Welcome back to the next issue of Escape Rooms Australia.
As the year winds down and the twinkle of Christmas lights fills the air, it’s time to pause, unwind, and reconnect. The holiday season is a rare moment when family and friends come together—so why not make it truly unforgettable with an escape room adventure?
Whether you’re solving puzzles with old friends home for the break or celebrating team spirit with your colleagues one last time before the year ends, escape rooms offer the perfect mix of fun, laughter, and challenge. This is the season for stories you’ll still be laughing about well into the new year.
So gather your crew, embrace the festive spirit, and book your next escape room experience today. The clock is ticking—your next great holiday memory awaits!
Happy holidays and happy escaping,
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The Hidden Temple
Dr Croft, a renowned archaeologist, has uncovered a significant discovery deep within the Yautja Jungle: ancient artifacts, including keys and stone tablets marked with celestial symbols and entwined serpents. These objects pulse with an unusual energy, unlocking a hidden map that leads to an uncharted temple near Chichen Itza.
Your team, skilled in exploration and ancient civilizations, is tasked with finding this temple and retrieving a powerful artifact protected by ancient Aztec gods. The journey is perilous, leading through dense jungles and treacherous terrain.
After days of strenuous exploration, you finally discover the hidden temple, a magnificent structure enriched with intricate carvings of Quetzalcoatl. As you approach the entrance, a sense of awe and mystery fills the air. Croft’s diary speaks of the temple’s incredible energy and the lifelike quality of its carvings.
With Croft’s imminent arrival, the decision to enter the temple rests with you. The adventure awaits, filled with the promise of discovery and the thrill of the unknown.
Players: 2-8
Difficulty: Hard
Suggested Ages: Our Escape Rooms are designed for adults however as each game has a dedicated game master who can provide as many clues as needed, The Hidden Temple is suitable for as young as ages 8+. Children 8 to 12 will require an adult in the room. 13 to 16 will require an adult to stay on the premises.
Duration: 60 Minutes
Cabin Cult
Get Lost in the Woods with our Newest Horror Experience
It’s Halloween. You and your friends decide to book a last-minute retreat at a 5-star Airbnb woodland getaway (so the reviews say). Betty, the cabin owner, has left you with limited instructions.
”Just find the key and don’t forget to feed my cat, Patricia. Otherwise, have a great time! Oh, and don’t disturb me as I’m away with my hubby, Alfred”.
Enjoy your stay… but remember… this cabin has secrets, and they’re dying to meet you.
Caution:
- Live actor, jump scares & startling effects
- Colour based puzzles
- Strobe lighting & fog effects
- Crawling (for some)
- Adult humour & language
Players: 2 to 8
Difficulty: 4 out of 5
Size: 6 Rooms
Theme: Haunted House, Horror Comedy
Suggested Ages: The Cabin Cult escape room experience is recommend for ages 18+. Younger guests (17 and under) must be accompanied by at least one adult (18+).
Duration: 60 Minutes
Metamorphosis
It’s 2062. One year since the TCR1 toxin spread across the world. You are exploring an abandoned area on the outskirts of the city, when you find what looks like the entrance to an underground bunker. You wrench the hatch door open to find a rickety ladder leading downward, to darkness. You know that mutants have been seen in this area and you need to find a place to hide. Fast. You have no choice. You climb down.
What is the mysterious underground bunker, and who resided here? Will you be safe in here from the creatures above? If you survive the night, how on earth will you get out?
Players: 2 to 8
Difficulty: 4 out of 5
Suggested Ages: Recommended for ages 12 and above. Some loud noises and creepy/scary imagery and potential jump scares are in the game, so parental discretion is advised.
Note: Game includes climbing stairs, and some narrow spaces. We recommend that players wear trousers/shorts (preferably no skirts or dresses, for your comfort), and comfortable shoes. No ladder-climbing is involved.
Duration: 60 Minutes
Zombie Apocalypse
Can you find the Cure?
Step into a post-apocalyptic world teetering on the brink of destruction in Zombie Apocalypse! A virus wiped out most of mankind and the scientific community’s last ditch efforts at a cure has resulted in something much, much more dangerous… a zombie held only by an experimental containment chamber. Now you find yourself locked in the very room housing that failing containment chamber – only a few inches of steel and glass between you and your untimely death. With the zombie on the brink of breaking free, yours is a vital mission: find and administer a cure! The stakes couldn’t be higher – success means salvation for humanity, while failure seals our grim fate.
Humanity’s last glimmer of hope hinges on your team’s ability to decipher the enigmatic puzzles, uncover vital clues, and race against the clock to develop a cure. With every passing moment, the threat of the zombie’s escape looms larger, and time is running out! Dare you enter Zombie Apocalypse?
