After SkiEscape Room RoskildeEscape roomIRLFor once, a theme we hadn’t encountered before. As enthusiastic après-ski fans, we dove into this room with great excitement. One of our participants even questioned whether he wanted to escape at all. At first glance, the room is decorated like a classic ski lodge/bar, and there are many beautiful details that only become more impressive as you progress through the experience. We can’t reveal too much, but there are some truly well-crafted elements in the room that fascinated us. One detail in particular caught our attention, and we couldn’t help but admire the craftsmanship behind it. If we were to be critical, it would have been amazing to have après-ski music playing in the background. However, that’s not possible due to some of the puzzles being based on music. There was a really nice variety of puzzles. Unfortunately, we got stuck on one of them, which meant our completion time wasn’t exactly worth celebrating. But that doesn’t stop us from giving the room the praise we think it deserves. We were four people in the room and had plenty to work on, so we never felt like we were just standing around watching others solve things—which was really nice. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰🌰🌰 Scare factor 0 Entertainment vs price 🌰🌰🌰🌰
Børnehjemmet Ambrosius™ [Orphanage Ambrosius™]EscapeeEscape roomIRLUpon arrival at Escapee, the game starts quickly. We’re handed a sealed envelope, and inside we find a key and some newspaper clippings about the Ambrosius orphanage—which we’ve just inherited. It hides a dark secret, and it’s crucial that we solve the mystery now—there’s no time to waste. We head down into the basement, and after a thorough introduction, we insert the key into the door—and it opens. It’s an old room, the lights flicker faintly. There’s plenty to dive into, as the room is non-linear, meaning no one has to stand around waiting—at any point. You get a bit too much help from various symbols indicating which solutions go with which locks, but the puzzles themselves are appropriately challenging. The whole room is utilized, and the tasks are logical and varied. Along the way, we’re fed audio clips from the children of the orphanage, recounting their gruesome stories. Slowly, we uncover more and more about the orphanage’s history, which becomes increasingly dark—and so does the room. The story concludes in true horror movie fashion, in an extremely effective way (no spoilers—it must be experienced)! There’s no clock in the room, and you’re not allowed to bring your phone or wristwatch inside. This slightly shifts focus away from time, but perhaps that allows you to concentrate more on the overall experience. It certainly enhances the immersive impression of the room. The use of sound, light, and electronic effects is well-executed and keeps the tension high throughout the entire game. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰🌰🌰 (so cool that we had to give it a extra) Scare factor 🌰🌰🌰🌰 Entertainment vs price 🌰🌰🌰🌰
Piratøen [Pirate Island]Escape GamesEscape roomIRLRight from the introduction, you can tell that a lot of energy and love has gone into designing this room. When the door opens and you step inside, you’re instantly transported to the treasure island—and we were completely sold on the story from the start. You’ve been sitting at the tavern, The Slimy Squid, eavesdropping on a conversation about hidden treasure. Instead of getting drunk and missing out, you head straight for the boat to be the first to find the loot. As you enter the room, you’re standing on soft beach sand and must begin your search for the treasure from there. The lighting in the room is dim, but there are plenty of lanterns to help you see what’s going on. A large skull with glowing eyes set into a convincing rock face marks an impressive entrance to a dark and gloomy cave. The sound design supports the experience beautifully—both when you're on the island and later when you enter the ship. We’re still buzzing from how well the setting was done. The room is multi-linear, and you really have to stay sharp to keep track of what you’re working on, what’s been used, and all the little details. Unfortunately, we didn’t have our sharpest minds with us when we tried this room, so we needed quite a bit of help to make it through. Still, even though we weren’t at our best, we found the room challenging—and our evaluation reflects that. But we had a great time racing against the clock. If you’re in the area, this is definitely a room worth trying. Number of nuts (max 5) Difficulty level 🌰🌰🌰🌰🌰 Design 🌰🌰🌰🌰🌰 Scare factor 🌰 Entertainment vs price 🌰🌰🌰🌰🌰
Dr. Evil's PlanEscape CopenhagenEscape roomIRLThe room received a visual update (during spring/summer 2022), with several changes made compared to earlier versions, including added furnishings and details. Dr. Evil has figured out that the path to world domination begins with fake news, so he has built a massive server whose sole purpose is to flood everything with misinformation. Your mission is to locate the server and infect it with a virus to shut it down. The layout of the room is fairly straightforward at first, as you begin in a hallway with two doors—one leading to an office and the other to a technical facility. From there, the wild chase begins to gain access to both rooms. The room is originally older, so if you’ve tried several escape rooms before, you may recognize some of the puzzle types. However, there’s still good variety, and the difficulty level is on the higher side, which aligns well with Escape CPH’s own rating of it as their most challenging room. Despite the recent upgrade, the room’s design isn’t top-tier. That said, it includes a few fun design gimmicks that nudge the rating up to a 3. We had a bit of trouble getting started (we were probably a bit too eager!), and it can be frustrating when the clock starts ticking and there’s clearly only one task to begin with. But once we got going, we were thoroughly entertained and completed the room with about 8–9 minutes to spare. It’s always great to be challenged—and we certainly were here—so the entertainment-to-price ratio lands on the high end of the scale. Number of nuts (max 5) Difficulty level 🌰🌰🌰🌰 Design 🌰🌰🌰 Scare factor 0 Entertainment vs price 🌰🌰🌰🌰
