Let’s make sure everyone is able to enjoy an escape room!
We want to share adventures with everyone, so we have created this page to share some information about accessibility with you! After all, we believe that everyone and anyone should be able to have a fun adventure within our venue. We have worked hard to ensure that, through this page, you can find all the necessary information you need to have the best time with us – whilst preserving some all-important secrets! To do this, we’ve split this page into room specific segments and tabs that are tailored to your needs, in order to keep the surprises… well, surprising!
Note, if you look through this page and feel like you ned some additional information, or even that something is not mentioned in this page, you’re more than welcome to contact us. We want to make this page the best resource to find out everything you need to know, so if you have any feedback about this, please also get in touch! Our top priority at Devon Escape is to ensure that you always have a great time within our venue, so where possible, we will always endeavour to adapt our games to best suit your requirements!
Read on to find out more:
Our Entrance, Lobby and Toilets
- There is a single step (8cm height) and a door (75cm width; 8cm lip height) to enter the building.
- There is a step (18.5cm height) up into a corridor (90cm width) to gain access to Death on Dartmoor and D-Day for Devon; as well as our toilet facilities. This corridor is through a door (75cm width; and 5cm lip height).
- We have a portable wheelchair ramp that we can use to assist you in accessing our lobby space for your pre-game briefing, and can be moved inside to allow entry to this corridor. Please contact us if this is something you require so we can have this ready for you upon arrival.
- Unfortunately, we do not have an accessible toilet in our location. We have a singular, gender-neutral toilet. This toilet is through two doors (both 75cm width) and up a step (16cm height).
- We have three pairs of reading glasses of varying strengths available in our lobby space which you can borrow whilst inside the rooms. However, we recommend bringing your own glasses where possible.
- Our Game Masters may opt to use a presentation whilst giving you your briefing. This is a visual aid only, and all information will also be communicated audibly.
- Our Game Masters will give your briefing audibly. However, we are able to provide a written form of this information via an iPad if required. Please request this upon arrival.
- One of the biggest concerns we hear from visitors is about being locked in. At Devon Escape, we never lock the doors to our rooms; both for your safety, and for your comfort. You are always free to leave at any point.
- Our Game Masters will be on hand to welcome you to our venue and will only be working with your group during your visit. If you have any additional needs that you would like them to be aware of, please reach out to us.
Professor Enright's Enigma
- This game is up a flight of 14 steps. These steps are 80cm wide, and have a railing for support.
- Once inside the room, the flooring is flat.
- Approximately midway through the game, players will be required to pass through a gap (115cm high). Players should be able to pass back and forth through this gap for the remainder of the game.
- A chair is available at all points inside the room.
- This game requires a fair amount of reading. Reading glasses of varying strengths are available in the lobby if needed, upon request.
- One puzzle requires far vision. Unfortunately, we do not provide glasses for short sighted people, so we ask that you remember to bring your own glasses.
- Clues are given via text on a screen in the corner of the room. Please let your Game Master know if you require audible clues, as a walkie-talkie can be provided.
- The room is lit with ambient, orange ceiling lights and a number of lamps. Torches are provided inside the room to assist with this. The ceiling lights can be adapted to bright, white lighting instead, should players need it. Please reach out to us via email so we can have this ready for you upon arrival.
- This game has quiet, ambient music playing over speakers. This can be toggled off if players require; please let your game master know if you would like this.
- The door to this room is never locked behind you – at all times, you are able to leave the game and take a time out if needed. Your Game Master can even pause your timer if this is something you want!
- This game requires a fair amount of reading, including a puzzle that requires identification of symbols in a letter that dyslexic players might find challenging.
- Clues are given via text on a screen in the corner of the room which dyslexic players may find challenging to read. We can instead provide audible clues, so please let your game master if you require this.
- Towards the middle of the game, an event occurs which can make players jump. Please let your Game Master know if you might find this distressing, so they can warn you before it happens.
- At the end of the game, an alarm is played which can make players jump. This can be toggled off, so please let your Game Master know if you would find this distressing.
