The Academy of Apprentice Alchemists: a magic escape game that is 100% science

An entrance exam like no other
Today your children sit the entrance exam of the Academy of Apprentice Alchemists, Professor Beaker’s school of “magic”, where every spell is really science. Make metal float on water, bend a stream of water with a wand, find the favourite book of Whiskers the library cat, read a code hidden on a spinning card and make a lava potion dance: each trial passed wins a seal. With all 5 seals, the Great Spellbook opens on the Great Rainbow Spell. But watch out for Zephyr, the prank-loving pupil, and for Madam Hourglass, the deputy head who never lets go of her hourglass. At the end, everyone receives a certificate and joins one of the Academy’s 4 houses.
Ages 7 to 11 · 32 A4 pages · instant download
Everything for a magical afternoon at home
- 7 envelopes that open with codes you crack through real experiments
- An exam booklet and 5 seals to win, which unlock the Great Spellbook
- The Academy Terminal, which also spots the most common mistakes
- 18 hint cards on 3 levels, so nobody ever gets stuck
- A house quiz, 12 badges to cut out, 4 character cards and a certificate
- A grown-up’s guide with the answers and a door poster

Key features
2 to 6 players, ages 7 to 11
5 experiments and a Great Spell
4 houses, badges and certificates
3 video messages from the characters
How does it work?
Order
The PDF arrives straight away, by email and in your account. You can play the same day.
Prepare
The day before, 20 minutes: cutting out and the spinning card. On the day, 10 minutes to set up the stations.
Play
Start the 45-minute timer: the exam begins!

A great gift for curious kids
No screens, no batteries: just a printer, a few things from the kitchen cupboard and a family ready to think like scientists.
Discover our science kits and experiments to keep the fun going all year round.
Frequently asked questions
Do children need to know the wizard books?
No. The Academy is an original world with its own characters: Professor Beaker, Whiskers, Madam Hourglass and Zephyr. Children who love schools of magic will feel at home straight away.
What do I need?
Paper clips, a balloon, a plastic comb, cooking oil, salt, milk, washing-up liquid, a few glasses and food colouring. Nothing to order online.
Is it suitable for 7 year olds?
Yes, with a grown-up’s help: the guide explains how to give more time and an early nudge. 10 and 11 year olds can take on the 35-minute challenge.
Can we play it at a birthday party?
Yes, with up to 8 children: the guide explains how to play in pairs, before everyone gets together for the Great Spell and the certificates.
Are the experiments safe?
Yes: no flames, nothing sharp for children and nothing to eat. A grown-up handles the scissors.
What are the video messages?
Three short videos in which the characters talk to the players, to watch on a phone or tablet by scanning the QR codes printed on three of the letters. They are optional: everything is also written on paper.
How do I receive the game?
Straight after payment: the download link is in your confirmation email and in your customer account. You can download the PDF up to 5 times within 30 days.

Lab protocol
What we guarantee with this order
- 01Returns accepted30 days
- 02Free deliveryover £45
- 03Tracking numberincluded
- 04Secure paymentCard, PayPal, Apple Pay, Google Pay
- 05Any questionsby email
Carefully packed to arrive in one piece.
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