The mighty sword has been entrapped in stone, can you prove your worth to obtain it?

After King Arthur fell at the battle of Camlann, England was thrust into a century of darkness. Excalibur was lost and the valiant Knights of the Round Table disbanded, their bonds of kinship forever broken.

In the darkness, Morgan Le Fey formed the Order of the Sword, searching the land for good and just knights, hoping to restore what was lost and bring England back to the light. She has brought you here, to King Arthur’s tower, in the ruins of Camelot to prove your worth. If you can make it through the tower and draw Excalibur from the stone, England’s glory will be restored!

But someone else lies in wait; a powerful sorcerer twisted by time and regret – Merlin! He has set formidable trials which you must overcome to complete your quest and prove yourselves worthy of lifting the mighty sword.

LEVEL 2 ROOM

This room is great for those who like more of a challenge or who have played escape rooms before but is still manageable for those new to escape rooms.

Book this room for 4-10 players at a time.

Please note: Groups will be split into two teams to start with and have to collaborate to get back together. This room has flashing lights so is not recommended for those with epilepsy. Also there must be at least two players aged 15+ in the room.

Voucher Bookings: If your voucher or promo code does not work, please email us to book on [email protected].

Fully booked? Our booking system closes 6 hours in advance so please call us on +61 2 9299 3929 or email us to book within the next 6 hours.

Check availability
  • How many Group will start the room split into 2 4 – 10
  • How many rooms 1
  • How long 60 minutes
  • Difficulty Level 2
  • How old U15s must be accompanied by an adult 7+
  • Wheelchair access No

1

STEP INTO A NEW WORLD

All our games take place in brilliantly themed rooms designed with incredible attention to detail

2

GET LOCKED IN AND CLUED UP

Once the door slams shut you must work together to solve a series of fiendishly clever clues

3

BEAT THE CLOCK AND BREAK OUT!

You've just one hour of pulse-racing excitement to win your freedom - if you can!