60:00on the
block clock
Open tonight until 23:00

Nine doors on one street.
Sixty minutes each.

Six private escape rooms on Corvin Row, a live game master on the other side of the glass, and a block clock that never stops. Two to six players, one room, no strangers added to your team.

6rooms open tonight
45–75minutes per game
62%teams get out
4.9★from 486 reviews
Rooms

Six doors, one street

Every room is booked for your team alone. The price below is for the whole room, not per head, and it already includes the briefing, the game and the photo at the door.

Not sure which door? Teams that have never played usually start with COLD CASE or GLASSHOUSE. THE CIPHER is the one that returning teams come back for.
Heist

The Vault

60 min2–6 playersAge 12+

A branch bank that closed in a hurry on a Friday night. The manager left the lights on, the ledgers open and a time lock that only answers to three people standing in three different rooms.

3 / 5
$58team, from
Detective

Cold Case

60 min2–5 playersAge 12+

An evidence room from 1974, a filing system nobody ever wrote down, and one box that was signed out twice on the same afternoon. The gentlest room we have for a first game.

2 / 5
$58team, from
Radio station

Signal 9

75 min3–6 playersAge 16+

A coastal transmitter that kept sending long after the last shift clocked out. Nine frequencies, one of them answering back. Heavy on atmosphere, light on everything else: no actors, nothing that jumps.

4 / 5
$76team, from
Code room

The Cipher

60 min2–4 playersAge 16+

No story props, no corridors: one table, one wall of symbols and eleven locks that are all the same lock in different clothes. Thirty-one per cent of teams get out. Bring the friend who does crosswords in pen.

5 / 5
$58team, from
1920s express

Last Train

75 min4–6 playersAge 12+

Four carriages, a violin case that changed hands twice between stations, and a conductor's punch that leaves a different shape on every ticket. The room splits your team in half for the first ten minutes.

3 / 5
$93team, from
Botanical

Glasshouse

45 min2–6 playersAge 7+

A Victorian greenhouse, bright from the first second to the last, built for families and for teams with a seven-year-old in them. Everything is reachable from standing height, and the puzzles are things, not riddles.

1 / 5
$46team, from
Team sizeMon–ThuFri–Sun & holidaysPer person, weekday
2 players$58$72$29
3 players$75$93$25
4 players$92$114$23
5 players$105$130$21
6 players$118$145$20

What changes the price

  • The 75-minute rooms — SIGNAL 9 and LAST TRAIN — add $18 to the team price.
  • GLASSHOUSE runs 45 minutes and takes $12 off the team price.
  • Students and school teams: 15% off Monday to Wednesday, any slot before 17:00.
  • Gift cards are sold for a room, not an amount, and are valid for a year.
  • Nothing is charged on this page. You pay at the desk, card or cash, after the briefing.
Difficulty & ages

Pick the door your team can open

Difficulty is measured by how many teams get out in time, not by how loud the room is. Age limits are about the puzzles and the length of the game, not about anything frightening.

Under the minimum age, a room can still be played with one adult per two children — except THE CIPHER and SIGNAL 9, which stay 16+.
RoomDifficultyEscape rateAgeUnder 16
Glasshouse 88%7+Welcome, one adult in the team
Cold Case 74%12+12–15 with an adult
The Vault 66%12+12–15 with an adult
Last Train 61%12+12–15 with an adult
Signal 9 48%16+Not booked under 16
The Cipher 31%16+Not booked under 16

No room here is ever fully dark

Every room keeps a lit exit path from the first second to the last. The door you came through is never locked from the inside — one handle and you are in the corridor. Beside it there is a red call button that puts you through to your game master in about a second, and the game master watches the room on screen for the whole hour anyway. Nothing in a room needs force, nobody touches you, and no actor ever enters while you are playing.

Lit exit pathDoor opens from inside Operator call buttonGame master on screen
How it works

Two hours at the door, one inside

Book a slot, bring your team, leave everything else in a locker. This is the whole evening, from the street to the photo.

Slots are 90 minutes apart, so the lobby is never two teams deep and nobody is rushed out of the debrief.
Step 01

Arrive early

Fifteen minutes before your slot. Free lockers, something cold to drink and the old cabinet in the corner playing itself.

Step 02

Briefing

Ten minutes with your game master: the story, the two rules, and where the call button is. Questions are cheaper now than in minute forty.

Step 03

The room

45 to 75 minutes behind the door. Hints come up on the wall screen — ask for as many as you like, they cost you nothing but the clock.

Step 04

The door

Out in time or not, you get the photo at the door, with the props or without them. Your time goes up on the board in the lobby.

Step 05

Debrief

Twenty minutes in the lobby: what you missed, what the room was really about, and which door to take next time.

The lobby

The cabinet in the corner

An upright cabinet from 1983 stands between the lockers and the drinks. Nobody has ever had to put a coin in it: it plays itself while you wait, and the high score belongs to a team that never escaped anything.

The screen below is drawn in the page, pixel by pixel, and stops as soon as you scroll past it.
Lobby
Cosmic Drift
Free play
1 or 2 players

Attract mode, every night since we opened

The cabinet came with the building. We replaced the tube twice and left everything else alone, including the sticker on the control panel that says the second player button is broken. It is not: it was never wired.

