Aug 25

Welcome to the winter issue of our Escape Room Austraia e-Magazine!

As the colder months settle in, there’s never been a better time to gather friends, warm up indoors, and put your puzzle-solving skills to the test. This month, Darren and I kicked off the season by tackling the exciting new room, Heart of the Mountain. It was an absolute blast—full of clever twists and unexpected surprises. If you’re looking for winter adventure, it’s not to be missed!

We’re also eagerly counting down the days until we visit Cool Space to experience their latest room. If it’s anything like their first one, we know we’re in for a treat.

We are always open to feedback to help improve this magazine feel free to email us at:

era@eludegames.com.au

Enthusiasts and GamesMasters feel free to send us your stories, we would love to hear about them.

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Owners, please keep us updated on any new rooms you have opening, we would love to promote them for you.

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If you would like to advertise in the magazine email us at era@eludegames.com.au and we will send you an information pack.

Stay warm, safe, and keep escaping!

Heart of the Mountain

A LEGACY LOST. 
A MYSTERY BURIED.
A CALL TO ADVENTURE.

This is going to sound crazy.

My name’s Hazel Ivy, and I’ve spent my life chasing the truth about what happened to my Grandmother. 

You might have even heard of her — Alice Ivy. She was a brilliant conservationist, researcher, inventor, explorer…

She was going to change the world — then she disappeared.

The Heart of the Mountain

For so many, it was just a myth — for my Grandmother — it was so much more…

The locals tell a story of something deep, buried within the mountain. An untapped, everlasting energy source, an invisible bond between humans and nature.

Alice’s Journal mentioned the mountain called to her — that’s how she knew where to look. Crazy right?

The expedition

In 1957, Alice led a team of archaeologists and geologists on an expedition deep into the mountain. After weeks of painstaking excavation — they send word that they’ve found something. 

That’s the last thing anyone ever hears. Alice and her entire team vanish without a trace. 

No bodies. No evidence. Nothing. Just an abandoned campsite and a dig-site that’s “disappeared”.

Read the newspaper archives:

The mountain has never been the same

I know, it sounds wild! But get this — since Alice disappeared the mountain has changed — it’s like she woke it up.

Strange events have been reported ever since from locals; seismic tremors, unnatural anomalies, even “voices in the wind”.

I’m so close…

These days the scientific community dismisses Alice Ivy as a dreamer. But I know she found something.

Her journals, her maps, her research — they all point to a discovery beyond explanation.

I’ve retraced her steps. I’ve searched every inch of this mountain. Nothing makes sense — there’s not even an entrance. That can’t be possible. They were digging for weeks!

It’s almost like the mountain is hiding something… waiting for the right people to find it.

The key to the mystery — You

I can’t do this alone.  I need others — people willing to step into the unknown, to uncover the truth — to prove Alice’s discovery wasn’t just some legend.

Maybe the mountain is waiting for us. Maybe our presence, our determination, our drive to do good will be enough for the mountain to reveal itself and its secrets.

The mountain is calling

Can you hear it? Will you answer? I can promise you once you set foot on this mountain you’ll never forget it.

But a word of warning. This isn’t just a story. The mountain has its own secrets, its own will. And once we uncover what’s inside — there’s no going back.

Now who’s with me?

Join the expedition. Your mystery is waiting.

Players: 3-8
Difficulty: Not specified
Suggested Ages: 16+ (Due to the complexity of the adventure players under 16 will need to be accompanied by a paying adult. Players under 12 are strongly not recommended.)

Duration: 70 Minutes

The Artefact

A remote village. A string of disappearances. A mysterious manor.

You and your team are sent to investigate – learning a mysterious Artefact was discovered just before the disappearances began.

With one of your own now missing, the clock is ticking…

Will you save the village by destroying The Artefact, or become a victim?

WARNING: This room contains flashing lights, moments of darkness and multiple jump scares.

Players: 2-8
Difficulty: Advanced – Great if you are looking for a challenge!
Fear Factor: 5/5 – This room has been designed to scare, including jump scares.
Suggested Ages: Under 18s require an adult to sign on their behalf. Under 15s require an adult to stay onsite.

Duration: 60 Minutes

Sweethearts Ice Cream Parlour

Uncover the mysteries in a secret recipe heist set inside the town’s most popular ice cream parlour!

You work at Scoops, a local ice cream parlour in town, but with a spike in local parlours closing at an alarming rate, the mystery still remains as to what makes the ice cream at Sweethearts so differently delicious?

In a bid to save your jobs, you gather up your fellow coworkers to take matters into your own hands. Break in after dark and gather everything you need to take Sweethearts down.

