The concept

One group. Two rooms.

This is not an escape game where you look for the way out: it is a two-voice bomb defusal, and you will never see what your teammates see.

Room A

The defuser

You stand in front of the modules: wires, screens, buttons, blinking lights. Everything is right there, within reach.

You have no idea what to do with it.

Room B

The command post

You have the defusal manual: the procedures, the lookup tables, the special cases. Everything is written down.

You cannot see a thing.

Describe, listen, decide — without ever seeing each other. And the countdown never stops.

How it goes
90 minutes on site

How it goes

10 min

Briefing

We explain the mission, share out the roles and split you up. No technical knowledge needed.

60 min

Defusal

The modules wake up round after round. Each one solved scores points; each failure brings the detonation closer.

15 min

Debriefing

We replay the game with you, module by module. Your mission report and score are already online.

42 in the catalogue

What is a module?

A self-contained electronic box, with its own puzzle and its own procedure. A light tells you where it stands at any moment.

MOD_003Décodeur MorseA flashing signal, a word to find, a frequency to tune.
MOD_011Câblage RougeSix wires, a rule that depends on the serial number. Only one is right.
MOD_038DisjoncteursA sequence to cut in order, without ever bringing the power back.
MOD_035Badge RFIDFour badges, one reader, an order to work out.
Each module's light Active — to defuse Defused Failed — detonation on this box
The missions
Four mechanics

Not every mission plays the same

What changes from one scenario to the next is not the set, it is the way the modules wake up. That is why people come back.

Speed

Manhattan

Every module wakes up at once. Defuse as many as you can before the end — you will not have time for them all.

12 modules · 60 min · 23% success
Overload

Surcharge

The load grows round after round. What was manageable at ten minutes becomes unbearable at forty.

14 modules · 60 min · 14% success
Relay

Relais Nord

Three modules are always active: each success instantly triggers a new one. The relay never stops.

12 modules · 60 min · 32% success
Hydra

Hydre

Every module you defuse wakes up two more. The room strikes back at each of your successes: the hardest of the four.

16 modules · 75 min · 11% success
Before you come
Before you come

The questions we get asked

Do I need to know about electronics?

No. Everything is solved by watching and talking: describing what you see, listening to what you are told. No technical background needed.

What is the minimum age?

From 16 on your own, or from 12 with family and an adult.

How many players?

From 3 to 6, split between the two rooms. Four is the best balance; with six, the bomb room soon gets noisy.

How do we talk to each other?

By radio. You never see each other during the 60 minutes — and that is exactly where it all happens.

What if we fail?

The game always runs to the end. Your score counts the modules defused: a failure is still a game played, and points in the leaderboard.

Can we play in English?

Yes. The briefing, the modules and the manual exist in French and in English, to choose when you book.

You get the idea

All that is left is finding out which of the two roles suits you best. Most people get it wrong the first time.