Teams waiting for the briefing tend to stand around it and argue about who could clear wave four. Nobody has. The machine has cleared it 2,140 times, because it plays against itself and never gets nervous about the clock.

000000Machine score
1Wave
1983Cabinet year
Warm-up

The word lock, before you go in

Two minutes of this at the desk and a team stops shouting over each other. Words drift toward the door; type one and it comes apart. Miss it and the door takes a piece of your lead.

Same warm-up we run on a tablet in the lobby. It is a game, not a test — nothing here changes your booking.
0Score
1Wave
100%Accuracy
0Best today

Type the word, open the lock

The lock holds while the words are still far from the door. First letter picks the nearest word; after that you are typing that one.

Before you come

Rules, and what to bring

There is very little of it, and none of it is about being brave.

Anything you forget — a charger, a plaster, an umbrella — is behind the desk.

Bring

  • Flat shoes you can crouch in. That is the whole dress code.
  • A team of two to six, depending on the room.
  • Glasses, if you read small print with them.
  • Fifteen minutes of margin before the slot.

Leave in the locker

  • Phones and smart watches. Lockers are free and they stay with you.
  • Bags, coats and drinks — the rooms are small on purpose.
  • Photos inside the room: the game master takes one at the door instead.

House rules

  • Nothing in a room needs force. If it will not move, it is not a puzzle.
  • No alcohol before a game. We will move your booking instead.
  • Fifteen minutes late shortens the game; thirty minutes late releases the slot.
  • One team per room, always. We never add strangers to your booking.
Teams

What teams say at the desk

4.9 out of 5 from 486 reviews across the six rooms.

Reviews are collected after the debrief, on the same tablet that runs the warm-up.
★★★★★

We came for a birthday with six people who had never played anything like this, and the briefing got all of us on the same page in ten minutes. Out of LAST TRAIN with four minutes left, mostly because someone finally listened to the quiet one in the corner.

IonaTeam of six · Last Train
★★★★★

THE CIPHER beat us with two locks left and I have thought about it since. No story, no corridors, just a wall that keeps telling you the same thing in a new alphabet. The debrief afterwards was worth the ticket on its own.

DarioTeam of three · The Cipher
★★★★☆

Booked GLASSHOUSE for two adults and a nine-year-old and worried the whole way there. It is bright, it is green, everything is at child height and she solved the flowerbed before either of us. The only complaint is that 45 minutes went too fast.

PetraFamily of three · Glasshouse
Visit

Corvin Row, second arch

The building has one street door and nine inside it. Look for the clock on the gable — it is the only one on the row that runs to sixty.

Last game starts 90 minutes before closing. The desk answers the phone until close.
Monday16:00 – 23:00
Tuesday14:00 – 23:00
Wednesday14:00 – 23:00
Thursday14:00 – 23:00
Friday12:00 – 01:00
Saturday10:00 – 01:00
Sunday10:00 – 22:00
  • Address9 Corvin Row, Ashwater Point — ground floor, second arch from the corner of Ledger Street.
  • Phone+1 555 0179 — the desk, not a queue.
  • Emailbook@ninedoors.example
  • Getting thereTram 4 and 11 stop at Ledger Street, one minute away. Street parking is free after 19:00; the yard behind the building takes six cars.
NINE DOORS CORVIN ROW LEDGER STREET TRAM 4 TRAM 11
Sketch map, drawn in the page — no map service is loaded and nothing is tracked here.
Booking

Hold a door

Pick a room, a day and a team size. We hold the slot for 12 hours and confirm by email. Nothing is charged on this page.

  • The room is yours alone — we never merge teams.
  • Free reschedule up to 24 hours before the slot.
  • Two people can book any room except LAST TRAIN, which needs four.
  • Booking a gift? Put the name in the note and we will print the card.
  • Wheelchair access: GLASSHOUSE and COLD CASE are step-free from the street.
Please give us a name of at least two letters.
That email address does not look complete.
Pick the room you would like to play.
Choose a day from today onwards.
Pick one of the slots.
This room needs more players than that.
Team price, weekday $92

The door is held

We have pencilled you in. The desk will confirm by email within a few hours.

Reference ND-0000 · nothing was sent — this is a demo concept
Questions

Asked at the desk

Anything else: book@ninedoors.example.
What happens if we do not get out in time?

The clock stops, the game master opens the door and walks you back through the room, showing you what you were three moves away from. You still get the photo, and your time still goes on the board. About 38% of teams finish this way, which is why the debrief exists.

Is it frightening? Is it dark?

No room is ever fully dark, no actor ever comes in, and nothing touches you. SIGNAL 9 is atmospheric — low light, static on the radio — but there is nothing in it built to startle you. If someone in the team is unsure, tell the game master at the briefing and they will keep the room lights a step brighter.

Can two people play, or do we need a full team?

Two is enough for every room except LAST TRAIN, which splits the team and needs four. Two players in a six-person room is a harder game, not an easier one, so we suggest COLD CASE or GLASSHOUSE for a pair playing for the first time.

We are bringing children. Which door?

GLASSHOUSE, from seven upwards, with one adult in the team. COLD CASE, THE VAULT and LAST TRAIN take players from twelve with an adult. THE CIPHER and SIGNAL 9 stay at sixteen, because the puzzles are long rather than because of anything in the room.