Escape Room 2 - Breakout!™ | Teamwork Training Activity

A tough team challenge to find an eight-digit combination, beat an alarm system and breakout! This tabletop teamwork training activity is guaranteed to test team skills to the limit!

Learning Objectives

  • to work on a complex task with multiple variables
  • to encourage collaboration
  • to stimulate creativity and problem-solving
  • to test team skills (under pressure)
  • to give a fun and memorable experience

Five-Year Repeat Use Licence

This Northgate training activity comes with a five-year licence for repeat use with up to 24 participants per training session within the licence-holding organisation. Please ask for a discount for use with larger groups. Also includes access to the Northgate Trainerhub (see below for details).

  • Participants

    3-24 (up to 4 teams of 3-6 per team)

  • Timing

    1.25 hours + debrief

  • Uses a computer?

    Not required

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Delivery charges apply per order (not per item).
Delivery charges do not apply to digital products.

Access for digital products is via the Northgate Trainerhub (we will set you up with hub access within 24 (working) hours of your order & our working hours are Monday to Friday 9am to 5:30pm).

  • UK delivery

    (normally next working day)


  • Europe delivery

    (1-2 working days)


  • World delivery

    (1-5 working days)



We hope you that will be delighted with your purchase from Northgate Training. However, if you are unhappy for any reason, we operate a no-quibble returns policy on unused goods. Products should be returned within 30 days. The product(s) needs to be in perfect condition and in its undamaged, original packaging. We cannot refund or exchange anything that has been used. Return postage, packing insurance and direct costs cannot be refunded. Please keep proof of postage to facilitate claims should goods be lost in transit.


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The Activity

Teams are 'locked in' the training room (in theory) with a number of wall posters, locked boxes, Japanese Puzzle Boxes and other puzzles and clues. They have 75 minutes to escape the room. In order to exit the single door to the room, teams need three things:

  • 800 points
  • the solution the T-puzzle
  • the 8-digit code

Points are obtained from solving 12 problems each worth 100 points. The T-puzzle has to be solved and then the 8-digit code. By solving the various puzzles around the room teams can - with a little ingenuity - find the eight numbers. But first they must unravel the secret of the Japanese Puzzle Box that contains a key to one of the locked boxes, which in turn contains further clues. Then of course, there's the coded hints sheet to break and the alarm to disable. No pressure then!

There are 12 steps to opening a Japanese Puzzle Box. Instructions of course are available - but not in a straightforward way. Where would be the fun in that?

It seldom occurs to teams that once the door is breached, they can all escape, so a team could decide to let other teams do all the work and then walk out after them. Or all teams could split the tasks and pool their points and resources to ensure they meet the deadline. Strangely, this never occurs to groups who are so intent on competition they don't see the wood for the trees.

Teams can buy a 'hints' sheet if they want to be sure of getting some of the more difficult problems correct. Unfortuantely, the hint sheet costs 200 points and is in code. Still, the decoder is on the walls of the room - if teams can recognise it!

And when all three objectives are met there is still the buzzwire to 'disable the alarm'!

Trainer's Role

  • Before the session begins various items are distributed around the room.
  • Introduce the activity either verbally or with the PowerPoint.
  • Issue each team with a Team Brief, a Japanese Puzzle Box, a Clockface, an Answer Sheet and white card, scissors and ruler.
  • Announce the start of the activity: from this point teams have 75 minutes to escape.
  • Observe but don't get involved.
  • If any team or teams come to you ready to escape, check the following:
    • their point score (800 minimum required)
    • their solution to the T-puzzle
    • the 8-digit code (correct numbers in the right order)
  • If all the above are correct, the team has the chance to disable the alarm and escape - but three buzzes and the attempt has failed.
  • Conduct the Debrief and draw out key learning points using guidance from the Trainer's Notes.

Pack Contents

  • Trainer's Notes (hard copy & PDF file)
  • Trainer's PowerPoint (PPS file)
  • Team Briefs (hard copies & PDF file)
  • Suitcase containing:
    • Buzzwire & batteries
    • Cashboxes with clues inside
    • Japanese Puzzle Boxes
    • T Puzzles
    • Jump Puzzles
    • Dice Puzzles
    • Hints Cards
    • Clockfaces
    • A3 Posters
    • Team Resources (card, scissors, rulers)
  • Trainer's Ref - Decoding the Hints Sheet (PDF file)
  • Trainer's Ref - Opening the Japanese Puzzle Box (PDF file)
  • Clues for Cashboxes (PDF file)
  • Handout: Booking Form for Buzz Wire Practice (PDF file)
  • Handout: Team Answer Sheet (PDF file)

This activity is for face-to-face classroom use. It is supplied as a hard copy pack and the digital files are supplied via the Northgate Trainerhub.

Northgate Trainerhub

Benefits of the online Northgate Trainerhub include:

  • Easy-to-access resource library which stores all the digital files for the activity in one place
  • Immediate access to upgrades made to the activity over the five-year licence term
  • Access to an online Trainer Forum where you can post questions, share experiences & network with other Trainers
  • Access to free activities and icebreakers
  • Unlimited Trainer logins for all Trainers based at the licence-holding site

I ran 'Escape Room 2 - Breakout!' as a Pre-Christmas Team Building event and we had our biggest turnout ever! I have had several enquiries about when I will be holding the next one...

Amy Mellor, Learning Consultant, First Rate Exchange Services Ltd

I used 'Escape Room 2 - Breakout!' recently. I needed to tweak a few elements as we used it on a younger audience, but it was very successful. They didn't manage to escape in the hour, but they really enjoyed it.

Jo Melling, L&D Consultant, Weston Group plc

'Escape Room 2 – Breakout!' was fantastic, our employees loved the interactivity and challenges.

Daniel Garman, Learning & Development Advisor, Leonardo Helicopters

We used 'Escape Room 2 – Breakout!' on our Operations Team Away Day, our delegates found it really engaging and fun. Really ticked all the boxes!

Pamela Malkin, OD Consultant, Golden Charter Ltd

We are very pleased with 'Escape Room 2 – Breakout!'. Our delegates found it fun, challenging and very educational. We are using it not only in team-building events, but also in training regarding teamwork, and synergy.

Eleana Katsiami, Developer & Account Manager, BrainUp

Great product, I used 'Escape Room 2 - Breakout!' with my Senior Talent programme. They did in fact end up realising they could work together as one whole team and as such managed to get out with 1 second to go!

Debbie Hodgson, Talent & Development Manager, Iceland Foods Ltd

What a great activity 'Escape Room 2 – Breakout!' is. A real challenge, it tests collaboration, communication, prioritisation and problem solving. Most challenging Northgate activity to date!

Gary Shewan, Learning & Development Consultant, Legal & General

I have used 'Escape Room 2 - Breakout!' a couple of times thank you!  It has been well received by the business so far and great for linking back to the workplace.

Michelle Cryer, Learning Partner, The Riverside Group

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