Players: 2-8
Difficulty: 4.5/5
Fear Factor: 1.5/5
Suggested Ages: Any players under the age of 16, MUST be accompanied by an adult throughout the entire game.

Duration: 75 Minutes

The Witch’s Lair

Misfortune has befallen the Kingdom, as an unfamiliar illness has afflicted the King. The royal family desperately seek a cure to save their beloved ruler and share the legend of an elderly witch who resides within the forest who possesses the power to brew a remedy for any affliction.

Those courageous enough to retrieve the potion from the witch’s lair will receive ample compensation. No one dared to journey to such a treacherous location – until your group of travelers came along.

Book now to procure the witch’s elusive potion and save the King.

Players: 2-6
Difficulty: 5/5
Suggested Ages: 12 to 99+
Accessibility: Not wheelchair accessible
Room Type: Tech only (no locks)

Duration: 60 Minutes

The Enchanted Office

You’ve entered the abandoned office of Professor Quill, a vanished wizard rumoured to have unlocked powerful magic. As the door locks behind you, strange enchantments awaken. Solve his puzzles to uncover the truth and escape, before the office seals you in!

Players: 2-6
Difficulty: 3/5
Suggested Ages: We recommend our rooms for players who are 10+. If you are under 10 you may still play however the puzzles are designed for older ages. There must be at least one person over the age of 15 in each session in case there is an emergency.

Duration: 30 Minutes

Bars and Betrayal

You’ve been caught, but you’re not done yet.

Set in the year 1934 – The Black Scale Outfit is a criminal organisation led by the incredibly dangerous Marion Anthony D’Amico – the Don.  The criminal genius scourge of the criminal underworld – until a swat raid has landed you in the most secure and remote prison of the age – Alcatraz State Penitentiary.  

However – you have a man on the outside – your number two man who has previously been incarcerated at Alcatraz prison and to this day remains the only person to have ever escaped.  This could be your ticket out of here.  Or will you end up back in the cell, rotting until no-one remembers your name?

Oh and one more thing – you’ve heard that there might be a rat amongst the crew.  This could make things…tricky  

Players: 2-6
Difficulty: 4/5
Suggested Ages: Open for all ages. Any children under the age of 16 not accompanied by an adult will need parental permissions to play. 

Duration: 60 Minutes

Mission:Possible

Your mission to extract deep undercover agents – code-named ‘The Family’ – from Budapest has been sabotaged. You are now locked inside a bank where ‘The Family’ have hidden their passports and a microchip containing top-secret information – including their location.

Your new mission, should you choose to accept it, is to find ‘The Family’ by locating their passports and the microchip in 60 minutes! If you fail, ‘The Family’ will be killed. This message will self-destruct in 5 seconds…

CAN YOU ESCAPE?

Players: 2-4
Difficulty: 5/5
Suggested Ages: Parental discretion is advised for players under 15. Players with pacemakers, please contact chadstone@rushescapegame.com.au before booking. This is a horror genre come to life.

Duration: 60 Minutes

The Davinci Down Under

Leonardo Da Vinci’s studio was guarded by the secret society to protect a secret map that reveals the locations of Da Vinci’s never before seen inventions until a violent super villain finds the studio, but not the map, and kills the last guardian.

While police are investigating, you and your friends sneak into the studio and have 1 hour to crack the code to ‘make history’ by retrieving the map and escaping before the villain returns.

CAN YOU ESCAPE?

Players: 2-4
Difficulty: 5/5
Suggested Ages: Players under 16 year olds must attend with an adult.

Duration: 60 Minutes

Redacted

Infiltrate, investigate and unravel the mystery of the infamous “Area 48” .

The internet is in an uproar. A notorious blogger and conspiracy theorist is rumored to have infiltrated a highly classified government research facility deep in the Australian outback, the infamous ‘Area 48.’ While many dismiss him nothing more than a delusional madman, his large group of loyal followers believe there’s more to his claims. The trouble is, he’s gone off the grid and hasn’t been heard from in days.

Hired to do the unthinkable; your mission is to break into Area 48, expose its dark secretes, and if he’s still alive, bring him back.

Players: 2-6
Suggested Ages: PF (10+). (U16s must be accompanied by an adult.)
Wheelchair access: No. (Please call venue to confirm details.)

Duration: 60 Minutes

The Knights Quest

You have been chosen to go on a quest by your King. This quest will test your mettle and worthiness to receive full knighthood. You must enter the abandoned castle, solve all the riddles and clues to enable you to reach the dragons lair. Once entered, your mission is to slay the dragon.

