Mar 25

Welcome back to the next issue of Escape Rooms Australia.

Hope everyone has been having lots of fun escaping at all the new rooms that have been opening.

We’re always eager to hear from you, so don’t hesitate to share your favorite escape room stories or suggest new locations we should cover. Until next time, stay puzzling and keep escaping!

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.

Prison Island- Beat The Bars

What is Prison Island?

Prison Island is an indoor adventure destination for everyone from 9-99 years old. 

It’s all about teamwork and collaboration to solve tricky cell challenges and collect points. All while the clock is ticking! The Prison has 30 cells for you to complete. You can attempt the cells as many times as you want in 45 minutes. You also have the option to add on extra time if spots are available.

​​What can you expect? Lasers, balls, shooting, climbing, crawling, puzzles, kicking, tactical thinking and much more. Wear comfortable clothing and closed in shoes! You won’t regret it!

Located at 1/535 High Street, Penrith 2750

Players: 2-4
Difficulty: Not Specified
Suggested Ages: Ages 9+

Duration: 45 Minutes

Strange World Escape Rooms

MRS CLAWS is a creepy, Christmas-themed escape room experience like no other!

Christmas Eve has taken a dark turn at Santa’s workshop… or what’s left of it. Mrs. Claus has finally snapped. Fed up with Santa’s laziness and a dysfunctional group of elves, she’s taken drastic measures – and it’s anything but festive.

With Santa mysteriously missing and his once-cheerful workshop now a maze of horror and broken toys, it’s up to you and your elf team to save Christmas. The clock is ticking, and the fate of the holiday rests in your hands. Good luck – you’ll need it!

Players: 2-7
Difficulty: 4 out of 5
Suggested Ages: It’s recommended for ages 14+. Younger guests (13 and under) are absolutely welcome when accompanied by an adult (18+).
Theme: Creepy Christmas / The North Pole
Warnings: Some scary themes and effects. For ages under 13, adult accompaniment is required

Duration: 60 minutes (please arrive 5 minutes early)

The Wizard Chambers

Wands at the ready! Beneath the city’s glittering skyscrapers, a world of ancient magic lies hidden, where a battle between good and evil magic rages. With the Sorcerers of Dark Magic close to snatching the secrets of immortality, can you thwart their quest to save the both magic and mortal realms?

Players: 2-8
Difficulty: 7/10
Suggested Ages: 9 years and up., Children from 7+ as paid guests with family groups)


Duration: 60 minutes

Pirates No Prey, No Pay!

In Caribbean waters, you’ve been captured by the ruthless pirate Calico Jack! Shackled in the hold of his ship, dawn approaches—the time of your execution. Your only hope? Escape under the cover of night, loot the treasure, and flee before Jack’s judgment seals your fate. Will you make it off the ship, or will you walk the plank?

Players: 2-8
Difficulty: 6/10
Suggested Ages: 9 years and up., Children from 7+ as paid guests with family groups)


Duration: 60 minutes

Cannibal

In the dark laneways of Sydney’s bustling CBD, a twisted mind lurks, inspired by the notorious cannibal of horror legend. Now, you find yourself his captive! Outsmart this deranged copycat before you become the main course at his nightmarish feast. Can you escape, or will you be served at Sydney’s darkest dinner party?

Players: 2-8
Difficulty: 8/10
Suggested Ages: All participants must be 18 years and over.


Duration: 60 minutes

The Possession

George St hides a sinister secret. An old, decaying building, long abandoned, yet alive with dark energy. Those who enter speak of unspeakable horrors, their minds forever fractured. Now, it’s your turn to face the unknown. Will you unravel the mystery, or will this malevolent force consume you as it has countless others?

Players: 2-8
Difficulty: 8/10
Suggested Ages: All guests must be 18 years and over. Our staff reserve the right to ID check if you look under age


Duration: 60 minutes

Kraken Nemo’s Revenge

Join Captain Nemo aboard the legendary Nautilus on a perilous mission to defeat the dreaded kraken. With creaking hulls, flickering lights, and time slipping away, will you conquer the beast or vanish into the depths, lost to legend forever?

Players: 2-8
Difficulty: 7/10
Suggested Ages: 9 years and up., Children from 7+ as paid guests with family groups)


Duration: 60 minutes

Saknussemm’s Trail

In the 16th century, a man by the name of Saknussemm is said to have journeyed to the center of the earth. 

After a chance meeting with your estranged uncle, you are given the chance to journey to the center of the earth with him, but, can you pass his test first?

Players: 2-6
Difficulty: 3/5
Suggested Ages: Open to all ages. (We require at least one player over 18 within your group to supervise.)


Duration: 60 minutes

Eternal Night

The Cortez Hotel, which was once popular in Chicago in the last century, suddenly broke out with frequent disappearance scandals, which dealt a fatal blow to the hotel’s reputation. The once glorious hotel has now fallen into decline. One day, a group of wealthy businessmen suddenly received an invitation from the Earl to purchase the hotel on Halloween Eve, but from the moment they entered the hotel, strange events gradually began to happen.

