Reviewed · COPENHAGEN TOURS
SHERLOCK Escape Room
The clever twist here is that your group may begin in two separate rooms, forcing you to describe clues, objects, and locations to teammates you cannot see. You are British agents in 1902, breaking into Colonel Holtenberg’s Danish estate to recover secret photographs of Prince Edward VI. I like the strong story setup, and I like that the game gives you 120 minutes, far more breathing room than the usual one-hour escape room.
The main caution is difficulty. The puzzles are meant to be hard, and smaller groups may struggle with the workload. The room is recommended for six to 12 people, so a team of four can play, but you should expect a tougher fight and less room for one person to sit back.
Key points to know before booking

- Two-room teamwork: Larger groups begin in separate rooms and must communicate clearly through the walls before reuniting for the final tasks.
- A full 120-minute game: This is a longer escape-room format, with extra time to work through a demanding sequence of puzzles.
- Sherlock Holmes setting: You play British agents in 1902, with Colonel Holtenberg’s estate and royal photographs at the center of the plot.
- Costumed game masters: Guides including Ada, Mia, Poppy, Ian, Roxanne, and Bastian help create the period mood and offer hints when your team stalls.
- Private group booking: Your party plays alone, with space for up to 12 people.
- Best for confident puzzle teams: Families, first-timers, and company groups can all take part, but the challenge is serious.
A 1902 mission with a proper sense of drama

Many escape rooms begin with a thin excuse for locking you in a room. This one gives you a clear job. You are agents working in the age of Sherlock Holmes, and you must enter the Danish Colonel Holtenberg’s estate to find secret photographs connected to Prince Edward VI.
The period setting gives the game a useful sense of purpose. You are not simply opening random locks to beat a clock. Each clue belongs to a spy story, and the game master helps establish that story before the puzzles begin.
The staff are part of the show. Ada and Mia have introduced the scenario in character, while Poppy, Ian, Roxanne, and Bastian have each been praised for their acting, warmth, or guidance. That matters because a strong introduction gets your group thinking like a team before the first difficult clue appears.
You should expect a theatrical start rather than a quick safety briefing followed by a bare room. Costumes and character work help set the period tone. The presentation is especially useful for a group with mixed experience, since first-time players can understand the mission before they start searching.
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Why the two-room design changes the game

The most interesting feature is the split-room format. A large group may start in two rooms, with each side working on separate tasks. You can communicate with the other team, but you cannot simply walk over and point to the object you mean.
That sounds simple until you need to explain the position, color, shape, or purpose of a clue. One team may discover something the other team needs, yet poor wording can waste valuable minutes. The arrangement turns ordinary puzzle solving into a test of clear speech and careful listening.
The teams eventually reunite for the final part. This creates a satisfying change of pace. At first, you work in smaller units. Later, everyone must bring together the information gathered on both sides.
I would choose this room for a company outing or family group that wants an activity where everyone has a job. It is harder for one clever person to take over the entire game when the group is divided. On the other hand, a very large party needs to accept that people will not all see every clue.
For the best balance, aim toward the suggested six to 12 participants. Four people can complete it, but the workload becomes heavier, and the split-room setup may leave each side with very little spare help. One group of four found the challenge manageable but acknowledged that more people would have made the room easier.
What the 120-minute format gives you

The game itself lasts 120 minutes, although the overall booking is described as approximately two and a half hours. That extra time is the reason to consider this experience instead of a standard escape room.
A normal 60-minute game can become frantic after one difficult puzzle. Here, you have more time to test ideas, regroup, and make use of hints without feeling that the whole outing is over after one mistake. The longer format does not make the puzzles easy. It gives you a fairer chance to work through them.
The challenge remains a major part of the appeal. Teams have described the riddles as clever, difficult, and mind-intensive. One group finished with only 24 seconds left, which tells you the clock can still create a strong last-minute rush despite the generous time allowance.
You should not wait too long before asking for help. The game master is there to guide you, and the hints are generally described as useful and well judged. Poppy, Ian, and other hosts have been singled out for giving enough help to keep the game moving without simply handing over every answer.
Some groups have even received a little extra time, but you should not count on that. Treat any extension as a kind gesture, not part of the promised format.
The puzzles, props, and room atmosphere

The strongest details here are the physical setting and the way the clues connect to the story. The rooms have been described as atmospheric, professionally made, and filled with good props. That is important in an escape room, where a convincing setting helps you search with purpose instead of poking at every object in sight.
Expect puzzles that require more than a single quick observation. You might need to compare information between rooms, describe where an item is located, or combine details discovered by different people. The exact puzzle sequence is best kept secret, but the available information makes clear that this is not a beginner-only room.
The difficulty is part of the value, but it can also be the weak point for a casual group. If your friends dislike asking for hints, frustration could replace fun. Set the tone before starting: hints are a tool, not a defeat.
The staff’s acting also helps the room feel more complete. Costumed instructors are used to introduce the scenario and begin the game. That extra layer is one reason the experience feels more like a staged adventure than a box of unrelated riddles.
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A good choice for families, teams, and first-timers

