Welcome back to the next issue of Escape Rooms Australia.
As the days cool and April unfolds, there’s plenty to look forward to — school holidays, Easter celebrations, and the ANZAC Day long weekend. It’s the perfect time to gather your favourite people and take on a new challenge — and what better way than booking yourselves in for an hour of mystery and teamwork at your local escape room?
This month’s issue is packed with inspiration for your next adventure. We’ve rounded up new room openings, a puzzle for fun and a couple of blogs as usual.
Whether you’re chasing a family-friendly puzzle trail, a thrilling horror escape, or a high-tech mystery, now’s your chance to make some unforgettable holiday memories. So rally the team, book your spot, and let the games begin!
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Legacy
A few days ago, your father’s funeral brought you siblings together again. In his will, he mentioned a mysterious cabin, which he left for you the most precious gift of his legacy. You meet each other in the cabin to uncover his dusty memories and the treasured gifts together.
Features: Heatwarming, Family Friendly, Logic Thinking
Players: 3-6
Difficulty: 3 out of 5
Suggested Ages: Age under 14 needs at least 1 adult accompany
*Sunday & Public Holidays have a 10% surcharge already included in the total price*
Duration: 60 Minutes
Darkness Reborn
Decades have passed since Voldemort’s defeat, and the wizarding world is thriving. But recently, students from all the magical schools have begun disappearing — including your best friend!
As a student of Hogwarts Gryffindor, it is your duty to investigate the truth. However, the truth you are about to uncover is far more dangerous than you imagine…
Features: Wizarding Mystery, Magical Investigation, Logical Thinking
Players: 3-6
Difficulty: 3.5 out of 5
Suggested Ages: Age under 14 needs at least 1 adult accompany
*Sunday & Public Holidays have a 10% surcharge already included in the total price*
Duration: 60 Minutes
Magic School
Awaken your magic, defend the realm.
Long ago, the world was nearly swallowed by the Shadow Realm, a dimension of dark sorcery. A handful of brave apprentices and the great wizard Merlin created the Potion of Immortality, pushing the shadows back and saving the realm.
To keep the danger from ever returning, Arcana Academy was founded. Merlin and the Five Legendary Founders each sacrificed part of their magic to create the Founders’ Spell, a powerful ward that has protected the world for centuries.
But now, during the first Blood Eclipse in 500 years, the spell has cracked. Strange whispers echo through the halls. Magic falters. Shadows slip between the walls.
The academy is out of time.
The Founders hid their power inside five magical artefacts, and only new magic, young minds, bold spirits, and fresh eyes, can awaken them again. Not the old sorcerers. Not the teachers. You.
Headmistress Selene Arkwright summons her best apprentices to their final test. Find the artefacts, restore the spell, and stop the Shadow Realm before the eclipse reaches total darkness.
The sequel escape room to: The Wizard’s Chamber
Theme: Adventure
Players: 2-6
Difficulty: 6 out of 10
Suggested Ages: From 9 yrs and older.
Duration: 60 Minutes
Legend of the Sword
The mighty sword has been entrapped in stone, can you prove your worth to obtain it?
After King Arthur fell at the battle of Camlann, England was thrust into a century of darkness. Excalibur was lost and the valiant Knights of the Round Table disbanded, their bonds of kinship forever broken.
In the darkness, Morgan Le Fey formed the Order of the Sword, searching the land for good and just knights, hoping to restore what was lost and bring England back to the light. She has brought you here, to King Arthur’s tower, in the ruins of Camelot to prove your worth. If you can make it through the tower and draw Excalibur from the stone, England’s glory will be restored!
But someone else lies in wait; a powerful sorcerer twisted by time and regret – Merlin! He has set formidable trials which you must overcome to complete your quest and prove yourselves worthy of lifting the mighty sword.
ADDITIONAL INFO:
This room is great for those who like more of a challenge or who have played escape rooms before but is still manageable for those new to escape rooms.
This room is recommended for 4-10 players at a time – playing with 2-3 players is only recommended for experienced players.
