The Blackwood Inheritance
Gather the heirs for the reading of the will. A safe must be opened before midnight, and the papers inside say the fire at Blackwood Hall was not an accident.
A printable escape room kit turns your living room, classroom or party into an escape game. Print the pages, hide nothing or hide everything, and let 2 to 8 players crack the puzzles against the clock. Every kit includes a host guide, three levels of hints and a full answer key, and none of them need real locks.
Gather the heirs for the reading of the will. A safe must be opened before midnight, and the papers inside say the fire at Blackwood Hall was not an accident.
A millionaire falls asleep in Compartment 5 and never wakes up. The Conductor has locked the train: name the killer before dawn.
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The Owner’s little green book has vanished during the Friday show. The feds raid the club at midnight. Find the thief, and the book, before they do.
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A traitor inside the Western mission is about to sell the name of every agent. Find the mole, take back the list and cross before the shift change.
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A thief called the Jackdaw is carrying the Thames Blue necklace through the fog. By dawn it will be gone for good.
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The museum says its Midnight Star sapphire can never be stolen. Your crew has been hired to prove them wrong before the night guard returns.
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An accident has turned the night crew into zombies and the lab is on lockdown. Brew the cure before the containment doors open.
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The research submarine has lost power and is sliding toward crush depth. Restore the systems one by one and blow the ballast tanks in time.
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Winnie has been stuck in Hollow House for a hundred years. Tonight the Moon Door opens for one minute only.
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On exam night the Spellbook of First Spells has vanished. Follow the old professor’s clues up the tower and open the Star Lock before sunrise.
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The great door stone has rolled shut behind you. Solve the forgotten pharaoh’s riddles before your lamp runs out of oil.
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The Recipe Machine went haywire the night before the grand opening. Fix the machines and open the Swirl Vault before the doors open.
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A blizzard has turned Santa’s mail room upside down. Sort the last sack of letters and unlock the sleigh’s Mail Hatch before midnight.
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A baby dinosaur hatched in the museum last night and now she is lost. Find little Pebble before the museum opens.
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Pepper the parrot gobbled up the rhyme that opens the treasure chest. Crack the island clues before the tide comes in.
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BOLT the helper robot fell asleep and the station lights are going out. Reboot BOLT before it gets dark.
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It is Christmas Eve and Santa’s toy machine is stuck. Help the little elves fix it before the sleigh takes off.
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Ages 5–9: short kits with very little reading, built around counting, matching, colouring and cutting. Around 45 minutes, ideal for birthday parties.
Ages 8+: one-hour adventures with codes, logic grids and cut-and-fold pieces for families and classrooms.
Ages 12+: 75-minute missions for teens and adults with maps, science and number puzzles.
Ages 16+: 90-minute mystery escape rooms for adults with ciphers, timetables and a culprit to name at the end.
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