Important Information:

Due to the nature of it being a horror-themed room, there are some restrictions on the participants. Participants with any of the following conditions are not suitable to do the horror-themed rooms:

  • Pregnancy
  • Heart Conditions
  • Claustrophobia
  • Nyctophobia
  • Epilepsy or Photosensitive Epilepsy
  • Requires disability access
    Please ensure you carefully consider these restrictions before participating to ensure your safety and a smooth experience. If you have any questions or specific concerns, fell free to contact us for more information.
    WARNING:Small spaces, smokes and flashing lights in the game.*

Players: 4-8
Difficulty: 3/5
Suggested Ages: 14+

Duration: 75 minutes

Kidnapped

You wake up handcuffed and blindfolded in a strange cabin and you realise you have been kidnapped. Joined by your friends , you discover clues hidden throughout the room. Can your team work together and find a way to escape? Time is running out and the kidnapper will return soon!

Please arrive at least 10 minutes before your booking to ensure everyone on the day starts on time.

To make a booking less than 24 hours in advance: Call 0490 523 558 as there may be availability. 

Players: 2-6
Difficulty: Medium
Suggested Ages: 14+. Previous experience recommended

Duration: 60 Minutes

The Dollmaker

How far would you go to bring back a loved one?

Would you sacrifice your principals? Your morals?

What if you had the ability to snatch the person you loved most from the hands of death himself? And only for the small cost of your humanity. Of course you would do it! So surely you can’t fault me for what I’m about to do to you. Your parts will help me bring her back; and I have to bring her back.

Players: 2-6
Difficulty: Moderate
Suggested Ages: 16 years+

Duration: 75 Minutes

Abandoned House

After the daring Bank Heist, you find yourself alone in the chilling Abandoned House, where your teammate Ben sought refuge from the relentless police on your trail. As you explore the dark corners of this eerie dwelling, you stumble upon hidden treasures: scattered
jewels, stacks of cash, and the elusive blue sapphire necklace.
But the stakes are high, the police believe you’re involved and are closing in, trying to build a case against you. As the clock ticks, you must solve spine-tingling puzzles and uncover the houses secrets to escape before you’re caught.

Will you find a way out with the treasure in hand, or will you be trapped in a web of suspicion? The thrill of the chase begins now!

Players: 2-6
Difficulty: 3/5
Suggested Ages: 13+ years if there is no adult present, if accompanied by an adult any age is okay.

Duration: 60 Minutes

The Bunker

You wake up in darkness, disoriented and chained, with no memory of how you got here.
This is The Bunker, the lair of a notorious serial kidnapper. Panic sets in as you realise you’re not just a captive—you’re part of a twisted game.
As your eyes adjust to the dim light, you begin to notice faint clues scattered around the cold, concrete walls. Each puzzle you solve could be your ticket to freedom. Work quickly and carefully; every second counts as you piece together the grim reality of your situation.

Can you unravel the secrets hidden within the bunker and escape before your kidnapper returns? It’s a race against time filled with suspense and danger—your survival depends on your wits and teamwork!

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

Bank Heist

You wake up in darkness, disoriented and chained, with no memory of how you got here.
This is The Bunker, the lair of a notorious serial kidnapper. Panic sets in as you realise you’re not just a captive—you’re part of a twisted game.
As your eyes adjust to the dim light, you begin to notice faint clues scattered around the cold, concrete walls. Each puzzle you solve could be your ticket to freedom. Work quickly and carefully; every second counts as you piece together the grim reality of your situation.

Can you unravel the secrets hidden within the bunker and escape before your kidnapper returns? It’s a race against time filled with suspense and danger—your survival depends on
your wits and teamwork!

Players: 2-6
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

Prison Escape

After the harrowing events in the Abandoned House, you’ve been captured by the police and now sit in a grim jail cell, facing a life sentence. But you refuse to accept your fate.
You’ve spent countless hours plotting your escape, studying the routines of the guards and the layout of the prison.
Now, the moment has come to put your plan into action. Team up with fellow inmates as you navigate through dark corridors, solve intricate puzzles, and uncover hidden tools that could aid your getaway. The guards are vigilant, and time is against you, every second brings you
closer to a life behind bars.


Can you outsmart the system and break free, or will your dreams of escape be dashed? The thrill of freedom awaits in this high-stakes challenge!​

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

Transfusion

Dr. Frank N. Stein is a renowned scientist and researcher, known for his groundbreaking work in the field of genetics and biotechnology.

However, he has encountered a serious problem that requires urgent attention from experts in the medical field.

You have been chosen for your expertise in your respective fields and are now tasked with helping Dr. Stein find a solution to this critical situation.

Your skills and knowledge will be put to the test as you work to solve this challenging problem in a race against time.

The fate of lives is in your hands, and your quick thinking and decisive actions will be critical in determining the outcome.

INFORMATION: Best suited for experienced players. This room offers a variety of easy, medium & hard challenges and will keep you on your toes.  The theme is science based,0 however no outside knowledge is required.