Players: 4-6
Difficulty: Difficult
Escape Rate: 20%
Suggested Ages: 16+

Duration: 60 Minutes

Dirty Deal: Casino Escape

You’ve been pulled into a high-stakes operation by one of Victoria’s most dangerous crime families. They’ve converted a mountain of dirty cash into casino chips and it’s your job to launder it through their private underground casino. But something’s gone wrong. Word on the floor is that the Mafia suspects a double-cross. The exit you came in through is no longer safe. If they catch you walking out the front door with their money you’re as good as gone. Now, your only chance is to clean the money, uncover the inside man’s trail of clues, and escape through a hidden back exit before the family closes in. From rigged blackjack hands to coded roulette bets, from secret map drop-offs to hidden surveillance the clock is ticking and the pressure’s real. The deal was dirty. Your escape will have to be clean.

Players: 2-10
Difficulty: 4/5
Suggested Ages: 13+ years if there is no adult present, if accompanied by an adult any age is okay.

Duration: 60 Minutes

Airline Hijack

Attention, Adventurers! You’ve just won a mysterious trip departing from Narre Warren Airport! But wait—something’s not quite right. As you board the plane, you realise it’s all a ruse.

�� Can you solve the clues and escape before it’s too late?

Step inside our fully air conditioned immersive escape room, designed to look and feel like the inside of a real aircraft. Experience the thrill of unraveling a gripping storyline filled with twists and turns.

Gather your friends and put your problem-solving skills to the test! Will you uncover the mystery and make your escape, or will you be left grounded?

Players: 2-10
Difficulty: Easy to Medium – Perfect for newbies and families. Easier puzzles, with tons of fun.
Suggested Ages: Recommended for 13+, but younger kids are welcome with adult supervision.

Duration: 60 Minutes

Haunted Motel

Dare to Check In? You’ve stumbled upon a notorious haunted motel where the restless spirits of former guests linger. With just 60 minutes on the clock, you must uncover the dark secrets that bind these souls and find your way out!

�� Can you listen to the whispers from the other side to unlock the clues?

In this spine-chilling escape room, immerse yourself in eerie surroundings filled with ghostly artifacts and mysterious sounds. Pay attention, as the clues are hidden in the very voices of the departed.

Gather your bravest friends and test your wits against the supernatural. Will you escape the haunted halls, or will you become the motel’s next ghostly guest?

Please note, this room has flashing lights.

Players: 2-10
Difficulty: Medium – Spookier and trickier—best for adults or brave teens.
Suggested Ages: Recommended for 13+, but younger kids are welcome with adult supervision.

Duration: 60 Minutes

Jungle Room

Having heard the mysterious sound of drums, you and a group of friends decide to investigate an abandoned facility. You find the source of the sounds, a mysterious board game. On the side of the game you see an ominous warning ” A game for those who seek to find, a way to leave this world behind. There is no way back once you begin. Finish the game to escape and win!”

Strange sounds echo and vegetation begin to sprout throughout the room, it seems like the game has already begun.

Players: 2-6
Difficulty: 6.5/10
Suggested Ages: Our escape rooms are for ages 14 years and over due to mature themes. Children under the age of 16 require full adult supervision.

Duration: 60 Minutes

School Of Sorcery : The Headmaster’s Broom

Visiting the Headmaster’s office can be way more fun than you think!

Welcome, young sorcerers! Your enchanted broom – A powerful tool capable of incredible magic has been confiscated by the headmaster. These aren’t just any brooms; they hold ancient power that could change everything.

But the headmaster plans to destroy them, fearing their immense power. If you don’t act quickly, the broom will vanish forever, lost to the magic that fuels the school. The door to his office is hidden, and time is running out.

Can you find the broom and stop the headmaster before it’s too late?

Good luck, sorcerers!

Players: 2-8
Difficulty: 4/6
Suggested Ages: 12+

Duration: 60 Minutes

Click Image for Answer

The Adventure of the Three Travellers

Keen escapers will seek to complete all the Escape Rooms in their town or city. After that, more keep opening across our nation. Because of the distances involved, getting away for a holiday only to get locked up is very enticing. By the time this ERA goes out, it is likely Australia will have just ticked over 600 physical escape rooms. I’ve now done rooms in Adelaide, Brisbane, Canberra, Dubbo, Melbourne, Orange (this one is now in Canberra), and Sydney, and have others are still on my list. But recently I escaped abroad: well, I went to New Zealand -travelling on easy mode?

Across the Dutch
15 rooms. 10 companies. 6 locations. All in 14 days.
Mrs GamesMasterJournal and I did sometimes go to places that weren’t Escape Rooms while in New Zealand I promise. Also we had an 8-month old baby, who to be honest, didn’t contribute too much (but his Escape Room training has only just begun).

