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Puzzle Room

Solve the Vanished lab-room challenge or catch the Orwell Dockyard gang

Our room challenges combine authentic props and unique Suffolk themes.  Based in farm buildings at the Suffolk Food Hall, underneath the Orwell Bridge, the adventures encapsulate the heritage and farming background of the site and surrounding area and are suitable for ages 9 to 90.

The Suffolk Food Hall is delighted to provide two enigmas: solve the mystery of Prof Campbell's disappearance and catch Orwell Dockyard gang (opens Friday 13th July).


Please discuss your visit
with our Events team


Vanished ~ Prof Campbell's Lab

Beef has been reared on the farm for many years; this very ground was once part of a dairy operation. Times have moved on and the demand for the best flavoured beef with nutritional balance, is relentless. Prof Campbell has dedicated her life to this pursuit, looking to combine the best attributes of traditional breeds of cattle to create beef that tastes like no other.

A press conference has been called by FRESTIDE to announce a ground-breaking discovery and culmination of a lifetime’s work. There is however a problem; Prof Campbell went missing 48 hours before her big moment, leaving nothing but a note and has been uncontactable since. As suspicion mounts, her assistants have cracked under the pressure of piecing together her detailed workings to present in her absence.

With nowhere to turn FRESTIDE has placed all its hopes on one last set of fresh eyes to survey the scene or risk cancelling the announcement which will see the programme shut down forever. Can you piece together the data and find the perfect genetic code for beef, that may change civilisation forever?



Please discuss your visit
with our Events team



Orwell Dockyard ~ opens Friday 13th July

Take your team back to turn of the century, when R & W Paul used the River Orwell to ship grain and commodities the length of the east coast.  Lord Wilkinson, a powerful figure in the North-East, is suspicious of Charlie Webb, the dockyard foreman with a chequered past.  A collection of Wilkinson’s rare textiles and fine art is missing.

The loading bays of R & W Paul have been searched by a mob of Wilkinson’s most trusted men but to no avail and much to his despair.  Webb is due back in Newcastle within the hour, before setting off for further exchanges in France, so the window of opportunity to snare him is closing fast.  Search the Orwell Dockyard to find the evidence Wilkinson craves so desperately, a snatch gang of his men are poised in a Tyneside tavern awaiting news…

check availability on-line




Book on-line

Click on your group size

enter your session time and challenge scenario

Opening times

Friday & Saturday ~ 9:45am to 7:30pm

Sunday ~ 9:45am to 3:25pm

Mon to Thu ~ special arrangement only

Times may vary in holidays...
or by prior arrangement for corporate
and large private groups.



Book Now

Please specify session

in the 'Instructions' on check-out

Frequently asked questions

Terms & Conditions

For ease, please call the Events team
on 01473 786 618 or email for further information



This unique and exciting new game is played inside a modified red police telephone box and will further test your mental capacity, lateral thinking, code breaking and puzzle solving.

The Great Grail Quest

A series of six puzzle filled adventures to find the blueprints of the time machine built by the inventor Colonel Cynric Wynchcombe.  Wynchcombe was an officer in the Royal Engineers from the mid 1880s to the 1920s. One of his missions was a top secret venture working with the eminent physicist Nikola Tesla.
Together they cracked the mystery of time travel and built a time machine in Tesla's New York laboratory. Unfortunately the top secret work was compromised and it is believed soldiers from the US military were responsible for an attack on Tesla's workshop during which the prototype and all designs were destroyed.  However weeks before the arson attack, Wynchcombe had the foresight to make a detailed copy of the research and design papers and dispatched one of his sappers to deposit the blueprints in a very safe place - his future, our present!
Your mission is to locate those blueprints. You must visit the Red Box where the "brain" will test you with a series of puzzles which must be completed in under 30 minutes.
The booth can accommodate a maximum of 4 adult players.
To book the puzzle booth, visit Red Box Mysteries


Frequently Ask Questions

How many players can play the game at once?
Both the Vanished room and the Gamekeeper’s bothy have been scripted to allow groups of 2 to 8 people at once.
Who are the challenges aimed at?
Anyone; typically aged 9 to 90... families, friends, work colleagues, students, corporate ice-breakers and team building; in fact anybody who likes trying to solve a puzzle with a bunch of friends. Under 14s need to be accompanied by at least one adult. You don’t have to climb over walls or clamber through tunnels so no need to be super fit.
How can I make a booking?
Call us on 01473 786 618, email usbook on-line and let us know which session (date/time) and which adventure you require.
Payment can be made by card over the phone, via our on-line shop, or in person by card or cash.  Corporate customers are welcome to apply for an account.
I already have a booking but I’d like to change the date (or scenario), what can we do?
Sorry, we do not give refunds but we are happy to reschedule where possible and when more than 48 hours’ notice is given. If less than 48 hours’ notice is given, payment is forfeited and you will be required to rebook if you would you like to have another go. Please give us a call on 01473 786 618 or email to check alternative room availability, dates and times. Bookings may not be transferred or resold for commercial purposes or at a premium.
I'd like to change the number of participants.  Can I do this?
Yes; we're happy for additional participants to join the group as long as all have paid in advance of the session (an additional £5 per person).  As mentioned, we don't give refunds (in whole or in part) but we are happy to reschedule where possible.
I already have a booking but I need to cancel.  What can I do?
A booking is only valid if payment is received in advance. As above we do not give refunds but we are happy to reschedule where possible.   Please give us a call to check alternative room availability, dates and times.
Am I able to purchase a gift voucher for a friend?
Yes, our normal gift vouchers can be used.  They come in £10 increments and are valid for 6 months from the date of purchase.
What if I’m late?
Please be sure to arrive at least 15 minutes before your scheduled slot, and a good place to meet is in the Cafe!  If you arrive late your time will not be extended, and you will have even less time to escape the room, making the puzzle even harder. If you fail to arrive at all, you forfeit the cost of the booking.
How long will the game take?
The scenario requires you to escape within 60 minutes from the time you enter the room.   When you arrive you will be given a 5 minute briefing and then escorted into the Puzzle Room where you will be 'detained'. Also leave 5 minutes after the game, allowing us to go through any puzzles you struggled with.
How will I know when the 60 minutes are up?
A countdown timer is displayed on a screen inside the room and the puzzle master will restrain you after 60 minutes.
Do I need to be brainy to take part or do some revision before hand?
No specified level of intelligence or advance knowledge is required; just a sense of fun, a love of playing games and solving mysteries. Our friendly staff will be on hand to give your some helpful hints should you need them.
How accessible is the Puzzle Room?
You don’t have to climb over walls or clamber through tunnels so no need to be super fit. However, as the game is set in old farm buildings, there are some limitions on wheelchair access but this should incumber your team. It is advisable to have at least one hearing member of your group, as there may be audible alerts included in the experience. Most of the clues and puzzles are visual.

Room rules

  • Please do not break any of the equipment
  • Do not step or climb onto the furniture
  • Do not tamper with or attempt to move items that are secured to the walls and ceiling
  • Do not use tools to disassemble the furniture
  • Do not write on any items other than paper provided
  • Do not use any of your own items inside the room
  • Turn mobile phones off or put on silent
  • Have fun!


Terms & Conditions apply