Enigma Quests World of Witchcraft and Wizardry Review

World of Witchcraft and Wizardry Review | Having graduated from The School of Witchcraft and Wizardry, your team of novice magicians now needs to use all of their powers within the real world as part of a dangerous and thrilling job interview. This spectacular new escape room is perfect for fans of fantasy worlds like Harry Potter, with immersive decor, a captivating story, and elaborate, multi-room puzzles.

Date Played: 22nd August 2025
Time Taken: 30 minutes
Number of Players: 4
Difficulty: Medium

The second escape room we tried at the Enigma Quests press night was World of Witchcraft and Wizardry, the thematic sequel to the now closed School of Witchcraft and Wizardry. As an homage to the original game, the briefing area has a wall of props taken directly from the original, and I recognised more than a few easter eggs from that game as our Games Master talked. But beyond this detail, the two are completely different games. Sequel in name only, if there was a consistent thread between the two escape rooms, I didn’t notice! So there’s no requirement to have played the previous.

The game begins with a short introduction from the Games Master, who sets up the premise: You stand before a wizard’s study, and you’ve been called in to investigate a disturbance. There’s an undercurrent thread of this being a job interview, but since that detail didn’t seem to come up in the room I’m going to discount it. In any case, our job was simple, break into the study and get to the heart of the mystery. As a story, it was a little tenuous, but I’ve seen looser premises to get me into magical worlds.

 

Enigma Quests World of Witchcraft and Wizardry Review

Photo by Enigma Quests

 

Once inside the room, the thing that stood out to me most was the physical space. It’s no secret I’m not the biggest fan of “wizarding world” themed escape rooms, but this one had immaculate decor, great vibes and a real sense of wonder lurking in every dark nook and cranny. We’ve moved on from the set in the game’s “prequel” magic school, and now we’re out in the wider world exploring a wizard’s house. I joked when I reviewed the original that it skirted IP very closely, but this room felt like it’s own, unique thing entirely. The set was dressed with large bookcases, bubbling cauldrons, strange cabinets with many locked doors, arcane tomes open on important pages… And in particular one room towards the end of the experience, which I found super impressive just by how unexpected it was. But I’ll say less and leave some things as a surprise.

As with many Enigma Quest games, this one was a multi-room experience, with each space containing at least 2 – 3 unique puzzles to find and solve. With a magical theme, this ends up being a lock-light room. Instead of four digit codes, to solve puzzles you’ll be tasked with learning and using magical spells to open locked doors and progress through the experience. There was a little over-reliance on physical paper, but these were themed well as old parchment pieces and scrolls written in an old style font face.

 

Enigma Quests World of Witchcraft and Wizardry Review

 

Compared to Inventor’s Odyssey Through Time, a lot about World of Witchcraft and Wizardry clicked with us very well. Perhaps it was due to the larger team size – four, instead of two – or more likely everything just flowed so much better. Enigma Quest games as a whole tend to be linear. Complete this, and that leads you to that, which leads you to the following puzzle, and so on. Linearity is easier to signpost, but through a careful use of pathways, lighting and physical cues, Enigma Quests did really well in creating a flow.

In terms of accessibility, it has a family-friendly theme, and doesn’t rely on any sound or colour cues for puzzles meaning it would potentially be suitable for folks with some types of visual and sound impairments. Whilst there’s no crawling, occasionally players do need to reach up to things high up – so if any doubt about the physical accessibility, definitely reach out to Enigma Quests to discuss.

Of the two rooms I’ve played (so far) at the new Enigma Quests venue, I’d recommend World of Witchcraft and Wizardry as the best. It’s got a recognisable theme, and executes on it well. The puzzles are tricky, but not insurmountably so, and overall it signposts them well. I enjoyed it a lot. It’s probably not going to take “top place” as my favourite room in London, but it’s an excellent addition to the escape room landscape here, and a great replacement for folks who’ll miss the company’s earlier game, School of Witchcraft and Wizardry. I’d recommend it to just about everyone, but it’s fantastic Holborn location makes it well accessible for London.

 

Enigma Quests World of Witchcraft and Wizardry Review

 

World of Witchcraft and Wizardry can be booked at Enigma Quest’s Fetter Lane location in London by heading to their website here.

We were invited to play for free, but this has not affected the contents of our review.

Author

  • Mairi is the editor-in-chief of The Escape Roomer and covers escape room news and reviews across the UK's South.

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Enigma Quests: World of Witchcraft and Wizardry | Review
  • Decor
  • Puzzles
  • Fun Factor
  • Story
  • Value
  • Immersion
  • Innovation
3.9

By Mairi

Mairi is the editor-in-chief of The Escape Roomer and covers escape room news and reviews across the UK's South.

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