Please note: Groups will be split into two teams to start with and have to collaborate to get back together. This room has flashing lights so is not recommended for those with epilepsy. Also there must be at least two players aged 15+ in the room.
NOTE: Prices are subject to a 10% surcharge on public holidays.
Players: 4-10
Difficulty: Not Specified
Suggested Ages: 7+ (U15s must be accompanied by an adult)
Duration: 60 Minutes
Legend of the Sword
The mighty sword has been entrapped in stone, can you prove your worth to obtain it?
After King Arthur fell at the battle of Camlann, England was thrust into a century of darkness. Excalibur was lost and the valiant Knights of the Round Table disbanded, their bonds of kinship forever broken.
In the darkness, Morgan Le Fey formed the Order of the Sword, searching the land for good and just knights, hoping to restore what was lost and bring England back to the light. She has brought you here, to King Arthur’s tower, in the ruins of Camelot to prove your worth. If you can make it through the tower and draw Excalibur from the stone, England’s glory will be restored!
But someone else lies in wait; a powerful sorcerer twisted by time and regret – Merlin! He has set formidable trials which you must overcome to complete your quest and prove yourselves worthy of lifting the mighty sword.
In this game you will be split into 2 teams to start your adventure. You will need to work as a team and come together to draw Excalibur from the stone!
Players: 4-10
Difficulty: 4 out of 5
Suggested Ages: PG (10+) (Must have 2 players aged 15+ in the room)
Duration: 60 Minutes
Lost in Time
2 separate rooms – 2 different eras!
Your friends are trapped in the past after a time-travel experiment goes wrong.
Enter the unstable time machine, leap across eras, and solve era-specific puzzles to track their timeline signatures.
Restore broken circuits, decode historical clues, and outrun collapsing portals.
Every wrong move alters history—and every second brings them closer to being lost forever.
Can you repair the machine, fix the timeline, and bring your friends home before time runs out?
Players: 2-4
Difficulty: 4 out of 5
Suggested Ages: Not specified
Duration: 60 Minutes
Murder on the Dancefloor
Tonight, the club is alive with lights, music, and celebration… but something sinister has
occurred. Someone has been murdered on the dancefloor, and it’s up to you to uncover who
did it before the night ends.
As the crowd moves around you, clues are hidden in plain sight in the cloakroom, behind the
glimmer of costumes, and within the secrets of a private dressing room. Every detail matters,
every step could reveal a piece of the puzzle… or lead you astray. Can you solve the mystery,
uncover the killer, and make your escape before the night claims you too?
Players: 2-8
Difficulty: 4 out of 5
Suggested Ages: 11+ years if there is no adult present, if accompanied by an adult any age is okay.
Duration: 60 Minutes
The Cigar Room
Step into the doors of Melbourne’s most exclusive men’s club, a place where whispers carry
and secrets are currency. For decades, members have gathered here over fine whisky and rare
cigars, but the club holds more than just luxury and leisure. Hidden behind its walls is a
secret room, known only to a select few, filled with clues and treasures meant for those clever
enough to find them.
Tonight, you’re on your own. Follow the trail of cigars and glasses, decode the club’s hidden
signs, and unlock the secrets no outsider has ever seen. Every corner hides a clue… and every
wrong step could leave you trapped in the shadows.
Players: 2-6
Difficulty: 3.5 out of 5
Suggested Ages: 11+ years if there is no adult present, if accompanied by an adult any age is okay.
Duration: 60 Minutes
Eureka!
Dig deep and follow the clues to strike gold!
Step into Ballarat’s history and uncover the final secret of a local publican who hinted at one last remaining gold nugget undiscovered in the mines of Ballarat. His clues are scattered through the town, waiting for those bold enough to follow his trail. Piece together his cryptic will, retrace his steps, and delve into the legends that shaped the town. In Eureka, the past holds the promise of a discovery worth its weight in gold.
Players: 2-6
Difficulty: Not Specified
Suggested Ages: 8+ Years Old (Under 16 requires adult participation)
Duration: 60 Minutes
Sonata of Shadows
At the end of all things,
Awaits the Bell Tower.