Players: 2 to 4
Difficulty: 7/10
Theme: Horror
Suggested Ages: All guests must be at least 18 years old. Our staff reserve the right to ID check if you look under age.
Duration: 60 Minutes
Frankenstein Resurrection
Dark Science. Twisted Minds. One Unholy Resurrection.
The thrilling reimagining of Mary Shelley’s iconic Victorian Gothic world is here. Join us as we bring to life one of literature’s most iconic monsters in this unforgettable escape room!
In Frankenstein Resurrection, the genius but totally mad Dr. Victor Frankenstein reveals his chilling proposition: your freedom from his tortuous captivity, but only if you act as his unwilling assistant in the most unholy of experiments. Together, you must help his madman harness the power of life and death to resurrect his infamous creation – the Monster.
As the grandfather clock ticks relentlessly in the corner, you’ll scavenge for clues… and organs… solve perplexing puzzles, and navigate the eerie contraptions that litter this macabre laboratory. All the while, Dr. Frankenstein’s madness looms large, and every choice you make could lead to either salvation or doom.
Dare you enter?
Players: 3 to 8 / *4-8 players (Fri & Sat P.M. peak)
Difficulty: 7/10
Suggested Ages: 13 years and up
Duration: 60 Minutes
The Butcher
A tourist town in the Blue Mountains has had an increase in missing persons over the holiday season.
You never think it could be you next… but a night out goes wrong and suddenly you’ve woken up in a dark room.
Time has escaped you and you don’t know where you could possibly be. But you need to find a way out to safety.
Players: 2 to 8
Scare Level: 4/5
Suggested Ages: 13 years and up
Duration: 60 Minutes
Temple of Ancients
Hidden deep in the jungle is the Temple of the Ancients. They nurtured early humanity and were as gods, with technology and knowledge beyond our dreams. From here the Professor took something. Something they want back…
Players: 2 to 8
Difficulty: 2/5
Suggested Ages: No U18s onsite after 6pm. Minimum age 12. U18s must be accompanied by a parent/guardian.
Duration: 60 Minutes
Buried- Coffin Escape
You’ve always looked out for number one, sometimes at the expense of others. It has not gone unnoticed! Alone and in the dark…you feel around. A box? No…a coffin. You hear muffled shouts for help next to you, you are not alone! Escape being…Buried Alive!
Players: 2 Players Only
Difficulty: 5/5
Suggested Ages: 12+
Note: Claustrophobic! You are in a coffin sized* area alone.
*Coffin size: 2200mm length. 800mm width. 600mm height.
Duration: 45 Minutes
A Sweet Escape
One of Mrs. Spicer’s employees was trusted to fulfill a special candy order by opening.. But they forgot how to make the recipe! Can you help them find the secret recipe and brew up the order before the store opens?
Players: 2-5
Difficulty: A sweet challenge. Heavily recommended for people who’ve done escape rooms before, looking for a challenge. Currently a <4% escape rate!
Suggested Ages: 18+
Duration: 50 Minutes
The Doll House
Some houses are abandoned for a reason. This one was left to rot after the children inside
vanished without a trace. Step inside if you dare. The walls whisper. Objects may not be what they seem. Black roses decay in the shadows. Crows watch your every move. Every step draws you deeper into the game and closer to
the dollhouse. It chooses who escapes and who disappears next,
But only one combination will set you free.
Will fate allow you to escape?
Players: 2-8
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
Abducted
“It was just an ordinary night. You just finished dinner with friends, laughing, sharing stories,
walking home without a care in the world… until suddenly, everything went black. When you
wake up you find yourself trapped in a dark, unfamiliar place. You don’t know who brought
you here or why. What you do know is that your captor will return in 60 minutes… and when
he does, you won’t get another chance. You must find a way out before it’s too late.”
Players: 2-6
Difficulty: 5/5
Suggested Ages: 13+ years if there is no adult present, if accompanied by an adult any age is okay.
Duration: 60 Minutes
The Bank Heist
“Melbourne’s most powerful bank. Untouchable, unbreakable – or so they think. Behind its
walls lies a vault stacked with the jewels and fortunes of the rich and famous. Tonight, you’re
not just dreamers… you’re thieves. The alarms are sharper, the tech is tougher, and the guards
won’t give you a second chance. You’ve got one shot to crack the safe, snatch the prize, and
make your escape. Move fast, stay sharp – or you’ll end up locked inside with nothing but
regret.”
Players: 2-8
Difficulty: 4/5
Suggested Ages: 11+ years if there is no adult present, if accompanied by an adult any age is okay.
Duration: 60 Minutes
Stolen Wheels
Your shiny new sports car has been stolen.
You have heard on the grape vine from Loose Lips Lenny that the
Chop Shop Garage has it ready to break it down for parts.
