sure to get fired.   Daniel has left a lot of complicated puzzles around the room and figures that if you're smart enough to solve them and get out, *maybe* you're worth keeping around to watch him...   at least for now.   Luckily, Denise knew about Daniel's plan and tried to leave a couple clues in the room without Daniel noticing.   Can you figure out Diabolical Daniel's trap before his parents get home?


MER LOCATE Difficulty Level: 4.5 / 5
Reasoning Skills:    Logic 4/5,  Observation 5/5,  Correlation 2.5/5,  Abstraction 5/5,  Teamwork 3/5.

This room plays 2 - 5 players.   After you've removed them from the inside the box, bring your thinking caps.

The Red Room

2-4 Players

You wake up inside a dimly lit room, blindfolded and handcuffed.   You don't know where you are,
or how you got there.   All you know is you want out.   A clock timer is counting down,
and you don't want to stick around to see what happens when it hits zero.


MER LOCATE Difficulty Level: 2.5 / 5
Reasoning Skills:    Logic 2.5/5,  Observation 4/5,  Correlation 3/5,  Abstraction 2/5,  Teamwork 3/5.

This room plays 2 - 4 players.   You may be in near darkness for a portion of it.   All handcuffs come with a safety release latch that can be used at any time.   Our first game in the trilogy.

The Professor's Office

2-6 Players

Your archeology professor, Kentucky Smith, has been missing for some time.   A letter arrives in your mailbox letting you know that people are on his trail and it's not safe for him to come back - but he needs you to bring something from his office to him in France.   He sent a plane ticket for you and instructions on how to get into his office that he said would make sense when you enter it.  When you are nearing his office, two men start to approach you.   You walk faster.   They walk faster.   You run.   They chase you.   You double back and manage to give them the slip - for the time being - but realize you dropped the letter.   You need to get to his office and grab the artifact before the men catch up to you and figure out what you're up to.   However, when you get to Tuck's office, you see it isn't an ordinary office.   The door locks behind you.   He's booby-trapped the office so that anyone who enters will have to know him to get out.   Do you think you know Tuck well enough to figure out his system without the letter and before the men catch up to you?


MER LOCATE Difficulty Level: 3.5 / 5
Reasoning Skills:    Logic 2.5/5,  Observation 4/5,  Correlation 3/5,  Abstraction 2/5,  Teamwork 3.5/5.

This room plays 2 - 6 players.   Grab your fedora and whip, and try your luck to help Professor Tuck.

The Museum Heist

4-8 Players

You are part of a professional heist team, and are set to steal a valuable artifact from a museum.   While the artifact itself is valuable, it's what's inside it that you're looking for - a map of sorts in order to aid your friend Kentucky Smith on his latest quest.   One of your friends who recently got released from prison said his cellmate tried this job a couple years ago with the help of an inside man - a very old janitor - who left a lot of hidden clues in plain sight on how to get in.   Unfortunately, their inside man died before giving them more detailed instructions, and although they went in and were able to get out undetected, they weren't able to figure out his clues on how to disarm the system.   Before being able to assemble a new team and try again, the cellmate got arrested on another job.   He heard the museum is upgrading their security system next week, so he's passing on the info he had and letting your team try the job, so long as you cut him in if you figure it out.   You get into the museum and enter the room with the clues.   You've looped one of the security cameras so you aren't seen, but the guards walk by every forty-five minutes and the person watching the feeds will notice when the guards pass the area and don't show up on screen.   Can you solve the clues and get the artifact without setting off the alarms and getting caught?


MER LOCATE Difficulty Level: 3 / 5
Reasoning Skills:    Logic 3/5,  Observation 3.5/5,  Correlation 2/5,  Abstraction 2.5/5,  Teamwork 3.5/5.

This room plays 4 - 8 players.   You've got a copy of the janitor's handwritten notes and scribbles.   Hopefully you can make sense of it all when you get in.

Hours and Pricing

In addition to our online booking system, we take
appointments through e-mail or over the phone.
Contact us to make a booking.

Hours

Monday to Thursday
6:00 PM - 10:00 PM


Friday
6:00 PM - 12:00 AM


Saturday
10:00 AM - 1:00 AM


Sunday
11:00 AM - 10:00 PM


Corporate and Special
Daytime Bookings:

By phone or email
appointment only

Pricing

Regular Price:

$25  (Blue / Red / Prof / Heist)
$28  (Mystic / Faery / Mansion)


Students with Photo ID:

$23  (Blue / Red / Prof / Heist)
$26  (Mystic / Faery / Mansion)


Current Promotions
and Specials:


$2 off for Liking Us and
Checking-In on Facebook


and up to $1 off for
paying with cash

Also inquire about our multi-room (more than one room on the same day)
and large-group (20 people or more) discounts!





Individuals and Small Groups:


While it's valuable to play with friends, it's also valuable and authentic
to be trapped in a room with people you don't know.

Every Wednesday evening and every Sunday afternoon we reserve one time slot for each room only for bookings from people wanting to play rooms with individuals or groups they don't know.

Have a team of two?   Want to join another team of two for the Red Room?   No problem.   Don't have 15 friends all free at the same time to play the Haunted Mansion?   We'll pair you with other individuals and groups.

Team Building

Heralded as one of the best team building exercises around, escape rooms have become a go-to destination for corporations.

There isn't a fun, intriguing and time-sensitive exercise like it
where you really get to find true collaborations between colleagues.

Several corporations now use escape rooms as part of their
interview process, team selection, and corporate retreats.

We offer something unique for our private events - we are able to tailor our games for specific purposes for employers to test and evaluate different traits amongst different teams. We have a resident psychologist on board that specializes in corporate psychology to assist us in targeted, specific training exercises as well.

So find out what we can do to assist your organization.

Everything from targeted and tailored events
to office parties and weekend retreats -
we're here to facilitate your goals.

FAQ

<< -- Click Below -- >>



I've never played an escape game before - do you have any tips?


Where can I park?


Is the game scary?   Will anyone jump out and scare us?


What if I'm claustrophobic?   What if a team member suddenly feels unwell and needs to exit the room?


Am I allowed to take pictures or video in the rooms?


What happens if I arrive late?   Are tickets refundable?   Can I cancel a booking?


How old do I need to be in order to play?


What if we get stuck on a puzzle?   Can we get a hint or clue?


What forms of payment do you accept?


Do I need to bring anything?


Can we extend our time in the room?


What happens if I've played all of your rooms?   Are you ever going to change them?


We heard you're opening a second location in London?

Mystery Escape Rooms Logo

booking@mysteryescaperooms.com

551 Waterloo Street
London, Ontario
(519) 601-8989

For bookings outside of our regular business hours, please call or email us
and we will likely be able to accommodate most requests with notice.

Please also contact us to inquire about our specialized team building exercises,
corporate or special events, and tailored games for specific groups or occasions.

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Mystery Escape Rooms

551 Waterloo Street

London, Ontario
2014 © Sleuth Booth
Mystery Escape Rooms
551 Waterloo Street
London, Ontario N6B 2R1