Finish the signal before humanity runs out of time
Your challenge is to complete a transmitter and contact the alien intelligence that could help. Bring a team who enjoys mysterious possibilities, urgent decisions and the satisfaction of connecting ideas. This is an adventure for curious minds prepared to take a demanding mission seriously.
A meteor is heading towards Earth. The people who might have found a way to prevent disaster have left their work unfinished, and now your team must take responsibility for what happens next. Their research points to an extraordinary possibility: help could come from beyond our world.
You do not have the luxury of dismissing that possibility. The transmitter must be completed, the contact must be made and your team must give an unfamiliar idea the attention it deserves. What once sounded impossible has become the reason to keep trying.
Project Area 51 turns curiosity into a mission with enormous stakes. Look closely, compare what you discover and resist the temptation to make assumptions too soon. Earth's future depends on a message reaching the right destination. Can you become the team that makes contact?
Complete the scientists' unfinished transmitter and establish contact with the aliens who may be able to save Earth. Your team must turn incomplete work into a functioning chance of rescue. Keep sharing discoveries and bring the mission together before the approaching meteor makes intervention impossible.
Sixty minutes, one mission
A planetary emergency
An approaching meteor gives your mission a clear purpose: complete the work that might still give Earth a chance of survival.
Contact the unknown
Your best hope lies beyond familiar explanations, inviting curious teams to commit fully to the room's central science fiction premise.
A demanding assignment
The published four out of five difficulty makes this a strong option for groups who want their ideas put to work.
Always just your team
Every booking is private — only the people you came with.
The details
This room uses flashing/strobe lights — these effects cannot be switched off.
Recommended 9+; ages 9–11 play with an adult or in-room Games Master. A responsible adult must be onsite or within five minutes and reachable by phone for all players aged 9–15. Ages 16–17 can check in and play independently.
You can step out and rejoin at any time, but the clock keeps running. Questions? Call us on 0330 122 8877.
- Venue
- Escape Leicester Horsefair House
- Address
- 3rd Floor, Horsefair House, 1-5 Horsefair Street, Leicester, LE1 5BP
- Players
- 2–6
- Recommended age
- 9+
- Duration
- 60 minutes in-room
- Difficulty
- 4 / 5
- Fear level
- Low
- Theme
- Alien rescue mission
- Private game
- Yes — always
- Flashing lights
- Yes — cannot be switched off
- Artificial smoke
- No
- Loud or sudden sounds
- No
- Physical
- No crawling or climbing
- Wheelchair access
- No
- Live actors
- None
- Fastest escape
- 19:37 · Half Term Hooligans
Who this room is for
3rd Floor, Horsefair House, 1-5 Horsefair Street, Leicester, LE1 5BP
- –Arrive 15 minutes early, press the buzzer (no entry code) and take the lift to the third floor.
- –Access: a ramp bypasses the steps to the lift; this room is not wheelchair accessible.
- –Train: Leicester railway station is around a 10-minute walk from both venues.
- –Parking: Dover Street Car Park, 31-33 Dover Street, LE1 6PW (entrance on Calais Hill). Open 24 hours; the council currently lists £5 for up to 3 hours.
Frequently asked questions
Is it scary?
The fear level is low. Choose it if your group prefers a gentler atmosphere, while remembering that puzzle difficulty is a separate rating. There are no live actors. Check the listed sound, lighting and smoke effects before booking, and contact the team about individual concerns.
Is it suitable for kids?
The recommended age is 9+, and ages 9-11 can play with an adult or in-room Games Master. A responsible adult must be onsite or within five minutes and reachable for all ages 9-15. Under-9 suitability must be discussed with the phone team before booking.
How hard is it?
The difficulty is 4 out of 5. Teamwork, clear communication and careful observation will help your group make progress. Your Games Master can provide hints if you get stuck; fear level is shown separately.
Anything to know before booking?
Flashing/strobe (cannot disable). No crawling/climbing reported. Wheelchair access: No. Contact the team before booking if you need advice about access or sensory needs. You may step out and rejoin, but the clock continues.
What is the best number of players?
This game accepts 2-6 players. Choose a group whose interests and comfort levels suit the theme; we do not claim a single ideal team size. Your booking is private, so you will not be joined by strangers.