Skip to main content
Escape Quest Arena
  1. Home
  2. Rooms

Choose your trouble

The rooms

Four games, one address. Use the filter to narrow things down by how many of you are coming and how hard you want the hour to be. The count updates as you change it.

Filter rooms

Showing all 4 rooms

Weathered wood-panelled door with a tarnished brass letter plate, the kind you would find on an old bank's back office
Heist · 1928

The Vault of Bay Street

  • 60 min
  • 2–6 players

A linear code-breaking room set in a Bay Street bank on a Friday night in 1928. Substitution ciphers, a two-person combination dial and a corridor the watchman walks every hour.

Conical flask half-full of red liquid beside clear glassware and dripping pipettes on a laboratory bench
Outbreak · Containment

Lab 44

  • 60 min
  • 3–8 players

Three puzzle tracks run at once from the first minute: a lab bench, a stack of paperwork and an intercom that answers back. Bright, busy and good for groups that like to split up.

Row of worn Victorian hardcover spines, including volumes of Tennyson and Byron, photographed in sepia
Mystery · 1887

The Last Chapter

  • 75 min
  • 2–6 players

Non-linear, word-heavy and deliberately full of false leads, with a meta-puzzle that only resolves in the last quarter hour. Extra hints cost time. Play a few rooms first.

Cockpit-style control panel packed with green instrument displays, dials and warning switches
Science fiction · Big groups

Orbital Station Aurora

  • 60 min
  • 4–8 players

Three modules around a command deck, each its own puzzle chain, so eight people all have something to do. Physical and visual rather than wordy. The room we recommend to first-timers.

Which room should we pick?

Start with the size of your group. Two or three people have the run of the Vault and the library, and both play beautifully as a pair. Four to six can play anything. Seven or eight are limited to Lab 44 and Orbital Station Aurora, the two rooms designed with parallel puzzle tracks so nobody spends the hour watching.

Then be honest about experience. Aurora is the room we hand to first-timers, birthday groups and offices, and it still gives seasoned players a decent run. Lab 44 is a step up: more to keep track of, more moving parts. The Vault rewards people who like codes and ledgers and can cope with a tighter, more linear structure. The Last Chapter is the one we ask you to earn: play at least a few rooms elsewhere or here first.

Finally, think about the night. A 75-minute game plus briefing and debrief runs close to two hours, so the library suits an early start. The 60-minute rooms fit neatly before a 9 p.m. dinner reservation on King Street.

Reading the difficulty meter

Three segments: most teams escape, with a hint or two.

Four: fewer than half escape; expect to use every hint.

Five: about one team in three gets out. Extra hints cost time.

Escape rates are recalculated on the first of every month from the previous twelve months of games.

Still torn?

Call (416) 555-0142 during opening hours and a game master will match your group to a room in under a minute. Or just book Aurora; nobody has regretted it yet.
Book now