Alcatraz 2.0Escape Room RoskildeEscape roomIRLIn the famous prison Alcatraz, only 3 people managed to escape during the many years it was open. Now, there is an opportunity to increase the number of successful prison breaks, as you are locked inside a cell in Alcatraz. This is an escape room in the classic sense, as you actually need to break out. The room was previously offered by Timequest in Copenhagen, but when they closed, Escape Room Roskilde took over the concept and created their version of it, updating many of the puzzles and making it their own. Communication is a crucial part, as you start by being locked in, in 2 different cells without the ability to see each other, so you need to be good at discussing what you find and what you need. It's an additional element that increases the difficulty but also adds a fun aspect. The room is nonlinear, and there are initially many things to engage with. The puzzles are a good mix of electronics, padlocks, and creative ideas, which we always appreciate. Design-wise, you find yourself locked in a prison cell, and you buy into the premise when the barred door closes and the padlock clicks into place. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰 Scare factor 🌰 Entertainment vs price 🌰🌰🌰🌰
Illuminati CabinEscape History HouseEscape roomIRLThis unique overnight experience attracts escape room enthusiasts from across Europe, with the cabin being booked around 100 days a year. The Freemason lodge has been infiltrated by a mole, and your task is to help identify them. Even before arriving at the cabin, you're provided with some preliminary information to kickstart the game, a small teaser to set the stage. Once you arrive, it's all about finding the cabin and diving into the mystery. As soon as the door opens, you're greeted by an array of decorations, padlocks, and symbols—hinting at the many brainteasers ahead. The cabin itself features a small kitchen, tea/coffee, a fridge with freezer, a table for four, a compact bath/toilet, and two bedrooms—one with bunk beds and the other with a double bed. The cabin is best suited for 2–4 players and ideally you should have tried an escape room before and enjoyed it. If this turns out not to be your thing, it can become a very long and challenging night. We had an amazing experience from the moment we arrived. It remains the longest continuous escape room experience we've ever had, and it’s a completely different dynamic when you’re not confined to the usual 1–2 hour timeframe. It requires persistence when you hit a wall—or the ability to reset mentally, take a walk, and come back fresh. The cabin isn’t monitored, so there’s no gamemaster offering unsolicited hints if you’re stuck. As a result, we couldn’t log our completion time, as there’s no clock keeping track of time either. A rough estimate is that we spent around 7 hours solving the puzzles. You can request hints via a tablet if you’re truly stuck. Hints are delivered as short video clips in three tiers: the first offers subtle help, the second is more direct, and the third provides the full solution. There’s a natural pause point in the game, which most participants will reach during the evening—this ensures you get a bit of sleep, as progression past this point isn’t possible until the next morning. The ending felt a bit anticlimactic for us, as it wrapped up very quickly—but this will naturally vary depending on how swiftly the final puzzles are cracked. Ideally, you’ll finish the game to experience the full journey. The puzzles were well integrated into the cabin, engaging various senses and cognitive skills, and all four of us were involved throughout. You’re also generously supplied with snacks, wine/beer/soda, and both dinner and breakfast are delivered to the door—so you never have to break from the story or abandon a thrilling puzzle to hunt down a pizza. This made the experience feel complete, and we never lacked food or drink. We rate the difficulty as slightly above average—3 out of 5 acorns—considering how much time you have to solve the challenges. Patience goes a long way. Most puzzles are relatively simple, but there are many of them, and being active for so many hours adds a layer of challenge. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰🌰 Scare factor 0 Entertainment vs price 🌰🌰🌰🌰🌰