You gather your gang and arrive at the Chop Shop Garage ready to steal it back.
You have 60 minutes before the criminals that stole your car return……..and things get messy.
Players: 2-6
Skill Level: 3 out of 5
Suggested Ages: 6 years +
Duration: 60 Minutes
The Adventure of a Golden Hints-Mas
Ho ho ho readers. In this primary gifting period let’s look at the greatest gifts a Games Master (GM) can give: hints!
What is a hint?
Before delving into what Games Masters assess with hinting, we need to define that a ‘hint’ is any bonus extra bit of information provided from outside, while a ‘clue’ is something inside the room that is always present for everyone.
Why should I hint?
Not all the information is on the task Alex. Escape Rooms are made of puzzles – if the answer sheet was left lying around no one would actually ‘achieve’ anything.
So, has a team just run out of luck and are totally stuck on a particular puzzle? Is the fun level dropping to dangerous levels? Is there a problem in the room (such as a reset error)? Do they just not understand how magnets work? The hint, or hints, will help get through this tough spot.
When should I hint?
Many companies will have a ‘wait-for-the-team-to-ask-first’ approach which can work just fine. In a ‘prompt first, then hint’ set-up the GM needs to read the room, keeping an eye out for slumped shoulders, or listening for conversation and tone of voice to lose their joy. Once ready to prompt them, wait another five seconds before delivering it – the players might just beat you to it!
In both these reactive and proactive styles, the GM needs to know which hint is appropriate.
How should I hint?
Refining your available hints is crucial, as the information given (through picture, writing, or speech) has to hit a delicate balance: enough to get them on the right path, but not to solve the puzzle for them. Having a pre-prepared sliding scale of detail will allow you to start vague (“no, don’t look on that side of the room”), get closer (“yes, there is a reason for all those particular colours”), and at its end get as specific as possible (“just put 4261 in the green lock(!)”). The system your company uses will influence this a lot: walkie-talkie system, slides on a screen, or the ‘voice of God’ over a speaker are all going to require being attentive from a distance.
Going from an existing script helps keep tone and emotion out of any response – you might feel comfortable with knowing the players, but they don’t have that rapport with you while they are mid-game. However, an in-room actor who can see everyone and can in turn be seen can hint in character with the right amount or lack of sass.
(Note: I haven’t mentioned self-managed hint delivery systems like tablets or QR codes because they’re now pretty rare, have limited capability, and tend to break the flow.)
What if I have to give out the same hint every game?
This is not a good thing, as it likely means that hint should be built into the room as a clue. Each puzzle should be able to be solved on its own merit without hints, so talk to your colleagues about increasing the signposting or other ways to help inside the room itself.
Take the hint
Good hinting should go almost unnoticed by the players and will just come with practice. Best way is to assess the team before you lock them away and get a feel for their receptiveness of hints. Remember to be generous, and have good timing!
DOT CODES
We’re doting on dottiness in our dottiest edition ever: let’s have a look at dots!
The dot point version:
- jot some dots on measured slots;
- plot the lot from top spot to bott’;
- blot with a pot to hide what you’ve got.
One Thing To Rule Them All
The most important element we need is our alphabet! Decoding this message relies on lining up letters to the markings, whatever format they are in.
We need to mark out 26 sections to get little boxes to write your A-Z. The easiest way to make one is to get a standard 30cm ruler and mark out each 1cm interval, but scale this down if you need to, or just find some grid paper.
Then get marking! As an example, in your top row put a dot in line with ‘E’. Move your ruler down the page and put another dot at “S”. For this one let’s keep equal distances until you mark out ‘C’, ‘A’, ‘P’ and ‘E’ again.
We’ve got dots but how can we camouflage the word?
Show Me The Dots!
Connecting the dots helps disguise them by making them into a line graph. Give it a mundane title “Sales Figures for NW Tasmania 2016” and you’re all set to hide our message economically and let your recipient zig and zag their way down to decode it.
Shiny Dots In The Sky
Here our example shows the night sky referring to a Beatles song:
Dottin’ Around The Christmas Tree
Wish someone Feliz Navidot with Twelve Dots of Christmas:
X Marks The Dot
By having our dots represent points of interest, hiding them away in plain sites lets them hide away in plain sight.
Using this map of Australian cities also shows an example of working this code backwards: take markings that already exist and make them work for your code. The trick is to jumble up your ruler to fit the data (instead of a normal alphabetical order)
The AntiDot
To decipher, our puzzling pal needs to have a measuring device with the same markings in place. Putting this at the correct spot going across the page is the next important part, so consider letting your puzzling pal know what the first dot equates to. They can then line up the dot to that marking on their ruler and start decoding – once they find where you’ve hidden the dots that is.
Happy escaping!
