
Deep inside a magical prison sits its most famous inmate. Your mission sounds simple: get in, find them, get them out — before the guards close in.
Most teams want to get out. You'll be the first who have to get in.

A magical prison holds the most dangerous wizards in the world. This time you don't have to break out — first you have to break in. The walls keep secrets, the guards are watching and time is running down. Work well together and you can free the prisoner. Fail, and the prison may keep you too.
A complete experience in its own right — the three Magic World rooms can be played in any order. Come face to face with the Dementors. Recommended for players aged 8 and over.
The room was built with special technology — here magic isn't set dressing, it's gameplay.
Old stones, corridors glowing with enchanted light, and cells that hide more than you'd think.
Every cell is a chapter and every clue a step closer to the prisoner.
The objects respond to you — here the magic is tangible, and it keeps surprising you.
Longer than an average room — because the mission deserves it. And it still flies by.
You don't watch the magic — you make it. Children and adults each find their own kind of wonder.
For families, groups of friends and company teams alike — a shared mission brings everyone together.
You'd like to step into a magical, cinematic world with its own legend and its own rules.
A child-friendly, spectacular adventure from age 8 — parents are players here, not chaperones.
You want a shared mission, excitement and a lot of laughing.
You want something where you really have to think together — and celebrate together at the end.








From 2 to 8. For the rescue mission a team of 3–5 is ideal — more eyes, a faster way in.
From age 8. Under 10 we ask for an adult in the team — who will enjoy it every bit as much.
Yes — the room is very much family-friendly: spectacular, interactive, and there are tasks children will make their own.
No — it's exciting and tense, but there are no scares. The “guards” provide the tension of the game, not fear.
The game is 75 minutes — longer than an average room. With the briefing and the wrap-up, allow 90–105 minutes.
Yes — the mission is logical, the game master watches throughout and helps in a way that fits the story if you get stuck.
One of the best — a shared mission where parents are players rather than chaperones. It can also be part of our birthday package.
Online, in a few clicks. Cancelling or changing your booking is free up to 24 hours before the game.
The prison door stands open. The guards are watching. The mission is up to you.
Child-friendly • 75 minutes of play • Erzsébet krt. • Free cancellation up to 24 hours