Some say that it is home to a vicious beast;
Others say it is haunted by the souls of the lost——
And that an eye watches constantly.
What say you, Masked One?
(The Crumbling Prince reaches its conclusion)
Players: 3-4
Difficulty: Not specified
Suggested Ages: Due to the darker fantasy elements of this experience, there is a minimum age of 12. *Where possible, accommodations will be made for players younger than the minimum age with parental supervision only.
🦊 We normally require a minimum of 4 people per group on weekends. If you would like to be on the weekend waiting list for smaller group sizes, please text 0474296601 with your name, number, group size, and the Ukiyo Journey you wish to play.
🎭 Sonata of Shadows is best played with 4. If you would like to play as a group of 2, please book for 3 players. A maximum of 4 players applies to Sonata of Shadows at present.
Duration: 60-70 Minutes (Please allow 90 minutes
for this Ukiyo Journey)
Club 69 (18+)
Welcome to Club 69, where things get loud, naughty and most certainly a little out of hand! You and your friends are on a night out living it as it unfolds but try not to get into too much trouble!
As the night progresses, the heat turns up! Expect booty shaking, drunken shots, and laughin’ to those RnB tunes!
Keep your dignity (and clothes) intact for long enough and try to forget about those Sunday scaries!
LETS FKN GO!!!!!!
This room is 18+ so please ensure you bring a valid ID.
IMPORTANT:
- Due to mature themes – this room is 18+.
- This room contains strobe lighting.
- Please arrive 15 minutes prior to your booked time. Failure to do so may result in time deducted.
- The deposit paid upon booking is non-refundable, special exemptions can be provided at our disclosure.
Players: 3-7
Difficulty: 3 out of 5
Suggested Ages: 18+
Duration: 60 Minutes
Secret Agents: Operation ATOMSHIELD
There has been intel of a terrorist attack on the whole world in 75 minutes, and given the seriousness of the issue, the Hobart Bureau of Intelligence have been tasked with preventing it.
Unfortunately the HBI currently has a few internal issues, particularly the rumour that there is a mole in the ranks, meaning nobody within the organisation can be trusted.
This is where you and your team come in. Hopefully you can use the bureau’s tools to stop the attack and save us all!
Players: 2-7
Difficulty: Not Specified
Suggested Ages: Minimum recommended age for participating is 16 years old. (Note: Participants under 16 years old are welcome to come along if well supervised by an adult, however there cannot be more than four under-16 participants in a group. If a group contains an under-16 participant, it must also contain at least one adult.)
Duration: 75 Minutes
Lost Tomb
The Missing Expedition.
A bead of sweat tickles your face, as you stare at the abandoned archaeological campsite curiously. There are signs of disturbance, yet the artifacts remain untouched. Suddenly, sand stings your eyes and the wind roars – a sandstorm screams closer, forcing you to seek refuge within. Inside, you discover the structure predates the Pharaohs, the dig hasn’t weakened any old tomb, but the last defense against a dark god! You must descend further to restore the seal, or the world will be plunged into eternal night.
Dare you enter?
Theme: Adventure
Players: 4-8
Difficulty: 7.5 out of 10
Suggested Ages: From 13 yrs and older.
Duration: 60 Minutes
Stuck in the 80s
You have fallen asleep watching Back to the Future.
The next minute you wake up in a bedroom from the 80’s with an invite for you and your friends to go to
Rock n Rolling Skate Rink. You need to find your way home.
You have 60 minutes to return to the future before you are stuck in the 80’s forever.
Feel free to come dressed up
Players: 2-6
Difficulty: 4 out of 5
Suggested Ages: 6 years +
Duration: 60 Minutes
The Adventure of the Retired Room
Hello readers, this is the first of two issues on FOMOE: that is, the fear of missing out on escaping. This episode is about missing out on rooms altogether: How do we exit before they exit?
Lots To Exit
There are a lot of escape rooms. A LOT. In Australia alone there are over 600 rooms to experience, and Morty has over 53,000 listings worldwide (as at the start of 2026). Even if you just stuck to the TERPECA nominated rooms here in Australia, that’s still 43 rooms.
