Trapt: Biohazard [Review]

TraptLocation: Trapt, Melbourne CBD, VIC, Australia

Date completed: October 2017 (5 players). Succeeded escaping!

Creativity: 5; Difficulty: 6.5; Atmosphere: 5.5; Fun: 6.5.

Requirements:

  • 2-6 players
  • Fluent English
  • 45 minute room

Most escape room enthusiasts have probably already noticed that mixing a secret laboratory with a biohazardous experiment doesn’t end well most times. In Biohazard, something went wrong in a high-security government laboratory and the scientists have not been heard from in days. To make things “easier”, you don’t know what they were researching or who they are.

The only information you’ve been given is that your specialist retrieval team must enter the facility and search for the scientists. If there are any survivors, retrieve them and exit as quick as possible. The mission lasts 45 minutes, and after that the military will destroy the facility for safety reasons – and everything inside, including your team.

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Trapt: Wonderland [Review]

TraptLocation: Trapt, Melbourne CBD, VIC, Australia

Date completed: October 2017 (2 players). Succeeded escaping!

Creativity: 7Difficulty: 7; Atmosphere: 7.5; Fun: 8.

Requirements:

  • Very fluent / Native English
  • Full mobility
  • 45 minute room

When we had our most recent opportunity to visit Melbourne, Trapspringer and I went to play Wonderland at Trapt. Although it is not new, the game still receives very good comments.  Wonderland, as the name suggests, is inspired in the adventures of ‘Alice in Wonderland’ and ‘Through the Looking Glass’, some of the world’s greatest references in fantasy and nonsense genres. There is hardly a media without a version of Alice’s adventures: movies, plays, songs, videogames. It was just a matter of time for escape rooms to have their go, as the story itself is rich in brain-teasers and games.

“Have you guessed the riddle yet?” – “No, I give it up, what’s the answer?” – “I haven’t the slightest idea”.  This conversation between Alice and the Mad Hatter, in chapter 7 of the book, could very much be escape room chat!

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Escape Rooms Canberra: The Vault [Review]

ercLocation: Escape Rooms Canberra (ERC), Phillip (South side Canberra), ACT, Australia

Date completed:  September 2017 (4 players). Succeeded escaping!

Creativity: 9; Difficulty: 9; Atmosphere: 8.5; Fun: 8.5

Requirements:

  • 2-7 players
  • At least one person not colour blind
  • Acute senses
  • Full mobility

In an alternate timeline, the Mutually Assured Destruction (MAD) doctrine which governed Cold War geopolitics between the US and the Soviet Union failed to keep these superpowers in check. Who knows who fired first? In any case, nuclear football was played and the world is in a post-apocalyptic state. A madman with the keys to the remaining nuclear arsenal is intent on finishing the last surviving remnants of human civilization.

Pa and I plus two friends, who had never tried escape rooms before, embarked on this mission to infiltrate The Vault to stop the launch of these missiles in one hour and save the last humans on Earth. As the Escape Room Canberra (ERC) website claims in the description, ‘survival is not guaranteed’.

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The Cipher Room: The Cabin [Review]

TheCipherRoom_LogoLocation: The Cipher Room, Newtown, Sydney , NSW, Australia

Date completed:  July 2017 (3 players). Succeeded escaping!

Creativity: 9; Difficulty: 8; Atmosphere: 9.5; Fun: 9.

Requirements:

  • Intermediate English
  • Acute senses
  • 2-8 players

Your team of detectives got a promising lead that may shed some light of the investigation of a serial killer. Someone acting suspiciously has been visiting an abandoned old cabin and strange noises were reported coming from it. Armed with a search warrant and a good dose of courage, you must go in and try to find out what is hidden in The Cabin.

This detailed game, crafted by the designers from The Cipher Room, has borderline creepy elements and one of the most interesting plot twists we’ve seen in Australian escape rooms.

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The Cipher Room: Espionage [Review]

TheCipherRoom_LogoLocation: The Cipher Room, Newtown, Sydney , NSW, Australia

Date completed:  July 2017 (3 players). Succeeded escaping!

Creativity: 8.5; Difficulty: 7; Atmosphere: 9; Fun: 9.

Requirements:

  • Intermediate English
  • 2-8 players

In Cipher Room’s Espionage, it’s late-war in 1945. Players are rookies tasked with conducting a rendezvous with an Agent M, but something is amiss. She sends an urgent message to shift the RV to a safe house where she had been conducting surveillance. Not a good sign. Once you get to the safe house, it doesn’t help that Agent M is missing. However, like any good spy, she had backup plans and hid her communication to the team through a number of puzzles.

Espionage is a room with historical references hidden in every corner. But mission first. Time to get to work. Those enemies aren’t going to defeat themselves.

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PAX Australia 2017 Panel: Behind the Hidden Door

22179978_127486074575081_5900641369381559922_oLocation: PAX Australia 2017, Melbourne Convention Centre, VIC
When: 28 October 2017
Panel: Jesse and Chris (Riddle Room), Matt (Enigma Room), Rohan (Cubescape), Josh (Mystery Rooms), Pa! (where else?)

I can’t believe its been a full year since we last headed to Melbourne to cover the escape room panel for PAX Australia! Time has passed (too) quickly and many escape rooms have been played. Pa was fortunate enough to be invited this time around to sit Behind the Hidden Door and fly the flag for our blog at this year’s panel. Attending PAX as a panelist? Achievement unlocked.

With so much development in the Australian escape room industry through 2017, it was hard to nail down any single topic to cover. Matt from Enigma Room came up with an ingenious idea to spur discussion this year – the audience would submit their questions by paper plane. They weren’t given much warning this would happen and those who managed to land their question into a box got first dibs at being presented to the panel.

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The Mystery Rooms: Chapter 3 – The Last Stand [Review]

mystery-headerlogoLocation: The Mystery Rooms, Fitzroy (Melbourne), VIC, Australia

Date completed: June 2017 (4 players). Succeeded escaping!

Creativity: 10Difficulty: 9; Atmosphere: 8.5; Fun: 8.5.

Requirements:

  • Fluent English
  • 4-6 players
  • One player not colour blind

The search for the talisman of Courage is the background story for Mystery Room’s Chapter 3 – The Last Stand, in continuation of the adventures of Chapter 1 and Chapter 2. This room is based on a real character of Australian history: the bushranger Ned Kelly, famous for battling local authorities in an improvised suit of armour. (For readers not from Australia, bushrangers were outlaws of the outback in the 19th century). As mentioned in the company’s website, “whether viewed as a hero or villain, opinion is united that few would have had the courage to walk in his footsteps, fighting for his beliefs all the way towards his ultimate and perhaps inevitable demise.”

The talisman players must find is a green scarf awarded to Ned Kelly when he was 11 years old for saving a younger lad from drowning. This memento would be worn by Ned Kelly during his last stand at Glenrowan, Victoria, in 1880 and it is just prior to this event that players will find themselves transported to. The portal to the past remains open for one hour in which the talisman of Courage must be found!

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