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COUGH SYRUP.
GREEN out.

Promethazine is a first-generation antihistamine. It is used to treat allergies, trouble sleeping, and nausea. It may help with some symptoms associated with the common cold. It may also be used for sedating people who are agitated or anxious. Codeine is a narcotic cough suppressant (antitussive) that affects a certain part of the brain, reducing the urge to cough.

KING OF ZUMBIE LAND
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“Brand Ambassador” — our most immersive collab yet. Join the waitlist.

Room 01 — The Vault / Room 02 — Ward 13 / Room 03 — The Heist / Room 04 — Cosmonaut / Room 05 — The Séance
// Featured rooms

Pick your story

All five rooms →
The Vault escape room set
01 60 min · 2–6 · Hard

The Vault

Crack the tycoon’s safe before the silent alarm calls in the guards. Logic, lock-picking, nerve.

Enter briefing
Ward 13 escape room set
02 60 min · 2–5 · Expert

Ward 13

The asylum closed in 1974. You have one hour to learn why before the lights go for good.

Enter briefing
The Heist escape room set
03 45 min · 3–6 · Medium

The Heist

A gallery. A forged Vermeer. A getaway car idling outside. Lift it clean and vanish.

Enter briefing
// The protocol

How the hour runs

01

Book a slot

Choose a room, a time, and your crew size online. Private bookings only — no strangers.

02

Get briefed

Your game master sets the scene, the stakes, and the one rule that matters.

03

Beat the clock

Search, solve, and combine clues. Hints on tap if the team gets stuck.

04

Make the escape

Find the final lock, hit the exit, and grab the leaderboard photo on your way out.

38% Escape rate
5 Live rooms
27K Players locked in
4.9 Average rating
// Field reports

What crews say

Best 58 minutes of my year. The set design alone is worth it — we forgot it was a game.

Mara D. Escaped · Ward 13

We failed with 11 seconds left and immediately rebooked. That tells you everything.

The Okafor Crew Locked in · The Vault

Genuinely clever puzzles, zero filler padlocks. The game master read the room perfectly.

Sam & Friends Escaped · The Heist
// Before you book

Questions

Is it actually scary?

Ward 13 leans eerie; the rest are tense, not terrifying. None use live actors or jump-scares unless you opt in.

How many people do I need?

Two minimum, up to six per room. Every booking is private — you’ll never share a room with strangers.

What if we get stuck?

Your game master watches over a live feed and sends clues on a screen inside the room whenever you ask.

Can kids play?

Players 12+ are welcome with an adult. Under-16s should bring a grown-up into the room.

The clock is already running.

Slots fill fastest on weekends. Lock in your crew’s hour now.

Book your escape