The real question is: Can I do every room?
And sadly the real answer is: No.
Lost To Exit
Unfortunately and for a variety of reasons, not all escape room companies are still with us. We’ve recently lost Urban Mysteries Co in Adelaide (which was high on my to-do list), Seraphim Escape in Ipswich, and Escape Room Albury.
We nearly lost Facade in Port Macquarie but it was saved at the last minute (I can strongly recommend you go check out Category 5!).
Containaphobia in Geelong recently not only survived a possible closure but thrived as they were voted the highest ranking Australian room in the 2025 TERPECA awards, and coming in at 77th internationally!
Live In Exchange
Sometimes the design for an individual room might live on elsewhere, but being bought out by another company is a rarity. When most escape rooms are bespoke artworks of unique creativity, once they are gone there is very little chance they are coming back. Beauty is fleeting, and once we’re in there we are actually racing to get out, but missing out altogether on the chance to experience someone’s creation is a big thing.
So what can we do?
Let Me Extol
Rate good rooms and make personal recommendations to other players: converting a newcomer into becoming an enthusiast is the best thing you can do for the escape room economy.
We are in a mostly online age, so being in this industry that by its very nature is about relationships is an incredible opportunity. A player can talk to others in person and share their experience, and the relationships that the player has with their team, with the room, with the designer, and with the games master.
Riding high on finishing one encounter leaves players open to be influenced on the next step in their Escape journey. Sharing a mutual enthusiasm as one player to another helps people feel connected. Putting a time frame on an experience helps give people the impetus to go and engage with the product sooner.
Links To Educate
But where can we get this information?
Following on social media is obviously going to be a big source of information, as is subscribing to a mailing list (also good for picking up on promotions to help plan out future escapes in general!). For example, the Zenith Prime room at Realmz in Perth is closing this April (2026).
Talk to staff: Games masters being up-to-date on any potential closures is vitally important. Making recommendations based on closing dates could help with either a strong finale to a company finishing up, or to give a boost leading to a rejuvenation. At least one staff member at every company should get involved with the various owners and fans pages on social media to be aware of movements in the space. Tell your staff what’s going on in the industry: the more you recommend other rooms, the more they recommend yours.
Go escape before its too late!
Snake Cipher
Hello coders! This edition we’re curving codes and going loopy with lines as we learn about letters leaping from language to locks!
Previously we have seen the Route Transposition Cipher, but this one differs particularly in how our cipher text is displayed. And we are not going to be encoding our letters as something else, but our cipher will be the shape and direction we read the text in.
Sliding Cipher
Nice and simple for our example, we will use the game Snakes and Ladders. First put the text it into a neat square of letters four by four:
The special thing about our method today is to make a path down the first column as you can also see here, and then loop back up on the second. Then down the third and up the fourth. The result is a message sure to confuse anyone looking at it (unless they know the secret method):
SEDD ELSN AAAR SDNK
Working backwards to decipher this from the directions shown via arrows, you would write out letters following down and up accordingly.
Slippery as a Snake
Obviously you could set the loop to start in a different corner and make a different journey, but for now, following this same direction, look at the following text:
DISN DAMA MMPR OAAM IDLM EIIT
Setting this out on our alternating up-and-down (or down-and-up!) framework brings us back to a block (rectangle this time, not a square) of 24 characters.
And don’t worry if the number of letters in your message won’t make for a neat-fitting cipher text: just add in the letter x as much as needed at the end.
Tweaking Twists
Watch out for this cipher not just giving up a singular password or answer, but being used for more substantial messages. Once you can grasp the concept behind it, you can expand it to have much longer instructions or information to be shared.
Keep an eye out for blocks of letters evenly grouped out, and a shape fitting the room’s theme that bends or loops around: for example a snake, ribbon, or maybe even a river. Use this shape as a guide to what direction your letters fit together in to be read.
Have a go at this one below where we have written our text downwards instead of across as the first step, and then use the direction shown in the image to write out your letter grid:
JETOKD LEUFIU STICIA TTARET MXSNGE ROMTIA KSYAOX
Happy escaping!
