The specter of nuclear ‘Mutually Assured Destruction‘ (MAD) between superpowers was sobering for those who grew up during the Cold War. For the spies engaged in the silent war, trying to gain an edge for their masters was deadly business – the secrets concerning nuclear capabilities of adversaries were the Holy Grail of their profession. This conflict has been a popular theme for entertainment – novels, movies, games, and lately, even with escape rooms. Why not? Codes, ciphers, deception, subterfuge, sabotage… Espionage during the Cold War was a cerebral affair.
In Trapt’s version of this epic struggle, players have 45 minutes to prevent the MAD scenario from coming about and it all starts in an underground bunker. It’s a race against the end of the world! Continue reading “Trapt: Espionage [Review]”→
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.
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!
In Trapt’s Madhouse, players are accused of a murder and must exonerate themselves within one hour. Sounds like a typical escape room scenario right? What’s not usual is that this escape room is located in a supposedly haunted location – a 19th century homestead in the middle of nowhere in Point Cook, South Melbourne.
Whenever we travel, both Pa and I really enjoy going on tours about ghosts and ‘dark pasts’. If nothing else, they provide a means to understand the lesser known ‘street histories’ of places and give insights into the lives of normal people. Like city walking tours, they’re also really good at giving visitors a feel on how to navigate a city. While were were looking for ghost tours to do in Melbourne, we came across Trapt’s Madhouse. Our interest suitably piqued, we made the booking and drove down with two friends.
Some weeks ago, Trapt Bar & Escape Rooms retired their beginner level room Prison Breakand added a new entry-level challenge to its patrons. Who would expect that the chosen theme for the new room would be Prohibition? In a bar?
Trapspringer and I joined another friend to give this new room a go, and we were not disappointed. It is simple, but well done. A very good room to bring friends who are new to the hobby, or to warm up the brains of a group willing to attempt harder rooms later!
First up, we really did like playing this room. The scores may not seem high, but these guys did an extremely good job with a simple room. This is a good ‘intro room’ for rookies or if you only had a short time in Melbourne.
That was exactly the case for us. Our bus to the airport would leave in one hour, and Trapt is not far from Southern Cross station. Why not try breaking out of a prison, then? 😀