Players: 2-8
Difficulty: Expert
Suggested Ages: 13+

Duration: 60 Minutes

Hotel Murder Mystery

Step into 1920s Paris, where glamour meets mystery. A luxurious hotel’s elevator malfunctions, and upon escape, you’re the prime suspect in a penthouse murder. Inspired by Poirot and Maigret, intrigue unfolds aboard the Orient Express. Can you solve the crime and clear your name before time runs out?

Players: 2-6
Difficulty: 7/10
Suggested Ages: Ages 13+

Duration: 60 Minutes

The Pirate’s Bay

You are pirates in the very heart of the Caribbean Sea on a tropical island that seems like paradise. Although, you have begun to realise the island is not the tropical paradise it once seemed. You find an abandoned hut on a cliff top, curiousity gets the better of you and you decide to explore, inside you find a treasure chest with a note attached “Take my treasure or leave me be, Just know that greed will be the end of ye!”.  You have never seen so much treasure, you take no heed of the note, you and your crew mates take the treasure back to the ship.

That night, Crew members on the ship seem to disappear one at a time. IT WAS CURSED! You realise everyone was so tempted by the treasure that they were stealing from it throughout the night and weren’t seen again. You have to return all the cursed coins to the chest before the curse gets you too.

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

Duration: 60 Minutes

Click Image for Answer

The Adventure of the Escape House

If you’re reading this article, or magazine even, you like puzzles. And hopefully you read last edition’s article on my considerations for building my own home escape room. In this article, I’m going to walk through my process of designing one of the puzzles specifically.
Okay, let’s make a puzzle.

What do I already have that I can use?
I own several globes. A Lego world map. An old phone. A lot of books. A fresh and funky set of playing cards with star constellations looking for me to justify having purchased them. The realisation that constellations are a variety of patterns that others have already prepared. Just need a question now…

I went through the padlocks I had, and tried to match up constellation names to what I could fit on the dials (Capricorn won’t fit on my 5-letter Masterlock…). An old phone would work much better – to have any word I wanted as a password to access it (bonus: I could then use the phone to display my choice of multimedia for the next puzzle).
That’s my answer sorted. How can I make a puzzle that gives a set group of points marked out to represent a particular constellation for an answer?

Around the World in Eight Clues
This made me think of coordinates. Let’s find a map. Conveniently we already had the big Lego map which we could use and reuse without damaging it, by sticking flags onto it as markers. But how do I direct the players to these coordinates? I’ve got enough globes to cover the 8 points needed for the constellation so the application of some gold stars at set locations (one per globe) would give out 8 clues.

Flagging problems
After a playtest, I changed all the flags to the same colour, put a link to the constellations by sitting a card in with them, and adding a little note from a character in the room’s narrative: “I found my phone but couldn’t remember the password. All I do remember is that if I flag my favourite places from around the globes, all the stars would line up on my map”.

Solving the puzzle
The players have a phone with the same pattern as the back of the cards, and flags to mark out on the Lego map by matching them to the globe locations of the gold stars.

When the flags are all in the right place, it’s up to the players to determine what the pattern is, and which of the many cards they have that it corresponds to.

And because why not, the correct code was actually set to be a seven-letter word, so one last bit of translation was necessary to get the final answer.

Happy designing everyone!

Cistercian Numerals

This edition has a code you can really count on in tight quarters.

No, this not another symbol-based cipher, these are glyphs that actually represent the numbers: 5762, 9483, 8613, 2159, 3478. But why?

We’re looking at a system of writing numbers from the Cistercian religious order (pronounced siss-TER-shun). Named after a French town, these 13th century monks had enough of the Roman numeral system and its alphabet soup, and the Hindu-Arabic system was yet to be widely used. This compact combination of constructions connected to a core column became their continent kept count for a couple of centuries.

Learn To Count (Again)

All of our numbers of up to four digits can be drawn as singular glyphs, each with four sections or quadrants.

One type of mark would appear in the top right for a single digit number, top left for a number in the tens, lower right in the hundreds, and lower left in the thousands. These marks would be the same flipped across or down, or just a blank stick for a zero.

For some examples, a number like 9999 or 4444 would have the same type of mark in each quadrant:

Count Carefully

One tricky bit to watch out for is making sure you read the mark correctly from the END of the line – top OR bottom. Don’t go from reading 70 curling downwards to reading 8000 also curling downwards when you should be reading it from the bottom (7000 curling upwards from the END of the line).

Cool Conversions

Here are a couple more examples and sequences for you to practice with (answers at the end of the article):

Get Counting!

Sure, you are limited to 9999 as your maximum – so let’s hope you don’t have a 5 digit lock in your Escape Room.

Remember, you don’t have to memorise this (especially when it might be presented differently) – if you see these symbols in your Escape Room, the designers will have a guide hidden somewhere to solve it.

Good luck finding the answer!

(Answers: Fibonacci Sequence; Prime numbers; Binary/Power of Two numbers; not sure – I Lost the answer…)

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