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The Voices We Hear

A government medical research facility has fallen silent — and something inside is very wrong.

Horror • Fear • Psychological

Quick info

Something Isn’t Right

Step inside a deserted 1980s medical facility where experimental research has taken a disturbing turn. This horror-themed escape room blends psychological tension with immersive storytelling, creating an atmosphere that’s thrilling, unsettling, and unforgettable.

Era

1988 – Medical Research Facility. Investigate a silent hospital and uncover what happened.

Style

Atmospheric horror with psychological tension — designed to thrill rather than shock.

Who's it for

Strictly 16+ only. Best suited to confident teams who enjoy darker, more intense experiences.

group info

Designed for daring 2–7 players, encouraging teamwork under pressure.

Room gallery

Room briefing

A secret government medical research facility has stopped responding to communications in 1988. Dr Jacobson, head of the project, is missing.

British Intelligence has sent your team to investigate. What began as research into reducing patient trauma appears to have taken a far more troubling direction.

Find the doctor. Uncover the truth. And try not to listen too closely to what’s whispering in the dark.

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Answers to your questions

FAQ section

This mission is designed to be tense and atmospheric rather than a full scare attraction. It’s intended to be thrilling and immersive rather than overwhelming.

Due to the darker themes and tense atmosphere, this mission is recommended only for players aged 16 and over.

Yes. While the theme is darker, the puzzles are still designed to be enjoyable for both new and experienced players.

The experience focuses more on suspense and atmosphere than jump scares, but the environment is intentionally eerie and unsettling.

All missions can be played by two players. Some rooms allow up to six players, while others can host up to seven depending on the game.

Yes. All of our missions can be played by two players, although some challenges may feel easier with larger teams.

Not at all. Everything you need to solve the mission is inside the room. A love for the era may make the experience even more fun, but no prior knowledge is required.

Each mission lasts 60 minutes. Including briefing and debriefing, most visits take around 75–90 minutes.

Yes. Your Game Master monitors the mission and can provide hints to keep your team moving if needed.

Most of our missions focus on adventure and puzzles rather than scares. The Voices We Hear is the only horror-themed experience and is strictly 16+.

Most puzzles focus on observation and problem-solving. Some missions include light physical interaction such as crouching or searching the space.

Some missions use lighting or sound effects to enhance the atmosphere. If anyone in your group has sensitivities, please contact us before your visit.

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Give the Gift of a Mission

Looking for a unique gift idea? Our escape room gift vouchers start from £25 and are valid for 2 years, giving the recipient plenty of time to choose their decade and complete their mission.