Ghosthunters
Locked In Escape Room
A 60-minute ghost-summoning lab adventure with strong props, spooky theming and low-lock interaction.

Prop-Led Ghost Adventure
Ghosthunters turns Peter Verner's apartment into a ghost-summoning laboratory, with experiments to understand, spirits to deal with and Glasgow at risk. The setup gives Locked In Escape Room a clear adventure frame: enter the lab, work out what happened and take on the undead. The props make the haunting feel hands-on.
The clear strength is production. Props, theming and low-lock interaction give the room a more active ghost-hunting feel than a simple haunted flat would have. Once the group finds the starting rhythm, the room has enough puzzle volume and set-piece energy to keep the investigation moving. That matters because the premise could easily become a novelty reference room. The stronger version is more satisfying: equipment, experiments and paranormal business give the group objects to use, not just things to look at. The lab framing keeps the nostalgia active rather than purely decorative.
The main caution is orientation. The opening can be slow or unclear, which matters in a room with fewer obvious padlocks. That is not necessarily a flaw for everyone; it may suit people who like exploring a themed space and discovering how the systems respond.
Book Ghosthunters for Glasgow ghost-hunting nostalgia, strong props and tech-led interactions. Pick a plainer puzzle room if the group dislikes searching for the first foothold or prefers a cleaner puzzle path. At its best, this is a 60-minute ghost-summoning lab adventure with spooky theming and low-lock interaction, built around investigating Peter Verner's apartment and containing the spirits he has unleashed. That specificity matters.
Ghosthunters is strongest for prop-led ghost adventure and tech-supported interactions. It is less ideal for anyone who wants obvious padlocks and immediate direction. Choose it when set and atmosphere and technical moments matter more than pure spectacle, while movement is a secondary part of the appeal.
Premise
Investigate Peter Verner's apartment and contain the unleashed spirits.
Props
Ghost-hunting objects and set pieces are a major strength.
Puzzle Shape
Fewer obvious locks means the start can take orientation.
Tone
Spooky adventure rather than heavy horror.
The props make the haunting feel hands-on.
PropsThe room is strongest when objects become the puzzles.
TechFinding the first foothold is part of the challenge.
StartBook your mission.
Spots can change quickly. Gather your team, compare options, then choose the room that best fits the night.