On a big North Island loop, we escaped Rooms in Auckland, Hamilton, Te Awamutu, Taupo, Rotorua and Tauranga. There was a good mix of mechanical and electronic based rooms, classic and unique themes, and above all, some good quality hosting.

Same Same But Different

Without letting out all my feelings on the subject too strongly, I would strongly apply the same general rule I do in Australia: do Escape Rooms at an Escape Room venue. We broke this golden rule, and regretted it. One room was so bad that we hadn’t even used our whole hour before a staff member offered us a full refund.

But the dedicated venues were great, with friendly staff and great debriefs afterwards. A couple of venues were set up to supplement their rooms with puzzle boxes: table-top chests with condensed adventure generally set for a shorter time than a full Room booking. We saw this offered in one location as a set singular experience for a smaller group, and in another as a block timed session for individuals to attempt multiple shorter experiences with the option of bringing a friend.
Something that I’d like to see more of in Australia, would be to replicate another location that had extended into the realm of board game cafes on their premises, with standard bookings for their Escape Rooms all automatically gifted a bonus hour to stick around and try a different sort of amusement.

Choice As

My top five recommended rooms (in no particular order):
Udder Graziness at Escape HQ in Auckland’s northern suburbs – this one was just a cute room all round. Bovine puns aplenty and really made the small space feel big and outdoorsy.
Galactic Cantina at Escapade in Auckland (central) – really neat puzzle path and consistent immersion (in this and in Endeavour which we also did). One fancy new word discovered: sphericons.
Tabby Lane at Escapist Escape Rooms in Hamilton – brought out lots of fun for feline fans and a quirky twist on an otherwise mundane setting.
Follow the White Rabbit at Escape Rooms NZ in Tauranga – okay I’ve mostly included this 90 minute experience to brag: we broke the record. Surprising ourselves most of all, as being in a perfect ‘flow’ state meant we lost track of time entirely and in the best way. Don’t worry, we were definitely brought back to earth in the second room we did there.
The Alchemist at Get Out in Te Awamutu – a delightful piece of architecture was at the centre of this experience, and its magic design fit in well with the theme and subtle nods to a multitude of fantasy stories.


Special mention to the Odyssey Sensory Maze in Auckland, and Wonderworld aMAZEment Park in Rotorua: both very different takes on mazes, but both really great experiences. (Wonderworld has a Puzzle Path with fun activities and a Neon Cave that are fun puzzling bonuses too)

In short, definitely some fun Rooms to be escaped from. As usual, keep your own list on Morty and look at the ratings there. And remember to ask your local Games Masters for their recommendations too.

AUGUST Calendar

Today is the day to code!
Yes my coding friends, the time has come for a new code, as this edition looks at a timely way to hide a message. It’s also a great use of old calendars.

Time For Letters And Numbers
Once again we start with lining up our alphabet against the numbers 1-26 in order.
Then give each letter of your message a numerical value. Time flies so hurry up!

Your Days Are Numbered
Next, take a page of a calendar as your reference. To make things a bit simpler, we’ve gone for the month of August 2021.
Each letter’s number is going to be the same as the numbered day of the month. So the letter A, given the value 1 on our grid above, would also be 1st of August. Z, being 26, would be 26th August. So far so good?
Now we add in the tasty extra step: A, being 1, being 1st, on this month is a Sunday, and is the first Sunday of the month. So A is going to finally be S1. B would be represented by M1 as it would fall on the first Monday of the month. H, lining up to the Sunday on the second row, becomes S2.
But what about those pesky Thursdays and Saturdays (or, Sundays, depending on how your calendar is set out)? Simple, just add a symbol next to whichever one comes second. So on our August 2021 page, C = T1, E = T1, J = T2, L = T2, U = S*3, and so on.

And so, our message becomes encoded as:
F3, T5, F2, M3, S3, T3; F1, S3, S*1, M2, F3.

If Only I Could Turn Back Time
If you find a sequence of the letters M, T, W, F and S in your Escape Room, along with a low value number for each (and the occasional bit extra for our Thursdays and either Saturdays or Sundays as per above), then that’s a clear indication you need to go find a calendar to help you decode.
Be careful though, it might be even trickier when multiple months are required. Or, as we have seen before in previous articles, sometimes the alphabet has been offset (or pushed back) by a keyword!

Timing Is Key
As a lot of calendars are designed with a theme that runs across the images for each month, this is the perfect spot to tuck away a reference to help your friend know what will help to crack a more advanced code. Here’s one to have a go at cracking.

Happy puzzling!

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