FAQ
Questions before class
The official footage of The Wizard's Chamber shows a castle map marking the library, chapel and study hall, a patterned chessboard, shelves of potion bottles, lantern-lit stone walls, a frog in a glass terrarium and a book titled The Dark Grimoire. Working out what each one is for is up to your class.
The castle walls hold for 60 minutes once the door of The Wizard's Chamber closes. Add 15 minutes beforehand for the briefing and about 15 afterwards to recover, and the whole visit takes around an hour and a half, less if your class escapes early.
Not in the way a horror room is. The Wizard's Chamber is a candlelit adventure with an ominous story, sound effects and moody lighting, but no monsters lunging from corners. Like every Escape This room, the lights can dip into darkness or flash, so mention any worries at check-in.
Often, says the Escape This team, who have noticed that children tend to outshine the grown-ups in The Wizard's Chamber. Young players spot patterns and hiding places quickly, so treat them as full members of the class rather than passengers.
Never. Every session of The Wizard's Chamber belongs to one booking, a policy Escape This has always kept. If you don’t escape, the only people to blame are the ones you brought.
Nine and up is recommended for The Wizard's Chamber, and seven- and eight-year-olds can join their family as paying players. Any group with a child of nine or under needs a parent or guardian playing alongside them.
Only as spectators. Under-sevens can watch The Wizard's Chamber with their family, and babies under three may be carried in free at the team’s discretion. Both count towards the eight-person limit for fire safety.
From 14, yes: a group where everyone is 14 or older needs no adult on site. If anyone in the group is 10 to 13, an adult must stay at the venue for the booking, though they don’t have to enter The Wizard's Chamber.
A fair amount. The Wizard's Chamber relies on reading, and its narration and clues are spoken in English only. Perth CBD says one confident reader per team is enough, while Sydney CBD warns its version leans heavily on reading, so Escape This suggests most of the group be fluent.
Yes, in both Perth CBD and Sydney CBD, with room for one wheelchair per session. A few puzzles in The Wizard's Chamber are harder to reach from a chair, but it is a team game and the rest of the class can cover them.
Yes. The Wizard's Chamber has no crawling and no tight gaps to squeeze through, which is why Escape This lists it as a good choice for pregnant players and anyone with mobility difficulties.
It shouldn’t. Escape This lists The Wizard's Chamber as having no confined or tight spaces, so it is one of its recommended rooms for anyone who dislikes small enclosures.
No. The potions in The Wizard's Chamber bubble only in the story; the room uses no smoke effects, so it suits players with asthma or other breathing conditions.
Yes, with a little help. The Headmaster’s narration and every hint in The Wizard's Chamber come through speakers, so teammates pass them on, while the puzzles themselves are visual and hands-on.
Press the panic button. The Wizard's Chamber is watched on CCTV for the whole hour, so a gamesmaster lets the player out straight away and the rest of the class can carry on.
Fifteen minutes before your session. That leaves time for lockers and the briefing, so none of your hour in The Wizard's Chamber is lost.
Please do. Escape This encourages costumes, and The Wizard's Chamber is made for cloaks, capes, pointed hats, round glasses and lightning-bolt scars. Whatever you wear, keep it comfortable and pair it with closed shoes.
No. Phones, smartwatches, cameras and recording devices stay in the free lockers while you play The Wizard's Chamber, and anyone affected by alcohol or drugs won’t be allowed in.
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