Death on Dartmoor
- To access this room, players must go down a corridor (90cm width). This corridor is up a step (18.5cm height) and through a door (75cm width; and 5cm lip height).
- The entrance door to the room is 73cm wide.
- Once inside the room, the flooring is flat.
- Approximately 15 minutes into gameplay, players must pass into a second room, by going through a thin doorway (57cm width). If this is a problem, players can pass through the room’s exit door (73cm width) to access this second space.
- Stools are available once inside the second room. If you require a seat before this, please reach out to us via email so we can get this ready for you upon arrival.
- This game requires some reading. Reading glasses of varying strengths are available in the lobby if needed, upon request.
- One puzzle requires far vision. Unfortunately, we do not provide glasses for short sighted people, so we ask that you remember to bring your own glasses.
- One puzzle requires players to identify colours.
- One space within the game is dimly lit. Players are provided with torches to assist with vision within this segment of the game.
- This game has quiet, ambient sounds playing over speakers, such as thunder, distant police sirens and rain. This can be toggled off if players require; please let your game master know if you would like this.
- Clues in this room are provided via a walkie-talkie. If you require visual clues, please let your game master know and they will use a screen within the room to provide clues instead.
- One puzzle requires players to listen to an audio recording. Players have struggled to hear this in the past; if this will cause problems, your Game Master will be able to assist.
- The door to this room is never locked behind you – at all times, you are able to leave the game and take a time out if needed. Your Game Master can even pause your timer if this is something you want!
- This game contains some reading which dyslexic players may find challenging. Please let your Game Master know before your game so they can signal any important information within the puzzle.
- One puzzle requires light mathematics that players with dyscalculia may find challenging.
- This game has quiet, ambient sounds playing over speakers, such as thunder, distant police sirens and rain; which some neurodiverse players have found discomforting or distracting in the past. This can be toggled off by your game master should you require it.
- This game contains fake blood.
D-Day for Devon
- To access this room, players must go down a corridor (90cm width). This corridor is up a step (18.5cm height) and through a door (75cm width; and 5cm lip height).
- The entrance door to the room is 73cm wide.
- Once inside the room, for the majority of the game the flooring is flat. Towards the end of the game, players must pass through a door (65cm width) which is up a step (22cm height)
- A seat is available approximately 40 minutes into the game. If you require a seat before this, please reach out to us via email so we can get this ready for you upon arrival.
- This game requires a fair amount of reading and close vision. Reading glasses are available in the lobby if needed, upon request.
- Two puzzles require players to identify colours.
- Clues can be given both audibly via a disguised walkie-talkie; and visually via a screen in the corner of the room. Please let your Game Master know if you require clues to only be given audibly.
- The game contains a sequence where the room becomes near-pitch black. This can be skipped if required; please reach out to us via email so we can get this ready for you upon arrival.
- This game has quiet, ambient music playing over speakers.
- This game contains a short introduction, presented via a phone call.
- This game contains a puzzle where audible Morse code must be decoded. This can be sent via text if needed – please let your Game Master know.
- This game contains a sequence where loud sirens play for roughly 20 seconds, and where loud, dramatic music plays for roughly four minutes. This can be skipped if required; please reach out to us via email so we can get this ready for you upon arrival.
- The door to this room is never locked behind you – at all times, you are able to leave the game and take a time out if needed. Your Game Master can even pause your timer if this is something you want!
- This game requires a fair amount of reading, which some dyslexic players may find challenging.
- Two puzzle requires counting, which players with dyscalculia may find challenging.
- This game contains a sequence where the lighting changes, flashes and goes dark; and where loud sirens play for roughly 20 seconds. After this, loud, dramatic music plays for four minutes. This can be skipped if required; please reach out to us via email so we can get this ready for you upon arrival.
- This game contains an object dropping, and often causes players to jump. If this might be a problem, please let your Game Master know, so they can warn you before this happens.
Carers
We allow a free-of-charge carer place for our rooms providing the minimum room occupancy of two people is met (excluding the carer). Please complete your booking for the participants and leave a note to advise if a carer is attending.
We hope that this page has helped provide additional insight into our rooms but if you had additional questions, please contact us!