This experience is open to families, and children must be accompanied by an adult. An 11-year-old and a 14-year-old were both reported to have loved the game, so older children and teenagers can take an active role.
Still, I would not describe it as an easy family activity. The puzzles can be demanding, and younger children may need adults to explain clues or keep the group organized. Families will get the most from it when adults let children search, communicate, and solve rather than taking over.
It also works well for company team building. The split-room design exposes how a group communicates under pressure. People have found the team feedback useful afterward, especially because the game makes you share information instead of working in isolation.
For workplace groups, the private booking is a real advantage. You do not have to coordinate with strangers, and the game master can focus on your party. A group of 11 found the Sherlock room a strong fit, while a smaller four-person group noted that the room would likely be easier with more players.
First-time players should not be put off by the serious puzzle level. A good game master can keep you moving, and the 120-minute length gives beginners time to learn how escape rooms work. You do need to enjoy group problem solving and accept that you may not solve every clue without assistance.
Group size affects both fun and value

The advertised price is $685.63 per group of up to 12. That looks steep if you are booking for two or three people, but the calculation changes with a full party.
At 12 people, the cost works out to roughly $57 per person. At six people, it is about $114 per person. With four people, the same group price becomes about $171 per person, before any optional purchases. For a company event or large family gathering, the rate is easier to justify because you are paying for a private, extended activity rather than separate individual tickets.
The private format also protects the group dynamic. You can divide into teams, communicate in your own way, and enjoy the jokes and confusion that come with solving a mystery together. The value is weaker for a small group unless you particularly want a challenging private room and the longer 120-minute format.
Alcoholic drinks are available to buy, but they are not included. I would save those for after the game. Clear communication and quick thinking are central to the experience, and the puzzles are demanding enough without adding distractions.
A team photo is included for winning groups. It gives successful players a small souvenir, though the real keepsake is the shared story of the final few minutes.
Getting to Aldersrogade 6A

The meeting point is Aldersrogade 6A, 2100 Copenhagen. The activity ends at the same location, so there is no second drop-off point to arrange.
The venue is near public transportation, which makes it practical for a group coming from elsewhere in Copenhagen. If you drive, street parking costs DKK 9 per hour. Since the booking lasts about two and a half hours overall, remember that parking can add a modest extra cost.
Choose your preferred start time in the special requirements box when booking. Confirmation is sent within 48 hours, subject to availability, so do not assume that a time is secured until you receive confirmation.
The mobile ticket is convenient. Keep it ready on your phone, and arrive with enough time for the whole group to gather before the character introduction begins. Escape rooms work best when nobody is still finding the venue after the mission has started.
The booking is non-refundable and cannot be changed for any reason. Check your group’s schedule carefully before paying.
How to play well without spoiling the fun

The best approach is to give everyone a role. One person can keep track of discovered information, another can watch the time, and others can search or test clues. In a two-room setup, assign someone to repeat important details accurately between teams.
Speak in precise terms. Instead of saying an object is over there, describe its color, position, and nearby features. This sounds obvious, but the wall between the rooms makes vague language expensive.
Do not crowd around the same puzzle. If one person is stuck, let someone else try a fresh approach. The staff can offer hints, and the right hint at the right moment can restore momentum without spoiling the whole sequence.
Listen to the game master at the start. The introduction is not just decoration. It sets the story and may help you understand how to treat the clues. Poppy, Ian, Ada, and the other hosts have been praised for finding the right level of assistance, so use that support.
Most of all, keep the tone friendly. The room is built to test teamwork, not to prove who is the smartest person in the group. A team that shares discoveries usually has a better time than one that guards every clue.
Is the Sherlock Escape Room worth booking?
I would book this for a group of six to 12 people that enjoys hard puzzles, theatrical settings, and teamwork under pressure. The two-room design gives the experience a real point of difference, while the Sherlock-era mission and costumed staff provide more atmosphere than a plain lock-and-key room.
It is also a sound pick for a family with older children or a workplace team. The activity gives people a shared challenge, and the final reunion makes the group work together after starting apart.
I would hesitate if you want a relaxed, short, easy win, or if your party is only two or three people. The price is fixed per group, the puzzles are demanding, and the room is designed for six to 12 participants.
For the right group, the extra time, professional props, acting, and guided hints make the cost easier to defend. Book it when you want an evening built around communication, not simply a quick puzzle session.
FAQ
Where does the Sherlock Escape Room take place?
The meeting point is Aldersrogade 6A, 2100 København, Denmark. The activity ends back at the same meeting point.
How long does the experience last?
The escape-room game lasts 120 minutes. The overall experience is listed as approximately two hours and 30 minutes.
How many people can join?
The private booking accommodates up to 12 people. The room is generally recommended for groups of six to 12 participants.
Is the activity private?
Yes. Only your group participates in the activity.
What is the story of the Sherlock Escape Room?
You play British agents in 1902. Your mission is to break into the Danish Colonel Holtenberg’s estate and find secret photographs of Prince Edward VI.
Is a game master included?
Yes. A dedicated guide or game master is included and can provide assistance during the game.
Are children allowed to participate?
Yes. Children may participate, but they must be accompanied by an adult.
Is the venue near public transportation?
Yes. The meeting point is near public transportation.
Is parking available?
Street parking is available at a stated cost of DKK 9 per hour. Parking costs are not included in the experience price.
Are drinks included?
Alcoholic drinks are not included, though they are available to purchase. A picture of winning teams is included.
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