Why teachers book us
Curriculum-friendly
Logic, lateral thinking and communication under time pressure — a genuinely useful enrichment trip, not just a day out.
Groups run side by side
Classes split into teams across rooms racing at once — up to 48 students at a venue, 96 across both. Staff can supervise from inside or outside the rooms.
Safe and supervised
Every Games Master on a school trip is DBS checked, games are monitored throughout and each group is briefed before the clock starts.
Weekday rates
Term-time weekdays are our quietest slots. Teachers play free, and schools can pay by invoice — ask about group pricing.
Safe, private and hosted from start to finish
Every school booking is private to your group. A DBS-checked Games Master briefs each team, watches the game throughout and steps in with hints so nobody gets stuck. Students are never locked in and can leave the room at any time, and accompanying staff play free.
School trip planning information
Everything teachers and trip leaders need to plan an escape room school trip — safety, supervision, timings, learning outcomes and group information.
Risk assessment support
We supply venue and activity information to help you prepare your own risk assessment. Rooms are private, timed games run by DBS-checked Games Masters, with staff on hand throughout.
Age suitability
Best suited to students aged 9 and above — upper primary, secondary, college and university groups. Most rooms are 9+; The Cabin is 12+ and Echoes of Madness is strictly 14+.
Capacity & group sizes
Up to 48 students at one venue and 96 across both, split into teams of 2–7 per room so a whole class or year group plays at the same time.
Session length
Allow around 90 minutes for the full visit: arrival, briefing, the 60-minute game and photos afterwards. Larger groups run in staggered waves.
Learning outcomes
Clear communication, active listening, creative thinking, time management, problem-solving under pressure and teamwork.
Supervision
Teachers remain responsible for supervision; our team briefs each group, monitors gameplay and steps in with hints where needed. Teachers play free.
Accessibility
Horsefair House has ramp and lift access with three accessible rooms; Market Street is reached by stairs. Tell us about any mobility, sensory or medical needs before booking.
Pricing
Depends on group size, venue, date and rooms required. Schools can pay by invoice — a 50% deposit secures the date and the balance is due 72 hours before the visit.
Transport & locations
Two city-centre venues three minutes apart on foot — Market Street (LE1 6DP) and Horsefair House (LE1 5BP) — close to the bus station, train station and coach drop-off.
Best rooms for school groups
Selected for the year group — low fear, clear missions and puzzles that reward teamwork.
Frequently asked questions
Do teachers pay?
No. Accompanying teachers, teaching assistants and school support staff play free and do not count towards the game's player limit. They still count towards the events room's occupancy limit.
Can the school pay by invoice?
Yes. A 50% non-refundable deposit secures the booking and the remaining balance is due at least 72 hours before the visit. Bookings made within 72 hours require immediate full payment.
Are the Games Masters DBS checked?
Yes. All Games Masters assigned to school trips are DBS checked. Agree student ages, support requirements and room allocation with the team before the visit.
How do we organise a larger visit?
Groups of 49–96 are arranged by bespoke quote across both venues, about three minutes apart on foot. Provide student numbers, accompanying staff, year groups and any access or catering requirements.
What ages are school trips suited to?
Students aged 9 and above — upper primary, secondary, colleges and university groups. Most rooms are 9+; The Cabin is 12+ and Echoes of Madness is strictly 14+.
What food is available?
Core and Ultimate include one pizza per team with unlimited soft drinks, tea and coffee. Vegetarian, vegan and gluten-free options have no surcharge. Discuss allergies with the events team before booking.
Why are escape rooms a great choice for school trips?
They combine learning with fun. Students have to work together, communicate clearly and manage their time to solve each challenge, skills that support both classroom learning and personal development.
What educational benefits can students gain?
Problem-solving, critical thinking, communication and teamwork. The challenges call for logical reasoning, creativity and collaboration, and the immersive setting keeps students engaged while they learn in a practical, memorable way.
How does an escape room encourage teamwork?
Students share information, discuss ideas and split tasks to solve puzzles against the clock. Everyone can contribute, whether by spotting clues, cracking codes or organising the team, which builds confidence and stronger relationships within the group.
What makes this different from a traditional school trip?
Students take part rather than watch. They become part of the story, solving puzzles and overcoming challenges together, so the visit is active, engaging and remembered long after the day.
Is it a good reward or enrichment activity?
Yes. Schools book us for end-of-term trips, reward days, enrichment weeks and student induction events. It rewards students while building leadership, resilience, communication and creative thinking.
Can we hire the venue exclusively?
Yes. For larger groups, exclusive venue hire gives your school a fully private, organised visit. Up to 48 students can play at one venue at the same time, and up to 96 across both.
Plan an enrichment day they'll rave about
Up to 96 students · teachers play free · invoice payment available.
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