Forbrydernes Værksted [The Criminals' Workshop]Escape Room RoskildeEscape roomIRLRumors have it that the city's auto repair shop hides a safe filled with dollars, and while the owner is away, the criminals are having a party on the table (or the car in this case). Unlike a traditional escape room, this room is not about getting out quickly but about collecting as much money as possible. However, the money is not hidden in the same place, so you must solve as many puzzles as possible within the 70 minutes available and see how much money you can steal. The maximum amount is $500,000. There are plenty of puzzles to tackle when you start the room, so inexperienced players can quickly become confused by the many things in this room. If you are a beginner but have a large team, you can still play the room, but if you have a small team, it is recommended to perhaps try a regular escape room instead as your first one. We were three players when we tried the room, so it can be done, but there is a lot to keep track of. We really like the abundance of puzzles and the opportunity to use the full time in the room, ensuring you get value for your money. The difficulty of the puzzles varies, providing ample opportunity to find ones that suit the players in the room. There is also great variation, challenging both hemispheres of the brain, and allowing both motor skills, auditory, and visually oriented thinkers to find something engaging. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰🌰 Scare factor 0 Entertainment vs price 🌰🌰🌰🌰
GuldkuppetGoodlock.dkEscape roomIRLMillionaire Otto Møller wants to give his kids an advance on their inheritance and has therefore brought two gold bars home, hiding them in his house while he picks up the children from school. Right then, a golden opportunity arises for a gang of bandits to get a few kilograms richer. You step straight into a girl’s room, where the illusion is heavily crafted—and it’s done with style. There are horse posters, hearts on the desk, and teddy bears. From here, the wild gold hunt begins. Although you have to solve puzzles along the way, it’s a really fun escape room where you get to play your way to the solutions. It’s their easiest room, and children from age 9 can participate and get something out of it. But even though it’s their easiest room, it’s not like stealing candy from a baby—you still need to use your brain to find the right solutions. This is their newest room, featuring mostly technical elements. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰🌰 Scare factor 0 Entertainment vs price 🌰🌰🌰🌰
Area 51EscapeeEscape roomIRLOne of their older rooms, but it doesn't show. You wake up in a bunker in the Nevada desert after an explosion that caused memory loss for the team, so the first objective is to figure out what your mission was. The atmosphere and props are period-appropriate for the 1950s, which is a really nice detail. The room was beautifully decorated, and the soundtrack matched the setting. There’s an option to reduce your time by taking on extra tasks that are clearly marked yet still blend with the room’s design. It’s a great feature and adds another dimension to the game, as you’ll need to weigh how much time you want to spend on these versus the main storyline. The room is rated for 4 to 10 participants, though we found that more than six would likely be too many. It’s non-linear, so there’s plenty to dive into right from the start. Further in, you'll need to cluster together to solve the remaining puzzles, but that’s where the extra tasks shine—you can split up and earn more time. Likewise, you can delay the final part of the room if you want to try gaining even more time. It’s noted that you can get a maximum of three hints, so use them wisely. That might discourage some, but it’s always better to ask for a hint than to get stuck. To receive one, the whole group must gather and raise an arm, which comes with a slight time penalty. Unlike many other escape rooms, this one was especially good for larger groups since it allowed multiple people to be actively engaged at once. Number of nuts (max 5) Difficulty level 🌰🌰🌰🌰 Design 🌰🌰🌰 Scare factor 🌰 Entertainment vs price 🌰🌰🌰🌰
Draculas Kammer™ [Dracula's Chamber™]EscapeeEscape roomIRLDoctor Severinsen has been acting strangely for a long time, constantly buried in a mysterious old book filled with images resembling a vampire. Now he has suddenly disappeared—and all clues point toward an old castle in Transylvania. The task is now to find out what happened to him… Upon arrival, we were greeted by a cheerful and welcoming gamemaster who made us feel right at home. While waiting for the whole group to arrive, water was set out for us along with a small warm-up puzzle, which was a nice touch. The gamemaster was engaged and enthusiastic. The story is based on Dracula but is not the traditional love story, which we really appreciated—they’ve added their own twist, focusing instead on Doctor Severinsen. As expected for a Transylvanian castle, the room is dark and gloomy. A fantastic soundtrack helps build a great atmosphere throughout. It never becomes truly scary, but the combined effect of light and sound supports the story very effectively. From time to time, Dracula’s heavy breathing even sends a chill down your spine. The room follows a relatively linear structure, but even with four people we never felt like we were stepping on each other’s toes. The puzzles are nicely varied, although we felt the built-in hints within the room were a bit too generous. These could probably be reduced significantly—or even removed altogether. As a fun twist, there was also an optional extra task that could affect your final time, which was an entertaining and engaging idea. Instead of a regular clock to track time, a church bell rang every 10 minutes, which helped maintain the room’s immersive design. Especially in the final part of the room, the tension really ramps up, and the ending is both stressful, nerve-racking, and perfectly in line with the Dracula theme. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰 Scare factor 🌰🌰🌰 Entertainment vs price 🌰🌰🌰🌰