The Secret Lab
Escape room 12+

The Secret Lab

4.88
4 - 10 people60 minutesAbove average
Step back to 1972, where groundbreaking advancements and a secretive lab at Summerhall harbor untold possibilities. Led by the brilliant Dr. Elsie Kensie, this 'Secret Lab' pushes the boundaries of animal medicine. Can you unravel the mysteries and safeguard the future of our furry friends?
NewLarge groupsWith childrenFor pros

Above average
Not scary
Without actorsActors
EnglishGame language
Escape room awards
Nominee (2025)TERPECA
Nominee (2024)TERPECA
Best of Morty (2023)Morty
Nominee (2023)TERPECA
Nominee (2022)TERPECA
Nominee (2021)TERPECA
Finalist (2020)TERPECA
Finalist (2019)TERPECA
#13 - Top Rooms (2018)TERPECA
Best Escape Rooms (2017)Golden Key Award
About the escape room
The year is 1972 and Summerhall is home to The Royal (Dick) School of Veterinary Studies. Advancements in animal medicine have never been so progressive and revolutionary with record breaking numbers of animal organ transplants. Whilst students learn how to perform canine dentistry and the difference between a fur-ball and a swollen lymph gland, a secretive lab at Summerhall is created. The lab known as the Kensie Research Lab or the ‘Secret Lab’ was a marvel of the 70’s with technology that no dog could ever imagine. It contained the very best equipment money could buy and a group of scientists whose work would go down in history. The genius in charge of the lab was Dr. Elsie Kensie, a brilliant bio-scientist, specialising in domestic animals. Her experiments were groundbreaking, her ideas were radical but not everything played out how she hoped. Do you have what it takes to discover the secrets that she was working on and help save the pets of the world?
AI
Brief assessment
Navigator AI
Come for a dense, non-linear puzzle spree inside a real 1970s veterinary lab setting with clever tech and a great finale. It’s energetic, smart, and extra fun with a bigger team.

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Location

Paid and Free Parking
Wifi
Wardrobe

AI Overview

AIReviews rave about the sheer volume and variety of puzzles, strong theming, and standout game mastering. The room is non-linear and suits larger or more experienced groups; duos and families often feel rushed. Several note a brief start with player separation and a delightful typewriter-style hint system. A few mention puzzles being removed for smaller teams, which can feel like missing part of the show.
WeaknessesCan overwhelm small or new teams, and the opening separation can leave someone feeling sidelined. Some players disliked having puzzles removed for smaller groups. Best moments shine with 4–6 players, so a duo might feel stretched.
StrengthsHuge puzzle variety with tight integration to the lab theme and era. Memorable set pieces, smooth tech, and a satisfying endgame. Hosts are attentive, funny, and quick to adapt to team size and pace.
SecurityClear briefings and attentive monitoring throughout, with an easy-to-use hint channel via the central typewriter-style device. The short initial confinement is supervised and quickly resolved through communication.
Level of fearNot scary and family-friendly; it’s science-forward, not horror. Brief light confinement at the start is handled safely and with support.
Actors' gameGame masters get consistent praise for warmth, humor, and responsive hinting, with shout-outs to Marge, Felix, and Ellen. Light roleplay and personalized adjustments add to the immersion without being pushy.
Quality of riddlesHigh-density, non-linear design with inventive tasks using sprays, lab kit, and period tech. Logic is fair and feedback is clear, and multiple unique puzzles stand out. Tech-heavy elements were reliable across sessions.
PlotYou’re digging into Dr. Elsie Kensie’s secret 1972 veterinary lab to uncover what went wrong and finish her work. The story threads through the space and props without getting in the way of the puzzle flow.
Difficulty levelChallenging, especially for two or three; best with 4–6 or a seasoned crew. Newer teams will likely need hints but can still have a blast.

Reviews

Review author's avatar
Tom H.
Beginner
5
Walking in with big expectations after seeing awards like TERPECA Top 20 and Best of Morty 2023, we had a warm, funny briefing from Felix. A couple players start in cages and need to communicate to get out, which is neat but can feel a bit left out while others progress. The game is puzzle-heavy, mostly non-linear, and the tech behaved flawlessly, with a charming typewriter-style hint system and a
30.11.2025
Review author's avatar
Sam T.
Beginner
5
Brilliant puzzle buffet in a very cool retro lab space. We went as five and still felt busy the whole hour, with a cracking finale that tied it all together. Staff were kind and on it without over-hinting.
17.06.2025
Review author's avatar
Ben R.
Beginner
5
Proper puzzlefest that let us play as a duo, even if we didn’t make it near the end. Loads of varied, story-led tasks and a lovely host in Marge who walked us through the bits we missed. I’d say bring at least four, just like they advise, but it’s worth it either way.
08.09.2025
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Owen W.
Beginner
5
Delightful from start to finish: brisk pace, engaging flow, and a handful of puzzles I’d never seen anywhere else. The space’s unique history is used beautifully, our GM was attentive and kind, and the clue delivery mechanism was a joy on its own.
10.08.2025
Review author's avatar
Jordan L.
Beginner
5
A fast, joyful science romp with a finale that really lands and might be one of my personal bests. Despite the general rule that fewer players is better, this dense, non-linear room shines with a bigger group. We played as two, our GM kindly removed a large-group puzzle, and we still ran ourselves ragged—in a good way.
02.11.2025
Review author's avatar
Emily P.
Beginner
5
Our favorite room of the trip for sheer puzzle count and variety. There was so much to tackle that even four of us were pushed, but we had a blast and the staff were fantastic. Easily in our top three of 35 rooms.
21.06.2025
Review author's avatar
Rachel G.
Beginner
4
We booked because of the high ratings and played as a family of five with teens. It was fun, though clearly tuned for larger groups, and they removed some puzzles for us, which made me feel like I missed a slice of the experience. Lovely GM and lots to chew on overall.
28.10.2025
Review author's avatar
Liam K.
Beginner
5
I’ve played it twice with different six-person teams and worked on new puzzles each time, which tells you how packed it is. I’d only push to ten players if most are novices.
26.02.2025
Review author's avatar
alex_89
Beginner
5
Loved the non-linear layout because our group could split and conquer, then regroup for the bigger moments. The typewriter hint machine is a charming touch. Wouldn’t do it as a duo though.
12.01.2025
Review author's avatar
Ava S.
Beginner
5
Huge space in a genuine old veterinary lab with an hour’s worth of challenges to match. I’d bring six if you can. Some excellent puzzles and smart use of scientific kit and tech throughout.
04.07.2025
Review author's avatar
Chris D.
Beginner
5
Set in a real vet lab, the theming sings and the props actually matter. Smart, fair puzzles with zero jank for us. Bring a team that likes to move.
16.01.2025
Review author's avatar
Marina K.
Beginner
4
As a pair we had fun but got swamped fast, and one of us started in a cage which felt a bit isolating. GM was great and even trimmed a puzzle for us, but I’d return with four next time.
12.08.2025
Review author's avatar
Nora J.
Beginner
4
Tons to do and some genuine wow moments, but I did miss that a couple puzzles were removed for our smaller group. Still a top-tier room with lovely hosting.
03.01.2025
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Noah B.
Beginner
4
Exciting room with plenty to keep you busy and a solid challenge level. We had a lot of fun even while working hard for the solutions.
01.10.2025
Review author's avatar
Chloe F.
Beginner
5
Really enjoyable mix with a couple of standout originals. The open layout lets teammates split up so everyone gets hands-on. Staff at Locked In Edinburgh were stellar.
06.05.2025

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