
The Burrow
The home of magic — a complete story in its own right. Perfect for younger students too.
Details →
Mysteries, shared wins, laughter and teamwork in a safe, well-organised programme where the whole class thinks together.

Someone finds the first clue. The team starts thinking as one — including the student who sits at the very back in class. In the final minutes everyone is watching and everyone has something to say. And when the door opens, the whole class shouts at once. That's the moment they'll talk about on the bus home.
The game master watches the teams throughout — the teacher just gets to enjoy it.
A programme you solve together rather than watch — and where the organising is our job.
Nobody just watches from the corner — the quiet student is often the team's secret weapon.
When the door opens, the win belongs to the whole team — not to one or two students.
They don't even notice they're reasoning, combining and arguing their case — because it's a game.
An enclosed, supervised venue with a game master watching throughout — the teacher can relax too.
An indoor programme — rain can't wash out the school trip.
One conversation, one date — everything planned from arrival to departure.
It isn't a lesson — but what they do here they'll use in the classroom too.
The students look for clues, spot connections and move forward together.
Everyone can add something to the shared solution.
The first idea isn't always the right one — the rooms ask for new approaches.
Time is running out, so they have to observe, decide and act together.
We welcome the class and split them into teams — the excitement starts right here.
A few minutes and every team knows its mission.
60–75 minutes in the chosen rooms, in parallel — which team gets out first?
Getting out, celebrating, and the first round of stories still in the corridor.
A class photo together — it'll be the topic on the bus already.
For lighter, spectacular, magical experiences — The Burrow is the big favourite.
For mysteries, thinking together and teamwork.
For bigger challenges and faster rooms — this is where the competition really starts.
If you need a reliable, indoor, memorable programme — it's perfect for the end of the school year too.
Child-friendly, spectacular adventures with nothing frightening. We especially recommend the Magic World rooms.

Above 10 students we offer a discounted group rate, and by running several rooms in parallel we can host groups of up to 45 — we'll help with the team split too. For larger groups we ask you to arrange it in advance so that all the rooms start together.
Send us your group size and age group — we'll send a tailored quote within 24 hours.




From 10 students we offer a discounted group rate, and by running several rooms in parallel we can host groups of up to 45. Each room takes teams of 2–8.
From age 8 up to school-leavers. For younger primary students we recommend The Burrow, for upper primary the Magic World rooms and Enigma, and for secondary students the faster challenges.
Yes, with advance arrangement — we time the rooms so the groups rotate smoothly.
A game is 60–75 minutes; with the briefing and the rotations, allow 1.5–3 hours depending on class size.
The Magic World rooms, especially The Burrow. They're spectacular, interactive and contain nothing frightening. We don't recommend the horror room for school groups.
Completely. It's an enclosed, supervised venue; the game master follows the teams on camera, helps over the speaker, and the game can be stopped at any time.
That's one of our biggest advantages: it's entirely indoors, so rain, snow or heat make no difference.
Send us your group size, the age group and your preferred date — we'll send a tailored quote within 24 hours. You can also book online.
A programme where the students don't just watch the experience — they solve it together.
Discount from 10 students • Up to 45 people • Perfect in bad weather • Reply within 24 hours